c128lib Labels
Labels definition for C128
|
Variables | |
label | VIC2 = $D000 |
label | SPRITE_0_X = VIC2 + $00 |
label | SPRITE_0_Y = VIC2 + $01 |
label | SPRITE_1_X = VIC2 + $02 |
label | SPRITE_1_Y = VIC2 + $03 |
label | SPRITE_2_X = VIC2 + $04 |
label | SPRITE_2_Y = VIC2 + $05 |
label | SPRITE_3_X = VIC2 + $06 |
label | SPRITE_3_Y = VIC2 + $07 |
label | SPRITE_4_X = VIC2 + $08 |
label | SPRITE_4_Y = VIC2 + $09 |
label | SPRITE_5_X = VIC2 + $0A |
label | SPRITE_5_Y = VIC2 + $0B |
label | SPRITE_6_X = VIC2 + $0C |
label | SPRITE_6_Y = VIC2 + $0D |
label | SPRITE_7_X = VIC2 + $0E |
label | SPRITE_7_Y = VIC2 + $0F |
label | SPRITE_MSB_X = VIC2 + $10 |
label | CONTROL_1 = VIC2 + $11 |
label | RASTER = VIC2 + $12 |
label | LIGHTPEN_X = VIC2 + $13 |
label | LIGHTPEN_Y = VIC2 + $14 |
label | SPRITE_ENABLE = VIC2 + $15 |
label | CONTROL_2 = VIC2 + $16 |
label | SPRITE_EXPAND_Y = VIC2 + $17 |
label | MEMORY_CONTROL = VIC2 + $18 |
label | IRR = VIC2 + $19 |
label | IMR = VIC2 + $1A |
label | SPRITE_PRIORITY = VIC2 + $1B |
label | SPRITE_COL_MODE = VIC2 + $1C |
label | SPRITE_EXPAND_X = VIC2 + $1D |
label | SPRITE_2S_COLLISION = VIC2 + $1E |
label | SPRITE_2B_COLLISION = VIC2 + $1F |
label | BORDER_COL = VIC2 + $20 |
label | BG_COL_0 = VIC2 + $21 |
label | BG_COL_1 = VIC2 + $22 |
label | BG_COL_2 = VIC2 + $23 |
label | BG_COL_3 = VIC2 + $24 |
label | SPRITE_COL_0 = VIC2 + $25 |
label | SPRITE_COL_1 = VIC2 + $26 |
label | SPRITE_0_COLOR = VIC2 + $27 |
label | SPRITE_1_COLOR = VIC2 + $28 |
label | SPRITE_2_COLOR = VIC2 + $29 |
label | SPRITE_3_COLOR = VIC2 + $2A |
label | SPRITE_4_COLOR = VIC2 + $2B |
label | SPRITE_5_COLOR = VIC2 + $2C |
label | SPRITE_6_COLOR = VIC2 + $2D |
label | SPRITE_7_COLOR = VIC2 + $2E |
label | XSCAN = VIC2 + $2F |
label | CLKRATE = VIC2 + $30 |
label | SPRITE_MOTION_0 = $117E |
label | SPRITE_MOTION_1 = $1189 |
label | SPRITE_MOTION_2 = $1194 |
label | SPRITE_MOTION_3 = $119F |
label | SPRITE_MOTION_4 = $11AA |
label | SPRITE_MOTION_5 = $11B5 |
label | SPRITE_MOTION_6 = $11C0 |
label | SPRITE_MOTION_7 = $11CB |
label | SPRITE_MOTION_OFFSET = $0B |
label | SPRITE_MAIN_DIR_UP = $00 |
label | SPRITE_MAIN_DIR_RIGHT = $01 |
label | SPRITE_MAIN_DIR_DOWN = $02 |
label | SPRITE_MAIN_DIR_LEFT = $03 |
label | SPRITE_MASK_0 = %00000001 |
label | SPRITE_MASK_1 = %00000010 |
label | SPRITE_MASK_2 = %00000100 |
label | SPRITE_MASK_3 = %00001000 |
label | SPRITE_MASK_4 = %00010000 |
label | SPRITE_MASK_5 = %00100000 |
label | SPRITE_MASK_6 = %01000000 |
label | SPRITE_MASK_7 = %10000000 |
label | SHADOW_VIC2 = $11D6 |
label | SHADOW_SPRITE_0_X = SHADOW_VIC2 + $00 |
label | SHADOW_SPRITE_0_Y = SHADOW_VIC2 + $01 |
label | SHADOW_SPRITE_1_X = SHADOW_VIC2 + $02 |
label | SHADOW_SPRITE_1_Y = SHADOW_VIC2 + $03 |
label | SHADOW_SPRITE_2_X = SHADOW_VIC2 + $04 |
label | SHADOW_SPRITE_2_Y = SHADOW_VIC2 + $05 |
label | SHADOW_SPRITE_3_X = SHADOW_VIC2 + $06 |
label | SHADOW_SPRITE_3_Y = SHADOW_VIC2 + $07 |
label | SHADOW_SPRITE_4_X = SHADOW_VIC2 + $08 |
label | SHADOW_SPRITE_4_Y = SHADOW_VIC2 + $09 |
label | SHADOW_SPRITE_5_X = SHADOW_VIC2 + $0A |
label | SHADOW_SPRITE_5_Y = SHADOW_VIC2 + $0B |
label | SHADOW_SPRITE_6_X = SHADOW_VIC2 + $0C |
label | SHADOW_SPRITE_6_Y = SHADOW_VIC2 + $0D |
label | SHADOW_SPRITE_7_X = SHADOW_VIC2 + $0E |
label | SHADOW_SPRITE_7_Y = SHADOW_VIC2 + $0F |
label | SHADOW_SPRITE_MSB_X = SHADOW_VIC2 + $10 |
label | SHADOW_SPRITE_2S_COLLISION = SHADOW_VIC2 + $11 |
label | SHADOW_SPRITE_2B_COLLISION = SHADOW_VIC2 + $12 |
label | SHADOW_LIGHTPEN_X = SHADOW_VIC2 + $13 |
label | SHADOW_LIGHTPEN_Y = SHADOW_VIC2 + $14 |
label | COLOR_RAM = $D800 |
label | TOP_SCREEN_RASTER_POS = 50 |
label | RASTER_MAX_PAL = 312 |
label | RASTER_MAX_NTSC = 263 |
label | CONTROL_1_RASTER8 = %10000000 |
label | CONTROL_1_ECM = %01000000 |
label | CONTROL_1_BMM = %00100000 |
label | CONTROL_1_DEN = %00010000 |
label | CONTROL_1_RSEL = %00001000 |
label | CONTROL_2_RES = %00100000 |
label | CONTROL_2_MCM = %00010000 |
label | CONTROL_2_CSEL = %00001000 |
label | IRR_IRQ = %10000000 |
label | IRR_LIGHTPEN = %00001000 |
label | IRR_SPR_SPR = %00000100 |
label | IRR_SPR_BG = %00000010 |
label | IRR_RASTER = %00000001 |
label | IMR_LIGHTPEN = %00001000 |
label | IMR_SPR_SPR = %00000100 |
label | IMR_SPR_BG = %00000010 |
label | IMR_RASTER = %00000001 |
label | STANDARD_TEXT_MODE = %000 |
label | MULTICOLOR_TEXT_MODE = %001 |
label | STANDARD_BITMAP_MODE = %010 |
label | MULTICOLOR_BITMAP_MODE = %011 |
label | EXTENDED_TEXT_MODE = %100 |
label | MODE_ECM = %100 |
label | MODE_BMM = %010 |
label | MODE_MCM = %001 |
label | TEXT_SCREEN_WIDTH = 40 |
label | BASIC_IRQ_FLAG |
label | VIC_SCREEN_CHAR_SHADOW = $0A2C |
label | VIC_BITMAP_VIDEO_SHADOW = $0A2D |
label | CHAR_MEM_0000 = %00000000 |
label | CHAR_MEM_0800 = %00000010 |
label | CHAR_MEM_1000 = %00000100 |
label | CHAR_MEM_1800 = %00000110 |
label | CHAR_MEM_2000 = %00001000 |
label | CHAR_MEM_2800 = %00001010 |
label | CHAR_MEM_3000 = %00001100 |
label | CHAR_MEM_3800 = %00001110 |
label | SCREEN_MEM_0000 = %00000000 |
label | SCREEN_MEM_0400 = %00010000 |
label | SCREEN_MEM_0800 = %00100000 |
label | SCREEN_MEM_0C00 = %00110000 |
label | SCREEN_MEM_1000 = %01000000 |
label | SCREEN_MEM_1400 = %01010000 |
label | SCREEN_MEM_1800 = %01100000 |
label | SCREEN_MEM_1C00 = %01110000 |
label | SCREEN_MEM_2000 = %10000000 |
label | SCREEN_MEM_2400 = %10010000 |
label | SCREEN_MEM_2800 = %10100000 |
label | SCREEN_MEM_2C00 = %10110000 |
label | SCREEN_MEM_3000 = %11000000 |
label | SCREEN_MEM_3400 = %11010000 |
label | SCREEN_MEM_3800 = %11100000 |
label | SCREEN_MEM_3C00 = %11110000 |
label | BITMAP_MEM_0000 = %00000000 |
label | BITMAP_MEM_2000 = %00001000 |
label VIC2 = $D000 |
Vic2 first register https://c128lib.github.io/Reference/D000
label SPRITE_0_X = VIC2 + $00 |
Sprite 0 x-coordinate https://c128lib.github.io/Reference/D000#D000
label SPRITE_0_Y = VIC2 + $01 |
Sprite 0 y-coordinate https://c128lib.github.io/Reference/D000#D001
label SPRITE_1_X = VIC2 + $02 |
Sprite 1 x-coordinate https://c128lib.github.io/Reference/D000#D002
label SPRITE_1_Y = VIC2 + $03 |
Sprite 1 y-coordinate https://c128lib.github.io/Reference/D000#D003
label SPRITE_2_X = VIC2 + $04 |
Sprite 2 x-coordinate https://c128lib.github.io/Reference/D000#D004
label SPRITE_2_Y = VIC2 + $05 |
Sprite 2 y-coordinate https://c128lib.github.io/Reference/D000#D005
label SPRITE_3_X = VIC2 + $06 |
Sprite 3 x-coordinate https://c128lib.github.io/Reference/D000#D006
label SPRITE_3_Y = VIC2 + $07 |
Sprite 3 y-coordinate https://c128lib.github.io/Reference/D000#D007
label SPRITE_4_X = VIC2 + $08 |
Sprite 4 x-coordinate https://c128lib.github.io/Reference/D000#D008
label SPRITE_4_Y = VIC2 + $09 |
Sprite 4 y-coordinate https://c128lib.github.io/Reference/D000#D009
label SPRITE_5_X = VIC2 + $0A |
Sprite 5 x-coordinate https://c128lib.github.io/Reference/D000#D00A
label SPRITE_5_Y = VIC2 + $0B |
Sprite 5 y-coordinate https://c128lib.github.io/Reference/D000#D00B
label SPRITE_6_X = VIC2 + $0C |
Sprite 6 x-coordinate https://c128lib.github.io/Reference/D000#D00C
label SPRITE_6_Y = VIC2 + $0D |
Sprite 6 y-coordinate https://c128lib.github.io/Reference/D000#D00D
label SPRITE_7_X = VIC2 + $0E |
Sprite 7 x-coordinate https://c128lib.github.io/Reference/D000#D00E
label SPRITE_7_Y = VIC2 + $0F |
Sprite 7 y-coordinate https://c128lib.github.io/Reference/D000#D00F
label SPRITE_MSB_X = VIC2 + $10 |
Sprite msb for setting x pos over 255 px https://c128lib.github.io/Reference/D000#D010
label CONTROL_1 = VIC2 + $11 |
Vertical smooth scrolling and control register https://c128lib.github.io/Reference/D000#D011
label RASTER = VIC2 + $12 |
Raster compare register https://c128lib.github.io/Reference/D000#D012
label LIGHTPEN_X = VIC2 + $13 |
Light pen horizontal position https://c128lib.github.io/Reference/D000#D013
label LIGHTPEN_Y = VIC2 + $14 |
Light pen vertical position https://c128lib.github.io/Reference/D000#D014
label SPRITE_ENABLE = VIC2 + $15 |
Sprite enable register https://c128lib.github.io/Reference/D000#D015
label CONTROL_2 = VIC2 + $16 |
Horizontal smooth scrolling and control register https://c128lib.github.io/Reference/D000#D016
label SPRITE_EXPAND_Y = VIC2 + $17 |
Sprite vertical expansion register https://c128lib.github.io/Reference/D000#D017
label MEMORY_CONTROL = VIC2 + $18 |
Screen and character base address register https://c128lib.github.io/Reference/D000#D018
label IRR = VIC2 + $19 |
Interrupt register https://c128lib.github.io/Reference/D000#D019
label IMR = VIC2 + $1A |
Interrupt enable register https://c128lib.github.io/Reference/D000#D01A
label SPRITE_PRIORITY = VIC2 + $1B |
Sprite-to-foreground priority register https://c128lib.github.io/Reference/D000#D01B
label SPRITE_COL_MODE = VIC2 + $1C |
Sprite multicolor mode register https://c128lib.github.io/Reference/D000#D01C
label SPRITE_EXPAND_X = VIC2 + $1D |
Sprite horizontal expansion register https://c128lib.github.io/Reference/D000#D01D
label SPRITE_2S_COLLISION = VIC2 + $1E |
Sprite-to-sprite collision register https://c128lib.github.io/Reference/D000#D01E
label SPRITE_2B_COLLISION = VIC2 + $1F |
Sprite-foreground collision register https://c128lib.github.io/Reference/D000#D01F
label BORDER_COL = VIC2 + $20 |
Border color register https://c128lib.github.io/Reference/D000#D020
label BG_COL_0 = VIC2 + $21 |
Background color register 0 https://c128lib.github.io/Reference/D000#D021
label BG_COL_1 = VIC2 + $22 |
Background color register 1 https://c128lib.github.io/Reference/D000#D022
label BG_COL_2 = VIC2 + $23 |
Background color register 2 https://c128lib.github.io/Reference/D000#D023
label BG_COL_3 = VIC2 + $24 |
Background color register 3 https://c128lib.github.io/Reference/D000#D024
label SPRITE_COL_0 = VIC2 + $25 |
Sprite multicolor color 0 register https://c128lib.github.io/Reference/D000#D025
label SPRITE_COL_1 = VIC2 + $26 |
Sprite multicolor color 1 register https://c128lib.github.io/Reference/D000#D026
label SPRITE_0_COLOR = VIC2 + $27 |
Sprite 0 color https://c128lib.github.io/Reference/D000#D027
label SPRITE_1_COLOR = VIC2 + $28 |
Sprite 1 color https://c128lib.github.io/Reference/D000#D028
label SPRITE_2_COLOR = VIC2 + $29 |
Sprite 2 color https://c128lib.github.io/Reference/D000#D029
label SPRITE_3_COLOR = VIC2 + $2A |
Sprite 3 color https://c128lib.github.io/Reference/D000#D02A
label SPRITE_4_COLOR = VIC2 + $2B |
Sprite 4 color https://c128lib.github.io/Reference/D000#D02B
label SPRITE_5_COLOR = VIC2 + $2C |
Sprite 5 color https://c128lib.github.io/Reference/D000#D02C
label SPRITE_6_COLOR = VIC2 + $2D |
Sprite 6 color https://c128lib.github.io/Reference/D000#D02D
label SPRITE_7_COLOR = VIC2 + $2E |
Sprite 7 color https://c128lib.github.io/Reference/D000#D02E
label XSCAN = VIC2 + $2F |
Extended keyboard scan-line control register https://c128lib.github.io/Reference/D000#D02F
label CLKRATE = VIC2 + $30 |
Processor clock rate control register https://c128lib.github.io/Reference/D000#D030
label SPRITE_MOTION_0 = $117E |
Sprite 0 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_1 = $1189 |
Sprite 1 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_2 = $1194 |
Sprite 2 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_3 = $119F |
Sprite 3 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_4 = $11AA |
Sprite 4 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_5 = $11B5 |
Sprite 5 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_6 = $11C0 |
Sprite 6 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_7 = $11CB |
Sprite 7 movement control data https://c128lib.github.io/Reference/1100#117E
label SPRITE_MOTION_OFFSET = $0B |
Offset between sprite control data pointers
label SPRITE_MAIN_DIR_UP = $00 |
label SPRITE_MAIN_DIR_RIGHT = $01 |
label SPRITE_MAIN_DIR_DOWN = $02 |
label SPRITE_MAIN_DIR_LEFT = $03 |
label SPRITE_MASK_0 = %00000001 |
label SPRITE_MASK_1 = %00000010 |
label SPRITE_MASK_2 = %00000100 |
label SPRITE_MASK_3 = %00001000 |
label SPRITE_MASK_4 = %00010000 |
label SPRITE_MASK_5 = %00100000 |
label SPRITE_MASK_6 = %01000000 |
label SPRITE_MASK_7 = %10000000 |
label SHADOW_VIC2 = $11D6 |
Vic2 first shadow register https://c128lib.github.io/Reference/1100#11D6
label SHADOW_SPRITE_0_X = SHADOW_VIC2 + $00 |
Sprite 0 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11D6
label SHADOW_SPRITE_0_Y = SHADOW_VIC2 + $01 |
Sprite 0 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11D7
label SHADOW_SPRITE_1_X = SHADOW_VIC2 + $02 |
Sprite 1 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11D8
label SHADOW_SPRITE_1_Y = SHADOW_VIC2 + $03 |
Sprite 1 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11D9
label SHADOW_SPRITE_2_X = SHADOW_VIC2 + $04 |
Sprite 2 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11DA
label SHADOW_SPRITE_2_Y = SHADOW_VIC2 + $05 |
Sprite 2 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11DB
label SHADOW_SPRITE_3_X = SHADOW_VIC2 + $06 |
Sprite 3 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11DC
label SHADOW_SPRITE_3_Y = SHADOW_VIC2 + $07 |
Sprite 3 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11DD
label SHADOW_SPRITE_4_X = SHADOW_VIC2 + $08 |
Sprite 4 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11DE
label SHADOW_SPRITE_4_Y = SHADOW_VIC2 + $09 |
Sprite 4 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11DF
label SHADOW_SPRITE_5_X = SHADOW_VIC2 + $0A |
Sprite 5 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11E0
label SHADOW_SPRITE_5_Y = SHADOW_VIC2 + $0B |
Sprite 5 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11E1
label SHADOW_SPRITE_6_X = SHADOW_VIC2 + $0C |
Sprite 6 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11E2
label SHADOW_SPRITE_6_Y = SHADOW_VIC2 + $0D |
Sprite 6 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11E3
label SHADOW_SPRITE_7_X = SHADOW_VIC2 + $0E |
Sprite 7 shadow register x-coordinate https://c128lib.github.io/Reference/1100#11E4
label SHADOW_SPRITE_7_Y = SHADOW_VIC2 + $0F |
Sprite 7 shadow register y-coordinate https://c128lib.github.io/Reference/1100#11E5
label SHADOW_SPRITE_MSB_X = SHADOW_VIC2 + $10 |
Sprite shadow register msb for setting x pos over 255 px https://c128lib.github.io/Reference/1100#11E6
label SHADOW_SPRITE_2S_COLLISION = SHADOW_VIC2 + $11 |
Sprite-to-sprite collision shadow register https://c128lib.github.io/Reference/1100#11E7
label SHADOW_SPRITE_2B_COLLISION = SHADOW_VIC2 + $12 |
Sprite-to-background collision shadow register https://c128lib.github.io/Reference/1100#11E8
label SHADOW_LIGHTPEN_X = SHADOW_VIC2 + $13 |
Light pen horizontal position shadow register https://c128lib.github.io/Reference/1100#11E9
label SHADOW_LIGHTPEN_Y = SHADOW_VIC2 + $14 |
Light pen vertical position shadow register https://c128lib.github.io/Reference/1100#11EA
label COLOR_RAM = $D800 |
label TOP_SCREEN_RASTER_POS = 50 |
label RASTER_MAX_PAL = 312 |
label RASTER_MAX_NTSC = 263 |
label CONTROL_1_RASTER8 = %10000000 |
Extra bit for raster register https://c128lib.github.io/Reference/D000#D011
label CONTROL_1_ECM = %01000000 |
Extended background color mode https://c128lib.github.io/Reference/D000#D011
label CONTROL_1_BMM = %00100000 |
Char mode or bitmapped mode https://c128lib.github.io/Reference/D000#D011
label CONTROL_1_DEN = %00010000 |
Enable or disable Vic screen https://c128lib.github.io/Reference/D000#D011
label CONTROL_1_RSEL = %00001000 |
Vertical screen row count https://c128lib.github.io/Reference/D000#D011
label CONTROL_2_RES = %00100000 |
Reset bit
label CONTROL_2_MCM = %00010000 |
Multicolor mode https://c128lib.github.io/Reference/D000#D016
label CONTROL_2_CSEL = %00001000 |
Horizontal screen column count
label IRR_IRQ = %10000000 |
label IRR_LIGHTPEN = %00001000 |
Light pen signal https://c128lib.github.io/Reference/D000#D019
label IRR_SPR_SPR = %00000100 |
Sprite to sprite collision https://c128lib.github.io/Reference/D000#D019
label IRR_SPR_BG = %00000010 |
Sprite to background collision https://c128lib.github.io/Reference/D000#D019
label IRR_RASTER = %00000001 |
Irq on raster line https://c128lib.github.io/Reference/D000#D019
label IMR_LIGHTPEN = %00001000 |
Light pen interrupt https://c128lib.github.io/Reference/D000#D01A
label IMR_SPR_SPR = %00000100 |
Sprite to sprite collision interrupt https://c128lib.github.io/Reference/D000#D01A
label IMR_SPR_BG = %00000010 |
Sprite to background collision interrupt https://c128lib.github.io/Reference/D000#D01A
label IMR_RASTER = %00000001 |
Raster interrupt https://c128lib.github.io/Reference/D000#D01A
label STANDARD_TEXT_MODE = %000 |
Standard text mode https://c128lib.github.io/Reference/Vic#character-display-modes
label MULTICOLOR_TEXT_MODE = %001 |
Multicolor text mode https://c128lib.github.io/Reference/Vic#multicolor-character-mode
label STANDARD_BITMAP_MODE = %010 |
label MULTICOLOR_BITMAP_MODE = %011 |
Multicolor bitmapped mode https://c128lib.github.io/Reference/Vic#multicolor-bitmapped-mode
label EXTENDED_TEXT_MODE = %100 |
Extended background color mode https://c128lib.github.io/Reference/Vic#extended-background-color-mode
label MODE_ECM = %100 |
label MODE_BMM = %010 |
label MODE_MCM = %001 |
label TEXT_SCREEN_WIDTH = 40 |
label BASIC_IRQ_FLAG |
label VIC_SCREEN_CHAR_SHADOW = $0A2C |
VIC text screen and character base
label VIC_BITMAP_VIDEO_SHADOW = $0A2D |
VIC bitmap and video matrix base
label CHAR_MEM_0000 = %00000000 |
Char memory on $0000
label CHAR_MEM_0800 = %00000010 |
Char memory on $0800
label CHAR_MEM_1000 = %00000100 |
Char memory on $1000
label CHAR_MEM_1800 = %00000110 |
Char memory on $1800
label CHAR_MEM_2000 = %00001000 |
Char memory on $2000
label CHAR_MEM_2800 = %00001010 |
Char memory on $2800
label CHAR_MEM_3000 = %00001100 |
Char memory on $3000
label CHAR_MEM_3800 = %00001110 |
Char memory on $0800
label SCREEN_MEM_0000 = %00000000 |
Screen memory on $0000
label SCREEN_MEM_0400 = %00010000 |
Screen memory on $0400
label SCREEN_MEM_0800 = %00100000 |
Screen memory on $0800
label SCREEN_MEM_0C00 = %00110000 |
Screen memory on $0c00
label SCREEN_MEM_1000 = %01000000 |
Screen memory on $1000
label SCREEN_MEM_1400 = %01010000 |
Screen memory on $1400
label SCREEN_MEM_1800 = %01100000 |
Screen memory on $1800
label SCREEN_MEM_1C00 = %01110000 |
Screen memory on $1c00
label SCREEN_MEM_2000 = %10000000 |
Screen memory on $2000
label SCREEN_MEM_2400 = %10010000 |
Screen memory on $2400
label SCREEN_MEM_2800 = %10100000 |
Screen memory on $2800
label SCREEN_MEM_2C00 = %10110000 |
Screen memory on $2c00
label SCREEN_MEM_3000 = %11000000 |
Screen memory on $3000
label SCREEN_MEM_3400 = %11010000 |
Screen memory on $3400
label SCREEN_MEM_3800 = %11100000 |
Screen memory on $3800
label SCREEN_MEM_3C00 = %11110000 |
Screen memory on $3c00
label BITMAP_MEM_0000 = %00000000 |
Bitmap memory on $0000
label BITMAP_MEM_2000 = %00001000 |
Bitmap memory on $2000