;*****************************************************************************
;*		Buffer for sfx_exp					     *
;*					     1991.06.10			     *
;*****************************************************************************
sprite_buffer	equ	0bc0h		;0-1ffh
;
sub_buffer	equ	0dc0h		;0-1fh
;
screen1_buffer	equ	0bc0h		;0bc0h-0dbfh(200h)
screen1_main	equ	screen1_buffer
screen2_buffer	equ	0de0h		;0dc0h-0fbfh(200h)
screen2_main	equ	screen2_buffer
screen1_sub	equ	0dc0h		;0fc0h-0fdfh(020h)
screen2_sub	equ	0fe0h		;0fe0h-0fffh(020h)
;----------------------------------------------------------------------------
hdma_buffer	equ	0420h		;0-
;----------------------------------------------------------------------------
screen_posh1	equ	04c0h	;horizontal position on screen1(upper)
screen_posv1	equ	04d0h	;vertical position on screen1 ( ; )
screen_posh2	equ	04e0h	;
screen_posv2	equ	04f0h	
;----------------------------------------------------------------------------
position_xl	equ	0500h		;x axis position low
position_xh	equ	0510h		;    :           high
position_yl	equ	0520h		;y axis position low
position_yh	equ	0530h		;    ;           high
;----------------------------------------------------------------------------
vector_velocity	equ	540h;   not use	;absolute verocity(2)
velocity_xl	equ	550h		;x axis velocity low(2)
velocity_xh	equ	560h		;      ;         high(2)
velocity_yl	equ	570h		;y axis velocity low(2)
velocity_yh	equ	580h		;      ;         high(2)
;--------------------------------------------------------------
force_direction	equ	590h		;      ;
move_direction	equ	5a0h		;moving direction(1)
body_direction	equ	5b0h
;--------------------------------------------------------------
obj_size1	equ	5c0h		;      for screen 1
obj_angle1	equ	5c1h		;           ;     2
obj_size2	equ	5d0h		;      for screen 1
obj_angle2	equ	5d1h		;      for screen 2
obj_pointa	equ	5e0h		;trans obj address pointa
obj_pointa1	equ	5e0h		;      for screen 1
obj_pointa2	equ	5e1h		;           ;     2
obj_number1	equ	4b0h		;low=obj charcter num
					;high=obj palet number(1)
obj_number2	equ	4a0h		;low=obj charcter num
					;high=obj palet number(2)
;
bg_data		equ	5f0h		;current position's sc data
obj_character	equ	480h
					;low  driver's number
					;high driver,s palet
;
object_flag	equ	700h	;low
					;80h	obj exist
					;b0(set) on the screen1
					;b1(set) on the screen2
					;b2(set) screen1 obj trans
					;b3(set) screen2 obj trans
				;high
				;control status
					;ff	dont move
					;80	no engine 
					;00	x-y control
					;01	fzero control
obj_priority_1	equ	710h	;obj display priority for screen 1
				;low object's index 00h-0eh
				;high object's v-position data
obj_priority_2	equ	720h	;obj display priority for screen 2
				;low object's index 00h-0eh
				;high object's v-position data
;*****************************************************************************
;for player's mortion control 
;*****************************************************************************
driving_force	equ	600h		;total moveing force(2)

gear_status	equ	604h		;b7 set=trigget on (1)
					;b0 set=high gear
					;   reset=low gear
;-----------------------------------------------------------------------------
drive_status	equ	605h		;speed status (1)
					;00=nomal drive
					;80=slipping drive
					;7f=end slipping
;-----------------------------------------------------------------------------
engine_power	equ	608h
maximum_power	equ	60ch
high_accel	equ	60ch
minimum_power	equ	610h
low_accel	equ	610h
;
fast_accel	equ	614h
high_quality	equ	fast_accel
;
slow_accel	equ	618h
low_quality	equ	slow_accel
;
fast_reduce	equ	61ch
high_maximum	equ	fast_reduce
;
slow_reduce	equ	620h
low_maximum	equ	slow_reduce
;
special_velo1	equ	624h
special_velo2	equ	628h
special_velo3	equ	62ch
special_velo4	equ	630h
;-----------------------------------------------------------------------------
steering_speed	equ	634h		;steering rotate speed (2)
steering_angle	equ	steering_speed
;
steering_accel	equ	638h		;steering angle increce (2)
fast_steering	equ	638h
steering_reduce	equ	63ch		;steering angle decrece (2)
slow_steering	equ	63ch
maximum_steering equ    640h		;limmit steering speed  (2)
;-----------------------------------------------------------------------------
friction_power	equ	644h		;BG friction + brakink power
friction_quality equ	648h		;obj anti graund friction(2)
braking_power	equ	64ch		;braking friction
braking_data	equ	650h		;braking quality
maximum_braking	equ	654h		;MAX braking power
;steering_effect	equ	658h		;velocity>>steering speed(2)
mu_data		equ	65ch		;BG mu data(1)
;-----------------------------------------------------------------------------
gap_quality	equ	65dh		;gap func coefficient(1)
air_quality	equ	660h		;air dynamic quarity(2)
air_friction	equ	664h		;force & move direc gap func
;-----------------------------------------------------------------------------
weight_data	equ	668h		;object's weight
gravity_data	equ	66ch		;planet's gravity
;
maximum_velocity equ	670h		;maximum velocity (2)	
;
bg_friction	equ	67ch		;BG friction data
;-----------------------------------------------------------------------------
cornering_force	equ	680h
cornering_resist equ	684h
cornering_maximum equ	688h
cornering_quality equ	68ch
slipping_angle	equ	690h
cornering_power	equ	0690h		;not use
cornering_data  equ	0690h		;not use
;-----------------------------------------------------------------------------
mycar_pose	equ	6a0h		;mycar pose pointer
					;00h-02h-04h
					;left center right
;*****************************************************************************
multiply_buffer	equ	07e8000h	;cos(x)*length(0-ffh)	multiple data
					; 7e8000h-7effffh	2byte
parth_buffer	equ	07f2000h	;parth data buffer
					; 7f2000h-7f80b0h
;
direc_buffer	equ	07f9000h	;direction data
					; 7f9000h-7f9fffh
;
screen_buffer	equ	07fa000h	;screen data buffer
					; 7fa000h-7fdfffh
;
camera_data	equ	01000h	;camera pos revise data
					; 7fa000h-7fa0ffh   
