H_SPRITEWIDTH EQU $FF8B ; in tiles H_SPRITEINTERLACECOUNTER EQU $FF8B H_SPRITEHEIGHT EQU $FF8C ; in tiles H_SPRITEOFFSET EQU $FF8D 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. hBaseTileID EQU $FF8B hItemPrice EQU $FF8B ; counters for blinking down arrow H_DOWNARROWBLINKCNT1 EQU $FF8B H_DOWNARROWBLINKCNT2 EQU $FF8C H_SPRITEDATAOFFSET EQU $FF8B H_SPRITEINDEX EQU $FF8C ; DisplayTextID's argument hSpriteIndexOrTextID EQU $FF8C ; Multiplcation 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 ; 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 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 hJoyHeldLast EQU $FFB1 hJoyReleased EQU $FFB2 hJoyPressed EQU $FFB3 hJoyHeld EQU $FFB4 hJoy5 EQU $FFB5 hJoy6 EQU $FFB6 hJoy7 EQU $FFB7 H_LOADEDROMBANK EQU $FFB8 ; 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 H_SCREENEDGEREDRAW EQU $FFD0 REDRAWCOL EQU 1 REDRAWROW EQU 2 H_SCREENEDGEREDRAWADDR 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 H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10 H_WHOSETURN EQU $FFF3 ; 0 on player’s turn, 1 on enemy’s turn ; bit 0: draw HP fraction to the right of bar instead of below (for party menu) ; bit 1: menu is double spaced hFlags_0xFFF6 EQU $FFF6 hJoyInput EQU $FFF8