A Bit of Vectrex History
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RUM Routines (By Function)


Function Categories


Initialization Routines 'RASTER' / Message Drawing Routines
 
Positioning / Intensity / Drawing Overhead Routines Controller / Joystick Routines
 
'DIFFY' Style Drawing Routines Rotate Routines
 
'DUFFY' Style Drawing Routines Math Routines
 
'DOT' Drawing Routines Miscellaneous Routines
 
'PACKET' Drawing Routines Sound-related Routines

NOTE: To be more consistent with how I code (and making them easier to remember), I renamed some of the RUM routines that I used in my games (via EQUs). If I don't show a different label, then I used the same label as defined by the RUM.


Initialization Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
INITALL $F18B INTALL Full Vectrex initialization
INITMSC $F164 INTMSC Initialize misc. parameters
INITPIA $F14C INTPIA Initialize PIA
INITPSG $F272 INTPSG Initialize sound generator
IREQ $F533 INTREQ Initialize the 'REQZ' area
POWER $F000 PWRUP Power-up handler

Positioning / Intensity / Drawing Overhead Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
DEFLOK $F2E6 --- Overcome scan collapse circuitry
FRAM20 $F192 FRWAIT Wait for frame boundary
INT1Q $F29D --- Set beam intensity
INT3Q $F2A5 --- Set beam intensity
INTENS $F2AB --- Set beam intensity
INTMAX $F2A9 --- Set beam intensity
INTMID $F2A1 INT2Q Set beam intensity
POSIT1 $F30C --- Position relative vector
POSIT2 $F308 --- Position relative vector
POSITB $F30E --- Position relative vector
POSITD $F2FC --- Position relative vector
POSITN $F312 --- Position relative vector
POSITX $F310 --- Position relative vector
POSWID $F2F2 --- Position relative vector
ZEGO $F34F ZEGO Zero integrators and set active ground
ZEREF $F35B ZEREF Zero integrators and set active ground
ZERO.DP $F34A ZERO.DP Zero integrators and set active ground
ZERO. $F36B ZERO Zero integrators and set active ground
ZEROIT $F354 ZEROIT Zero integrators and set active ground

'DIFFY' Style Drawing Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
DANROT $F610 DROT 'DIFFY' style rotate
DASHE $F433 DSHDF1 Draw dashed lines from 'DIFFY' list
DASHEL $F434 DSHDF Draw dashed lines from 'DIFFY' list
DASHY $F437 DASHDF Draw dashed lines from 'DIFFY' list
DIFFAB $F3DF --- Draw from 'DIFFY' style list
DIFFAX $F3CE --- Draw from 'DIFFY' style list
DIFFX $F3D8 TDIFFY Draw from 'DIFFY' style list
DIFFY $F3DD --- Draw from 'DIFFY' style list
DIFLST $F3D6 --- Draw from 'DIFFY' style list
DIFROT $F616 ADROT 'DIFFY' style rotate
DIFTIM $F3D2 --- Draw from 'DIFFY' style list
DIFTLS $F3DA LDIFFY Draw from 'DIFFY' style list
DISROT $F613 BDROT 'DIFFY' style rotate

'DUFFY' Style Drawing Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
DUFFAB $F3BE --- Draw from 'DUFFY' style list
DUFFAX $F3AD --- Draw from 'DUFFY' style list
DUFFY $F3BC --- Draw from 'DUFFY' style list
DUFLST $F3B5 --- Draw from 'DUFFY' style list
DUFTIM $F3B1 --- Draw from 'DUFFY' style list

'DOT' Drawing Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
DIFDOT $F2D5 --- Draw dots according to 'DIFFY' format
DOT $F2C --- Turn on beam for dot
DOTAB $F2C3 --- Draw one dot from the contents of 'A' & 'B'
DOTPAK $F2DE DOTPCK Draw dots according to 'PACKET' format
DOTTIM $F2BE --- Draw one dot from 'DIFFY' style list
DOTX $F2C1 --- Draw one dot from 'DIFFY' style list

'PACKET' Style Drawing Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
DASHY3 $F46E DASHPK Draw dashed lines from 'PACKET' list
PAC1X $F408 PACK1X Draw from 'PACKET' style list
PAC2X $F404 PACK2X Draw from 'PACKET' style list
PACB $F40E TPACK Draw from 'PACKET' list
PACKET $F410 --- Draw from 'PACKET' list
PACXX $F40C LPACK Draw from 'PACKET' style list
POTATA $F61F PROT 'PACKET' style rotate
POTATE $F622 APROT 'PACKET' style rotate

'RASTER' / Message Drawing Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
POSDRAS $F37A MSSPOS Display raster message
POSNRAS $F378 RSTPOS Display raster message
RASTER $F498 MRASTR Display raster string
RASTUR $F495 RASTER Display raster string
SADD $F87C SCRADD Add contents of 'B' to indicated score
SADD2 $F880 STKADD Add stack to indicated score
SHADD $F85E BYTADD Add contents of 'A' to indicated score
SHIPSAT $F391 SHIPX Display markers (count remaining)
SHIPSHO $F393 DSHIP Display markers (count remaining)
SIZPRAS $F373 RSTSIZ Display raster message
TEXPOS $F38C TXTPOS Display raster message
TEXSIZ $F385 TXTSIZ Display raster message

Controller / Joystick Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
ENPUT $F1B4 DBNCE Read controller buttones
HIGHSCR $F8D8 HISCR Calculate high score and save for logo
INPUT $F1BA --- Read controller buttones
OPTION $F7A9 SELOPT Fetch game options
PANG $F1F8 JOYBIT Read joystick
PBANG4 $F1F5 JOYSTK Read joystick
SCLR $F84F --- Clear indicated score
WINNER $F8C7 --- Determine highest score

Rotate Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
DANROT $F610 DROT 'DIFFY' style rotate
DIFROT $F616 ADROT 'DIFFY' style rotate
DISROT $F613 BDROT 'DIFFY' style rotate
POTATA $F61F PROT 'PACKET' style rotate
POTATE $F622 APROT 'PACKET' style rotate
RATOR $F5FF LROT90 Rotate a single line
ROTAR $F603 ALNROT Rotate a single line
ROTOR $F601 LNROT Rotate a single line

Math Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
ABSVAL $F584 ABSAB Form absolute value for 'A' & 'B' registers
AOK $F58B ABSB Form absolute value for 'B' register
BITE $F57E DECBIT Decode bit position
COMPAS $F593 CMPASS Return angle for given delta 'Y:X'
COSGET $F5D9 COSINE Calculate the cosine of 'A'
RAND3 $F511 --- Calculate new random number
RANDOM $F517 --- Calculate new random number
RCOS $F663 LCSINE Multiply 'LEG' by previous cosine value
RCOSA $F661 MCSINE Multiply 'A' by previous cosine value
RSIN $F65D LSINE Multiply 'LEG' by previous sine value
RSINA $F65B MSINE Multiply 'A' by previous sine value
SINCOS $F5EF --- Calculate the sine and cosine of 'ANGLE'
SINGET $F5DB SINE Calculate the sine of 'A'

Miscellaneous Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
BAGAUX $F67F BLKMV1 Xfer bytes source to destination buffer
CLR256 $F545 ---6 Set-up to clear 256 bytes
CLRMEM $F542 CLREX Clear 256 bytes starting at $C800
CLRSON $F53F BCLR Clear 'B' bytes
DEKR $F55E DECTMR Decrement interval timers
DEKR3 $F55A D3TMR Decrement interval timers
DEL $F57A --- Programmed delays
DEL13 $F57D --- Programmed delays
DEL20 $F579 --- Programmed delays
DEL28 $F575 --- Programmed delays
DEL33 $F571 --- Programmed delays
DEL38 $F56D --- Programmed delays
DPIO $F1AA --- Set direct register
DPRAM $F1AF --- Set direct register
FILL $F552 BLKFIL Set a block of memory
FINDBOX $F8FF BXTEST Symmetric collison test
GILL $F548 CLRBLK Clear a block of memory
NEGSOM $F550 CLR80 Set a block of memory to $80
OFF1BOX $F8E5 OFF1BX Symmetric collison test
OFF2BOX $F8F3 OFF2BX Symmetric collison test
STFAUX $F683 BLKMOV Xfer bytes source to destination buffer

Sound-related Routines


RUM
Subroutine
Entry
Point
Label Used By
Mine Storm
 

Function  
 
AXE $F92E EXPLOD Complex explosion sound effect
LOUDIN $F9CA SETAMP Complex explosion sound effect
NIBBY $FF9F --- Complex explosion sound effect
PSG $F259 WRPSG Write to PSG
PSGLPU $F284 PSGMIR Send sound string to PSG
PSGLUP $F27D PSGLST Send sound string to PSG
PSGX $F256 WRREG Write to PSG
REPLAY $F687 --- Set 'REQX' for given tune
REQOUT $F289 --- Send 'REQX' to PSG and mirror
SOPLAY $F690 ASPLAY Set 'REQX' for given tune
SPLAY $F68D --- Set 'REQX' for given tune
XPLAY $F742 --- Set 'REQX' for given tune
YOPLAY $F692 TPLAY Set 'REQX' for given tune





 

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This page was last modified/updated: 04 Feb 2024