Files
pokepinball/hram.asm
T

22 lines
1.4 KiB
NASM
Executable File

hPushOAM EQU $FF80
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.
hBoardYShift EQU $FFA0 ; Vertical pixel offset of the board. For example, the board is shifted
; by small amounts when "tilt up" is used.
hBoardXShift EQU $FFA1 ; Horizontal pixel offset of the board. For example, the board is shifted
; $20 pixels to the right when launching the ball at the start of a round.
hFlipperYCollisionAttribute EQU $FFBF ; Vertical collision attribute for when ball collides with a flipper.
hLoadedROMBank EQU $FFF8 ; this is updated whenever the code switches ROM Banks
hGameBoyColorFlag EQU $FFFE ; this is set to $01 if a GameBoy Color is running the game. $00, otherwise.