User:1ccsDontMatter/cleo
RAM
410988 - 16 - game state var?
41098A - 16 - game state var?
410996 - 16 - demo move timer (does the next move at 0)
410998 - 16 - demo move instruction index (into table of demo moves)
4109B0 - 16 - blocks counter (temp?)
4109EA - 32 - score P1 (not BCD)
4109EE - 16 - level counter
4109F2 - 16 - current difficulty / block count / game progress (final block / game ends at 0x320)
4109F6 - 16 - current chain counter (1 = basic block break)
4109F8 - 16 - score P1 (not BCD)
410A00 - 16 - blocks counter
410A16 - 16 - current block X index (visual only?)
410A18 - 16 - current block Y index (visual only?)
410A1A - 16 - timer, dec until block pushed down at 0
410AC4 - 16 - current combo state (1 = pause for chain, 2 = none, continue next block)
410ACA - arr - current game board state
410F8E - arr - elements of current selected block (9 16-bit values)
410FDC - arr - elements of NEXT block (9 16-bit values)
411BFA - 32 - bonus value upper (not fully supported?)
411BFC - 32 - bonus value lower
411CO2 - 16 - bonus graphic timer right
411CO4 - 16 - bonus graphic timer center
411CO6 - 16 - cleo hint timer
411D7C - 16 - cleo current animation
411D7E - 16 - cleo current animation?
411D80 - 16 - cleo current animation timer
411A90 - 16 - global frame counter
411A9A - 32 - score gained from last placement
411A9E - 16 - current combo?
ROM
BSRs
9138
9b3c - handlePlacement() - called after placing block, handles all side effects such as checking for any combo or continuing
b7da - - called when a block locks into place / player current block is finally placed
b88c - - zeroes some memory around 410d10
c106 - checkAroundPlacedPiece() - called after finishing placement, triggers combos and other things