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 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 hStatIntrRoutine EQU $FFB0 hNumFramesSinceLastVBlank EQU $FFB2 hNumFramesDropped EQU $FFB3 hVBlankCount EQU $FFB4 hStatIntrFired EQU $FFB5 hSignedMathSignBuffer EQU $FFB6 hSignedMathSignBuffer2 EQU $FFB7 hBallXPos EQU $FFBA hBallYPos EQU $FFBC hFlipperStateChange EQU $FFC0 hPreviousFlipperState EQU $FFC2 hFlipperState EQU $FFC3 hRotationAngleBuffer EQU $FF8C hCosineResultBuffer EQU $FF8D hSineResultBuffer EQU $FF8F hFlipperCollisionRadius EQU $FFBF hFFC4 = $FFC4 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.