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authorPikalaxALT <pikalaxalt@gmail.com>2016-12-06 23:22:36 -0500
committerPikalaxALT <pikalaxalt@gmail.com>2016-12-06 23:22:36 -0500
commit86b014dc02d8f35ee35e5551bc59a58991880ad9 (patch)
treeb7e1e3e2546d42234c3639ea620e2553b30f8f34 /hram.asm
parent71562fb54992ea76d8314dc75840b1952dbbc4b9 (diff)
More HRAM labels
Diffstat (limited to 'hram.asm')
-rwxr-xr-xhram.asm21
1 files changed, 15 insertions, 6 deletions
diff --git a/hram.asm b/hram.asm
index 2000ebe..74950e1 100755
--- a/hram.asm
+++ b/hram.asm
@@ -1,5 +1,7 @@
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.
@@ -8,7 +10,9 @@ hPrevPreviousJoypadState EQU $FF9B ; joypad state from two frames ago. See joy
; 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
@@ -19,11 +23,14 @@ hOBP1 EQU $FFA5
hWY EQU $FFA6
hWX EQU $FFA7
hLastLYC EQU $FFA8
-
-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.
+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
@@ -31,6 +38,8 @@ 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
hGameBoyColorFlag EQU $FFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.