;##$CPU 6502 ;##+0000 GP_00 usually used as a two-byte pointer for indirection ;##+0001 GP_01 ;##+0002 GP_02 often used as a two-byte counter ;##+0003 GP_03 ;##+005C FlipFlag non zero to cause interrupt to flip name tables ;##+0066 SND_PtrA pointer to current music ;##+0067 SND_PtrB pointer to current music ;##+006A SND_Sq1Fine current value of square 1 fine ;##+006B SND_Sq2Fine current value of square 2 fine ;##+006D MusEffBell mussic effect envelope counter ;##+006E MusEffRel music effect count reload ;##+006F MusEffCnt music effect current count ;##+00F5 UNKNOWN_F5 filled with 5A after all sets copied to VRAM ;##+00FE CUR_2001 current contents of PPU 2001 (a write-only register) ;##+00FF CUR_2000 current contents of PPU 2000 (a write-only register) ;##+05F0 TriFine current value of triangle fine ;##+051D UNKNOWN_051D used as a "set pointer" to index multiple data blocks to copy to VRAM ;##+05F5 SND_DrumRep ?? point to start of drum track for repeat ;##+0600 SND_ReqMusic Request song ;##+0601 SND_601 ?? something to do with sound ;##+0602 SND_ReqMusEff Music effect request (long music continues to play) ;##+0603 SND_603 ?? something to do with sound ;##+0604 SND_Request Sound effect request (near-death-beep will not preempt another sound) ;##+0605 SND_CurEffect current playing sound effect ;##+0607 SND_CurMusEff current playing music effect ;##+0608 SND_DMod1 parameter in delta-mod effect ;##+0609 SND_CurSong current playing song ;##+060A SND_SongPC_A offset within current song for voice A ;##+060B SND_SongPC_B offset within current song for voice B ;##+060C SND_SongPC_C offset within current song for voice C ;##+060D SND_SongPC_D offset within current song for voice D ;##+0610 SND_LenReload music event timer reload ;##+0611 SND_Timer music event timer ;##+0618 SND_MusEffDel script pointer for music effect ; Battery-Backed RAM ;##+6001 MARK_A must be 5A for ram to be valid ;##+652A Q_SG1 ?? save-game 1 flag? set to FF if BBR is not valid ;##+652B Q_SG2 ?? save-game 2 flag? set to FF if BBR is not valid ;##+652C Q_SQ3 ?? save-game 3 flag? set to FF if BBR is not valid ; 6530-7FFF cleared on startup if BBR is not valid ;##+7FFF MARK_B must be 5A for ram to be valid ; TOPHER-temp Music descriptor ;00 -> Note delay set (0-4) ;01 -> Pointer to Music ;02 -> ... ;03 -> Offset for C (A begins at 0) ;04 -> Offset for B ;05 -> Offset for D ;06 -> 0619 ;07 -> 05F1