; ; file: addr.s ; ; ;crsbw bitmap address equates ; ;lower fixed bank ($4000 to 7FFF) ; ;friend frames HER equ $5000 ;3 z high WOM equ HER + (6*3) NEG equ WOM + (6*3) WIM equ NEG + (6*3) MER equ WIM + (6*3) DWA equ MER + (6*3) ;2 z high GIR equ DWA + (6*3) MON equ GIR + (6*3) DIE equ MON + (6*3) ;death frames, 2 high ; ; 1 zone vermov ; ;cursor CURSOR1 equ $6100 - (5*2) CURSOR2 equ CURSOR1+2 CURSOR3 equ CURSOR2+2 CURSOR4 equ CURSOR3+2 CURSOR5 equ CURSOR4+2 ;points display on deaths POINTS equ CURSOR1-17 P500 equ POINTS+5 P1000 equ POINTS P1500 equ POINTS+4 P2000 equ POINTS+8 P2500 equ POINTS+12 P5000 equ POINTS+13 ; ; 1 zone non-vermov ; COLOR1 EQU DWA + $2000 ;score digits DIGITS equ DIE + (4*3) ZERO equ DIGITS ONE equ ZERO + (2 * 1) TWO equ ZERO + (2 * 2) THREE equ ZERO + (2 * 3) FOUR equ ZERO + (2 * 4) FIVE equ ZERO + (2 * 5) SIX equ ZERO + (2 * 6) SEVEN equ ZERO + (2 * 7) EIGHT equ ZERO + (2 * 8) NINE equ ZERO + (2 * 9) BLANK equ ZERO + (2 * 10) ;eye EYE1 equ DIGITS + $1000 EYE2 equ EYE1+3 EYE3 equ EYE2+3 EYE4 equ EYE3+3 EYE5 equ EYE4+3 EYE6 equ EYE5+3 EYE7 equ EYE6+3 ;"level completed" LVLCMP equ EYE7 + 3 ;"don't shoot your friends!" DNTSHT equ BLANK + 2 ;"survival bonus" SRVBNS equ DNTSHT + 29 ;"new friend" NEWFR equ SRVBNS + 8 ;clouds (desert, castle) CLOUD1 equ LVLCMP + 29 CLOUD2 equ CLOUD1 + 6 ; ;switch bank bitmaps ; ;bank 0 ; ;map screen BM_MAP equ $8080 PATHBUT equ $9026 REDP equ $B02A GREENP equ $B030 BLUEP equ $B036 MAPDES equ $8000 MAPCAV equ $9000 MAPVOL equ $B006 MAPJUN equ $8012 MAPTOW equ $9012 MAPROO equ $8026 MAPBRI equ $A015 MAPCAS equ $A000 MAPFR equ $B000 ;ragged edges for title screens RAGL equ $A02F RAGR equ $8032 RAGU equ $B03C RAGD equ $904E ;"now prepare to face me" NOWPRE equ RAGD + 40 ;"beware foolish mortal" etc. CONQUER equ $8100 - 38 IHAVE equ CONQUER + $1000 FORI equ IHAVE + $1000 BEWARE equ FORI + $1000 FOOLISH equ BEWARE + 14 ;path lines PATHLINES equ RAGU + 40 ;game logo CBLOGO equ CONQUER - 38 LOGO4 equ CBLOGO - 15 LOGO3 equ LOGO4 - 16 ;copyright notices (width: 31) COPYR equ PATHLINES + 13 ;"THE END" "FINAL SCORE" "HIGH" THEEND equ RAGL + (5*12) FINAL equ THEEND + 14 SCORE equ FINAL + 6 HIGH equ SCORE + 7 ;select gun/stick BM_SELECT equ THEEND + 31 ;"GET READY" GTRDY equ RAGR + (5*12) LOGO2 equ GTRDY + 18 ; ; bank 3 (cave,jungle) ; ; backgrounds ; BM_CAVE equ $8000 JUN1 equ $A000 ;checkerboard of colors 2 and 3 C23 EQU JUN1 + (40*3) ; ; one-zone non-movers ; JUN2 equ $B100 - 20 JUN3 equ JUN2 - 20 JUN4 equ JUN3 - 20 MITE1 equ JUN4 - (3*2) MITE2 equ MITE1 - 3 MITE3 equ MITE2 - 3 MITE4 equ MITE3 - 3 JUNPRI equ MITE4 - 3 CAVET equ JUNPRI - 3 ; ; two-zone vermov objects ; FST3 equ $8100 - 2 FST2 equ FST3 - 2 FST1 equ FST2 - 2 SNOWMAN equ FST1 - 12 MONKEY equ SNOWMAN - (4*3) MONKE2 equ MONKEY - (3*3) MONKE3 equ MONKE2 - (3*3) MONKE4 equ MONKE3 - (3*3) MONKE5 equ MONKE4 - 3 PLANT equ MONKE5 - (4*3) ; ; one-zone vermovers ; COCO1 equ PLANT - 3 COCO2 equ COCO1 - (3*3) ICE3 equ COCO2 - 3 ICE2 equ ICE3 - 3 ICE1 equ ICE2 - 3 BAT1 equ ICE1 - (3*3) BAT2 equ BAT1 - (3*3) TOCAN equ CAVET - $1000 - (3*6) TOCAN2 equ TOCAN - (3*3) ; ; ;town and face screens (bank 2) ;large backgrounds BM_TOWN equ $8000 ;w=40 * 3 BM_FACE equ BM_TOWN+(40*2) ;add width of town background BM_SKULL equ BM_FACE+(22*2) ; ; smaller backgrounds ROOF equ $B000 ;w=11 * 2 CHIMN2 equ $B016 ;w=3 * 2 FFLOOR equ CHIMN2 + 6 ;w = 12 * 3 ; ; two non-vermovers BM_WIN2 equ BM_FACE - (3*2) + $3000 BM_WIN3 equ BM_WIN2 - (3*2) WLFDED equ BM_WIN3 - 3 ;must be in same page as wolf ; ;ver movers 1 high FDS equ $8100 - (3*2) CHIMN1 equ FDS - 3 ;w=3 STAR equ CHIMN1-1 ;w=1 GHOST1 equ STAR-(6*5) ;gst frames (6x5x1) GHOST2 equ GHOST1+5 GHOST3 equ GHOST2+5 GHOST4 equ GHOST3+5 GHOST5 equ GHOST4+5 GHOST6 equ GHOST5+5 BOLT equ GHOST1-(2*2) FRBALL equ BOLT - (2*3) LAMP1 equ FRBALL - (2*2) LAMP2 equ LAMP1 + 2 ; ;non-ver movers 2 high WIZA equ $A100-(15*3) WIZB equ WIZA + (5*3) WIZC equ WIZB + (5*3) ; ;non-vermovs 1 high WTEYE equ LAMP1 - (4*4) WTEYE2 equ WTEYE + $1000 RDEYE3 equ WTEYE2 + $1000 RDEYE4 equ RDEYE3 + $1000 RDEYE6 equ RDEYE3 + (3*4) RDEYE5 equ RDEYE4 + (3*4) YOUHAVE equ BM_SKULL + (17*2) BONUS equ YOUHAVE + $2000 WOLF equ RDEYE4 - (6*3) ;must be in same page as wlfded BM_WIN1 equ WIZA - (4*2) BM_WIN6 equ WIZA - (4*2) + $1000 BM_WIN4 equ WOLF - (3*2) BM_WIN5 equ RDEYE3 - (3*2) TOWNT equ BM_WIN4 - 3 ; ; desert and room screens ; ; 2-zone high ver movers DRAG equ $8100 - (5*5) RABBIT equ DRAG - (4*3) ; 1-zone high ver movers DAGGER1 equ RABBIT - (3*1) DAGGER2 equ DAGGER1 + 1 DAGGER3 equ DAGGER2 + 1 BIRD1R equ DAGGER1 - (4*6) BIRD2R equ BIRD1R - (4*6) ROOFRBL equ BIRD2R - (3*3) SPEAR equ ROOFRBL - 4 ; ; 2-zone non-vmov TRAP1 equ RABBIT + $2000 - (5*6) TRAP2 equ TRAP1+6 TRAP3 equ TRAP2+6 TRAP4 equ TRAP3+6 TRAP5 equ TRAP4+6 ; 1-zone non-vmov SCORPION equ $B100 - (3 * 4) COAT equ SCORPION - 4 SNAKE equ COAT - (4*2) TORCH equ SNAKE - (4*2) BOWL equ TORCH - 2 CHEST equ TRAP1 - (3*2) RDFACE equ CHEST - 2 FLASH equ RDFACE - (2*2) ; 1-zone vermov ANTL equ FLASH - (4*3) ANTR equ ANTL - (4*3) ;background parts DES1 equ $8000 ;2Z x 40b mountains DES2 equ $9000 ;7z x 20b ground CACTUS equ $A000 ;6z x 10b onlayed cactus ; DEST equ DES2 + (7*20) ;desert treasure, 3 wide ; ; room screen backgrounds ; C1B equ $B000 ROOM1 equ $B014 ROOM2 equ $A032 ROOM3 equ $A046 ROOM4 equ $8050 ;15*2 ROOM5 equ $B062 ROOM6 equ $A064 ;7*3 .if 0 BM_ROOM equ $8080 .endif ; ; face frames (1z non-mov) ; FACE1 equ ROOM6 + (7*3) ;(5*3) SHOTF1 equ FACE1 + (5*3) ;3 FACE2 equ ROOM4 + (15*2) ;(6*3) SHOTF2 equ FACE2 + (6*3) ;3 ; ; castle screen (bank 6) ; CAS1 equ $8000 CAS2 equ $A000 CAS3 equ CAS2 + 24 DOOR2 equ CAS3 + 24 DOOR1 equ DOOR2 + $1000 DOOR4 equ DOOR2 + 40 DOOR7 equ DOOR1 + 35 DOOR9 equ DOOR4 + 30 ; ; two zone vermov ; ARCHER1 equ $8100 - (5*3) ARCHER2 equ ARCHER1+3 ARCHER3 equ ARCHER2+3 ARCHER4 equ ARCHER3+3 ARCHER5 equ ARCHER4+3 PTERA equ ARCHER1 - (5*6) PTDIE equ PTERA - (2*6) ARROW3 equ PTDIE - 3 ARROW4 equ ARROW3 - 3 CHAIN equ ARROW4 - (4*3) ; ; 1 zone stat ; ALI2 equ $B000 - (6*3) ; ; volcano screen ; BM_VOLCANO equ $8000 LRIVER equ BM_VOLCANO + (40*3) ; ; 3-zone vermov ; BLDR1 equ $8100 - (3 * 6) ; ; 2-zone vermov ; LTNING equ BLDR1 - 3 ; ; 1-zone vermov ; VROCK equ LTNING - (4*3) VROCK2 equ VROCK - 3 VROCK3 equ VROCK2 - (4*3) VROCK4 equ VROCK3 - 2 DIAMND equ VROCK4 - 3 ; ; bridge screen (bank 5) ; BM_BRIDGE equ $8000 ; ; two-zone vermovers ; BIRD1 equ $8100 - (5*6) DYING1 equ BIRD1 - (2*6) ROCKA equ DYING1 - (4*3) ROCKB equ ROCKA - (4*3) ROCKC equ ROCKB - (2*3) ROCKD equ ROCKC - 3 ; ; one-zone vermovers ; FROG equ ROCKD - (5*2) FISH equ FROG - (7*3) ; ; two-zone non-movers ; BEAVER equ FISH - (6*3) OWL equ BEAVER - (4*3) BRONLAY equ ROCKD + $2000 - 40 ; ; one-zone stationary ; ALI equ $B100 - (6*3) ; ; special code addresses for lower fixed bank ; COLTAB equ $4B00 BATINIT equ $4C00 DOGUN equ $4D00 SCPALTAB equ $4F00 .end