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hram.asm
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hram.asm
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hPushOAM EQU $FF80
hFarCallTempA EQU $FF8A
hFarCallTempE EQU $FF8B
hJoypadState EQU $FF98 ; current state of buttons. See joy_constants.asm for which bits
; correspond to which buttons.
hNewlyPressedButtons EQU $FF99 ; buttons that were pressed in the current frame.
hPressedButtons EQU $FF9A ; buttons that were pressed last frame and current frame(?)
hPrevPreviousJoypadState EQU $FF9B ; joypad state from two frames ago. See joy_constants.asm for
; which bits correspond to which buttons. (need a better name for this...)
hPreviousJoypadState EQU $FF9C ; prevoius frame's joypad state. See joy_constants.asm for
; which bits correspond to which buttons.
hJoyRepeatDelay EQU $FF9D
hLCDC EQU $FF9E
hSTAT EQU $FF9F
hSCY EQU $FFA0
hSCX EQU $FFA1
hLYC EQU $FFA2
hBGP EQU $FFA3
hOBP0 EQU $FFA4
hOBP1 EQU $FFA5
hWY EQU $FFA6 ;window y coord buffer
hWX EQU $FFA7
hLastLYC EQU $FFA8
hNextLYCSub EQU $FFA9
hLYCSub EQU $FFAA
hNextFrameHBlankSCX EQU $FFAB
hHBlankSCX EQU $FFAC
hNextFrameHBlankSCY EQU $FFAD
hHBlankSCY EQU $FFAE
hLCDCMask EQU $FFAF
hHBlankRoutine EQU $FFB0
hNumFramesSinceLastVBlank EQU $FFB2
hNumFramesDropped EQU $FFB3
hVBlankCount EQU $FFB4
hSignedMathSignBuffer EQU $FFB6
hSignedMathSignBuffer2 EQU $FFB7
hSineOrCosineArgumentBuffer EQU $FF8C
hCosineResultBuffer EQU $FF8D
hSineResultBuffer EQU $FF8F
hFlipperYCollisionAttribute EQU $FFBF ; Vertical collision attribute for when ball collides with a flipper.
hFFC4 = $FFC4
hLoadedROMBank EQU $FFF8 ; this is updated whenever the code switches ROM Banks
hROMBankBuffer EQU $FFFA
hSGBFlag EQU $FFFB
hSGBInit EQU $FFFC
hGameBoyColorFlag EQU $FFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.