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hram.asm
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hram.asm
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; HRAM uses constants instead of labels so that
; "ld a, [hAddress]" and "ld [hAddress], a" will
; use the more efficient "ldh" instruction.
hTransferVirtualOAM EQU $ff80 ; 10 bytes
hROMBankBackup EQU $ff8a
hBuffer EQU $ff8b
hFF8C EQU $ff8c
hRTCDayHi EQU $ff8d
hRTCDayLo EQU $ff8e
hRTCHours EQU $ff8f
hRTCMinutes EQU $ff90
hRTCSeconds EQU $ff91
hHours EQU $ff94
hMinutes EQU $ff96
hSeconds EQU $ff98
hVBlankCounter EQU $ff9b
hROMBank EQU $ff9d
hVBlank EQU $ff9e
hMapEntryMethod EQU $ff9f
hMenuReturn EQU $ffa0
hJoypadReleased EQU $ffa2
hJoypadPressed EQU $ffa3
hJoypadDown EQU $ffa4
hJoypadSum EQU $ffa5
hJoyReleased EQU $ffa6
hJoyPressed EQU $ffa7
hJoyDown EQU $ffa8
hJoyLast EQU $ffa9
hInMenu EQU $ffaa
hPrinter EQU $ffac
hGraphicStartTile EQU $ffad
hMoveMon EQU $ffae
hMapObjectIndexBuffer EQU $ffaf
hObjectStructIndexBuffer EQU $ffb0
hConnectionStripLength EQU $ffaf
hConnectedMapWidth EQU $ffb0
hPastLeadingZeroes EQU $ffb3
hEnemyMonSpeed EQU $ffb1
hPartyMon1Speed EQU $ffb5
hDividend EQU $ffb3 ; length in b register, before 'call Divide' (max 4 bytes)
hDivisor EQU $ffb7 ; 1 byte long
hQuotient EQU $ffb4 ; result (3 bytes long)
hRemainder EQU $ffb7
hMultiplicand EQU $ffb4 ; 3 bytes long
hMultiplier EQU $ffb7 ; 1 byte long
hProduct EQU $ffb3 ; result (4 bytes long)
hMathBuffer EQU $ffb8
hPrintNum1 EQU $ffb3
hPrintNum2 EQU $ffb4
hPrintNum3 EQU $ffb5
hPrintNum4 EQU $ffb6
hPrintNum5 EQU $ffb7
hPrintNum6 EQU $ffb8
hPrintNum7 EQU $ffb9
hPrintNum8 EQU $ffba
hPrintNum9 EQU $ffbb
hPrintNum10 EQU $ffbc
hMGStatusFlags EQU $ffbc
hUsedSpriteIndex EQU $ffbd
hUsedSpriteTile EQU $ffbe
hFFBF EQU $ffbf
hFFC0 EQU $ffc0
hFFC1 EQU $ffc1
hFFC2 EQU $ffc2
hMoneyTemp EQU $ffc3
hMGJoypadPressed EQU $ffc3
hMGJoypadReleased EQU $ffc4
hLCDCPointer EQU $ffc6
hLYOverrideStart EQU $ffc7
hLYOverrideEnd EQU $ffc8
hMobileReceive EQU $ffc9
hSerialReceivedNewData EQU $ffca
hSerialConnectionStatus EQU $ffcb
hSerialIgnoringInitialData EQU $ffcc
hSerialSend EQU $ffcd
hSerialReceive EQU $ffce
hSCX EQU $ffcf
hSCY EQU $ffd0
hWX EQU $ffd1
hWY EQU $ffd2
hTilesPerCycle EQU $ffd3
hBGMapMode EQU $ffd4
hBGMapThird EQU $ffd5
hBGMapAddress EQU $ffd6
hOAMUpdate EQU $ffd8
hSPBuffer EQU $ffd9
hBGMapUpdate EQU $ffdb
hBGMapTileCount EQU $ffdc
hMapAnims EQU $ffde
hTileAnimFrame EQU $ffdf
hLastTalked EQU $ffe0
hRandom EQU $ffe1
hRandomAdd EQU $ffe1
hRandomSub EQU $ffe2
hSecondsBackup EQU $ffe3
hBattleTurn EQU $ffe4 ; Which trainers turn is it? 0: Player, 1: Opponent Trainer
hCGBPalUpdate EQU $ffe5
hCGB EQU $ffe6
hSGB EQU $ffe7
hDMATransfer EQU $ffe8
hMobile EQU $ffe9
hSystemBooted EQU $ffea
hClockResetTrigger EQU $ffeb
hFFEC EQU $ffec