Use labels for HRAM and VRAM

This commit is contained in:
Rangi 2020-07-06 21:13:17 -04:00
parent 453bb5c38e
commit dd08b8dd6b
7 changed files with 308 additions and 247 deletions

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@ -2,9 +2,6 @@ INCLUDE "charmap.asm"
INCLUDE "macros.asm"
INCLUDE "hram.asm"
INCLUDE "vram.asm"
INCLUDE "constants/hardware_constants.asm"
INCLUDE "constants/oam_constants.asm"
INCLUDE "constants/misc_constants.asm"

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@ -20,3 +20,12 @@ SPRITEBUFFERSIZE EQU 7 * 7 * LEN_1BPP_TILE
HP_BAR_GREEN EQU 0
HP_BAR_YELLOW EQU 1
HP_BAR_RED EQU 2
; hAutoBGTransferEnabled
TRANSFERTOP EQU 0
TRANSFERMIDDLE EQU 1
TRANSFERBOTTOM EQU 2
; hRedrawRowOrColumnMode
REDRAW_COL EQU 1
REDRAW_ROW EQU 2

484
hram.asm
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@ -1,370 +1,404 @@
hDMARoutine EQU $FF80
SECTION "HRAM", HRAM
hDMARoutine:: ds 10
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.
hSoftReset:: db
; base tile ID to which offsets are added
hBaseTileID EQU $FF8B
UNION
hBaseTileID:: ; base tile ID to which offsets are added
hDexWeight::
hWarpDestinationMap::
hOAMTile::
hROMBankTemp::
hPreviousTileset::
hRLEByteValue::
db
; 3-byte BCD number
hItemPrice EQU $FF8B
hSpriteIndexOrTextID:: ; DisplayTextID's argument
hPartyMonIndex::
db
hDexWeight EQU $FF8B
hVRAMSlot::
db
hWarpDestinationMap EQU $FF8B
hFourTileSpriteCount::
hHalveItemPrices::
db
hOAMTile EQU $FF8B
NEXTU
hItemPrice:: ds 3 ; BCD number
hROMBankTemp EQU $FF8B
hPreviousTileset EQU $FF8B
hEastWestConnectedMapWidth EQU $FF8B
hSlideAmount EQU $FF8B
hRLEByteValue EQU $FF8B
hSpriteWidth EQU $FF8B ; in tiles
hSpriteInterlaceCounter EQU $FF8B
hSpriteHeight EQU $FF8C ; in tiles
hSpriteOffset EQU $FF8D
; counters for blinking down arrow
hDownArrowBlinkCount1 EQU $FF8B
hDownArrowBlinkCount2 EQU $FF8C
hSpriteDataOffset EQU $FF8B
hSpriteIndex EQU $FF8C
hMapStride EQU $FF8B
hMapWidth EQU $FF8C
hNorthSouthConnectionStripWidth EQU $FF8B
hNorthSouthConnectedMapWidth EQU $FF8C
; DisplayTextID's argument
hSpriteIndexOrTextID EQU $FF8C
hPartyMonIndex EQU $FF8C
NEXTU
hSlideAmount:: db
; 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
hSlidingRegionSize:: db
; -1 = left
; 0 = right
hSlideDirection EQU $FF8D
hSlideDirection:: db
hSpriteFacingDirection EQU $FF8D
NEXTU
hSpriteInterlaceCounter::
hSpriteWidth:: db ; in tiles
hSpriteHeight:: db ; in tiles
hSpriteOffset:: db
hSpriteMovementByte2 EQU $FF8D
NEXTU
; counters for blinking down arrow
hDownArrowBlinkCount1:: db
hDownArrowBlinkCount2:: db
hSpriteImageIndex EQU $FF8D
NEXTU
hMapStride::
hEastWestConnectedMapWidth::
hNorthSouthConnectionStripWidth::
db
hMapWidth::
hNorthSouthConnectedMapWidth::
db
hLoadSpriteTemp1 EQU $FF8D
hLoadSpriteTemp2 EQU $FF8E
NEXTU
hSpriteDataOffset:: db
hSpriteIndex:: db
hSpriteImageIndex::
hSpriteFacingDirection::
hSpriteMovementByte2::
db
hHalveItemPrices EQU $FF8E
NEXTU
ds 2
hLoadSpriteTemp1:: db
hLoadSpriteTemp2:: db
hSpriteOffset2 EQU $FF8F
NEXTU
ds 2
hEnemySpeed:: dw
ENDU
hOAMBufferOffset EQU $FF90
UNION
hSpriteOffset2:: db
hOAMBufferOffset:: db
hSpriteScreenX:: db
hSpriteScreenY:: db
hSpriteScreenX EQU $FF91
hSpriteScreenY EQU $FF92
NEXTU
hFF8F:: db
hFF90:: db
hFF91:: db
hFF92:: db
ENDU
hFF8F EQU $FF8F
hFF90 EQU $FF90
hFF91 EQU $FF91
hFF92 EQU $FF92
hTilePlayerStandingOn:: db
hTilePlayerStandingOn EQU $FF93
hSpritePriority:: db
hSpritePriority EQU $FF94
; 2 bytes
hSignCoordPointer EQU $FF95
hNPCMovementDirections2Index EQU $FF95
hSwapItemID EQU $FF95
hSwapItemQuantity EQU $FF96
; CalcPositionOfPlayerRelativeToNPC
hNPCSpriteOffset EQU $FF95
; temp value used when swapping bytes or words
hSwapTemp EQU $FF95
hExperience EQU $FF96 ; 3 bytes, big endian
hMutateWY EQU $FF96
hMutateWX EQU $FF97
; Multiplication and division variables are meant
; to overlap for back-to-back usage. Big endian.
hMultiplicand EQU $FF96 ; 3 bytes
hMultiplier EQU $FF99 ; 1 byte
hProduct EQU $FF95 ; 4 bytes
hDividend EQU $FF95 ; 4 bytes
hDivisor EQU $FF99 ; 1 byte
hQuotient EQU $FF95 ; 4 bytes
hRemainder EQU $FF99 ; 1 byte
hDivideBuffer EQU $FF9A
hMultiplyBuffer EQU $FF9B
UNION
;; Multiplication and division variables are meant
;; to overlap for back-to-back usage. Big endian.
UNION
ds 1
hMultiplicand:: ds 3
hMultiplier:: db
ds 1
hMultiplyBuffer:: ds 4
NEXTU
hProduct:: ds 4
NEXTU
hDividend:: ds 4
hDivisor:: db
hDivideBuffer:: ds 5
NEXTU
hQuotient:: ds 4
hRemainder:: db
ENDU
NEXTU
; PrintNumber (big endian).
hPastLeadingZeros EQU $FF95 ; last char printed
hNumToPrint EQU $FF96 ; 3 bytes
hPowerOf10 EQU $FF99 ; 3 bytes
hSavedNumToPrint EQU $FF9C ; 3 bytes
hPastLeadingZeros:: db ; last char printed
hNumToPrint:: ds 3
hPowerOf10:: ds 3
hSavedNumToPrint:: ds 3
NEXTU
hNPCMovementDirections2Index::
hNPCSpriteOffset::
; distance in steps between NPC and player
hNPCPlayerYDistance EQU $FF95
hNPCPlayerXDistance EQU $FF96
hFindPathNumSteps EQU $FF97
hNPCPlayerYDistance::
db
hNPCPlayerXDistance::
db
hFindPathNumSteps:: db
; 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
hFindPathFlags:: db
hFindPathYProgress:: db
hFindPathXProgress:: db
; 0 = from player to NPC
; 1 = from NPC to player
hNPCPlayerRelativePosPerspective EQU $FF9B
hNPCPlayerRelativePosPerspective:: db
ds 1
; 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
hNPCPlayerRelativePosFlags:: db
NEXTU
hSwapItemID:: db
hSwapItemQuantity:: db
NEXTU
hSignCoordPointer:: dw
NEXTU
ds 1
hMutateWY:: db
hMutateWX:: db
NEXTU
; temp value used when swapping bytes or words
hSwapTemp:: db
hExperience:: ds 3 ; big endian
ENDU
UNION
hMoney:: ds 3 ; BCD number
NEXTU
; some code zeroes this for no reason when writing a coin amount
hUnusedCoinsByte EQU $FF9F
hUnusedCoinsByte:: db
hCoins:: ds 2 ; BCD number
ENDU
hMoney EQU $FF9F ; 3-byte BCD number
hCoins EQU $FFA0 ; 2-byte BCD number
hDivideBCDDivisor::
hDivideBCDQuotient::
ds 3 ; BCD number
hDivideBCDBuffer::
ds 3 ; 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
ds 1
hSerialReceivedNewData:: db
; $01 = using external clock
; $02 = using internal clock
; $ff = establishing connection
hSerialConnectionStatus EQU $FFAA
hSerialConnectionStatus:: db
hSerialIgnoringInitialData:: db
hSerialSendData:: db
hSerialReceiveData:: db
hSerialIgnoringInitialData EQU $FFAB
; these values are copied to rSCX, rSCY, and rWY during V-blank
hSCX:: db
hSCY:: db
hWY:: db
hSerialSendData EQU $FFAC
hJoyLast:: db
hJoyReleased:: db
hJoyPressed:: db
hJoyHeld:: db
hJoy5:: db
hJoy6:: db
hJoy7:: db
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
hLoadedROMBank EQU $FFB8
hSavedROMBank EQU $FFB9
hLoadedROMBank:: db
hSavedROMBank:: db
; is automatic background transfer during V-blank enabled?
; if nonzero, yes
; if zero, no
hAutoBGTransferEnabled EQU $FFBA
TRANSFERTOP EQU 0
TRANSFERMIDDLE EQU 1
TRANSFERBOTTOM EQU 2
hAutoBGTransferEnabled:: db
; 00 = top third of background
; 01 = middle third of background
; 02 = bottom third of background
hAutoBGTransferPortion EQU $FFBB
hAutoBGTransferPortion:: db
; the destination address of the automatic background transfer
hAutoBGTransferDest EQU $FFBC ; 2 bytes
hAutoBGTransferDest:: dw
hRedrawMapViewRowOffset EQU $FFBE
hRedrawMapViewRowOffset:: db
; temporary storage for stack pointer during memory transfers that use pop
; to increase speed
hSPTemp EQU $FFBF ; 2 bytes
hSPTemp:: dw
; 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
hVBlankCopyBGSource EQU $FFC1 ; 2 bytes
hVBlankCopyBGSource:: dw
; destination address for VBlankCopyBgMap function
hVBlankCopyBGDest EQU $FFC3 ; 2 bytes
hVBlankCopyBGDest:: dw
; number of rows for VBlankCopyBgMap to copy
hVBlankCopyBGNumRows EQU $FFC5
hVBlankCopyBGNumRows:: db
; size of VBlankCopy transfer in 16-byte units
hVBlankCopySize EQU $FFC6
hVBlankCopySize:: db
; source address for VBlankCopy function
hVBlankCopySource EQU $FFC7
hVBlankCopySource:: dw
; destination address for VBlankCopy function
hVBlankCopyDest EQU $FFC9
hVBlankCopyDest:: dw
; size of source data for VBlankCopyDouble in 8-byte units
hVBlankCopyDoubleSize EQU $FFCB
hVBlankCopyDoubleSize:: db
; source address for VBlankCopyDouble function
hVBlankCopyDoubleSource EQU $FFCC
hVBlankCopyDoubleSource:: dw
; destination address for VBlankCopyDouble function
hVBlankCopyDoubleDest EQU $FFCE
hVBlankCopyDoubleDest:: dw
; 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
hRedrawRowOrColumnMode:: db
REDRAW_COL EQU 1
REDRAW_ROW EQU 2
hRedrawRowOrColumnDest:: dw
hRedrawRowOrColumnDest EQU $FFD1
hRandomAdd:: db
hRandomSub:: db
hRandomAdd EQU $FFD3
hRandomSub EQU $FFD4
hFrameCounter EQU $FFD5 ; decremented every V-blank (used for delays)
hFrameCounter:: db ; 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.
hVBlankOccurred EQU $FFD6
hVBlankOccurred:: db
; 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
hTilesetType:: db
hMovingBGTilesCounter1 EQU $FFD8
hMovingBGTilesCounter1:: db
hCurrentSpriteOffset EQU $FFDA ; multiple of $10
ds 1
hItemCounter EQU $FFDB
hCurrentSpriteOffset:: db ; multiple of $10
hGymGateIndex EQU $FFDB
hGymGateAnswer EQU $FFDC
UNION
hPlayerFacing:: db
hPlayerYCoord:: db
hPlayerXCoord:: db
hGymTrashCanRandNumMask EQU $FFDB
hDexRatingNumMonsSeen EQU $FFDB
hDexRatingNumMonsOwned EQU $FFDC
NEXTU
; $00 = bag full
; $01 = got item
; $80 = didn't meet required number of owned mons
; $FF = player cancelled
hOaksAideResult EQU $FFDB
hOaksAideResult::
hOaksAideRequirement:: ; required number of owned mons
db
hOaksAideRewardItem:: db
hOaksAideNumMonsOwned:: db
hSavedCoordIndex EQU $FFDB
NEXTU
hVendingMachineItem:: db
hVendingMachinePrice:: ds 3 ; BCD number
hOaksAideRequirement EQU $FFDB ; required number of owned mons
hOaksAideRewardItem EQU $FFDC
hOaksAideNumMonsOwned EQU $FFDD
NEXTU
hGymGateIndex:: db
hGymGateAnswer:: db
hPlayerFacing EQU $FFDB
hPlayerYCoord EQU $FFDC
hPlayerXCoord EQU $FFDD
NEXTU
hDexRatingNumMonsSeen:: db
hDexRatingNumMonsOwned:: db
hMissableObjectIndex EQU $FFDB
NEXTU
hItemToRemoveID:: db
hItemToRemoveIndex:: db
hItemToRemoveID EQU $FFDB
hItemToRemoveIndex EQU $FFDC
NEXTU
hItemCounter::
hSavedCoordIndex::
hMissableObjectIndex::
hGymTrashCanRandNumMask::
db
hVendingMachineItem EQU $FFDB
hVendingMachinePrice EQU $FFDC ; 3-byte BCD number
NEXTU
hFFDB:: db
hFFDC:: db
ENDU
hFFDB EQU $FFDB
hFFDC EQU $FFDC
ds 1
hBackupGymGateIndex EQU $FFE0
hUnlockedSilphCoDoors EQU $FFE0
hBackupGymGateIndex::
hUnlockedSilphCoDoors::
db
; the first tile ID in a sequence of tile IDs that increase by 1 each step
hStartTileID EQU $FFE1
hStartTileID:: db
hNewPartyLength EQU $FFE4
ds 2
hIsHiddenMissableObject EQU $FFE5
hNewPartyLength:: db
hDividend2 EQU $FFE5
hDivisor2 EQU $FFE6
hQuotient2 EQU $FFE7
UNION
hDividend2:: db
hDivisor2:: db
hQuotient2:: db
hMapROMBank EQU $FFE8
NEXTU
hIsHiddenMissableObject:: db
ENDU
hSpriteVRAMSlotAndFacing EQU $FFE9
hMapROMBank:: db
hCoordsInFrontOfPlayerMatch EQU $FFEA
hSpriteVRAMSlotAndFacing:: db
hSpriteAnimFrameCounter EQU $FFEA
hCoordsInFrontOfPlayerMatch::
hSpriteAnimFrameCounter::
db
hSpriteScreenYCoord EQU $FFEB
hSpriteScreenXCoord EQU $FFEC
hSpriteMapYCoord EQU $FFED
hSpriteMapXCoord EQU $FFEE
UNION
hSpriteScreenYCoord:: db
hSpriteScreenXCoord:: db
hSpriteMapYCoord:: db
hSpriteMapXCoord:: db
hItemAlreadyFound EQU $FFEB
hDidntFindAnyHiddenObject EQU $FFEE
NEXTU
hItemAlreadyFound:: db
ds 2
hDidntFindAnyHiddenObject:: db
hSavedMapTextPtr EQU $FFEC
NEXTU
ds 1
hSavedMapTextPtr:: dw
ds 1
ENDU
hWhoseTurn EQU $FFF3 ; 0 on players turn, 1 on enemys turn
ds 4
hClearLetterPrintingDelayFlags EQU $FFF4
hWhoseTurn:: db ; 0 on player's turn, 1 on enemy's turn
hClearLetterPrintingDelayFlags:: db
ds 1
; bit 0: draw HP fraction to the right of bar instead of below (for party menu)
; bit 1: menu is double spaced
hFlagsFFF6 EQU $FFF6
hFlagsFFF6:: db
hFieldMoveMonMenuTopMenuItemX EQU $FFF7
hFieldMoveMonMenuTopMenuItemX:: db
hDisableJoypadPolling EQU $FFF9
hJoyInput:: db
hJoyInput EQU $FFF8
hDisableJoypadPolling:: db
ds 5

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@ -228,6 +228,9 @@ WRAM0
org $dfff
"Stack"
VRAM
"VRAM"
SRAM $0
"Sprite Buffers"
@ -239,3 +242,6 @@ SRAM $2
SRAM $3
"Saved Boxes 2"
HRAM
"HRAM"

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@ -376,7 +376,7 @@ ENDM
FacilitySpinnerArrows:
FACILITY_SPINNER EQU $20 * $10
vFacilitySpinner EQU vTileset + FACILITY_SPINNER
vFacilitySpinner EQUS "vTileset + FACILITY_SPINNER"
spinner SpinnerArrowAnimTiles, $00, 1, vFacilitySpinner
spinner SpinnerArrowAnimTiles, $10, 1, vFacilitySpinner + $10
@ -389,7 +389,7 @@ vFacilitySpinner EQU vTileset + FACILITY_SPINNER
GymSpinnerArrows:
GYM_SPINNER EQU $3c * $10
vGymSpinner EQU vTileset + GYM_SPINNER
vGymSpinner EQUS "vTileset + GYM_SPINNER"
spinner SpinnerArrowAnimTiles, $10, 1, vGymSpinner
spinner SpinnerArrowAnimTiles, $30, 1, vGymSpinner + $10

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@ -1,21 +1,31 @@
vChars0 EQU $8000
vChars1 EQU $8800
vChars2 EQU $9000
vBGMap0 EQU $9800
vBGMap1 EQU $9c00
SECTION "VRAM", VRAM
; Battle/Menu
vSprites EQU vChars0
vFont EQU vChars1
vFrontPic EQU vChars2
vBackPic EQU vFrontPic + 7 * 7 * $10
UNION
; generic
vChars0:: ds $800
vChars1:: ds $800
vChars2:: ds $800
vBGMap0:: ds $400
vBGMap1:: ds $400
; Overworld
vNPCSprites EQU vChars0
vNPCSprites2 EQU vChars1
vTileset EQU vChars2
NEXTU
; battle/menu
vSprites:: ds $800
vFont:: ds $800
vFrontPic:: ds 7 * 7 * $10
vBackPic:: ds 7 * 7 * $10
; Title
vTitleLogo EQU vChars1
vTitleLogo2 EQU vFrontPic + 7 * 7 * $10
NEXTU
; overworld
vNPCSprites:: ds $800
vNPCSprites2:: ds $800
vTileset:: ds $800
NEXTU
; title
ds $800
vTitleLogo:: ds $800
ds 7 * 7 * $10
vTitleLogo2:: ds $1e0
ENDU

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@ -3,6 +3,9 @@ INCLUDE "constants.asm"
INCLUDE "macros/wram.asm"
INCLUDE "vram.asm"
SECTION "WRAM Bank 0", WRAM0
wUnusedC000::
@ -3112,3 +3115,5 @@ wStack::
INCLUDE "sram.asm"
INCLUDE "hram.asm"