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-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.