35 lines
No EOL
5.2 KiB
JSON
Generated
35 lines
No EOL
5.2 KiB
JSON
Generated
{
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"_comment": "generated by tools/mergeSurvey.py from survey/*.json - do not edit by hand",
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"notes": {
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"F000": {
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"unit": "game/unitStartTemplatesF000",
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"block": [
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"unitStartTemplate0: byteTable, 400 bytes. Unit start-position template 0 (400 bytes = four parallel 100-entry arrays, one entry per unit 0-99): +0 unitCol (values 3-36), +100 unitRow (side 0 units 0-49 in rows 20-33, side 1 units 50-99 in rows 6-19), +200 unitFlags (bits 0-1 facing - 0 for side 0, 1 for side 1; bit 5 set on every side-1 unit; bit 6 = 'belongs to a group'; bits 2-4 = group id 0-7, so $40+4*g on side 0 and $61+4*g on side 1, and $00/$21 for ungrouped units), +300 unitType ($10+type for side 0 and $18+type for side 1, type 0 GRUNT .. 4 COMCEN, $FF = slot not in play). FULL WAR / DEFENDER roster: 28 GRUNT, 12 RIDER, 6 BOOMER, 3 SPY, 1 COMCEN per side (all 50 slots used). Groups 0-5 are populated (flags $40,$44,$48,$4C,$50,$54 on side 0), 22 units are ungrouped. loadUnitStartTemplate ($ECF3, in the comm-module tail) copies 512 bytes from $F000 + 400*n to $F640 once per session, where n = unitLayoutByGameType[$78B8 + gameType & 7] = 2,2,2,1,3,0,0."
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]
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},
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"F190": {
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"unit": "game/unitStartTemplatesF000",
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"block": [
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"unitStartTemplate1: byteTable, 400 bytes. Unit start-position template 1 (400 bytes = four parallel 100-entry arrays, one entry per unit 0-99): +0 unitCol (values 3-36), +100 unitRow (side 0 units 0-49 in rows 20-33, side 1 units 50-99 in rows 6-19), +200 unitFlags (bits 0-1 facing - 0 for side 0, 1 for side 1; bit 5 set on every side-1 unit; bit 6 = 'belongs to a group'; bits 2-4 = group id 0-7, so $40+4*g on side 0 and $61+4*g on side 1, and $00/$21 for ungrouped units), +300 unitType ($10+type for side 0 and $18+type for side 1, type 0 GRUNT .. 4 COMCEN, $FF = slot not in play). FACE-OFF roster: 28 RIDER, 3 SPY, 1 COMCEN per side, 18 slots marked $FF (not in play). Groups 0-7 used. loadUnitStartTemplate ($ECF3, in the comm-module tail) copies 512 bytes from $F000 + 400*n to $F640 once per session, where n = unitLayoutByGameType[$78B8 + gameType & 7] = 2,2,2,1,3,0,0."
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]
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},
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"F320": {
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"unit": "game/unitStartTemplatesF000",
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"block": [
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"unitStartTemplate2: byteTable, 400 bytes. Unit start-position template 2 (400 bytes = four parallel 100-entry arrays, one entry per unit 0-99): +0 unitCol (values 3-36), +100 unitRow (side 0 units 0-49 in rows 20-33, side 1 units 50-99 in rows 6-19), +200 unitFlags (bits 0-1 facing - 0 for side 0, 1 for side 1; bit 5 set on every side-1 unit; bit 6 = 'belongs to a group'; bits 2-4 = group id 0-7, so $40+4*g on side 0 and $61+4*g on side 1, and $00/$21 for ungrouped units), +300 unitType ($10+type for side 0 and $18+type for side 1, type 0 GRUNT .. 4 COMCEN, $FF = slot not in play). SCRIMAGE / QB SNEAK / THE BOMB roster: 5 GRUNT, 5 RIDER and 1 COMCEN per side, 39 slots $FF. No unit belongs to a group (flags $00 on side 0, $21 on side 1). applyGameTypeDefaults then removes units 0-6 for QB SNEAK and everything except the two comcens for THE BOMB. loadUnitStartTemplate ($ECF3, in the comm-module tail) copies 512 bytes from $F000 + 400*n to $F640 once per session, where n = unitLayoutByGameType[$78B8 + gameType & 7] = 2,2,2,1,3,0,0."
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]
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},
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"F4B0": {
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"unit": "game/unitStartTemplatesF000",
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"block": [
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"unitStartTemplate3: byteTable, 400 bytes. Unit start-position template 3 (400 bytes = four parallel 100-entry arrays, one entry per unit 0-99): +0 unitCol (values 3-36), +100 unitRow (side 0 units 0-49 in rows 20-33, side 1 units 50-99 in rows 6-19), +200 unitFlags (bits 0-1 facing - 0 for side 0, 1 for side 1; bit 5 set on every side-1 unit; bit 6 = 'belongs to a group'; bits 2-4 = group id 0-7, so $40+4*g on side 0 and $61+4*g on side 1, and $00/$21 for ungrouped units), +300 unitType ($10+type for side 0 and $18+type for side 1, type 0 GRUNT .. 4 COMCEN, $FF = slot not in play). SLUGGERS roster: 12 GRUNT, 12 RIDER, 4 BOOMER, 3 SPY, 1 COMCEN per side, 18 slots $FF. Groups 0-7 used. loadUnitStartTemplate ($ECF3, in the comm-module tail) copies 512 bytes from $F000 + 400*n to $F640 once per session, where n = unitLayoutByGameType[$78B8 + gameType & 7] = 2,2,2,1,3,0,0."
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]
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},
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"F640": {
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"unit": "game/unitStartTemplatesF000",
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"block": [
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"mapBlockTail: unknown, 192 bytes. The last 192 bytes of track 18 sectors 8-14 are not part of any template - they are a fragment of 6502 code left in the mastering machine's memory. Disassembled it is an EARLIER version of printOptionsList ($19F3 in the shipped build): it sets a text window at column $0C rows 9-$12 with colour $61, prints a string at $CAB2, tests $92CD and $0881, prints $6610, checks the link flag $E03B, prints $6698 and $CA53, then falls into a film-slot routine that writes $91D5/$91D6/$91D7, calls $C097, $5F41, $1205 and jumps to $1648. The shipped build keeps the same flags at $0B94-$0BA8 and the same strings at $CC.. instead of $0876../$66.., so this code is from a different (older) build. At run time the area is unitCol[0..99] ($F640) and unitRow[0..99] ($F6A4), and startGameSession deliberately stores $FF into $F640 before calling loadUnitStartTemplate so the copy always happens. (confidence: high that it is leftover code, medium on which build)"
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]
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}
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}
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} |