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