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- ;Variables that can be set at this stage
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- CPUminimum.b=Processor
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- PrefDisplayDepth.w=8
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- #PlaneSize=(320/8)*240 ; Dummy value, as self-modifying code is used to set it.
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- ChunkyBase.l=0 ; Start of chunky buffer including clip buffers
- ChunkyBuffer.l=0 ; Actual starting address of displayable chunky area
- #ChunkyClipTop=1 ; Clip-zone above the chunky screen, number of lines
- #ChunkyClipBottom=1 ; Clip-zone below the chunky screen, number of lines
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- #LVOCacheClearU=-$27C
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- ILBMHAM.l=$00000000 ; Value to OR with DisplayID to trigger Ham mode in AGA
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- *ScrVP._ViewPort=0
- IsAGA.b=False
- ClearScreenTo.l=$00000000
- Clear4.l=$005e5e00 ; Four pixels, their colour registers, that the central dividing bar will be draw in in 2 player mode
- Multitasking.b=True ; Default
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- Dim PlanarBuf.l(2) ; Base address of planar memory to output c2p to (allowed up to triple buffers)
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- NumberOfPlayers.b=2 ; Number of windows on the display, 1 or 2
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- LandBase.l=0 ; Start of the land buffer memory
- LandBase2.l=0 ; Start of duplicate land buffer memory
- LandWidth.l=0 ; Width of the land buffer in chunky pixels and bytes
- LandHeight.l=0 ; Height of the land buffer
- HeightMultiplier.l=1 ; How many times higher than the land IFF the whole game area will be (Minimum is 1, not 0!)
- HeightAdder.l=0 ; Absolute value to add to height of land IFF. Is added AFTER multiplication
- LandBuffer.l=0 ; Land buffer base to use (aligned for move16)
- LandBuffer2.l=0 ; Duplicate land buffer base to use (aligned for move16)
- ILBMActualHeight.l ; Actual height of the ILBM picture that has been loaded (not height of total game area)
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