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hram.asm
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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.