SECTION "HRAM", HRAM hPushSprite:: ds 10 ; 0xFF80 .end:: hFarCallTempA:: db ; 0xFF8A hFarCallTempE:: db ; 0xFF8B UNION hRotationAngleBuffer:: db ; 0xFF8C hCosineResultBuffer:: dw ; 0xFF8D hSineResultBuffer:: dw ; 0xFF8F NEXTU hBillboardPicPointer:: dw ; 0xFF8C hBillboardPicBank:: db ; 0xFF8E hBillboardPaletteMapPointer:: dw ; 0xFF8F hBillboardPaletteMapBank:: db ; 0xFF91 NEXTU hPokedexBillboardPaletteBank:: db ; 0xFF8C NEXTU hFlippersFF8C:: db ; 0xFF8C hFlippersFF8D:: db ; 0xFF8D hFlippersFF8E:: db ; 0xFF8E NEXTU hHighscoresFF8C:: dw ; 0xFF8C hHighscoresFF8E:: db ; 0xFF8E NEXTU hVariableWidthFontFF8C:: db ; 0xFF8C hVariableWidthFontFF8D:: db ; 0xFF8D hVariableWidthFontFF8E:: db ; 0xFF8E hVariableWidthFontFF8F:: db ; 0xFF8F hVariableWidthFontFF90:: db ; 0xFF90 hVariableWidthFontFF91:: db ; 0xFF91 hVariableWidthFontFF92:: db ; 0xFF92 hVariableWidthFontFF93:: db ; 0xFF93 ENDU hFF94:: db ; 0xFF94 hFF95:: db ; 0xFF95 ds 2 hJoypadState:: db ; 0xFF98 ; current state of buttons. See joy_constants.asm for which bits ; correspond to which buttons. hNewlyPressedButtons:: db ; 0xFF99 ; buttons that were pressed in the current frame. hPressedButtons:: db ; 0xFF9A ; buttons that were pressed last frame and current frame(?) hPrevPreviousJoypadState:: db ; 0xFF9B ; joypad state from two frames ago. See joy_constants.asm for ; which bits correspond to which buttons. (need a better name for this...) hPreviousJoypadState:: db ; 0xFF9C ; previous frame's joypad state. See joy_constants.asm for ; which bits correspond to which buttons. hJoyRepeatDelay:: db ; 0xFF9D hLCDC:: db ; 0xFF9E hSTAT:: db ; 0xFF9F hSCY:: db ; 0xFFA0 hSCX:: db ; 0xFFA1 hLYC:: db ; 0xFFA2 hBGP:: db ; 0xFFA3 hOBP0:: db ; 0xFFA4 hOBP1:: db ; 0xFFA5 hWY:: db ; 0xFFA6 hWX:: db ; 0xFFA7 hLastLYC:: db ; 0xFFA8 hNextLYCSub:: db ; 0xFFA9 hLYCSub:: db ; 0xFFAA hNextFrameHBlankSCX:: db ; 0xFFAB hHBlankSCX:: db ; 0xFFAC hNextFrameHBlankSCY:: db ; 0xFFAD hHBlankSCY:: db ; 0xFFAE hLCDCMask:: db ; 0xFFAF hStatIntrRoutine:: db ; 0xFFB0 hFFB1:: db ; 0xFFB1 hNumFramesSinceLastVBlank:: db ; 0xFFB2 hFrameCounter:: db ; 0xFFB3 hVBlankCount:: db ; 0xFFB4 hStatIntrFired:: db ; 0xFFB5 hSignedMathSignBuffer:: db ; 0xFFB6 hSignedMathSignBuffer2:: db ; 0xFFB7 ds 2 hBallXPos:: dw ; 0xFFBA hBallYPos:: dw ; 0xFFBC hFFBE:: db ; 0xFFBE hFlipperCollisionRadius:: db ; 0xFFBF hFlipperStateChange:: dw ; 0xFFC0 hPreviousFlipperState:: db ; 0xFFC2 hFlipperState:: db ; 0xFFC3 hFFC4:: db ; 0xFFC4 SECTION "HRAM.2", HRAM hLoadedROMBank:: db ; 0xFFF8 ; this is updated whenever the code switches ROM Banks ds 1 hROMBankBuffer:: db ; 0xFFFA hSGBFlag:: db ; 0xFFFB hSGBInit:: db ; 0xFFFC hGameBoyColorFlagBackup:: db ; 0xFFFD hGameBoyColorFlag:: db ; 0xFFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.