Shops VRAM transfer
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8
ram.asm
8
ram.asm
@@ -189,9 +189,11 @@ RaceGameFlag = $7E021B ;
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MessageJunk = $7E0223 ; Zeroed but never used (?)
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;
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ShopPurchaseFlag = $7E0224 ; $01 = Shop purchase item receipt.
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;CoolScratch = $7E0226 ; 0x5A bytes of free ram
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SpriteID = $7E0230 ; 0x0A bytes
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;
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;CoolScratch = $7E0224 ; 0x5C bytes of free ram
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ItemQueuePtr = $7E0226 ; Pointer into Item GFX and VRAM target queues. Word length.
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SpriteID = $7E0230 ; 0x0A bytes. Receipt ID for main loop sprite we're handling.
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ItemGFXQueue = $7E0230 ; Pointers to decompressed item tiles deferred to NMI loading. $10 bytes
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ItemTargetQueue = $7E0240 ; Pointers to VRAM targets for ItemGFXQueue. $10 bytes
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AncillaVelocityZ = $7E0294 ; 0x0A bytes
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AncillaZCoord = $7E029E ; 0x0A bytes
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;
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