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Copy pathhram.asm
executable file
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hram.asm
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hDMARoutine EQU $ff80
; Set to non-zero value to indicate the game is paused.
hPaused EQU $ff92
; Holds the number of active sprites * 4
hActiveSprites EQU $ff93
; Increments by one every frame. Does not increment when game is paused.
hFrameCounter EQU $ff94
hForcedSideScrollSpeed EQU $ff95
hCameraXOffset EQU $ffa0
hCameraYOffset EQU $ffa2
; $ffaf = player state (crouching, etc.)
hLevelPixelWidth EQU $ffa6
hLevelPixelHeight EQU $ffa8
hDiggingMetatileReplacements EQU $ffaa
hLevelCleared EQU $ffb5
; The current pixel coordinates of the player
hPlayerXPos EQU $ffc8
hPlayerYPos EQU $ffca
hCameraXOffsetScreenRight EQU $ffdb
hCurHealth EQU $ffed
hMaxHealth EQU $ffee
hNumLives EQU $ffef
; Holds a 2-byte little-endian BCD value.
hScore EQU $fff0
hNumClapboards EQU $fff2
hNumCarrots EQU $fff3
hCarrotMeter EQU $fff4
hEXTRALetterHUD EQU $fff5
hClapboardPieceHUD EQU $fff9
; Holds the count of obtained letters for EXTRA.
; If all letters were obtained, the player gets to go to the bonus stage.
hEXTRALetters EQU $fffd
; Set to $11 if running on a Game Boy Color. $00 otherwise.
hGameBoyColorDetection EQU $FFFE