ref: 35e724e03e3d34630ec872a2f12e04196b73d59b
dir: /wram.asm/
INCLUDE "constants.asm" flag_array: MACRO ds ((\1) + 7) / 8 ENDM box_struct_length EQU 25 + NUM_MOVES * 2 box_struct: MACRO \1Species:: db \1HP:: dw \1BoxLevel:: db \1Status:: db \1Type:: \1Type1:: db \1Type2:: db \1CatchRate:: db \1Moves:: ds NUM_MOVES \1OTID:: dw \1Exp:: ds 3 \1HPExp:: dw \1AttackExp:: dw \1DefenseExp:: dw \1SpeedExp:: dw \1SpecialExp:: dw \1DVs:: ds 2 \1PP:: ds NUM_MOVES ENDM party_struct: MACRO box_struct \1 \1Level:: db \1Stats:: \1MaxHP:: dw \1Attack:: dw \1Defense:: dw \1Speed:: dw \1Special:: dw ENDM battle_struct: MACRO \1Species:: db \1HP:: dw \1BoxLevel:: db \1Status:: db \1Type:: \1Type1:: db \1Type2:: db \1CatchRate:: db \1Moves:: ds NUM_MOVES \1DVs:: ds 2 \1Level:: db \1MaxHP:: dw \1Attack:: dw \1Defense:: dw \1Speed:: dw \1Special:: dw \1PP:: ds NUM_MOVES ENDM SECTION "WRAM Bank 0", WRAM0 wc000:: ds 1 wc001:: ds 1 wc002:: ds 1 wc003:: ds 1 wc004:: ds 1 wc005:: ds 1 wc006:: ds 8 wc00e:: ds 4 wc012:: ds 4 wc016:: ds 16 wc026:: ds 1 wc027:: ds 1 wc028:: ds 2 wc02a:: ds 1 wc02b:: ds 1 wc02c:: ds 1 wc02d:: ds 1 wc02e:: ds 8 wc036:: ds 8 wc03e:: ds 8 wc046:: ds 8 wc04e:: ds 8 wc056:: ds 8 wc05e:: ds 8 wc066:: ds 8 wc06e:: ds 8 wc076:: ds 8 wc07e:: ds 8 wc086:: ds 8 wc08e:: ds 8 wc096:: ds 8 wc09e:: ds 8 wc0a6:: ds 8 wc0ae:: ds 8 wc0b6:: ds 8 wc0be:: ds 8 wc0c6:: ds 8 wc0ce:: ds 1 wc0cf:: ds 1 wc0d0:: ds 1 wc0d1:: ds 1 wc0d2:: ds 1 wc0d3:: ds 1 wc0d4:: ds 1 wc0d5:: ds 1 wc0d6:: ds 8 wc0de:: ds 8 wc0e6:: ds 1 wc0e7:: ds 1 wc0e8:: ds 1 wc0e9:: ds 1 wc0ea:: ds 1 wc0eb:: ds 1 wc0ec:: ds 1 wc0ed:: ds 1 wc0ee:: ds 1 wc0ef:: ds 1 wc0f0:: ds 1 wc0f1:: ds 1 wc0f2:: ds 14 SECTION "Sprite State Data", WRAM0[$c100] wSpriteStateData1:: ; c100 ; data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 ; C1x0: picture ID (fixed, loaded at map init) ; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving) ; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset) ; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update) ; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile) ; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update) ; C1x6: X screen position (in pixels, snaps to grid if not currently walking) ; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented) ; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames) ; C1x9: facing direction (0: down, 4: up, 8: left, $c: right) ; C1xA ; C1xB ; C1xC ; C1xD ; C1xE ; C1xF ds $10 * $10 SECTION "Sprite State Data 2", WRAM0[$c200] wSpriteStateData2:: ; c200 ; more data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 ; C2x0: walk animation counter (counting from $10 backwards when moving) ; C2x1: ; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) ; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) ; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4) ; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4) ; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown) ; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite) ; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0) ; C2x9 ; C2xA ; C2xB ; C2xC ; C2xD ; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2) ; C2xF ds $10 * $10 SECTION "OAM Buffer", WRAM0[$c300] wOAMBuffer:: ; c300 ; buffer for OAM data. Copied to OAM by DMA ds 4 * 40 wTileMap:: ; c3a0 ; buffer for tiles that are visible on screen (20 columns by 18 rows) ds 20 * 18 wSerialPartyMonsPatchList:: ; c508 ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer wTileMapBackup:: ; c508 ; buffer for temporarily saving and restoring current screen's tiles ; (e.g. if menus are drawn on top) ; ds 20 * 18 ds 200 wSerialEnemyMonsPatchList:: ; c5d0 ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer ds 200 ds 80 wTempPic:: wOverworldMap:: ; c6e8 ds 1300 wScreenEdgeTiles:: ; cbfc ; the tiles of the row or column to be redrawn by RedrawExposedScreenEdge ds 20 * 2 ; coordinates of the position of the cursor for the top menu item (id 0) wTopMenuItemY:: ; cc24 ds 1 wTopMenuItemX:: ; cc25 ds 1 wCurrentMenuItem:: ; cc26 ; the id of the currently selected menu item ; the top item has id 0, the one below that has id 1, etc. ; note that the "top item" means the top item currently visible on the screen ; add this value to [wListScrollOffset] to get the item's position within the list ds 1 wTileBehindCursor:: ; cc27 ; the tile that was behind the menu cursor's current location ds 1 wMaxMenuItem:: ; cc28 ; id of the bottom menu item ds 1 wMenuWatchedKeys:: ; cc29 ; bit mask of keys that the menu will respond to ds 1 wLastMenuItem:: ; cc2a ; id of previously selected menu item ds 1 wPartyAndBillsPCSavedMenuItem:: ; cc2b ; It is mainly used by the party menu to remember the cursor position while the ; menu isn't active. ; It is also used to remember the cursor position of mon lists (for the ; withdraw/deposit/release actions) in Bill's PC so that it doesn't get lost ; when you choose a mon from the list and a sub-menu is shown. It's reset when ; you return to the main Bill's PC menu. ds 1 wBagSavedMenuItem:: ; cc2c ; It is used by the bag list to remember the cursor position while the menu ; isn't active. ds 1 wBattleAndStartSavedMenuItem:: ; cc2d ; It is used by the start menu to remember the cursor position while the menu ; isn't active. ; The battle menu uses it so that the cursor position doesn't get lost when ; a sub-menu is shown. It's reset at the start of each battle. ds 1 wPlayerMoveListIndex:: ; cc2e ds 1 wPlayerMonNumber:: ; cc2f ; index in party of currently battling mon ds 1 wMenuCursorLocation:: ; cc30 ; the address of the menu cursor's current location within wTileMap ds 2 ds 2 wMenuJoypadPollCount:: ; cc34 ; how many times should HandleMenuInput poll the joypad state before it returns? ds 1 wMenuItemToSwap:: ; cc35 ; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping) ds 1 wListScrollOffset:: ; cc36 ; offset of the current top menu item from the beginning of the list ; keeps track of what section of the list is on screen ds 1 wMenuWatchMovingOutOfBounds:: ; cc37 ; If non-zero, then when wrapping is disabled and the player tries to go past ; the top or bottom of the menu, return from HandleMenuInput. This is useful for ; menus that have too many items to display at once on the screen because it ; allows the caller to scroll the entire menu up or down when this happens. ds 1 wTradeCenterPointerTableIndex:: ; cc38 ds 1 ds 1 wUnusedCC3A:: ; cc3a ds 1 wUnusedCC3B:: ; cc3b ds 1 wDoNotWaitForButtonPressAfterDisplayingText:: ; cc3c ; if non-zero, skip waiting for a button press after displaying text in DisplayTextID ds 1 wSerialSyncAndExchangeNybbleReceiveData:: ; cc3d ; the final received nybble is stored here by Serial_SyncAndExchangeNybble wSerialExchangeNybbleTempReceiveData:: ; cc3d ; temporary nybble used by Serial_ExchangeNybble wLinkMenuSelectionReceiveBuffer:: ; cc3d ; two byte buffer ; the received menu selection is stored twice ds 1 wSerialExchangeNybbleReceiveData:: ; cc3e ; the final received nybble is stored here by Serial_ExchangeNybble ds 1 ds 3 wSerialExchangeNybbleSendData:: ; cc42 ; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble wLinkMenuSelectionSendBuffer:: ; cc42 ; two byte buffer ; the menu selection byte is stored twice before sending ds 5 wLinkTimeoutCounter:: ; cc47 ; 1 byte wUnknownSerialCounter:: ; cc47 ; 2 bytes wEnteringCableClub:: ; cc47 ds 1 ds 1 wWhichTradeMonSelectionMenu:: ; cc49 ; $00 = player mons ; $01 = enemy mons wMonDataLocation:: ; cc49 ; 0 = player's party ; 1 = enemy party ; 2 = current box ; 3 = daycare ; 4 = in-battle mon ; ; AddPartyMon uses it slightly differently. ; If the lower nybble is 0, the mon is added to the player's party, else the enemy's. ; If the entire value is 0, then the player is allowed to name the mon. ds 1 wMenuWrappingEnabled:: ; cc4a ; set to 1 if you can go from the bottom to the top or top to bottom of a menu ; set to 0 if you can't go past the top or bottom of the menu ds 1 wCheckFor180DegreeTurn:: ; cc4b ; whether to check for 180-degree turn (0 = don't, 1 = do) ds 1 ds 1 wMissableObjectIndex:: ; cc4d ds 1 wPredefID:: ; cc4e ds 1 wPredefRegisters:: ; cc4f ds 6 wTrainerHeaderFlagBit:: ; cc55 ds 1 ds 1 wNPCMovementScriptPointerTableNum:: ; cc57 ; which NPC movement script pointer is being used ; 0 if an NPC movement script is not running ds 1 wNPCMovementScriptBank:: ; cc58 ; ROM bank of current NPC movement script ds 1 ds 2 wSlotMachineSevenAndBarModeChance:: ; cc5b ; If a random number greater than this value is generated, then the player is ; allowed to have three 7 symbols or bar symbols line up. ; So, this value is actually the chance of NOT entering that mode. ; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance. ; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance. wHallOfFame:: ; cc5b wBoostExpByExpAll:: ; cc5b wAnimationType:: ; cc5b ; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon... wNPCMovementDirections:: ; cc5b wcc5b:: ds 1 ; these upcoming values below are miscellaneous storage values wcc5c:: ds 1 ; used in pokedex evaluation as well wcc5d:: ds 1 ; used in pokedex evaluation wSlotMachineSavedROMBank:: ; cc5e ; ROM back to return to when the player is done with the slot machine ds 1 ds 26 wAnimPalette:: ; cc79 ds 1 ds 29 wNPCMovementDirections2:: ; cc97 wSwitchPartyMonTempBuffer:: ; cc97 ; temporary buffer when swapping party mon data ds 10 wNumStepsToTake:: ; cca1 ; used in Pallet Town scripted movement ds 49 wRLEByteCount:: ; ccd2 ds 1 wAddedToParty:: ; ccd3 ; 0 = not added ; 1 = added wSimulatedJoypadStatesEnd:: ; ccd3 ; this is the end of the joypad states ; the list starts above this address and extends downwards in memory until here ; overloaded with below labels wParentMenuItem:: ; ccd3 wCanEvolveFlags:: ; ccd3 ; 1 flag for each party member indicating whether it can evolve ; The purpose of these flags is to track which mons levelled up during the ; current battle at the end of the battle when evolution occurs. ; Other methods of evolution simply set it by calling TryEvolvingMon. ds 1 wForceEvolution:: ; ccd4 ds 1 ; if [ccd5] != 1, the second AI layer is not applied wAILayer2Encouragement:: ; ccd5 ds 1 ds 1 ; current HP of player and enemy substitutes wPlayerSubstituteHP:: ; ccd7 ds 1 wEnemySubstituteHP:: ; ccd8 ds 1 wccd9:: ds 2 ; used in InitBattleVariablesLoop (written to after the loop is finished) wMoveMenuType:: ; ccdb ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..) ds 1 wPlayerSelectedMove:: ; ccdc ds 1 wEnemySelectedMove:: ; ccdd ds 1 wLinkBattleRandomNumberListIndex:: ; ccde ds 1 wAICount:: ; ccdf ; number of times remaining that AI action can occur ds 1 ds 2 wEnemyMoveListIndex:: ; cce2 ds 1 wLastSwitchInEnemyMonHP:: ; cce3 ; The enemy mon's HP when it was switched in or when the current player mon ; was switched in, which was more recent. ; It's used to determine the message to print when switching out the player mon. ds 2 wTotalPayDayMoney:: ; cce5 ; total amount of money made using Pay Day during the current battle ds 3 wSafariEscapeFactor:: ; cce8 ds 1 wSafariBaitFactor:: ; cce9 ds 1; ds 1 wcceb:: ds 1 ; used to save the dvs of a mon when it uses transform wccec:: ds 1 ; also used with above case wMonIsDisobedient:: ds 1 ; cced wPlayerDisabledMoveNumber:: ds 1 ; ccee wEnemyDisabledMoveNumber:: ds 1 ; ccef wccf0:: ds 1 ; used as a check if a mon fainted wPlayerUsedMove:: ds 1 ; ccf1 wEnemyUsedMove:: ds 1 ; ccf2 wEnemyMonMinimized:: ds 1 ; ccf3 wMoveDidntMiss:: ds 1 ; ccf4 wPartyFoughtCurrentEnemyFlags:: ; ccf5 ; flags that indicate which party members have fought the current enemy mon flag_array 6 wccf6:: ds 1 ; used in some hp bar thing wPlayerMonMinimized:: ds 1 ; ccf7 ds 13 wLuckySlotHiddenObjectIndex:: ; cd05 wEnemyNumHits:: ; cd05 ; number of hits by enemy in attacks like Double Slap, etc. wEnemyBideAccumulatedDamage:: ; cd05 ; the amount of damage accumulated by the enemy while biding (2 bytes) ds 10 wInGameTradeGiveMonSpecies:: ; cd0f wPlayerMonUnmodifiedLevel:: ; cd0f ds 1 wInGameTradeTextPointerTablePointer:: ; cd10 wPlayerMonUnmodifiedMaxHP:: ; cd10 ds 2 wInGameTradeTextPointerTableIndex:: ; cd12 wPlayerMonUnmodifiedAttack:: ; cd12 ds 1 wInGameTradeGiveMonName:: ; cd13 ds 1 wPlayerMonUnmodifiedDefense:: ; cd14 ds 2 wPlayerMonUnmodifiedSpeed:: ; cd16 ds 2 wPlayerMonUnmodifiedSpecial:: ; cd18 ds 2 ; stat modifiers for the player's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wPlayerMonStatMods:: wPlayerMonAttackMod:: ; cd1a ds 1 wPlayerMonDefenseMod:: ; cd1b ds 1 wPlayerMonSpeedMod:: ; cd1c ds 1 wPlayerMonSpecialMod:: ; cd1d ds 1 wInGameTradeReceiveMonName:: ; cd1e wPlayerMonAccuracyMod:: ; cd1e ds 1 wPlayerMonEvasionMod:: ; cd1f ds 1 ds 3 wEnemyMonUnmodifiedLevel:: ; cd23 ds 1 wEnemyMonUnmodifiedMaxHP:: ; cd24 ds 2 wEnemyMonUnmodifiedAttack:: ; cd26 ds 2 wEnemyMonUnmodifiedDefense:: ; cd28 ds 1 wInGameTradeMonNick:: ; cd29 ds 1 wEnemyMonUnmodifiedSpeed:: ; cd2a ds 2 wEnemyMonUnmodifiedSpecial:: ; cd2c ds 1 wEngagedTrainerClass:: ; cd2d ds 1 wEngagedTrainerSet:: ; cd2e ; ds 1 ; stat modifiers for the enemy's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wEnemyMonStatMods:: wEnemyMonAttackMod:: ; cd2e ds 1 wEnemyMonDefenseMod:: ; cd2f ds 1 wEnemyMonSpeedMod:: ; cd30 ds 1 wEnemyMonSpecialMod:: ; cd31 ds 1 wEnemyMonAccuracyMod:: ; cd32 ds 1 wEnemyMonEvasionMod:: ; cd33 ds 1 wInGameTradeReceiveMonSpecies:: ds 1 ds 2 wNPCMovementDirections2Index:: ; cd37 wcd37:: ds 1 ; used in list menus, like the fossil lab menu or drink girl menu. Also used in link menu. wSimulatedJoypadStatesIndex:: ; cd38 ; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1 ; 0 if the joypad state is not being simulated ds 1 wWastedByteCD39:: ; cd39 ; written to but nothing ever reads it ds 1 wWastedByteCD3A:: ; cd3a ; written to but nothing ever reads it ds 1 wOverrideSimulatedJoypadStatesMask:: ; cd3b ; mask indicating which real button presses can override simulated ones ; XXX is it ever not 0? ds 1 ds 1 wFallingObjectsMovementData:: ; cd3d ; up to 20 bytes (one byte for each falling object) wSavedY:: ; cd3d wTempSCX:: ; cd3d wBattleTransitionCircleScreenQuadrantY:: ; cd3d ; 0 = upper half (Y < 9) ; 1 = lower half (Y >= 9) wBattleTransitionCopyTilesOffset:: ; cd3d ; 2 bytes ; after 1 row/column has been copied, the offset to the next one to copy from wInwardSpiralUpdateScreenCounter:: ; cd3d ; counts down from 7 so that every time 7 more tiles of the spiral have been ; placed, the tile map buffer is copied to VRAM so that progress is visible wHoFTeamIndex:: ; cd3d wSSAnneSmokeDriftAmount:: ; cd3d ; multiplied by 16 to get the number of times to go right by 2 pixels wRivalStarterTemp:: ; cd3d wBoxMonCounts:: ; cd3d ; 12 bytes ; array of the number of mons in each box wDexMaxSeenMon:: ; cd3d wPPRestoreItem:: ; cd3d wWereAnyMonsAsleep:: ; cd3d wCanPlaySlots:: ; cd3d wNumShakes:: ; cd3d wDayCareStartLevel:: ; cd3d ; the level of the mon at the time it entered day care wWhichBadge:: ; cd3d wPriceTemp:: ; cd3d ; 3-byte BCD number wTitleMonSpecies:: ; cd3d wPlayerCharacterOAMTile:: ; cd3d wMoveDownSmallStarsOAMCount:: ; cd3d ; the number of small stars OAM entries to move down wChargeMoveNum:: ; cd3d wCoordIndex:: ; cd3d wOptionsTextSpeedCursorX:: ; cd3d wBoxNumString:: ; cd3d wTrainerInfoTextBoxWidthPlus1:: ; cd3d wSwappedMenuItem:: ; cd3d wHoFMonSpecies:: ; cd3d wFieldMoves:: ; cd3d ; 4 bytes ; the current mon's field moves wBadgeNumberTile:: ; cd3d ; tile ID of the badge number being drawn wRodResponse:: ; cd3d ; 0 = no bite ; 1 = bite ; 2 = no fish on map wWhichTownMapLocation:: ; cd3d wStoppingWhichSlotMachineWheel:: ; cd3d ; which wheel the player is trying to stop ; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3 wTradedPlayerMonSpecies:: ; cd3d wTradingWhichPlayerMon:: ; cd3d wChangeBoxSavedMapTextPointer:: ; cd3d wFlyAnimUsingCoordList:: ; cd3d wPlayerSpinInPlaceAnimFrameDelay:: ; cd3d wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: ; cd3d wHiddenObjectFunctionArgument:: ; cd3d wWhichTrade:: ; cd3d ; which entry from TradeMons to select wTrainerSpriteOffset:: ; cd3d wUnusedCD3D:: ; cd3d ds 1 wHUDPokeballGfxOffsetX:: ; cd3e ; difference in X between the next ball and the current one wBattleTransitionCircleScreenQuadrantX:: ; cd3e ; 0 = left half (X < 10) ; 1 = right half (X >= 10) wSSAnneSmokeX:: ; cd3e wRivalStarterBallSpriteIndex:: ; cd3e wDayCareNumLevelsGrown:: ; cd3e wOptionsBattleAnimCursorX:: ; cd3e wTrainerInfoTextBoxWidth:: ; cd3e wHoFPartyMonIndex:: ; cd3e wNumCreditsMonsDisplayed:: ; cd3e ; the number of credits mons that have been displayed so far wBadgeNameTile:: ; cd3e ; first tile ID of the name being drawn wFlyLocationsList:: ; cd3e ; 11 bytes plus $ff sentinel values at each end wSlotMachineWheel1Offset:: ; cd3e wTradedEnemyMonSpecies:: ; cd3e wTradingWhichEnemyMon:: ; cd3e wFlyAnimCounter:: ; cd3e wPlayerSpinInPlaceAnimFrameDelayDelta:: ; cd3e wPlayerSpinWhileMovingUpOrDownAnimMaxY:: ; cd3e wHiddenObjectFunctionRomBank:: ; cd3e wTrainerEngageDistance:: ; cd3e ds 1 wHUDGraphicsTiles:: ; cd3f ; 3 bytes wDayCareTotalCost:: ; cd3f ; 2-byte BCD number wJigglypuffFacingDirections:: ; cd3f wOptionsBattleStyleCursorX:: ; cd3f wTrainerInfoTextBoxNextRowOffset:: ; cd3f wHoFMonLevel:: ; cd3f wBadgeOrFaceTiles:: ; cd3f ; 8 bytes ; a list of the first tile IDs of each badge or face (depending on whether the ; badge is owned) to be drawn on the trainer screen wSlotMachineWheel2Offset:: ; cd3f wNameOfPlayerMonToBeTraded:: ; cd3f wFlyAnimBirdSpriteImageIndex:: ; cd3f wPlayerSpinInPlaceAnimFrameDelayEndValue:: ; cd3f wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: ; cd3f wHiddenObjectIndex:: ; cd3f wTrainerFacingDirection:: ; cd3f ds 1 wHoFMonOrPlayer:: ; cd40 ; show mon or show player? ; 0 = mon ; 1 = player wSlotMachineWheel3Offset:: ; cd40 wPlayerSpinInPlaceAnimSoundID:: ; cd40 wHiddenObjectY:: ; cd40 wTrainerScreenY:: ; cd40 wUnusedCD40:: ; cd40 ds 1 wDayCarePerLevelCost:: ; cd41 ; 2-byte BCD number (always set to $0100) wHoFTeamIndex2:: ; cd41 wHiddenItemOrCoinsIndex:: ; cd41 wTradedPlayerMonOT:: ; cd41 wHiddenObjectX:: ; cd41 wSlotMachineWinningSymbol:: ; cd41 ; the OAM tile number of the upper left corner of the winning symbol minus 2 wNumFieldMoves:: ; cd41 wSlotMachineWheel1BottomTile:: ; cd41 wTrainerScreenX:: ; cd41 ds 1 ; a lot of the uses for these values use more than the said address wHoFTeamNo:: ; cd42 wSlotMachineWheel1MiddleTile:: ; cd42 wFieldMovesLeftmostXCoord:: ; cd42 ds 1 wLastFieldMoveID:: ; cd43 ; unused wSlotMachineWheel1TopTile:: ; cd43 ds 1 wSlotMachineWheel2BottomTile:: ; cd44 ds 1 wSlotMachineWheel2MiddleTile:: ; cd45 ds 1 wTempCoins1:: ; cd46 ; 2 bytes ; temporary variable used to add payout amount to the player's coins wSlotMachineWheel2TopTile:: ; cd46 ds 1 wBattleTransitionSpiralDirection:: ; cd47 ; 0 = outward, 1 = inward wSlotMachineWheel3BottomTile:: ; cd47 ds 1 wSlotMachineWheel3MiddleTile:: ; cd48 wFacingDirectionList:: ; cd48 ; 4 bytes (also, the byte before the start of the list (cd47) is used a temp ; variable when the list is rotated) ; used when spinning the player's sprite ds 1 wSlotMachineWheel3TopTile:: ; cd49 wTempObtainedBadgesBooleans:: ; 8 bytes ; temporary list created when displaying the badges on the trainer screen ; one byte for each badge; 0 = not obtained, 1 = obtained ds 1 wTempCoins2:: ; cd4a ; 2 bytes ; temporary variable used to subtract the bet amount from the player's coins wPayoutCoins:: ; cd4a ; 2 bytes ds 2 wTradedPlayerMonOTID:: ; cd4c wSlotMachineFlags:: ; cd4c ; These flags are set randomly and control when the wheels stop. ; bit 6: allow the player to win in general ; bit 7: allow the player to win with 7 or bar (plus the effect of bit 6) ds 1 wSlotMachineWheel1SlipCounter:: ; cd4d ; wheel 1 can "slip" while this is non-zero wCutTile:: ; cd4d ; $3d = tree tile ; $52 = grass tile ds 1 wSlotMachineWheel2SlipCounter:: ; cd4e ; wheel 2 can "slip" while this is non-zero wTradedEnemyMonOT:: ; cd4e ds 1 wSavedPlayerScreenY:: ; cd4f wSlotMachineRerollCounter:: ; cd4f ; The remaining number of times wheel 3 will roll down a symbol until a match is ; found, when winning is enabled. It's initialized to 4 each bet. wEmotionBubbleSpriteIndex:: ; cd4f ; the index of the sprite the emotion bubble is to be displayed above ds 1 wWhichEmotionBubble:: ; cd50 wSlotMachineBet:: ; cd50 ; how many coins the player bet on the slot machine (1 to 3) wSavedPlayerFacingDirection:: ; cd50 wWhichAnimationOffsets:: ; cd50 ; 0 = cut animation, 1 = boulder dust animation ds 9 wTradedEnemyMonOTID:: ; cd59 ds 2 wStandingOnWarpPadOrHole:: ; cd5b ; 0 = neither ; 1 = warp pad ; 2 = hole wOAMBaseTile:: ; cd5b wGymTrashCanIndex:: ; cd5b ds 1 wSymmetricSpriteOAMAttributes:: ; cd5c ds 1 wMonPartySpriteSpecies:: ; cd5d ds 1 wLeftGBMonSpecies:: ; cd5e ; in the trade animation, the mon that leaves the left gameboy ds 1 wRightGBMonSpecies:: ; cd5f ; in the trade animation, the mon that leaves the right gameboy ds 1 wFlags_0xcd60:: ; cd60 ; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaneously) ; bit 1: boulder dust animation (from using Strength) pending ; bit 3: using generic PC ; bit 5: don't play sound when A or B is pressed in menu ; bit 6: tried pushing against boulder once (you need to push twice before it will move) ds 1 ds 9 wActionResultOrTookBattleTurn:: ; cd6a ; This has overlapping related uses. ; When the player tries to use an item or use certain field moves, 0 is stored ; when the attempt fails and 1 is stored when the attempt succeeds. ; In addition, some items store 2 for certain types of failures, but this ; cannot happen in battle. ; In battle, a non-zero value indicates the player has taken their turn using ; something other than a move (e.g. using an item or switching pokemon). ; So, when an item is successfully used in battle, this value becomes non-zero ; and the player is not allowed to make a move and the two uses are compatible. ds 1 wJoyIgnore:: ; cd6b ; Set buttons are ignored. ds 1 wDownscaledMonSize:: ; cd6c ; size of downscaled mon pic used in pokeball entering/exiting animation ; $00 = 5×5 ; $01 = 3×3 wNumMovesMinusOne:: ; cd6c ; FormatMovesString stores the number of moves minus one here ds 1 wcd6d:: ds 4 ; buffer for various data wStatusScreenCurrentPP:: ; cd71 ; temp variable used to print a move's current PP on the status screen ds 1 ds 6 wNormalMaxPPList:: ; cd78 ; list of normal max PP (without PP up) values ds 9 wSerialOtherGameboyRandomNumberListBlock:: ; cd81 ; buffer for transferring the random number list generated by the other gameboy wTileMapBackup2:: ; cd81 ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) ds 20 * 18 wNamingScreenNameLength:: ; cee9 wEvoOldSpecies:: ; cee9 wBuffer:: ; cee9 ; Temporary storage area of 30 bytes. wTownMapCoords:: ; cee9 ; lower nybble is x, upper nybble is y wLearningMovesFromDayCare:: ; cee9 ; whether WriteMonMoves is being used to make a mon learn moves from day care ; non-zero if so wChangeMonPicEnemyTurnSpecies:: ; cee9 wHPBarMaxHP:: ; cee9 ds 1 wNamingScreenSubmitName:: ; ceea ; non-zero when the player has chosen to submit the name wChangeMonPicPlayerTurnSpecies:: ; ceea wEvoNewSpecies:: ; ceea ds 1 wAlphabetCase:: ; ceeb ; 0 = upper case ; 1 = lower case wEvoMonTileOffset:: ; ceeb wHPBarOldHP:: ; ceeb ds 1 wEvoCancelled:: ; ceec ds 1 wNamingScreenLetter:: ; ceed wHPBarNewHP:: ; ceed ds 2 wHPBarDelta:: ; ceef ds 1 wHPBarTempHP:: ; cef0 ds 2 ds 11 wHPBarHPDifference:: ; cefd ds 1 ds 7 wAIItem:: ; cf05 ; the item that the AI used ds 1 wUsedItemOnWhichPokemon:: ; cf05 ds 1 wAnimSoundID:: ; cf07 ; sound ID during battle animations ds 1 wBankswitchHomeSavedROMBank:: ; cf08 ; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank) ds 1 wBankswitchHomeTemp:: ; cf09 ; used as a temp storage value for the bank to switch to ds 1 wBoughtOrSoldItemInMart:: ; cf0a ; 0 = nothing bought or sold in pokemart ; 1 = bought or sold something in pokemart ; this value is not used for anything ds 1 wBattleResult:: ; cf0b ; $00 - win ; $01 - lose ; $02 - draw ds 1 wAutoTextBoxDrawingControl:: ; cf0c ; bit 0: if set, DisplayTextID automatically draws a text box ds 1 wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for) wTilePlayerStandingOn:: ; cf0e ; used in CheckForTilePairCollisions2 to store the tile the player is on ds 1 wNPCNumScriptedSteps:: ds 1 ; cf0f wNPCMovementScriptFunctionNum:: ; cf10 ; which script function within the pointer table indicated by ; wNPCMovementScriptPointerTableNum ds 1 wTextPredefFlag:: ; cf11 ; bit 0: set when printing a text predef so that DisplayTextID doesn't switch ; to the current map's bank ds 1 wPredefParentBank:: ; cf12 ds 1 wSpriteIndex:: ds 1 wCurSpriteMovement2:: ; cf14 ; movement byte 2 of current sprite ds 1 ds 2 wNPCMovementScriptSpriteOffset:: ; cf17 ; sprite offset of sprite being controlled by NPC movement script ds 1 wScriptedNPCWalkCounter:: ; cf18 ds 1 ds 1 wGBC:: ; cf1a ds 1 wOnSGB:: ; cf1b ; if running on SGB, it's 1, else it's 0 ds 1 wcf1c:: ds 1 ; used with sgb palettes wcf1d:: ds 1 ; used when displaying palettes for Pokemon wcf1e:: ds 1 ; used to display palettes for HP bar wcf1f:: ds 6 ; used to display HP bars in Pokemon Menu (probably palettes) wcf25:: ds 8 ; used to display HP bar for Pokemon Status Screen (probably palettes too) wcf2d:: ds 1 ; also used to display HP bar for Pokemon Menu (something about HP colour) wcf2e:: ds 2 ; more HP bar palette stuff. wcf30:: ds 7 ; used with palettes (apparently for Pokedex) wcf37:: ds 20 ; used with palletes too (used for Party Menu) wcf4b:: ds 1 ; storage buffer for various strings wcf4c:: ds 1 ; used with displaying EXP value, probably also overflowed with wcf4b wGainBoostedExp:: ; cf4d ds 1 ds 17 wGymCityName:: ; cf5f ds 17 wGymLeaderName:: ; cf70 ds 11 wItemList:: ; cf7b ds 16 wListPointer:: ; cf8b ds 2 wcf8d:: ds 1 ; used in GetMonName wcf8e:: ds 1 ; also used in GetMonName (probably as a pointer) wItemPrices:: ; cf8f ds 2 wcf91:: ds 1 ; used with a lot of things (too much to list here) wWhichPokemon:: ; cf92 ; which pokemon you selected ds 1 wPrintItemPrices:: ; cf93 ; if non-zero, then print item prices when displaying lists ds 1 wHPBarType:: ; cf94 ; type of HP bar ; $00 = enemy HUD in battle ; $01 = player HUD in battle / status screen ; $02 = party menu wListMenuID:: ; cf94 ; ID used by DisplayListMenuID ds 1 wRemoveMonFromBox:: ; cf95 ; if non-zero, RemovePokemon will remove the mon from the current box, ; else it will remove the mon from the party wMoveMonType:: ; cf95 ; 0 = move from box to party ; 1 = move from party to box ; 2 = move from daycare to party ; 3 = move from party to daycare ds 1 wItemQuantity:: ; cf96 ds 1 wMaxItemQuantity:: ; cf97 ds 1 ; LoadMonData copies mon data here wLoadedMon:: party_struct wLoadedMon ; cf98 wFontLoaded:: ; cfc4 ; bit 0: The space in VRAM that is used to store walk animation tile patterns ; for the player and NPCs is in use for font tile patterns. ; This means that NPC movement must be disabled. ; The other bits are unused. ds 1 wWalkCounter:: ; cfc5 ; walk animation counter ds 1 wTileInFrontOfPlayer:: ; cfc6 ; background tile number in front of the player (either 1 or 2 steps ahead) ds 1 wMusicHeaderPointer:: ; cfc7 ; (the current music channel address - $4000) / 3 ds 1 wcfc8:: ds 1 ; used with audio wcfc9:: ds 1 ; also used with audio wcfca:: ds 1 ; also used with audio too wUpdateSpritesEnabled:: ; cfcb ; $00 = causes sprites to be hidden and the value to change to $ff ; $01 = enabled ; $ff = disabled ; other values aren't used ds 1 W_ENEMYMOVENUM:: ; cfcc ds 1 W_ENEMYMOVEEFFECT:: ; cfcd ds 1 W_ENEMYMOVEPOWER:: ; cfce ds 1 W_ENEMYMOVETYPE:: ; cfcf ds 1 W_ENEMYMOVEACCURACY:: ; cfd0 ds 1 W_ENEMYMOVEMAXPP:: ; cfd1 ds 1 W_PLAYERMOVENUM:: ; cfd2 ds 1 W_PLAYERMOVEEFFECT:: ; cfd3 ds 1 W_PLAYERMOVEPOWER:: ; cfd4 ds 1 W_PLAYERMOVETYPE:: ; cfd5 ds 1 W_PLAYERMOVEACCURACY:: ; cfd6 ds 1 W_PLAYERMOVEMAXPP:: ; cfd7 ds 1 wEnemyMonSpecies2:: ; cfd8 ds 1 wBattleMonSpecies2:: ; cfd9 ds 1 wEnemyMonNick:: ds 11 ; cfda wEnemyMon:: ; cfe5 ; The wEnemyMon struct reaches past 0xcfff, ; the end of wram bank 0 on cgb. ; This has no significance on dmg, where wram ; isn't banked (c000-dfff is contiguous). ; However, recent versions of rgbds have replaced ; dmg-style wram with cgb wram banks. ; Until this is fixed, this struct will have ; to be declared manually. wEnemyMonSpecies:: db wEnemyMonHP:: dw wEnemyMonPartyPos:: wEnemyMonBoxLevel:: db wEnemyMonStatus:: db wEnemyMonType:: wEnemyMonType1:: db wEnemyMonType2:: db wEnemyMonCatchRate_NotReferenced:: db wEnemyMonMoves:: ds NUM_MOVES wEnemyMonDVs:: ds 2 wEnemyMonLevel:: db wEnemyMonMaxHP:: dw wEnemyMonAttack:: dw wEnemyMonDefense:: dw wEnemyMonSpeed:: dw wEnemyMonSpecial:: dw wEnemyMonPP:: ds 2 ; NUM_MOVES - 2 SECTION "WRAM Bank 1", WRAMX, BANK[1] ds 2 ; NUM_MOVES - 2 wEnemyMonBaseStats:: ds 5 wEnemyMonCatchRate:: ds 1 wEnemyMonBaseExp:: ds 1 wBattleMonNick:: ds 11 ; d009 wBattleMon:: battle_struct wBattleMon ; d014 W_TRAINERCLASS:: ; d031 ds 1 ds 1 wTrainerPicPointer:: ; d033 ds 2 ds 1 wd036:: ds 16 ; used as a temporary buffer to print "XXX learned YYY" wTrainerBaseMoney:: ; d046 ; 2-byte BCD number ; money received after battle = base money × level of highest-level enemy mon ds 2 wMissableObjectCounter:: ; d048 ds 1 ds 1 W_TRAINERNAME:: ; d04a ; 13 bytes for the letters of the opposing trainer ; the name is terminated with $50 with possible ; unused trailing letters ds 13 W_ISINBATTLE:: ; d057 ; lost battle, this is -1 ; no battle, this is 0 ; wild battle, this is 1 ; trainer battle, this is 2 ds 1 wPartyGainExpFlags:: ; d058 ; flags that indicate which party members should be be given exp when GainExperience is called flag_array 6 W_CUROPPONENT:: ; d059 ; in a wild battle, this is the species of pokemon ; in a trainer battle, this is the trainer class + $C8 ds 1 W_BATTLETYPE:: ; d05a ; in normal battle, this is 0 ; in old man battle, this is 1 ; in safari battle, this is 2 ds 1 wDamageMultipliers:: ; d05b ; bits 0-6: Effectiveness ; $0 = immune ; $5 = not very effective ; $a = neutral ; $14 = super-effective ; bit 7: STAB ds 1 W_LONEATTACKNO:: ; d05c ; which entry in LoneAttacks to use W_GYMLEADERNO:: ; d05c ; it's actually the same thing as ^ ds 1 W_TRAINERNO:: ; d05d ; which instance of [youngster, lass, etc] is this? ds 1 wCriticalHitOrOHKO:: ; d05e ; $00 = normal attack ; $01 = critical hit ; $02 = successful OHKO ; $ff = failed OHKO ds 1 W_MOVEMISSED:: ; d05f ds 1 wPlayerStatsToDouble:: ; d060 ; always 0 ds 1 wPlayerStatsToHalve:: ; d061 ; always 0 ds 1 W_PLAYERBATTSTATUS1:: ; d062 ; bit 0 - bide ; bit 1 - thrash / petal dance ; bit 2 - attacking multiple times (e.g. double kick) ; bit 3 - flinch ; bit 4 - charging up for attack ; bit 5 - using multi-turn move (e.g. wrap) ; bit 6 - invulnerable to normal attack (using fly/dig) ; bit 7 - confusion ds 1 W_PLAYERBATTSTATUS2:: ; d063 ; bit 0 - X Accuracy effect ; bit 1 - protected by "mist" ; bit 2 - focus energy effect ; bit 4 - has a substitute ; bit 5 - need to recharge ; bit 6 - rage ; bit 7 - leech seeded ds 1 W_PLAYERBATTSTATUS3:: ; d064 ; bit 0 - toxic ; bit 1 - light screen ; bit 2 - reflect ; bit 3 - tranformed ds 1 wEnemyStatsToDouble:: ; d065 ; always 0 ds 1 wEnemyStatsToHalve:: ; d066 ; always 0 ds 1 W_ENEMYBATTSTATUS1:: ; d067 ds 1 W_ENEMYBATTSTATUS2:: ; d068 ds 1 W_ENEMYBATTSTATUS3:: ; d069 ds 1 wPlayerNumAttacksLeft:: ; when the player is attacking multiple times, the number of attacks left ds 1 W_PLAYERCONFUSEDCOUNTER:: ; d06b ds 1 W_PLAYERTOXICCOUNTER:: ; d06c ds 1 W_PLAYERDISABLEDMOVE:: ; d06d ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left ds 1 ds 1 wEnemyNumAttacksLeft:: ; d06f ; when the enemy is attacking multiple times, the number of attacks left ds 1 W_ENEMYCONFUSEDCOUNTER:: ; d070 ds 1 W_ENEMYTOXICCOUNTER:: ; d071 ds 1 W_ENEMYDISABLEDMOVE:: ; d072 ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left ds 1 ds 1 wPlayerNumHits:: ; d074 ; number of hits by player in attacks like Double Slap, etc. wPlayerBideAccumulatedDamage:: ; d074 ; the amount of damage accumulated by the player while biding (2 bytes) wUnknownSerialCounter2:: ; d075 ; 2 bytes ds 4 wEscapedFromBattle:: ; non-zero when an item or move that allows escape from battle was used ds 1 wAmountMoneyWon:: ; d079 ; 3-byte BCD number wObjectToHide:: ; d079 ds 1 wObjectToShow:: ; d07a ds 1 ds 1 W_ANIMATIONID:: ; d07c ; ID number of the current battle animation ds 1 wNamingScreenType:: ; d07d wPartyMenuTypeOrMessageID:: ; d07d wTempTilesetNumTiles:: ; d07d ; temporary storage for the number of tiles in a tileset ds 1 wSavedListScrollOffset:: ; d07e ; used by the pokemart code to save the existing value of wListScrollOffset ; so that it can be restored when the player is done with the pokemart NPC ds 1 ds 2 ; base coordinates of frame block W_BASECOORDX:: ; d081 ds 1 W_BASECOORDY:: ; d082 ds 1 ; low health alarm counter/enable ; high bit = enable, others = timer to cycle frequencies wLowHealthAlarm:: ds 1 ; d083 W_FBTILECOUNTER:: ; d084 ; counts how many tiles of the current frame block have been drawn ds 1 wMovingBGTilesCounter2:: ; d085 ds 1 W_SUBANIMFRAMEDELAY:: ; d086 ; duration of each frame of the current subanimation in terms of screen refreshes ds 1 W_SUBANIMCOUNTER:: ; d087 ; counts the number of subentries left in the current subanimation ds 1 wSaveFileStatus:: ; 1 = no save file or save file is corrupted ; 2 = save file exists and no corruption has been detected ds 1 W_NUMFBTILES:: ; d089 ; number of tiles in current battle animation frame block ds 1 wFlashScreenLongCounter:: ; d08a wSpiralBallsBaseY:: ; d08a wFallingObjectMovementByte:: ; d08a ; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8) ; bit 7: direction; 0 = right, 1 = left wNumShootingBalls:: ; d08a wTradedMonMovingRight:: ; d08a ; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa wOptionsInitialized:: ; d08a wNewSlotMachineBallTile:: ; d08a wCoordAdjustmentAmount:: ; d08a ; how much to add to the X/Y coord wUnusedD08A:: ; d08a ds 1 wSpiralBallsBaseX:: ; d08b wNumFallingObjects:: ; d08b wSlideMonDelay:: ; d08b wAnimCounter:: ; d08b ; generic counter variable for various animations W_SUBANIMTRANSFORM:: ; d08b ; controls what transformations are applied to the subanimation ; 01: flip horizontally and vertically ; 02: flip horizontally and translate downwards 40 pixels ; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles ; 04: reverse the subanimation ds 1 wEndBattleWinTextPointer:: ; d08c ds 2 wEndBattleLoseTextPointer:: ; d08e ds 2 ds 2 wEndBattleTextRomBank:: ; d092 ds 1 ds 1 W_SUBANIMADDRPTR:: ; d094 ; the address _of the address_ of the current subanimation entry ds 2 wSlotMachineAllowMatchesCounter:: ; d096 ; If non-zero, the allow matches flag is always set. ; There is a 1/256 (~0.4%) chance that this value will be set to 60, which is ; the only way it can increase. Winning certain payout amounts will decrement it ; or zero it. W_SUBANIMSUBENTRYADDR:: ; d096 ; the address of the current subentry of the current subanimation ds 2 ds 2 wOutwardSpiralTileMapPointer:: ; d09a ds 1 wPartyMenuAnimMonEnabled:: ; d09b wTownMapSpriteBlinkingEnabled:: ; d09b ; non-zero when enabled. causes nest locations to blink on and off. ; the town selection cursor will blink regardless of what this value is wUnusedD09B:: ; d09b ds 1 W_FBDESTADDR:: ; d09c ; current destination address in OAM for frame blocks (big endian) ds 2 W_FBMODE:: ; d09e ; controls how the frame blocks are put together to form frames ; specifically, after finishing drawing the frame block, the frame block's mode determines what happens ; 00: clean OAM buffer and delay ; 02: move onto the next frame block with no delay and no cleaning OAM buffer ; 03: delay, but don't clean OAM buffer ; 04: delay, without cleaning OAM buffer, and do not advance [W_FBDESTADDR], so that the next frame block will overwrite this one ; sprite data is written column by column, each byte contains 8 columns (one for ech bit) ; for 2bpp sprites, pairs of two consecutive bytes (i.e. pairs of consecutive rows of sprite data) ; contain the upper and lower bit of each of the 8 pixels, respectively ds 1 wLinkCableAnimBulgeToggle:: ; d09f ; 0 = small ; 1 = big wIntroNidorinoBaseTile:: ; d09f wOutwardSpiralCurrentDirection:: ; d09f wDropletTile:: ; d09f wNewTileBlockID:: ; d09f wWhichBattleAnimTileset:: ; d09f wSquishMonCurrentDirection:: ; d09f ; 0 = left ; 1 = right wSlideMonUpBottomRowLeftTile:: ; d09f ; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_ ds 1 wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank W_SPRITECURPOSX:: ; d0a1 ds 1 W_SPRITECURPOSY:: ; d0a2 ds 1 W_SPRITEWITDH:: ; d0a3 ds 1 W_SPRITEHEIGHT:: ; d0a4 ds 1 W_SPRITEINPUTCURBYTE:: ; d0a5 ; current input byte ds 1 W_SPRITEINPUTBITCOUNTER:: ; d0a6 ; bit offset of last read input bit ds 1 W_SPRITEOUTPUTBITOFFSET:: ; d0a7; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data) ; 3 -> XX000000 1st column ; 2 -> 00XX0000 2nd column ; 1 -> 0000XX00 3rd column ; 0 -> 000000XX 4th column ds 1 W_SPRITELOADFLAGS:: ; d0a8 ; bit 0 determines used buffer (0 -> $a188, 1 -> $a310) ; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation) ds 1 W_SPRITEUNPACKMODE:: ; d0a9 ds 1 W_SPRITEFLIPPED:: ; d0aa ds 1 W_SPRITEINPUTPTR:: ; d0ab ; pointer to next input byte ds 2 W_SPRITEOUTPUTPTR:: ; d0ad ; pointer to current output byte ds 2 W_SPRITEOUTPUTPTRCACHED:: ; d0af ; used to revert pointer for different bit offsets ds 2 W_SPRITEDECODETABLE0PTR:: ; d0b1 ; pointer to differential decoding table (assuming initial value 0) ds 2 W_SPRITEDECODETABLE1PTR:: ; d0b3 ; pointer to differential decoding table (assuming initial value 1) ds 2 wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things wNameListType:: ; d0b6 ds 1 wPredefBank:: ; d0b7 ds 1 W_MONHEADER:: ; d0b8 W_MONHDEXNUM:: ; d0b8 ds 1 W_MONHBASESTATS:: ; d0b9 W_MONHBASEHP:: ; d0b9 ds 1 W_MONHBASEATTACK:: ; d0ba ds 1 W_MONHBASEDEFENSE:: ; d0bb ds 1 W_MONHBASESPEED:: ; d0bc ds 1 W_MONHBASESPECIAL:: ; d0bd ds 1 W_MONHTYPES:: ; d0be W_MONHTYPE1:: ; d0be ds 1 W_MONHTYPE2:: ; d0bf ds 1 W_MONHCATCHRATE:: ; d0c0 ds 1 W_MONHBASEXP:: ; d0c1 ds 1 W_MONHSPRITEDIM:: ; d0c2 ds 1 W_MONHFRONTSPRITE:: ; d0c3 ds 2 W_MONHBACKSPRITE:: ; d0c5 ds 2 W_MONHMOVES:: ; d0c7 ds 4 W_MONHGROWTHRATE:: ; d0cb ds 1 W_MONHLEARNSET:: ; d0cc ; bit field flag_array 50 + 5 ds 1 wSavedTilesetType:: ; d0d4 ; saved at the start of a battle and then written back at the end of the battle ds 1 ds 2 W_MONHPADDING:: ; d0d7 W_DAMAGE:: ; d0d7 ds 2 ds 2 wRepelRemainingSteps:: ; d0db ds 1 wMoves:: ; d0dc ; list of moves for FormatMovesString ds 4 wMoveNum:: ; d0e0 ds 1 wMovesString:: ; d0e1 ds 56 wUnusedD119:: ; d119 ds 1 wWalkBikeSurfStateCopy:: ; d11a ; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything ds 1 wInitListType:: ; d11b ; the type of list for InitList to init ds 1 wCapturedMonSpecies:: ; d11c ; 0 if no mon was captured ds 1 wFirstMonsNotOutYet:: ; d11d ; Non-zero when the first player mon and enemy mon haven't been sent out yet. ; It prevents the game from asking if the player wants to choose another mon ; when the enemy sends out their first mon and suppresses the "no will to fight" ; message when the game searches for the first non-fainted mon in the party, ; which will be the first mon sent out. ds 1 wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits wForcePlayerToChooseMon:: ; d11f ; When this value is non-zero, the player isn't allowed to exit the party menu ; by pressing B and not choosing a mon. ds 1 wNumRunAttempts:: ; number of times the player has tried to run from battle ds 1 wEvolutionOccurred:: ; d121 ds 1 wVBlankSavedROMBank:: ; d122 ds 1 ds 1 wIsKeyItem:: ; d124 ds 1 wTextBoxID:: ; d125 ds 1 wd126:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value W_CURENEMYLVL:: ; d127 ds 1 wItemListPointer:: ; d128 ; pointer to list of items terminated by $FF ds 2 wListCount:: ; number of entries in a list ds 1 wLinkState:: ; d12b ds 1 wTwoOptionMenuID:: ; d12c ds 1 wChosenMenuItem:: ; d12d ; the id of the menu item the player ultimately chose wOutOfBattleBlackout:: ; d12d ; non-zero when the whole party has fainted due to out-of-battle poison damage ds 1 wMenuExitMethod:: ; d12e ; the way the user exited a menu ; for list menus and the buy/sell/quit menu: ; $01 = the user pressed A to choose a menu item ; $02 = the user pressed B to cancel ; for two-option menus: ; $01 = the user pressed A with the first menu item selected ; $02 = the user pressed B or pressed A with the second menu item selected ds 1 wDungeonWarpDataEntrySize:: ; d12f ; the size is always 6, so they didn't need a variable in RAM for this wWhichPewterGuy:: ; d12f ; 0 = museum guy ; 1 = gym guy wWhichPrizeWindow:: ; d12f ; there are 3 windows, from 0 to 2 wGymGateTileBlock:: ; d12f ; a horizontal or vertical gate block ds 1 wSavedSpriteScreenY:: ; d130 ds 1 wSavedSpriteScreenX:: ; d131 ds 1 wSavedSpriteMapY:: ; d132 ds 1 wSavedSpriteMapX:: ; d133 ds 1 ds 5 wWhichPrize:: ; d139 ds 1 wIgnoreInputCounter:: ; d13a ; counts downward each frame ; when it hits 0, bit 5 (ignore input bit) of wd730 is reset ds 1 wStepCounter:: ; d13b ; counts down once every step ds 1 wNumberOfNoRandomBattleStepsLeft:: ; d13c ; after a battle, you have at least 3 steps before a random battle can occur ds 1 W_PRIZE1:: ; d13d ds 1 W_PRIZE2:: ; d13e ds 1 W_PRIZE3:: ; d13f ds 1 ds 1 wSerialRandomNumberListBlock:: ; d141 ; the first 7 bytes are the preamble wPrize1Price:: ; d141 ds 2 wPrize2Price:: ; d143 ds 2 wPrize3Price:: ; d145 ds 2 ds 1 wLinkBattleRandomNumberList:: ; d148 ; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex ds 10 wSerialPlayerDataBlock:: ; d152 ; the first 6 bytes are the preamble wPseudoItemID:: ; d152 ; When a real item is being used, this is 0. ; When a move is acting as an item, this is the ID of the item it's acting as. ; For example, out-of-battle Dig is executed using a fake Escape Rope item. In ; that case, this would be ESCAPE_ROPE. ds 1 wUnusedD153:: ; d153 ds 1 ds 2 wEvoStoneItemID:: ; d156 ds 1 wSavedNPCMovementDirections2Index:: ; d157 ds 1 wPlayerName:: ; d158 ds 11 wPartyCount:: ds 1 ; d163 wPartySpecies:: ds PARTY_LENGTH ; d164 wPartyEnd:: ds 1 ; d16a wPartyMons:: wPartyMon1:: party_struct wPartyMon1 ; d16b wPartyMon2:: party_struct wPartyMon2 ; d197 wPartyMon3:: party_struct wPartyMon3 ; d1c3 wPartyMon4:: party_struct wPartyMon4 ; d1ef wPartyMon5:: party_struct wPartyMon5 ; d21b wPartyMon6:: party_struct wPartyMon6 ; d247 wPartyMonOT:: ds 11 * PARTY_LENGTH ; d273 wPartyMonNicks:: ds 11 * PARTY_LENGTH ; d2b5 wPokedexOwned:: ; d2f7 flag_array NUM_POKEMON wPokedexOwnedEnd:: wPokedexSeen:: ; d30a flag_array NUM_POKEMON wPokedexSeenEnd:: wNumBagItems:: ; d31d ds 1 wBagItems:: ; d31e ; item, quantity ds 20 * 2 ds 1 ; end wPlayerMoney:: ; d347 ds 3 ; BCD W_RIVALNAME:: ; d34a ds 11 W_OPTIONS:: ; d355 ; bit 7 = battle animation ; 0: On ; 1: Off ; bit 6 = battle style ; 0: Shift ; 1: Set ; bits 0-3 = text speed (number of frames to delay after printing a letter) ; 1: Fast ; 3: Medium ; 5: Slow ds 1 W_OBTAINEDBADGES:: ; d356 ds 1 ds 1 wLetterPrintingDelayFlags:: ; d358 ; bit 0: If 0, limit the delay to 1 frame. Note that this has no effect if ; the delay has been disabled entirely through bit 1 of this variable ; or bit 6 of wd730. ; bit 1: If 0, no delay. ds 1 wPlayerID:: ; d359 ds 2 wd35b:: ds 1 ; used with audio stuff wd35c:: ds 1 ; storage for audio bank for current map? wMapPalOffset:: ; d35d ; offset subtracted from FadePal4 to get the background and object palettes for the current map ; normally, it is 0. it is 6 when Flash is needed, causing FadePal2 to be used instead of FadePal4 ds 1 W_CURMAP:: ; d35e ds 1 wCurrentTileBlockMapViewPointer:: ; d35f ; pointer to the upper left corner of the current view in the tile block map ds 2 W_YCOORD:: ; d361 ; player’s position on the current map ds 1 W_XCOORD:: ; d362 ds 1 W_YBLOCKCOORD:: ; d363 ; player's y position (by block) ds 1 W_XBLOCKCOORD:: ; d364 ds 1 wLastMap:: ; d365 ds 1 wUnusedD366:: ; d366 ds 1 W_CURMAPTILESET:: ; d367 ds 1 W_CURMAPHEIGHT:: ; d368 ; blocks ds 1 W_CURMAPWIDTH:: ; d369 ; blocks ds 1 W_MAPDATAPTR:: ; d36a ds 2 W_MAPTEXTPTR:: ; d36c ds 2 W_MAPSCRIPTPTR:: ; d36e ds 2 W_MAPCONNECTIONS:: ; d370 ; connection byte ds 1 W_MAPCONN1PTR:: ; d371 ds 1 wNorthConnectionStripSrc:: ; d372 ds 2 wNorthConnectionStripDest:: ; d374 ds 2 wNorthConnectionStripWidth:: ; d376 ds 1 wNorthConnectedMapWidth:: ; d377 ds 1 wNorthConnectedMapYAlignment:: ; d378 ds 1 wNorthConnectedMapXAlignment:: ; d379 ds 1 wNorthConnectedMapViewPointer:: ; d37a ds 2 W_MAPCONN2PTR:: ; d37c ds 1 wSouthConnectionStripSrc:: ; d37d ds 2 wSouthConnectionStripDest:: ; d37f: ds 2 wSouthConnectionStripWidth:: ; d381 ds 1 wSouthConnectedMapWidth:: ; d382 ds 1 wSouthConnectedMapYAlignment:: ; d383 ds 1 wSouthConnectedMapXAlignment:: ; d384 ds 1 wSouthConnectedMapViewPointer:: ; d385 ds 2 W_MAPCONN3PTR:: ; d387 ds 1 wWestConnectionStripSrc:: ; d388 ds 2 wWestConnectionStripDest:: ; d38a ds 2 wWestConnectionStripHeight:: ; d38c ds 1 wWestConnectedMapWidth:: ; d38d ds 1 wWestConnectedMapYAlignment:: ; d38e ds 1 wWestConnectedMapXAlignment:: ; d38f ds 1 wWestConnectedMapViewPointer:: ; d390 ds 2 W_MAPCONN4PTR:: ; d392 ds 1 wEastConnectionStripSrc:: ; d393 ds 2 wEastConnectionStripDest:: ; d395 ds 2 wEastConnectionStripHeight:: ; d397 ds 1 wEastConnectedMapWidth:: ; d398 ds 1 wEastConnectedMapYAlignment:: ; d399 ds 1 wEastConnectedMapXAlignment:: ; d39a ds 1 wEastConnectedMapViewPointer:: ; d39b ds 2 W_SPRITESET:: ; d39d ; sprite set for the current map (11 sprite picture ID's) ds 11 W_SPRITESETID:: ; d3a8 ; sprite set ID for the current map ds 1 wObjectDataPointerTemp:: ; d3a9 ds 2 ds 2 wMapBackgroundTile:: ; d3ad ; the tile shown outside the boundaries of the map ds 1 wNumberOfWarps:: ; d3ae ; number of warps in current map ds 1 wWarpEntries:: ; d3af ; current map warp entries ds 128 wDestinationWarpID:: ; d42f ; if $ff, the player's coordinates are not updated when entering the map ds 1 ds 128 wNumSigns:: ; d4b0 ; number of signs in the current map (up to 16) ds 1 wSignCoords:: ; d4b1 ; 2 bytes each ; Y, X ds 32 wSignTextIDs:: ; d4d1 ds 16 W_NUMSPRITES:: ; d4e1 ; number of sprites on the current map ds 1 ; these two variables track the X and Y offset in blocks from the last special warp used ; they don't seem to be used for anything wYOffsetSinceLastSpecialWarp:: ; d4e2 ds 1 wXOffsetSinceLastSpecialWarp:: ; d4e3 ds 1 W_MAPSPRITEDATA:: ; d4e4 ; two bytes per sprite (movement byte 2, text ID) ds 32 W_MAPSPRITEEXTRADATA:: ; d504 ; two bytes per sprite (trainer class/item ID, trainer set ID) ds 32 wCurrentMapHeight2:: ; d524 ; map height in 2x2 meta-tiles ds 1 wCurrentMapWidth2:: ; d525 ; map width in 2x2 meta-tiles ds 1 wMapViewVRAMPointer:: ; d526 ; the address of the upper left corner of the visible portion of the BG tile map in VRAM ds 2 ; In the comments for the player direction variables below, "moving" refers to ; both walking and changing facing direction without taking a step. wPlayerMovingDirection:: ; d528 ; if the player is moving, the current direction ; if the player is not moving, zero ; map scripts write to this in order to change the player's facing direction ds 1 wPlayerLastStopDirection:: ; d529 ; the direction in which the player was moving before the player last stopped ds 1 wPlayerDirection:: ; d52a ; if the player is moving, the current direction ; if the player is not moving, the last the direction in which the player moved ds 1 W_TILESETBANK:: ; d52b ds 1 W_TILESETBLOCKSPTR:: ; d52c ; maps blocks (4x4 tiles) to tiles ds 2 W_TILESETGFXPTR:: ; d52e ds 2 W_TILESETCOLLISIONPTR:: ; d530 ; list of all walkable tiles ds 2 W_TILESETTALKINGOVERTILES:: ; d532 ds 3 W_GRASSTILE:: ; d535 ds 1 ds 4 wNumBoxItems:: ; d53a ds 1 wBoxItems:: ; d53b ; item, quantity ds 50 * 2 ds 1 ; end wCurrentBoxNum:: ; d5a0 ; bits 0-6: box number ; bit 7: whether the player has changed boxes before ds 2 wNumHoFTeams:: ; d5a2 ; number of HOF teams ds 1 wUnusedD5A3:: ; d5a3 ds 1 wPlayerCoins:: ; d5a4 ds 2 ; BCD W_MISSABLEOBJECTFLAGS:: ; d5a6 ; bit array of missable objects. set = removed ds 39 wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim) W_MISSABLEOBJECTLIST:: ; d5ce ; each entry consists of 2 bytes ; * the sprite ID (depending on the current map) ; * the missable object index (global, used for W_MISSABLEOBJECTFLAGS) ; terminated with $FF ds 17 * 2 W_GAMEPROGRESSFLAGS:: ; d5f0 ; $c8 bytes ds 0 W_OAKSLABCURSCRIPT:: ; d5f0 ds 1 W_PALLETTOWNCURSCRIPT:: ; d5f1 ds 1 ds 1 W_BLUESHOUSECURSCRIPT:: ; d5f3 ds 1 W_VIRIDIANCITYCURSCRIPT:: ; d5f4 ds 1 ds 2 W_PEWTERCITYCURSCRIPT:: ; d5f7 ds 1 W_ROUTE3CURSCRIPT:: ; d5f8 ds 1 W_ROUTE4CURSCRIPT:: ; d5f9 ds 1 ds 1 W_VIRIDIANGYMCURSCRIPT:: ; d5fb ds 1 W_PEWTERGYMCURSCRIPT:: ; d5fc ds 1 W_CERULEANGYMCURSCRIPT:: ; d5fd ds 1 W_VERMILIONGYMCURSCRIPT:: ; d5fe ds 1 W_CELADONGYMCURSCRIPT:: ; d5ff ds 1 W_ROUTE6CURSCRIPT:: ; d600 ds 1 W_ROUTE8CURSCRIPT:: ; d601 ds 1 W_ROUTE24CURSCRIPT:: ; d602 ds 1 W_ROUTE25CURSCRIPT:: ; d603 ds 1 W_ROUTE9CURSCRIPT:: ; d604 ds 1 W_ROUTE10CURSCRIPT:: ; d605 ds 1 W_MTMOON1CURSCRIPT:: ; d606 ds 1 W_MTMOON3CURSCRIPT:: ; d607 ds 1 W_SSANNE8CURSCRIPT:: ; d608 ds 1 W_SSANNE9CURSCRIPT:: ; d609 ds 1 W_ROUTE22CURSCRIPT:: ; d60a ds 1 ds 1 W_REDSHOUSE2CURSCRIPT:: ; d60c ds 1 W_VIRIDIANMARKETCURSCRIPT:: ; d60d ds 1 W_ROUTE22GATECURSCRIPT:: ; d60e ds 1 W_CERULEANCITYCURSCRIPT:: ; d60f ds 1 ds 7 W_SSANNE5CURSCRIPT:: ; d617 ds 1 W_VIRIDIANFORESTCURSCRIPT:: ; d618 ds 1 W_MUSEUM1FCURSCRIPT:: ; d619 ds 1 W_ROUTE13CURSCRIPT:: ; d61a ds 1 W_ROUTE14CURSCRIPT:: ; d61b ds 1 W_ROUTE17CURSCRIPT:: ; d61c ds 1 W_ROUTE19CURSCRIPT:: ; d61d ds 1 W_ROUTE21CURSCRIPT:: ; d61e ds 1 W_SAFARIZONEENTRANCECURSCRIPT:: ; d61f ds 1 W_ROCKTUNNEL2CURSCRIPT:: ; d620 ds 1 W_ROCKTUNNEL1CURSCRIPT:: ; d621 ds 1 ds 1 W_ROUTE11CURSCRIPT:: ; d623 ds 1 W_ROUTE12CURSCRIPT:: ; d624 ds 1 W_ROUTE15CURSCRIPT:: ; d625 ds 1 W_ROUTE16CURSCRIPT:: ; d626 ds 1 W_ROUTE18CURSCRIPT:: ; d627 ds 1 W_ROUTE20CURSCRIPT:: ; d628 ds 1 W_SSANNE10CURSCRIPT:: ; d629 ds 1 W_VERMILIONCITYCURSCRIPT:: ; d62a ds 1 W_POKEMONTOWER2CURSCRIPT:: ; d62b ds 1 W_POKEMONTOWER3CURSCRIPT:: ; d62c ds 1 W_POKEMONTOWER4CURSCRIPT:: ; d62d ds 1 W_POKEMONTOWER5CURSCRIPT:: ; d62e ds 1 W_POKEMONTOWER6CURSCRIPT:: ; d62f ds 1 W_POKEMONTOWER7CURSCRIPT:: ; d630 ds 1 W_ROCKETHIDEOUT1CURSCRIPT:: ; d631 ds 1 W_ROCKETHIDEOUT2CURSCRIPT:: ; d632 ds 1 W_ROCKETHIDEOUT3CURSCRIPT:: ; d633 ds 1 W_ROCKETHIDEOUT4CURSCRIPT:: ; d634 ds 2 W_ROUTE6GATECURSCRIPT:: ; d636 ds 1 W_ROUTE8GATECURSCRIPT:: ; d637 ds 2 W_CINNABARISLANDCURSCRIPT:: ; d639 ds 1 W_MANSION1CURSCRIPT:: ; d63a ds 2 W_MANSION2CURSCRIPT:: ; d63c ds 1 W_MANSION3CURSCRIPT:: ; d63d ds 1 W_MANSION4CURSCRIPT:: ; d63e ds 1 W_VICTORYROAD2CURSCRIPT:: ; d63f ds 1 W_VICTORYROAD3CURSCRIPT:: ; d640 ds 2 W_FIGHTINGDOJOCURSCRIPT:: ; d642 ds 1 W_SILPHCO2CURSCRIPT:: ; d643 ds 1 W_SILPHCO3CURSCRIPT:: ; d644 ds 1 W_SILPHCO4CURSCRIPT:: ; d645 ds 1 W_SILPHCO5CURSCRIPT:: ; d646 ds 1 W_SILPHCO6CURSCRIPT:: ; d647 ds 1 W_SILPHCO7CURSCRIPT:: ; d648 ds 1 W_SILPHCO8CURSCRIPT:: ; d649 ds 1 W_SILPHCO9CURSCRIPT:: ; d64a ds 1 W_HALLOFFAMEROOMCURSCRIPT:: ; d64b ds 1 W_GARYCURSCRIPT:: ; d64c ds 1 W_LORELEICURSCRIPT:: ; d64d ds 1 W_BRUNOCURSCRIPT:: ; d64e ds 1 W_AGATHACURSCRIPT:: ; d64f ds 1 W_UNKNOWNDUNGEON3CURSCRIPT:: ; d650 ds 1 W_VICTORYROAD1CURSCRIPT:: ; d651 ds 1 ds 1 W_LANCECURSCRIPT:: ; d653 ds 1 ds 4 W_SILPHCO10CURSCRIPT:: ; d658 ds 1 W_SILPHCO11CURSCRIPT:: ; d659 ds 1 ds 1 W_FUCHSIAGYMCURSCRIPT:: ; d65b ds 1 W_SAFFRONGYMCURSCRIPT:: ; d65c ds 1 ds 1 W_CINNABARGYMCURSCRIPT:: ; d65e ds 1 W_CELADONGAMECORNERCURSCRIPT:: ; d65f ds 1 W_ROUTE16GATECURSCRIPT:: ; d660 ds 1 W_BILLSHOUSECURSCRIPT:: ; d661 ds 1 W_ROUTE5GATECURSCRIPT:: ; d662 ds 1 W_POWERPLANTCURSCRIPT:: ; d663 ; overload ds 0 W_ROUTE7GATECURSCRIPT:: ; d663 ; overload ds 1 ds 1 W_SSANNE2CURSCRIPT:: ; d665 ds 1 W_SEAFOAMISLANDS4CURSCRIPT:: ; d666 ds 1 W_ROUTE23CURSCRIPT:: ; d667 ds 1 W_SEAFOAMISLANDS5CURSCRIPT:: ; d668 ds 1 W_ROUTE18GATECURSCRIPT:: ; d669 ds 1 ds 134 wObtainedHiddenItemsFlags:: ds 14 wObtainedHiddenCoinsFlags:: ds 2 wWalkBikeSurfState:: ; d700 ; $00 = walking ; $01 = biking ; $02 = surfing ds 1 ds 10 W_TOWNVISITEDFLAG:: ; d70b flag_array 13 wSafariSteps:: ; d70d ; starts at 502 ds 2 W_FOSSILITEM:: ; d70f ; item given to cinnabar lab ds 1 W_FOSSILMON:: ; d710 ; mon that will result from the item ds 1 ds 2 W_ENEMYMONORTRAINERCLASS:: ; d713 ; trainer classes start at $c8 ds 1 wPlayerJumpingYScreenCoordsIndex:: ; d714 ds 1 W_RIVALSTARTER:: ; d715 ds 1 ds 1 W_PLAYERSTARTER:: ; d717 ds 1 wBoulderSpriteIndex:: ; d718 ; sprite index of the boulder the player is trying to push ds 1 wLastBlackoutMap:: ; d719 ds 1 wDestinationMap:: ; d71a ; destination map (for certain types of special warps, not ordinary walking) ds 1 wUnusedD71B:: ; d71b ds 1 wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71c ; used to store the tile in front of the boulder when trying to push a boulder ; also used to store the result of the collision check ($ff for a collision and $00 for no collision) ds 1 wDungeonWarpDestinationMap:: ; d71d ; destination map for dungeon warps ds 1 wWhichDungeonWarp:: ; d71e ; which dungeon warp within the source map was used ds 1 wUnusedD71F:: ; d71f ds 1 ds 8 wd728:: ; bit 0: using Strength outside of battle ds 1 ds 1 wBeatGymFlags:: ; d72a ; redundant because it matches W_OBTAINEDBADGES ; used to determine whether to show name on statue and in two NPC text scripts ds 1 ds 1 wd72c:: ; d72c ; bit 0: if not set, the 3 minimum steps between random battles have passed ds 1 wd72d:: ds 1 ; misc temp flags? (in some scripts, bit 6 and 7 set after a special battle (e.g. gym leaders) has been won) ; also used as a start menu flag wd72e:: ; bit 7: set if scripted NPC movement has been initialised ds 2 ; more temp misc flags, used with npc movement, main menu and other stuff wd730:: ; bit 0: NPC sprite being moved by script ; bit 5: ignore joypad input ; bit 6: print text with no delay between each letter ; bit 7: set if joypad states are being simulated in the overworld or an NPC's movement is being scripted ds 1 ds 1 wd732:: ; d732 ; bit 0: play time being counted ; bit 1: remnant of debug mode? not set by the game code. ; if it is set ; 1. skips most of Prof. Oak's speech, and uses NINTEN as the player's name and SONY as the rival's name ; 2. does not have the player start in floor two of the playyer's house (instead sending them to [wLastMap]) ; 3. allows wild battles to be avoided by holding down B ; bit 2: the target warp is a fly warp (bit 3 set or blacked out) or a dungeon warp (bit 4 set) ; bit 3: used warp pad, escape rope, dig, teleport, or fly, so the target warp is a "fly warp" ; bit 4: jumped into hole (Pokemon Mansion, Seafoam Islands, Victory Road) or went down waterfall (Seafoam Islands), so the target warp is a "dungeon warp" ; bit 5: currently being forced to ride bike (cycling road) ; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house) ds 1 W_FLAGS_D733:: ; d733 ; bit 4: use variable [W_CURMAPSCRIPT] instead of the provided index for next frame's map script (used to start battle when talking to trainers) ; bit 7: used fly out of battle ds 1 wBeatLorelei:: ; d734 ; bit 1: set when you beat Lorelei and reset in Indigo Plateau lobby ; the game uses this to tell when Elite 4 events need to be reset ds 2 wd736:: ; d736 ; bit 0: check if the player is standing on a door and make him walk down a step if so ; bit 1: the player is currently stepping down from a door ; bit 2: standing on a warp ; bit 6: jumping down a ledge / fishing animation ; bit 7: player sprite spinning due to spin tiles (Rocket hidehout / Viridian Gym) ds 1 wCompletedInGameTradeFlags:: ; d737 ds 2 ds 2 wWarpedFromWhichWarp:: ; d73b ds 1 wWarpedFromWhichMap:: ; d73c ds 1 ds 2 wCardKeyDoorY:: ; d73f ds 1 wCardKeyDoorX:: ; d740 ds 1 ds 2 wFirstLockTrashCanIndex:: ; d743 ds 1 wSecondLockTrashCanIndex:: ; d743 ds 1 ds 2 wEventFlags:: ; d747 ds 320 wLinkEnemyTrainerName:: ; d887 ; linked game's trainer name W_GRASSRATE:: ; d887 ds 1 W_GRASSMONS:: ; d888 ds 20 wEnemyPartyCount:: ds 1 ; d89c wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; d89d wEnemyMons:: ; d8a4 wEnemyMon1:: party_struct wEnemyMon1 wEnemyMon2:: party_struct wEnemyMon2 wEnemyMon3:: party_struct wEnemyMon3 wEnemyMon4:: party_struct wEnemyMon4 wEnemyMon5:: party_struct wEnemyMon5 wEnemyMon6:: party_struct wEnemyMon6 wEnemyMonOT:: ds 11 * PARTY_LENGTH ; d9ac wEnemyMonNicks:: ds 11 * PARTY_LENGTH ; d9ee W_TRAINERHEADERPTR:: ; da30 ds 2 ds 6 wOpponentAfterWrongAnswer:: ; da38 ; the trainer the player must face after getting a wrong answer in the Cinnabar ; gym quiz wUnusedDA38:: ; da38 ds 1 W_CURMAPSCRIPT:: ; da39 ; index of current map script, mostly used as index for function pointer array ; mostly copied from map-specific map script pointer and wirtten back later ds 1 ds 6 W_PLAYTIMEHOURS:: ; da40 ds 2 W_PLAYTIMEMINUTES:: ; da42 ds 2 W_PLAYTIMESECONDS:: ; da44 ds 1 W_PLAYTIMEFRAMES:: ; da45 ds 1 wSafariZoneGameOver:: ; da46 ds 1 W_NUMSAFARIBALLS:: ; da47 ds 1 W_DAYCARE_IN_USE:: ; da48 ; 0 if no pokemon is in the daycare ; 1 if pokemon is in the daycare ds 1 W_DAYCAREMONNAME:: ds 11 ; da49 W_DAYCAREMONOT:: ds 11 ; da54 wDayCareMon:: box_struct wDayCareMon ; da5f W_NUMINBOX:: ds 1 ; da80 wBoxSpecies:: ds MONS_PER_BOX + 1 wBoxMons:: wBoxMon1:: box_struct wBoxMon1 ; da96 wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) ; dab7 wBoxMonOT:: ds 11 * MONS_PER_BOX ; dd2a wBoxMonNicks:: ds 11 * MONS_PER_BOX ; de06 wBoxMonNicksEnd:: ; dee2 SECTION "Stack", WRAMX[$dfff], BANK[1] wStack:: ; dfff ds -$100 INCLUDE "sram.asm"