; Sprite addresses jump table pub ptr.textures_addresses: U32 0 ; empty U32 0 ; placeholder U32 0 ; wall_end U32 0 ; wall_straight U32 0 ; wall_corner U32 0 ; robot U32 0 ; ghost 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.next_tick_high: U32 0 pub ptr.next_tick_low: U32 0 pub ptr.state_robot: U8 0 ; x coord U8 0 ; y coord U8 0 ; direction pub ptr.state_ghost: U8 0 ; x coord U8 0 ; y coord U8 0 ; direction pub ptr.screen: