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-rw-r--r--hram.asm59
1 files changed, 30 insertions, 29 deletions
diff --git a/hram.asm b/hram.asm
index 40d0734..e8ea2fb 100644
--- a/hram.asm
+++ b/hram.asm
@@ -12,43 +12,44 @@ hPreviousJoypadState EQU $FF9C ; prevoius frame's joypad state. See joy_consta
; 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
+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
+hHBlankSCX EQU $FFAC
hNextFrameHBlankSCY EQU $FFAD
-hHBlankSCY EQU $FFAE
-hLCDCMask EQU $FFAF
-hHBlankRoutine EQU $FFB0
+hHBlankSCY EQU $FFAE
+hLCDCMask EQU $FFAF
+hStatIntrRoutine EQU $FFB0
hNumFramesSinceLastVBlank EQU $FFB2
-hNumFramesDropped EQU $FFB3
-hVBlankCount EQU $FFB4
-
-hSignedMathSignBuffer EQU $FFB6
-hSignedMathSignBuffer2 EQU $FFB7
+hNumFramesDropped EQU $FFB3
+hVBlankCount EQU $FFB4
+hStatIntrFired EQU $FFB5
+hSignedMathSignBuffer EQU $FFB6
+hSignedMathSignBuffer2 EQU $FFB7
hSineOrCosineArgumentBuffer EQU $FF8C
-hCosineResultBuffer EQU $FF8D
-hSineResultBuffer EQU $FF8F
+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.
+hLoadedROMBank EQU $FFF8 ; this is updated whenever the code switches ROM Banks
+hROMBankBuffer EQU $FFFA
+hSGBFlag EQU $FFFB
+hSGBInit EQU $FFFC
+hGameBoyColorFlagBackup EQU $FFFD
+hGameBoyColorFlag EQU $FFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.