; Sprite addresses jump table pub ptr.textures_addresses: U32 0 ; empty U32 0 ; placeholder U32 0 ; robot up U32 0 ; robot right U32 0 ; robot down U32 0 ; robot left U32 0 ; ghost up U32 0 ; ghost right U32 0 ; ghost down U32 0 ; ghost left U32 0 ; coin ; 0.5 second = 500_000_000 nano second = 0x0000_0000_1DCD_6500 pub ptr.tick_duration_high: U32 0x0000_0000 pub ptr.tick_duration_low: U32 0x1DCD_6500 ; 1 second = 1_000_000_000 nano second = 0x0000_0000_3B9A_CA00 ; pub ptr.tick_duration_high: U32 0x0000_0000 ; pub ptr.tick_duration_low: U32 0x3B9A_CA00 pub ptr.timer_robot_next_tick_high: U32 0x0000_0000 pub ptr.timer_robot_next_tick_low: U32 0x1DCD_6500 pub ptr.timer_ghost_next_tick_high: U32 0 pub ptr.timer_ghost_next_tick_low: U32 0x0EE6_B280 pub ptr.state_robot: U8 0 ; x coord U8 0 ; y coord U8 0 ; direction U8 0 ; [padding] pub ptr.state_ghost: U8 0 ; x coord U8 0 ; y coord U8 0 ; direction U8 0 ; [padding]