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55 lines
1.8 KiB
NASM
55 lines
1.8 KiB
NASM
hPushOAM EQU $FF80
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hFarCallTempA EQU $FF8A
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hFarCallTempE EQU $FF8B
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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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hJoyRepeatDelay EQU $FF9D
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hLCDC EQU $FF9E
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hSTAT EQU $FF9F
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hSCY EQU $FFA0
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hSCX EQU $FFA1
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hLYC EQU $FFA2
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hBGP EQU $FFA3
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hOBP0 EQU $FFA4
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hOBP1 EQU $FFA5
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hWY EQU $FFA6 ;window y coord buffer
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hWX EQU $FFA7
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hLastLYC EQU $FFA8
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hNextLYCSub EQU $FFA9
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hLYCSub EQU $FFAA
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hNextFrameHBlankSCX EQU $FFAB
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hHBlankSCX EQU $FFAC
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hNextFrameHBlankSCY EQU $FFAD
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hHBlankSCY EQU $FFAE
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hLCDCMask EQU $FFAF
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hHBlankRoutine EQU $FFB0
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hNumFramesSinceLastVBlank EQU $FFB2
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hNumFramesDropped EQU $FFB3
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hVBlankCount EQU $FFB4
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hSignedMathSignBuffer EQU $FFB6
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hSignedMathSignBuffer2 EQU $FFB7
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hSineOrCosineArgumentBuffer EQU $FF8C
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hCosineResultBuffer EQU $FF8D
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hSineResultBuffer EQU $FF8F
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hFlipperYCollisionAttribute EQU $FFBF ; Vertical collision attribute for when ball collides with a flipper.
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hFFC4 = $FFC4
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hLoadedROMBank EQU $FFF8 ; this is updated whenever the code switches ROM Banks
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hROMBankBuffer EQU $FFFA
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hSGBFlag EQU $FFFB
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hSGBInit EQU $FFFC
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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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