ZX-SP-ROMs/inc/char_codes.inc
Anatoliy Belyanskiy 51b40b7af5 Setup
2023-06-17 04:36:58 +10:00

203 lines
7.5 KiB
PHP

; ZX Spectrum char codes
; By Marcos Cruz (programandala.net)
; ---------------------------------------------------------------------
; Characters (new format)
ZX_Char:
; Not used equ 0x00
; Not used equ 0x01
; Not used equ 0x02
; Not used equ 0x03
; Not used equ 0x04
; Not used equ 0x05
.caps equ 0x06 ; toggle caps lock
.print_comma equ 0x06 ; (when printed)
.edit equ 0x07 ; edit
.esc equ 0x07 ; escape
.cursor_left equ 0x08
.backspace equ 0x08
.right equ 0x09 ; cursor right
.cursor_down equ 0x0A
.cursor_up equ 0x0B
.delete_left equ 0x0C ; delete (backspace)
.form_feed equ 0x0C ; used for printing
.carriage_return equ 0x0D ; enter key
.extended_mode equ 0x0E ;
.number equ 0x0E ;
.graphics equ 0x0F ; toggle graphics mode
.ink equ 0x10
.paper equ 0x11
.flash equ 0x12
.bright equ 0x13
.inverse equ 0x14
.over equ 0x15
.at equ 0x16
.tab equ 0x17 ; tab (screen only)
; Not used equ 0x18
; Not used equ 0x19
; Not used equ 0x1A
; Not used equ 0x1B
; Not used equ 0x1C
; Not used equ 0x1D
; Not used equ 0x1E
; Not used equ 0x1F
.space equ 0x20
; Standart symbols
; #21 ! #22 " #23 # #24 $ #25 % #26 & #27 , #28 (
; #29 ) #2A * #2B + #2C , #2D - #2F . #2F / #30 0
; #31 1 #32 2 #33 3 #34 4 #35 5 #36 6 #37 7 #38 8
; #39 9 #3A : #3B ; #3C < #3D = #3E > #3F ? #40 @
; #41 A #42 B #43 C #44 D #45 E #46 F #47 G #48 H
; #49 I #4A J #4B K #4C L #4D M #4E N #4F O #50 P
; #51 Q #52 R #53 S #54 T #55 U #56 V #57 W #58 X
; #59 Y #5A Z #5B [ #5C / #5D ] #5E ^ #5F _ #60 ?
; #61 a #62 b #63 c #64 d #65 e #66 f #67 g #68 h
; #69 i #6A j #6B k #6C l #6D m #6E n #6F o #70 p
; #71 q #72 r #73 s #74 t #75 u #76 v #77 w #78 x
; #79 y #7A z #7B { #7C | #7D } #7E ~
.copyright equ 0x7F ; copyright sign
; ---------------------------------------------------------------------
; User Defined Graphics
; 0 1 2 3 4 5 6 7
;| | | #| |# | |# #| | | | #| |# | |# #|
;| | | | | | | | | #| | #| | #| | #|
; 8 9 A B C D E F
;| | | #| |# | |# #| | | | #| |# | |# #|
;|# | |# | |# | |# | |# #| |# #| |# #| |# #|
ZX_UDG:
.block_0 equ 0x80
.block_1 equ 0x81
.block_2 equ 0x82
.block_3 equ 0x83
.block_4 equ 0x84
.block_5 equ 0x85
.block_6 equ 0x86
.block_7 equ 0x87
.block_8 equ 0x88
.block_9 equ 0x89
.block_A equ 0x8A
.block_B equ 0x8B
.block_C equ 0x8C
.block_D equ 0x8D
.block_E equ 0x8E
.block_F equ 0x8F
.a equ 0x90
.b equ 0x91
.c equ 0x92
.d equ 0x93
.e equ 0x94
.f equ 0x95
.g equ 0x96
.h equ 0x97
.i equ 0x98
.j equ 0x99
.k equ 0x9A
.l equ 0x9B
.m equ 0x9C
.n equ 0x9D
.o equ 0x9E
.p equ 0x9F
.q equ 0xA0
.r equ 0xA1
.s equ 0xA2
.t equ 0xA3 ; token SPECTRUM in 128 basic
.u equ 0xA4 ; token PLAY in 128 basic
; ---------------------------------------------------------------------
; Tokens
ZX_Token
.spectrum equ 0xA3 ; UDG T in 48 basic
.play equ 0xA4 ; UDG U in 48 basic
.rnd equ 0xA5
.inkey_dollar equ 0xA6
.pi equ 0xA7
.fn equ 0xA8
.point equ 0xA9
.screen_dollar equ 0xAA
.attr equ 0xAB
.at equ 0xAC
.tab equ 0xAD
.val_dollar equ 0xAE
.code equ 0xAF
.val equ 0xB0
.len equ 0xB1
.sin equ 0xB2
.cos equ 0xB3
.tan equ 0xB4
.asn equ 0xB5
.acs equ 0xB6
.atn equ 0xB7
.ln equ 0xB8
.exp equ 0xB9
.int equ 0xBA
.sqr equ 0xBB
.sgn equ 0xBC
.abs equ 0xBD
.peek equ 0xBE
.in equ 0xBF
.usr equ 0xC0
.str_dollar equ 0xC1
.chr_dollar equ 0xC2
.not equ 0xC3
.bin equ 0xC4
.or equ 0xC5
.and equ 0xC6
.less_or_equal equ 0xC7
.greater_or_equal equ 0xC8
.not_equal equ 0xC9
.line equ 0xCA
.then equ 0xCB
.to equ 0xCC
.step equ 0xCD
.def_fn equ 0xCE
.cat equ 0xCF
.format equ 0xD0
.move equ 0xD1
.erase equ 0xD2
.open_channel equ 0xD3
.close_channel equ 0xD4
.merge equ 0xD5
.verify equ 0xD6
.beep equ 0xD7
.circle equ 0xD8
.ink equ 0xD9
.paper equ 0xDA
.flash equ 0xDB
.bright equ 0xDC
.inverse equ 0xDD
.over equ 0xDE
.out equ 0xDF
.lprint equ 0xE0
.llist equ 0xE1
.stop equ 0xE2
.read equ 0xE3
.data equ 0xE4
.restore equ 0xE5
.new equ 0xE6
.border equ 0xE7
.continue equ 0xE8
.dim equ 0xE9
.rem equ 0xEA
.for equ 0xEB
.go_to equ 0xEC
.go_sub equ 0xED
.input equ 0xEE
.load equ 0xEF
.list equ 0xF0
.let equ 0xF1
.pause equ 0xF2
.next equ 0xF3
.poke equ 0xF4
.print equ 0xF5
.plot equ 0xF6
.run equ 0xF7
.save equ 0xF8
.randomize equ 0xF9
.if equ 0xFA
.cls equ 0xFB
.draw equ 0xFC
.clear equ 0xFD
.return equ 0xFE
.copy equ 0xFF
; ---------------------------------------------------------------------