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.DEFINE reg_joypad ($00)
.DEFINE reg_lcd_controller ($40)
.DEFINE reg_lcd_status ($41)
.DEFINE reg_viewport_y ($42)
.DEFINE reg_viewport_x ($43)
.DEFINE reg_bg_palette ($47)
.DEFINE reg_obj0_palette ($48)
.DEFINE reg_interrupt_enable ($ff)
.DEFINE VRAM_start $8000
.DEFINE OAM_start $FE00
.DEFINE dungeon_generation_step $20
.DEFINE intial_duplication_probablity $01
.DEFINE mem_bunny_x_px ($c000)
.DEFINE mem_bunny_y_px ($c001)
.DEFINE mem_button_direction ($c002)
.DEFINE mem_moving_sprite_direction ($c003)
.DEFINE mem_moving_animation_step ($c004)
.DEFINE mem_sprite_direction ($c005)
.DEFINE mem_bunny_x ($c006)
.DEFINE mem_bunny_y ($c007)
.DEFINE mem_viewport_x ($c008)
.DEFINE mem_viewport_y ($c009)
.DEFINE mem_rng_state_1 ($c00a) ; 2 bytes
.DEFINE mem_rng_state_2 ($c00b) ; 2 bytes
.DEFINE mem_map_loading_flags ($c00c)
; bit 0: if the object should be reloaded (scroll or first load)
; bit 1: if the interactions should be checked (at the end of a movement)
.DEFINE next_free_head_higher_bytes $c7
.DEFINE mem_next_free_head_lower_bytes ($c6ff)
.DEFINE mem_dungeon_generation_heads $c700 ; Takes the memory from c700 to c717
; struct head {
; direction: u8 (really u3 but padding),
; x: u8,
; y: u8,
; }
.DEFINE mem_dungeon_map $c800 ; Takes the memory from c800 to c87f
.DEFINE mem_room_list $c880 ; Takes the memory from c880 to c89f
.DEFINE mem_number_of_rooms ($c8a0)
; struct room {
; x: u8,
; sizex: u8,
; y: u8,
; sizey: u8,
; }
.DEFINE mem_object_list $c900 ; Takes the memory from c900 to c97f
; struct objects {
; sprite: u8,
; x: u8,
; y: u8,
; interaction: u16
; _padding: u24
; }
.DEFINE mem_entites_list $c9800 ; Until IDK WHERE
; struct entity {
; sprite: u8,
; x: u8,
; y: u8,
; direction: u3,
; }
.DEFINE enum_direction_left $01
.DEFINE enum_direction_right $02
.DEFINE enum_direction_up $03
.DEFINE enum_direction_down $04
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