
		out /l
		
DOSVEC    = $0A        Start vector for disk software,
POKMSK    = $10        POKEY interrupt shadow.  To disable BREAK
RTCLOCK   = $12        24-bit TV frame counter/real-time clock
SOUNDR    = $41        Noisy I/O flag: 0=quiet, default=3
ATTRACT   = $4D        0 to suppress attract mode, 128 to start;
LMARGIN   = $52        Left screen margin,  default 2
RMARGIN   = $53        Right screen margin, default 39
GRMODE    = $57        (BASIC) Graphics mode number
RAMTOP    = $6A        Top of RAM in 256-byte pages

STOPLIN   = $BA        Line number of STOP or TRAP (BASIC)
ERRSAV    = $C3        (BASIC) Error number
FR0       = $D4        Value returned by USR (BASIC)

VBREAK    = $0206      Software break vector for 6502 BRK instruction
SDMCTL    = $022F      Shadow for DMA control register
SDLSTL    = $0230      Points to display list
COLDST    = $0244      Nonzero = reboot when RESET pressed
KEYDIS    = $026D      0=keyboard enabled, 255=disabled (XL/XE)
FINE      = $026E      0=course scroll, 255=fine scroll (XL/XE)
GPRIOR    = $026F      Player/Missile/PlayField priority:
PADDL0    = $0270      values of paddles 0-7, 0-228
STICK0    = $0278      values of joysticks 0-3
PTRIG0    = $027C      values of paddle buttons 0-7
STRIG0    = $0284      values of joystick triggers 0-3
TXTROW    = $0290      Text cursor row
TXTCOL    = $0291      Text cursor column
INVFLG    = $02B6      Inverse character flag, XOR'ed w/ATASCII code
SHFLOK    = $02BE      0=lowercase (no shift), 64=uppercase (shift)
BOTSCR    = $02BF      Number of text rows available for printing
PCOLR0    = $02C0      Color of player/missile 0
PCOLR1    = $02C1      Color of player/missile 1
PCOLR2    = $02C2      Color of player/missile 2
PCOLR3    = $02C3      Color of player/missile 3
PF0       = $02C4      Color register 0
PF1       = $02C5      Color register 1
PF2       = $02C6      Color register 2
PF3       = $02C7      Color register 3
BAK       = $02C8      Color register 4
KRPDEL    = $02D9      Jiffies before key begins repeating (XL/XE)
KEYREP    = $02DA      Jiffies between key repeats (XL/XE)
NOCLIK    = $02DB      Non-zero=no key click (XL/XE)
HELPFG    = $02DC      HELP key status: 17=HELP pressed alone,
RUNAD     = $02E0      Run address of binary file
INITAD    = $02E2      Initialization address of binary file
MEMTOP    = $02E5      Top of free memory, below screen memory
MEMLO     = $02E7      Bottom of free memory
CRSINH    = $02F0      Cursor inhibit: 0=on, otherwise off
CHACT     = $02F3      Character mode register, controls how
CHBAS     = $02F4      Pointer to page of character set (even):
CH        = $02FC      Keyboard code of last key pressed
FILLDAT   = $02FD      Color data for XIO FILL command
DSPFLG    = $02FE      0=control characters do their function,
SSFLAG    = $02FF      Start/stop display flag: 255=stop, 0=go;

HPOSP0    = $D000      (W) Horizontal position of player 0
M0PF      = $D000      (R) Missile 0/playfield collision
HPOSP1    = $D001      (W) Horizontal position of player 1
M1PF      = $D001      (R) Missile 1/playfield collision
HPOSP2    = $D002      (W) Horizontal position of player 2
M2PF      = $D002      (R) Missile 2/playfield collision
HPOSP3    = $D003      (W) Horizontal position of player 3
M3PF      = $D003      (R) Missile 3/playfield collision
HPOSM0    = $D004      (W) Horizontal position of missile 0
P0PF      = $D004      (R) Player 0/playfield collision
HPOSM1    = $D005      (W) Horizontal position of missile 1
P1PF      = $D005      (R) Player 1/playfield collision
HPOSM2    = $D006      (W) Horizontal position of missile 2
P2PF      = $D006      (R) Player 2/playfield collision
HPOSM3    = $D007      (W) Horizontal position of missile 3
P3PF      = $D007      (R) Player 3/playfield collision
SIZEP0    = $D008      (W) Size of player 0, 1=2X, 3=4X
M0PL      = $D008      (R) Missile 0 to player collision
SIZEP1    = $D009      (W) Size of player 1, 1=2X, 3=4X
M1PL      = $D009      (R) Missile 1 to player collision
SIZEP2    = $D00A      (W) Size of player 2, 1=2X, 3=4X
M2PL      = $D00A      (R) Missile 2 to player collision
SIZEP3    = $D00B      (W) Size of player 3, 1=2X, 3=4X
M3PL      = $D00B      (R) Missile 3 to player collision
SIZEM     = $D00C      (W) Missile size, 1=2X, 3=4X
P0PL      = $D00C      (R) Player 0 to player collision
P1PL      = $D00D      (R) Player 1 to player collision
P2PL      = $D00E      (R) Player 2 to player collision
P3PL      = $D00F      (R) Player 3 to player collision
GRACTL    = $D01D      (W) 1=Missile DMA, 2=Player DMA
HITCLR    = $D01E      (W) clear collision registers
PMBASE    = $D407      (W) Player/Missile base address
WSYNC     = $D40A      (W) Wait for horizontal sync
VCOUNT    = $D40B      (R) Vertical TV scan line counter
NMIEN     = $D40E      (W) Non-maskable interrupt enable

