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hram.asm
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SECTION "HRAM", HRAM
hPushSprite:: ds 10 ; 0xFF80
.end::
hFarCallTempA:: db ; 0xFF8A
hFarCallTempE:: db ; 0xFF8B
UNION
hRotationAngleBuffer:: db ; 0xFF8C
hCosineResultBuffer:: dw ; 0xFF8D
hSineResultBuffer:: dw ; 0xFF8F
NEXTU
hBillboardPicPointer:: dw ; 0xFF8C
hBillboardPicBank:: db ; 0xFF8E
hBillboardPaletteMapPointer:: dw ; 0xFF8F
hBillboardPaletteMapBank:: db ; 0xFF91
NEXTU
hPokedexBillboardPaletteBank:: db ; 0xFF8C
NEXTU
hFlippersFF8C:: db ; 0xFF8C
hFlippersFF8D:: db ; 0xFF8D
hFlippersFF8E:: db ; 0xFF8E
NEXTU
hHighscoresFF8C:: dw ; 0xFF8C
hHighscoresFF8E:: db ; 0xFF8E
NEXTU
hVariableWidthFontFF8C:: db ; 0xFF8C
hVariableWidthFontFF8D:: db ; 0xFF8D
hVariableWidthFontFF8E:: db ; 0xFF8E
hVariableWidthFontFF8F:: db ; 0xFF8F
hVariableWidthFontFF90:: db ; 0xFF90
hVariableWidthFontFF91:: db ; 0xFF91
hVariableWidthFontFF92:: db ; 0xFF92
hVariableWidthFontFF93:: db ; 0xFF93
ENDU
hFF94:: db ; 0xFF94
hFF95:: db ; 0xFF95
ds 2
hJoypadState:: db ; 0xFF98 ; current state of buttons. See joy_constants.asm for which bits
; correspond to which buttons.
hNewlyPressedButtons:: db ; 0xFF99 ; buttons that were pressed in the current frame.
hPressedButtons:: db ; 0xFF9A ; buttons that were pressed last frame and current frame(?)
hPrevPreviousJoypadState:: db ; 0xFF9B ; joypad state from two frames ago. See joy_constants.asm for
; which bits correspond to which buttons. (need a better name for this...)
hPreviousJoypadState:: db ; 0xFF9C ; previous frame's joypad state. See joy_constants.asm for
; which bits correspond to which buttons.
hJoyRepeatDelay:: db ; 0xFF9D
hLCDC:: db ; 0xFF9E
hSTAT:: db ; 0xFF9F
hSCY:: db ; 0xFFA0
hSCX:: db ; 0xFFA1
hLYC:: db ; 0xFFA2
hBGP:: db ; 0xFFA3
hOBP0:: db ; 0xFFA4
hOBP1:: db ; 0xFFA5
hWY:: db ; 0xFFA6
hWX:: db ; 0xFFA7
hLastLYC:: db ; 0xFFA8
hNextLYCSub:: db ; 0xFFA9
hLYCSub:: db ; 0xFFAA
hNextFrameHBlankSCX:: db ; 0xFFAB
hHBlankSCX:: db ; 0xFFAC
hNextFrameHBlankSCY:: db ; 0xFFAD
hHBlankSCY:: db ; 0xFFAE
hLCDCMask:: db ; 0xFFAF
hStatIntrRoutine:: db ; 0xFFB0
hFFB1:: db ; 0xFFB1
hNumFramesSinceLastVBlank:: db ; 0xFFB2
hFrameCounter:: db ; 0xFFB3
hVBlankCount:: db ; 0xFFB4
hStatIntrFired:: db ; 0xFFB5
hSignedMathSignBuffer:: db ; 0xFFB6
hSignedMathSignBuffer2:: db ; 0xFFB7
ds 2
hBallXPos:: dw ; 0xFFBA
hBallYPos:: dw ; 0xFFBC
hFFBE:: db ; 0xFFBE
hFlipperCollisionRadius:: db ; 0xFFBF
hFlipperStateChange:: dw ; 0xFFC0
hPreviousFlipperState:: db ; 0xFFC2
hFlipperState:: db ; 0xFFC3
hFFC4:: db ; 0xFFC4
SECTION "HRAM.2", HRAM
hLoadedROMBank:: db ; 0xFFF8 ; this is updated whenever the code switches ROM Banks
ds 1
hROMBankBuffer:: db ; 0xFFFA
hSGBFlag:: db ; 0xFFFB
hSGBInit:: db ; 0xFFFC
hGameBoyColorFlagBackup:: db ; 0xFFFD
hGameBoyColorFlag:: db ; 0xFFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.