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hram.asm
executable file
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hram.asm
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hSoftReset EQU $FF8A
; Initialized to 16.
; Decremented each input iteration if the player
; presses the reset sequence (A+B+SEL+START).
; Soft reset when 0 is reached.
; base tile ID to which offsets are added
hBaseTileID EQU $FF8B
; 3-byte BCD number
hItemPrice EQU $FF8B
hDexWeight EQU $FF8B
hWarpDestinationMap EQU $FF8B
hOAMTile EQU $FF8B
hROMBankTemp EQU $FF8B
hPreviousTileset EQU $FF8B
hEastWestConnectedMapWidth EQU $FF8B
hSlideAmount EQU $FF8B
hRLEByteValue EQU $FF8B
H_SPRITEWIDTH EQU $FF8B ; in tiles
H_SPRITEINTERLACECOUNTER EQU $FF8B
H_SPRITEHEIGHT EQU $FF8C ; in tiles
H_SPRITEOFFSET EQU $FF8D
; counters for blinking down arrow
H_DOWNARROWBLINKCNT1 EQU $FF8B
H_DOWNARROWBLINKCNT2 EQU $FF8C
H_SPRITEDATAOFFSET EQU $FF8B
H_SPRITEINDEX EQU $FF8C
hMapStride EQU $FF8B
hMapWidth EQU $FF8C
hNorthSouthConnectionStripWidth EQU $FF8B
hNorthSouthConnectedMapWidth EQU $FF8C
; DisplayTextID's argument
hSpriteIndexOrTextID EQU $FF8C
hPartyMonIndex EQU $FF8C
; the total number of tiles being shifted each time the pic slides by one tile
hSlidingRegionSize EQU $FF8C
; 2 bytes
hEnemySpeed EQU $FF8D
hVRAMSlot EQU $FF8D
hFourTileSpriteCount EQU $FF8E
; -1 = left
; 0 = right
hSlideDirection EQU $FF8D
hSpriteFacingDirection EQU $FF8D
hSpriteMovementByte2 EQU $FF8D
hSpriteImageIndex EQU $FF8D
hLoadSpriteTemp1 EQU $FF8D
hLoadSpriteTemp2 EQU $FF8E
hHalveItemPrices EQU $FF8E
hSpriteOffset2 EQU $FF8F
hOAMBufferOffset EQU $FF90
hSpriteScreenX EQU $FF91
hSpriteScreenY EQU $FF92
hTilePlayerStandingOn EQU $FF93
hSpritePriority EQU $FF94
; 2 bytes
hSignCoordPointer EQU $FF95
hNPCMovementDirections2Index EQU $FF95
; CalcPositionOfPlayerRelativeToNPC
hNPCSpriteOffset EQU $FF95
; temp value used when swapping bytes
hSwapTemp EQU $FF95
hSwapItemID EQU $FF95
hSwapItemQuantity EQU $FF96
hExperience EQU $FF96 ; 3 bytes, big endian
; Multiplication and division variables are meant
; to overlap for back-to-back usage. Big endian.
H_MULTIPLICAND EQU $FF96 ; 3 bytes
H_MULTIPLIER EQU $FF99 ; 1 byte
H_PRODUCT EQU $FF95 ; 4 bytes
H_DIVIDEND EQU $FF95 ; 4 bytes
H_DIVISOR EQU $FF99 ; 1 byte
H_QUOTIENT EQU $FF95 ; 4 bytes
H_REMAINDER EQU $FF99 ; 1 byte
H_DIVIDEBUFFER EQU $FF9A
H_MULTIPLYBUFFER EQU $FF9B
; PrintNumber (big endian).
H_PASTLEADINGZEROES EQU $FF95 ; last char printed
H_NUMTOPRINT EQU $FF96 ; 3 bytes
H_POWEROFTEN EQU $FF99 ; 3 bytes
H_SAVEDNUMTOPRINT EQU $FF9C ; 3 bytes
; distance in steps between NPC and player
hNPCPlayerYDistance EQU $FF95
hNPCPlayerXDistance EQU $FF96
hFindPathNumSteps EQU $FF97
; bit 0: set when the end of the path's Y coordinate matches the target's
; bit 1: set when the end of the path's X coordinate matches the target's
; When both bits are set, the end of the path is at the target's position
; (i.e. the path has been found).
hFindPathFlags EQU $FF98
hFindPathYProgress EQU $FF99
hFindPathXProgress EQU $FF9A
; 0 = from player to NPC
; 1 = from NPC to player
hNPCPlayerRelativePosPerspective EQU $FF9B
; bit 0:
; 0 = target is to the south or aligned
; 1 = target is to the north
; bit 1:
; 0 = target is to the east or aligned
; 1 = target is to the west
hNPCPlayerRelativePosFlags EQU $FF9D
; some code zeroes this for no reason when writing a coin amount
hUnusedCoinsByte EQU $FF9F
hMoney EQU $FF9F ; 3-byte BCD number
hCoins EQU $FFA0 ; 2-byte BCD number
hDivideBCDDivisor EQU $FFA2 ; 3-byte BCD number
hDivideBCDQuotient EQU $FFA2 ; 3-byte BCD number
hDivideBCDBuffer EQU $FFA5 ; 3-byte BCD number
hSerialReceivedNewData EQU $FFA9
; $01 = using external clock
; $02 = using internal clock
; $ff = establishing connection
hSerialConnectionStatus EQU $FFAA
hSerialIgnoringInitialData EQU $FFAB
hSerialSendData EQU $FFAC
hSerialReceiveData EQU $FFAD
; these values are copied to SCX, SCY, and WY during V-blank
hSCX EQU $FFAE
hSCY EQU $FFAF
hWY EQU $FFB0
hJoyLast EQU $FFB1
hJoyReleased EQU $FFB2
hJoyPressed EQU $FFB3
hJoyHeld EQU $FFB4
hJoy5 EQU $FFB5
hJoy6 EQU $FFB6
hJoy7 EQU $FFB7
H_LOADEDROMBANK EQU $FFB8
hSavedROMBank EQU $FFB9
; is automatic background transfer during V-blank enabled?
; if nonzero, yes
; if zero, no
H_AUTOBGTRANSFERENABLED EQU $FFBA
TRANSFERTOP EQU 0
TRANSFERMIDDLE EQU 1
TRANSFERBOTTOM EQU 2
; 00 = top third of background
; 01 = middle third of background
; 02 = bottom third of background
H_AUTOBGTRANSFERPORTION EQU $FFBB
; the destination address of the automatic background transfer
H_AUTOBGTRANSFERDEST EQU $FFBC ; 2 bytes
; temporary storage for stack pointer during memory transfers that use pop
; to increase speed
H_SPTEMP EQU $FFBF ; 2 bytes
; source address for VBlankCopyBgMap function
; the first byte doubles as the byte that enabled the transfer.
; if it is 0, the transfer is disabled
; if it is not 0, the transfer is enabled
; this means that XX00 is not a valid source address
H_VBCOPYBGSRC EQU $FFC1 ; 2 bytes
; destination address for VBlankCopyBgMap function
H_VBCOPYBGDEST EQU $FFC3 ; 2 bytes
; number of rows for VBlankCopyBgMap to copy
H_VBCOPYBGNUMROWS EQU $FFC5
; size of VBlankCopy transfer in 16-byte units
H_VBCOPYSIZE EQU $FFC6
; source address for VBlankCopy function
H_VBCOPYSRC EQU $FFC7
; destination address for VBlankCopy function
H_VBCOPYDEST EQU $FFC9
; size of source data for VBlankCopyDouble in 8-byte units
H_VBCOPYDOUBLESIZE EQU $FFCB
; source address for VBlankCopyDouble function
H_VBCOPYDOUBLESRC EQU $FFCC
; destination address for VBlankCopyDouble function
H_VBCOPYDOUBLEDEST EQU $FFCE
; controls whether a row or column of 2x2 tile blocks is redrawn in V-blank
; 00 = no redraw
; 01 = redraw column
; 02 = redraw row
hRedrawRowOrColumnMode EQU $FFD0
REDRAW_COL EQU 1
REDRAW_ROW EQU 2
hRedrawRowOrColumnDest EQU $FFD1
hRandomAdd EQU $FFD3
hRandomSub EQU $FFD4
H_FRAMECOUNTER EQU $FFD5 ; decremented every V-blank (used for delays)
; V-blank sets this to 0 each time it runs.
; So, by setting it to a nonzero value and waiting for it to become 0 again,
; you can detect that the V-blank handler has run since then.
H_VBLANKOCCURRED EQU $FFD6
; 00 = indoor
; 01 = cave
; 02 = outdoor
; this is often set to 00 in order to turn off water and flower BG tile animations
hTilesetType EQU $FFD7
hMovingBGTilesCounter1 EQU $FFD8
H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10
hItemCounter EQU $FFDB
hGymGateIndex EQU $FFDB
hGymTrashCanRandNumMask EQU $FFDB
hDexRatingNumMonsSeen EQU $FFDB
hDexRatingNumMonsOwned EQU $FFDC
; $00 = bag full
; $01 = got item
; $80 = didn't meet required number of owned mons
; $FF = player cancelled
hOaksAideResult EQU $FFDB
hOaksAideRequirement EQU $FFDB ; required number of owned mons
hOaksAideRewardItem EQU $FFDC
hOaksAideNumMonsOwned EQU $FFDD
hItemToRemoveID EQU $FFDB
hItemToRemoveIndex EQU $FFDC
hVendingMachineItem EQU $FFDB
hVendingMachinePrice EQU $FFDC ; 3-byte BCD number
; the first tile ID in a sequence of tile IDs that increase by 1 each step
hStartTileID EQU $FFE1
hNewPartyLength EQU $FFE4
hDividend2 EQU $FFE5
hDivisor2 EQU $FFE6
hQuotient2 EQU $FFE7
hSpriteVRAMSlotAndFacing EQU $FFE9
hCoordsInFrontOfPlayerMatch EQU $FFEA
hSpriteAnimFrameCounter EQU $FFEA
hRandomLast EQU $FFF0 ; FFF1 ;2 bites for xor-shift rng
H_WHOFIRST EQU $FFF2 ; joenote - 0 on player going first, 1 on enemy going first
H_WHOSETURN EQU $FFF3 ; 0 on player’s turn, 1 on enemy’s turn
hClearLetterPrintingDelayFlags EQU $FFF4
hFlags_0xFFF6 EQU $FFF6 ;has to do with a bunch of menu spacing and stuff
; bit 0: draw HP fraction to the right of bar instead of below (for party menu)
; bit 1: menu is double spaced
; bit 2: something about skipping a line when printing text
hFieldMoveMonMenuTopMenuItemX EQU $FFF7
hDisableJoypadPolling EQU $FFF9
hJoyInput EQU $FFF8
hFlagsFFFA EQU $FFFA ;joenote - added for various uses
;bit 0 - PrepareOAMData and DMARoutine will not run in Vblank while this bit is set
;bit 1 - BGmap update functions will not run in Vblank while this bit is set
;bit 2 - This gets set to indicate that a sfx is playing while printing text
;bit 3 - When set, the CopyData function will only copy when safe to do so for VRAM
hRGB EQU $FFFB ; FFFB=Red, FFFC=Green, FFFD=BLUE ;3 bytes ;joenote - used to store color RGB color values
hGBC EQU $FFFE ;gbcnote - 0 if DMG or SGB, != 0 if GBC, =2 for gamma shader