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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 ;window y coord buffer
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

hNumFramesSinceLastVBlank EQU $FFB2
hNumFramesDropped EQU $FFB3
hVBlankCount EQU $FFB4

hSignedMathSignBuffer EQU $FFB6
hSignedMathSignBuffer2 EQU $FFB7

hSineOrCosineArgumentBuffer EQU $FF8C
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.