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| SECTION "QuickRAM", HRAM | |
| ; Check the CONSOLE_* constants for the types. | |
| hConsoleType:: | |
| ds 1 | |
| hCurRAMBank:: | |
| ds 1 | |
| hCurROMBank:: | |
| ds 1 | |
| ; Flags for graphics | |
| ; If bit 7 is non-zero, will trigger the compensation for GBA screens | |
| ; If bit 6 is non-zero, palettes will not be committed to the screen when loaded via LoadBG/OBJPalette | |
| ; (use ReloadPalettes after) | |
| hGFXFlags:: | |
| ds 1 | |
| ; Layout of these : DOWN-UP-LEFT-RIGHT-START-SELECT-B-A | |
| ; Bit 1 = button active (unlike the port it is pulled from, eh?) | |
| ; Buttons currently held | |
| hHeldButtons:: | |
| ds 1 | |
| ; Buttons pressed on this frame | |
| hPressedButtons:: | |
| ds 1 | |
| ; 1 if the START+SELECT+A+B button combo should not trigger a soft reset | |
| hPreventSoftReset:: | |
| ds 1 | |
| ; A mask applied to hPressedButtons in the overworld | |
| hOverworldButtonFilter:: | |
| ds 1 | |
| ; Overworld copies of corresponding bytes, to avoid issues caused by lag (which would refresh hHeldButtons and hPressedButtons mid-processing) | |
| hOverworldHeldButtons:: | |
| ds 1 | |
| hOverworldPressedButtons:: | |
| ds 1 | |
| ; Incremented by the VBlank handler | |
| hFrameCounter:: | |
| ds 1 | |
| ; Parameters transferred to the corresponding registers on each VBlank | |
| ; The idea is that these can be edited anytime | |
| ; Also, this SCX is pre-screen shake, and WX and WY are ignored if hEnableWindow is zero | |
| hSCY:: | |
| ds 1 | |
| hSCX:: | |
| ds 1 | |
| ; Both of these are ignored if wEnableWindow is zero | |
| hWY:: | |
| ds 1 | |
| hWX:: | |
| ds 1 | |
| ; Controls whether the window should be displayed or not | |
| ; The window will be displayed anyways if the text box is active! | |
| hEnableWindow:: | |
| ds 1 | |
| ; Controls how the screen should shake | |
| ; The screen moves one pixel laterally per frame | |
| ; This controls the amplitude of the effect | |
| ; 2 means the screen will oscillate between -2 and +2 like this : | |
| ; 0 -> 1 -> 2 -> 1 -> 0 -> -1 -> -2 -> -1 -> repeat | |
| hScreenShakeAmplitude:: | |
| ds 1 | |
| ; Holds the current displacement applied to wSCX | |
| ; Ensure the displacement is within bounds - no error checking is done. This would simply produce a graphical oddity | |
| ; Avoiding editing this manually altogether is better IMHO | |
| ; This is zeroed when the amplitude is reset | |
| hScreenShakeDisplacement:: | |
| ds 1 | |
| ; If this is zero, VBlank will transfer wVirtualOAM | |
| ; Otherwise, this will be cleared, and VBlank will transfer wStagedOAM instead | |
| hOAMMode:: | |
| ds 1 | |
| ; Incremented on each overworld loop iteration | |
| hOverworldFrameCounter:: | |
| ds 1 | |
| ; Set to 1, usually by the map script, to ignore the player's actions for a single frame | |
| hIgnorePlayerActions:: | |
| ds 1 | |
| ; Set to 1 if the current overworld frame should be aborted, e.g. when a new map is loaded mid-frame. | |
| hAbortFrame:: | |
| ds 1 | |
| ; Serves currently no purpose, but should be used later to check which rendering mode is active | |
| ; (Either scrollable in all directions, or fully fixed) | |
| hTilemapMode:: | |
| ds 1 | |
| ; Set if the game's SRAM has been limited to 32k by the emulator | |
| ; Disables most SRAM features, and restricts saving to banks 2 and 3. Plus, no backup. | |
| hSRAM32kCompat:: | |
| ds 1 | |
| hDMAScript:: | |
| ds 5 | |
| hRandInt:: | |
| hRandIntLow:: | |
| ds 1 | |
| hRandIntHigh:: | |
| ds 1 | |
| hTextboxLY:: | |
| ds 1 | |
| ; This is used by the STAT handler to help perform various effects | |
| hSpecialEffectsLY:: ; Scanline at which the effect should happen | |
| ds 1 | |
| hSpecialEffectsBuf:: ; Pair (ID ; value), where value will be written to [rSCY + (ID - 1 & 9)] | |
| ds 2 | |
| hThread2ID:: | |
| ds 1 | |
| hHDMALength:: ; Used by Thread 2 to know if HDMA can be used | |
| ds 1 | |
| UNION | |
| hLoadingDoorAnimCount:: | |
| ds 1 | |
| hLoadingFinalCount:: | |
| ds 1 | |
| NEXTU | |
| hLoadingWalkDirection:: | |
| ds 1 | |
| hLoadingStepCounter:: | |
| ds 1 | |
| NEXTU | |
| hCloudScrollCount:: | |
| ds 1 | |
| ENDU | |
| ; Set when HDMA is being used by something | |
| hHDMAInUse:: | |
| ds 1 | |
| ; Contains the ID of the currently processed animation | |
| hCurrentAnimationID:: | |
| ds 1 | |
| hCurrentAnimation:: | |
| ds 2 | |