diff options
Diffstat (limited to 'hram.asm')
-rw-r--r-- | hram.asm | 182 |
1 files changed, 171 insertions, 11 deletions
@@ -1,19 +1,36 @@ - -H_SPRITEWIDTH EQU $FF8B ; in tiles -H_SPRITEINTERLACECOUNTER EQU $FF8B -H_SPRITEHEIGHT EQU $FF8C ; in tiles -H_SPRITEOFFSET EQU $FF8D - hSoftReset EQU $FF8A ; Initialized to 16. ; Decremented each input iteration if the player ; presses the reset sequence (A+B+SEL+START). ; Soft reset when 0 is reached. +; base tile ID to which offsets are added hBaseTileID EQU $FF8B +; 3-byte BCD number hItemPrice EQU $FF8B +hDexWeight EQU $FF8B + +hWarpDestinationMap EQU $FF8B + +hOAMTile EQU $FF8B + +hROMBankTemp EQU $FF8B + +hPreviousTileset EQU $FF8B + +hEastWestConnectedMapWidth EQU $FF8B + +hSlideAmount EQU $FF8B + +hRLEByteValue EQU $FF8B + +H_SPRITEWIDTH EQU $FF8B ; in tiles +H_SPRITEINTERLACECOUNTER EQU $FF8B +H_SPRITEHEIGHT EQU $FF8C ; in tiles +H_SPRITEOFFSET EQU $FF8D + ; counters for blinking down arrow H_DOWNARROWBLINKCNT1 EQU $FF8B H_DOWNARROWBLINKCNT2 EQU $FF8C @@ -21,11 +38,66 @@ H_DOWNARROWBLINKCNT2 EQU $FF8C H_SPRITEDATAOFFSET EQU $FF8B H_SPRITEINDEX EQU $FF8C +hMapStride EQU $FF8B +hMapWidth EQU $FF8C + +hNorthSouthConnectionStripWidth EQU $FF8B +hNorthSouthConnectedMapWidth EQU $FF8C + ; DisplayTextID's argument hSpriteIndexOrTextID EQU $FF8C hPartyMonIndex EQU $FF8C +; the total number of tiles being shifted each time the pic slides by one tile +hSlidingRegionSize EQU $FF8C + +; 2 bytes +hEnemySpeed EQU $FF8D + +hVRAMSlot EQU $FF8D + +hFourTileSpriteCount EQU $FF8E + +; -1 = left +; 0 = right +hSlideDirection EQU $FF8D + +hSpriteFacingDirection EQU $FF8D + +hSpriteMovementByte2 EQU $FF8D + +hSpriteImageIndex EQU $FF8D + +hLoadSpriteTemp1 EQU $FF8D +hLoadSpriteTemp2 EQU $FF8E + +hHalveItemPrices EQU $FF8E + +hSpriteOffset2 EQU $FF8F + +hOAMBufferOffset EQU $FF90 + +hSpriteScreenX EQU $FF91 +hSpriteScreenY EQU $FF92 + +hTilePlayerStandingOn EQU $FF93 + +hSpritePriority EQU $FF94 + +; 2 bytes +hSignCoordPointer EQU $FF95 + +hNPCMovementDirections2Index EQU $FF95 + +; CalcPositionOfPlayerRelativeToNPC +hNPCSpriteOffset EQU $FF95 + +; temp value used when swapping bytes +hSwapTemp EQU $FF95 + +hExperience EQU $FF96 ; 3 bytes, big endian + ; Multiplcation and division variables are meant ; to overlap for back-to-back usage. Big endian. @@ -38,12 +110,52 @@ H_DIVISOR EQU $FF99 ; 1 byte H_QUOTIENT EQU $FF95 ; 4 bytes H_REMAINDER EQU $FF99 ; 1 byte +H_DIVIDEBUFFER EQU $FF9A + +H_MULTIPLYBUFFER EQU $FF9B + ; PrintNumber (big endian). H_PASTLEADINGZEROES EQU $FF95 ; last char printed H_NUMTOPRINT EQU $FF96 ; 3 bytes H_POWEROFTEN EQU $FF99 ; 3 bytes H_SAVEDNUMTOPRINT EQU $FF9C ; 3 bytes +; distance in steps between NPC and player +hNPCPlayerYDistance EQU $FF95 +hNPCPlayerXDistance EQU $FF96 + +hFindPathNumSteps EQU $FF97 + +; bit 0: set when the end of the path's Y coordinate matches the target's +; bit 1: set when the end of the path's X coordinate matches the target's +; When both bits are set, the end of the path is at the target's position +; (i.e. the path has been found). +hFindPathFlags EQU $FF98 + +hFindPathYProgress EQU $FF99 +hFindPathXProgress EQU $FF9A + +; 0 = from player to NPC +; 1 = from NPC to player +hNPCPlayerRelativePosPerspective EQU $FF9B + +; bit 0: +; 0 = target is to the south or aligned +; 1 = target is to the north +; bit 1: +; 0 = target is to the east or aligned +; 1 = target is to the west +hNPCPlayerRelativePosFlags EQU $FF9D + +; some code zeroes this for no reason when writing a coin amount +hUnusedCoinsByte EQU $FF9F + +hMoney EQU $FF9F ; 3-byte BCD number +hCoins EQU $FFA0 ; 2-byte BCD number + +hDivideBCDDivisor EQU $FFA2 ; 3-byte BCD number +hDivideBCDQuotient EQU $FFA2 ; 3-byte BCD number + hSerialReceivedNewData EQU $FFA9 ; $01 = using external clock @@ -70,7 +182,9 @@ hJoy5 EQU $FFB5 hJoy6 EQU $FFB6 hJoy7 EQU $FFB7 -H_LOADEDROMBANK EQU $FFB8 +H_LOADEDROMBANK EQU $FFB8 + +hSavedROMBank EQU $FFB9 ; is automatic background transfer during V-blank enabled? ; if nonzero, yes @@ -128,12 +242,12 @@ H_VBCOPYDOUBLEDEST EQU $FFCE ; 00 = no redraw ; 01 = redraw column ; 02 = redraw row -H_SCREENEDGEREDRAW EQU $FFD0 +hRedrawRowOrColumnMode EQU $FFD0 -REDRAWCOL EQU 1 -REDRAWROW EQU 2 +REDRAW_COL EQU 1 +REDRAW_ROW EQU 2 -H_SCREENEDGEREDRAWADDR EQU $FFD1 +hRedrawRowOrColumnDest EQU $FFD1 hRandomAdd EQU $FFD3 hRandomSub EQU $FFD4 @@ -151,13 +265,59 @@ H_VBLANKOCCURRED EQU $FFD6 ; this is often set to 00 in order to turn off water and flower BG tile animations hTilesetType EQU $FFD7 +hMovingBGTilesCounter1 EQU $FFD8 + H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10 +hItemCounter EQU $FFDB + +hGymGateIndex EQU $FFDB + +hGymTrashCanRandNumMask EQU $FFDB + +hDexRatingNumMonsSeen EQU $FFDB +hDexRatingNumMonsOwned EQU $FFDC + +; $00 = bag full +; $01 = got item +; $80 = didn't meet required number of owned mons +; $FF = player cancelled +hOaksAideResult EQU $FFDB + +hOaksAideRequirement EQU $FFDB ; required number of owned mons +hOaksAideRewardItem EQU $FFDC +hOaksAideNumMonsOwned EQU $FFDD + +hItemToRemoveID EQU $FFDB +hItemToRemoveIndex EQU $FFDC + +hVendingMachineItem EQU $FFDB +hVendingMachinePrice EQU $FFDC ; 3-byte BCD number + +; the first tile ID in a sequence of tile IDs that increase by 1 each step +hStartTileID EQU $FFE1 + +hNewPartyLength EQU $FFE4 + +hDividend2 EQU $FFE5 +hDivisor2 EQU $FFE6 +hQuotient2 EQU $FFE7 + +hSpriteVRAMSlotAndFacing EQU $FFE9 + +hCoordsInFrontOfPlayerMatch EQU $FFEA + +hSpriteAnimFrameCounter EQU $FFEA + H_WHOSETURN EQU $FFF3 ; 0 on player’s turn, 1 on enemy’s turn ; bit 0: draw HP fraction to the right of bar instead of below (for party menu) ; bit 1: menu is double spaced hFlags_0xFFF6 EQU $FFF6 +hFieldMoveMonMenuTopMenuItemX EQU $FFF7 + +hDisableJoypadPolling EQU $FFF9 + hJoyInput EQU $FFF8 |