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HRAM sample

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Feb 3rd, 2019
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  1. ; Temporary variables
  2.  
  3. UNION
  4.  
  5. ; The direction in which the camera moved on this frame
  6. ; -1 = left
  7. ;  0 = right
  8. ; Anything else is invalid
  9. ; NEITHER value guarantees the camera moved at all (due to locking, for example)
  10. hCameraYMovementDirection::
  11.     db
  12. ; See hCameraYMovementDirection
  13. hCameraXMovementDirection::
  14.     db
  15.  
  16.     UNION
  17.  
  18. ; Redraw destination ptr
  19. hRedrawTilemapAddr::
  20.     dw
  21.  
  22.     NEXTU
  23.  
  24. ; Accumulated height, in tiles
  25. hRedrawAccumulatedHeight::
  26.     db
  27.  
  28. ; Index of the col to be redrawn
  29. hRedrawTargetColID::
  30.     db
  31.  
  32.     NEXTU
  33.  
  34. ; First tile of the current row
  35. hRedrawRowStart::
  36.     db
  37.  
  38. ; Map's width divided by 8
  39. hRedrawTileWidth::
  40.     db
  41.  
  42.     ENDU
  43.  
  44. ; Number of layers remaining to redraw
  45. hRedrawLayerCount::
  46.     db
  47.  
  48. ; How many rows need to be redrawn
  49. hRedrawRowCount::
  50.     db
  51.  
  52. NEXTU
  53.  
  54. ; Remaining OAM entries to write in the current NPC
  55. hNPCRemainingEntries::
  56.     db
  57.  
  58. ; Current tile ID
  59. hNPCTileID::
  60.     db
  61.  
  62. ; Current attr
  63. hNPCAttr::
  64.     db
  65.  
  66. NEXTU
  67.  
  68. ; Number of NPCs remaining to load
  69. hLoadingRemainingNPCs::
  70.     db
  71.  
  72. ; Number of NPC tiles to load
  73. hLoadingNPCCount::
  74.     db
  75.  
  76. ; Current NPC base tile ID
  77. hLoadingNPCBaseTileID::
  78.     db
  79.  
  80. NEXTU
  81.  
  82. hPlayerShiftBytes::
  83.     ds 16
  84.  
  85. NEXTU
  86.  
  87. ; Currently executed cutscene command
  88. ; Only bit 7 is considered, to check if the command should be made instant
  89. ; Commands can forcibly reset that bit if they want
  90. hCutsceneCurrentCommand::
  91.     db
  92.  
  93. ENDU
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