• Contact
  • Journal
  • Home
  • Atari2600
  • Combat 10%
  • RAMUse
  • Site
  • Page
  • Amiga
    • Rainbow Islands
      • 1loader-dec
      • 1loader
      • boot
      • orig-boot
      • Journal
  • Arcade
    • Asteroids 80%
      • Hardware
      • RAMUse
      • Code

      • DVG
      • VectorROM

      • Journal
    • Crazy Climber 1%
      • BigSpriteGraphics.pdf
      • Buildings.pdf
      • cclimber.asm
      • CharEnc.inc
      • CrazyClimberMemoryMapInfo.pdf
      • GraphicsAndCharacterAssetInfo.pdf
      • MemoryMap.inc
    • Defender 75%
      • RAMUse
      • Hardware
      • Bank1
      • Bank2
      • Bank3
      • Bank7
      • BankFixed
      • Mapping.txt
      • SoundHardware
      • SoundRAMUse
      • SoundCode
      • Defender-Theory-Early.pdf
      • Defender-Theory-Later.pdf
      • Defender.CPU.jpg
      • Defender.ROM.B&W.jpg
      • Defender.Vid.B&W.jpg
      • SoundROM.txt
    • Frogger (Sound)
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Hardware
      • RAMUse
      • Code

      • GFX

      • Journal
    • Galaga 5%
      • CPU1 (Main)
      • CPU2 (Secondary)
      • CPU3 (Sound)
      • GFX1 (Characters)
      • GFX2 (Sprites)
      • PROMcolors
      • PROMpaletteChar
      • PROMpaletteSprite

      • CPU1Fix

      • Journal
    • Moon Patrol 75%
      • Hardware
      • RAMUse
      • Code

      • GFX1 (Text)
      • GFX2 (Sprites)
      • GFX3 (Mountains)
      • GFX4 (Hills)
      • GFX5 (City)
      • ImageBackgroundColors
      • SpriteColors
      • SpriteColorSets
      • TextColors

      • MoonPatrolSound
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Journal
    • Omega Race 10%
      • Hardware
      • RAMUse
      • MainBoard

      • SoundHardware
      • SoundRAMUse
      • SoundBoard

      • DVGPROM
      • VectorROM

      • Journal
    • Phoenix 35%
      • Hardware
      • RAMUse
      • Code

      • Background
      • Foreground

      • Journal

      • Scramble HHi
        • phoenixj-func-main2.pdf
        • phoenixj-func-main2.scap
        • phoenixj.asm-may2025.txt
        • phoenixj.asm-may2025.txt.pdf
    • Space Invaders
      • Hardware
      • RAMUse
      • Code

      • Journal
    • Time Pilot (Sound)
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Hardware
      • RAMUse
      • Code

      • Journal
    • Sea Wolf 1%
      • Hardware
      • RAMUse
      • Code

      • Journal
    • Scramble 1%
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Journal
  • Atari2600
    • Stella (Hardware Info)
    • Asteroids 5%
      • RAMUse
      • Code

      • Journal
    • Battle Zone 1%
      • RAMUse
      • Code

      • Journal
    • Chess 1%
      • RAMUse
      • Code

      • Journal
    • Combat 10%
      • RAMUse
      • Code
      • CodePAL

      • Journal
    • Double Gap
      • Code
      • DoubleGap.asm

      • Journal
    • Entombed 1%
      • RAMUse
      • Code

      • Journal
    • ET 1%
      • RAMUse
      • Code

      • Journal
    • Burger Time 1%
      • RAMUse
      • CodeBank0
      • CodeBank1
      • CodeBank2
      • CodeBank3
      • CodeBank4
      • CodeBank5
      • CodeBank6
      • CodeBank7

      • Journal
    • Missile Command 1%
      • RAMUse
      • Code

      • Journal
    • Space Invaders 1%
      • RAMUse
      • Code

      • Journal
  • CoCo
    • Hardware
    • Early Work
    • Pyramid
      • RAMUse
      • Code

      • Journal
    • Raaka Tu
      • RAMUse
      • Code

      • Journal
    • Bedlam
      • RAMUse
      • Code

      • Journal
    • Madness & Minotaur
      • Walk Through
        • after_start.txt
        • after_start.cas
        • after_1.txt
        • after_1.cas
        • after_2.txt
        • after_2.cas
        • after_3.txt
        • after_3.cas
        • after_4.txt
        • after_4.cas
        • after_5.txt
        • after_5.cas
        • after_6.txt
        • after_6.cas
        • after_7.txt
        • after_7.cas
        • after_8.txt
        • after_8.cas
        • after_9.txt
        • after_9.cas
        • after_10.txt
        • after_10.cas
        • after_11.txt
        • after_11.cas
        • after_12.txt
        • after_12.cas
        • after_13.txt
        • after_13.cas
        • after_14.txt
        • after_14.cas
        • after_15.txt
        • after_15.cas
        • after_16.txt
        • after_16.cas
        • after_17.txt
        • after_17.cas
        • after_18.txt
        • after_18.cas
        • after_19.txt
        • after_19.cas
        • after_20.txt
        • after_20.cas
        • after_21.txt
        • after_21.cas
        • after_22.txt
        • after_22.cas
        • after_23.txt
        • after_23.cas
        • after_24.txt
        • after_24.cas
        • after_25.txt
        • after_25.cas
      • RAMUse
      • Code

      • SaveGameViewer

      • Journal
    • Mega-Bug
      • RAMUse
      • Code

      • Journal
    • Daggorath
      • RAMUse
      • Code

      • Level Maps

      • Journal
    • Downland 5%
      • RAMUse
      • Code

      • Journal
    • Audio Analyzer 5%
      • RAMUse
      • Code

      • Journal
    • Doubleback
      • RAMUse
      • Code

      • Journal
  • NES
    • Zelda 5%
      • Hardware
      • RAMUse
      • Bank0
      • Bank1
      • Bank2
      • Bank3
      • Bank4
      • Bank5
      • Bank6
      • Bank7

      • Journal
    • Kid Icarus 1%
      • Hardware
      • RAMUse
      • Bank0
      • Bank1
      • Bank2
      • Bank3
      • Bank4
      • Bank5
      • Bank6
      • Bank7

      • Journal
  • Gameboy
    • Hardware
    • Link's Awakening 1%
      • RAMUse
      • Bank00
      • Bank01
      • Bank02
      • Bank03
      • Bank04
      • Bank05
      • Bank06
      • Bank07
      • Bank08
      • Bank09
      • Bank0A
      • Bank0B
      • Bank0C
      • Bank0D
      • Bank0E
      • Bank0F
      • Bank10
      • Bank11
      • Bank12
      • Bank13
      • Bank14
      • Bank15
      • Bank16
      • Bank17
      • Bank18
      • Bank19
      • Bank1A
      • Bank1B
      • Bank1C
      • Bank1D
      • Bank1E
      • Bank1F

      • Journal
    • Tetris 1%
      • RAMUse
      • Code

      • Journal
  • TRS80
    • Hardware
    • HauntedHouse
      • RAMUse1
      • Code1
      • RAMUse2
      • Code2

      • Journal
    • Pyramid
      • RAMUse
      • Code

      • RAMUse1
      • Code1

      • Journal
    • RaakaTu
      • RAMUse
      • Code

      • Journal
    • Bedlam
      • RAMUse
      • Code

      • Journal
  • Virus
    • Morris Worm 1%
      • Journal
    • Stoned
      • Journal

  • Tools
    • Blend
      • blend.zip

      • Journal
  • RAM

RAM

0080 m80
0081 m81
0082 skipPlayfield If D7 is set then skip drawing the playfield
0083 m83
0084 m84
0085 m85
0086 frameCounter Incremented every TV frame
0087 maskRightNumber Mask to turn off right number (0 for off, FF for on)
0088 m88 ?? F00F something to do with console switch inputs
0089 m89
008A m8A
008B m8B
008C m8C
008D m8D
008E m8E
008F m8F
0090 m90
0091 m91
0092 m92
0093 m93
0094 m94
0095 m95
0096 m96
0097 m97
0098 m98
0099 m99
009A m9A
009B m9B
009C m9C
009D m9D
009E m9E
009F m9F
00A0 mA0
00A1 scoreP1 Score for player 0
00A2 scoreP1 Score for player 1
00A3 mA3
00A4 player0row Row number of player 0
00A5 player1row Row number of player 1
00A6 missile0row Row number of missile 0
00A7 missile1row Row number of missile 1
00A8 mA8
00A9 mA9
00AA mAA
00AB mAB
00AC mAC
00AD mAD
00AE mAE
00AF mAF
00B0 mB0
00B1 mB1
00B2 mB2
00B3 mB3
00B4 scanlineNumber Counts the scan lines while drawing
00B5:B6 pf0Graphics Pointer to PF0 graphics
00B7:B8 pf1Graphics Pointer to PF1 graphics
00B9:BA pf2Graphics Pointer to PF2 graphics
00BB mBB
00BC mBC
00BD playerXpicture Offset to player graphics (interleaved -- P0 even, P1 odd)
00BE mBE
00BF mBF
00C0 mC0
00C1 mC1
00C2 mC2
00C3 mC3
00C4 mC4
00C5 mC5
00C6 mC6
00C7 mC7
00C8 mC8
00C9 mC9
00CA mCA
00CB mCB
00CC mCC
00CD mCD
00CE mCE
00CF mCF
00D0 mD0
00D1 mD1
00D2 scratch1 Temporary variable used several places
00D3 stackPointer Holds stack pointer while drawing the screen (with the stack pointer)
00D4 mD4
00D5 mD5
00D6 colorP0 Color of Player 0
00D7 colorP1 Color of Player 1
00D8 mD8
00D9 mD9
00DA mDA
00DB mDB
00DC mDC
00DD mDD
00DE nextLeft Holds next pattern for left two digits (offset into 5 slots)
00DF nextRight Holds next pattern for right two digits (offset into 5 slots)
00E0 leftDigitLSD Least significant digit for left number (offset into 5 slots)
00E1 rightDigitLSD Least significant digit for right number (offset into 5 slots)
00E2 leftDigitMSD Most significant digit for left number (offset into 5 slots)
00E3 rightDigitMSD Most significant digit for right number (offset into 5 slots)
00E4 mE4
00E5 mE5 Seems to be first non-used (like reserved for stack)
00E6 mE6
00E7 mE7
00E8 mE8
00E9 mE9
00EA mEA
00EB mEB
00EC mEC
00ED mED
00EE mEE
00EF mEF
00F0 mF0
00F1 mF1
00F2 mF2
00F3 mF3
00F4 mF4
00F5 mF5
00F6 mF6
00F7 mF7
00F8 mF8
00F9 mF9
00FA mFA
00FB mFB
00FC mFC
00FD mFD
00FE mFE
00FF mFF Stack builds towards 00 from here