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authorMarcus Huderle <huderlem@gmail.com>2017-03-14 18:23:07 -0700
committerGitHub <noreply@github.com>2017-03-14 18:23:07 -0700
commit5791b7b524fd1c17f7af4dd44472bec7d9941c3e (patch)
tree7bb6ab16b5c74e39882480d562be735360b307e8 /hram.asm
parentb5de46b8902c37562eb05d02f7166e2d3c231224 (diff)
parent8bb81d151ab0647ea4e944f59c5d03967a48b8d9 (diff)
Merge pull request #8 from PikalaxALT/master
Hardcoded pointers
Diffstat (limited to 'hram.asm')
-rwxr-xr-xhram.asm44
1 files changed, 36 insertions, 8 deletions
diff --git a/hram.asm b/hram.asm
index 9a6f085..36e2800 100755
--- a/hram.asm
+++ b/hram.asm
@@ -1,19 +1,47 @@
+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.
+ ; 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...)
+ ; 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.
+ ; 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
+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
-hBoardYShift EQU $FFA0 ; Vertical pixel offset of the board. For example, the board is shifted
- ; by small amounts when "tilt up" is used.
-hBoardXShift EQU $FFA1 ; Horizontal pixel offset of the board. For example, the board is shifted
- ; $20 pixels to the right when launching the ball at the start of a round.
+hNumFramesSinceLastVBlank EQU $FFB2
+hNumFramesDropped EQU $FFB3
+hVBlankCount EQU $FFB4
hFlipperYCollisionAttribute EQU $FFBF ; Vertical collision attribute for when ball collides with a flipper.
-hLoadedROMBank EQU $FFF8 ; this is updated whenever the code switches ROM Banks
+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.