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22 lines
1.4 KiB
NASM
Executable File
22 lines
1.4 KiB
NASM
Executable File
hPushOAM EQU $FF80
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hJoypadState EQU $FF98 ; current state of buttons. See joy_constants.asm for which bits
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; correspond to which buttons.
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hNewlyPressedButtons EQU $FF99 ; buttons that were pressed in the current frame.
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hPressedButtons EQU $FF9A ; buttons that were pressed last frame and current frame(?)
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hPrevPreviousJoypadState EQU $FF9B ; 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 EQU $FF9C ; prevoius frame's joypad state. See joy_constants.asm for
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; which bits correspond to which buttons.
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hBoardYShift EQU $FFA0 ; Vertical pixel offset of the board. For example, the board is shifted
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; by small amounts when "tilt up" is used.
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hBoardXShift EQU $FFA1 ; Horizontal pixel offset of the board. For example, the board is shifted
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; $20 pixels to the right when launching the ball at the start of a round.
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hFlipperYCollisionAttribute EQU $FFBF ; Vertical collision attribute for when ball collides with a flipper.
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hLoadedROMBank EQU $FFF8 ; this is updated whenever the code switches ROM Banks
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hGameBoyColorFlag EQU $FFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.
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