ref: 5c73cffee6b854e4e08db04a776aa8a71d3a82cd
parent: 47c2d1a1a5e0c46fe9913179a944c2952c04fb4a
author: Rangi <remy.oukaour+rangi42@gmail.com>
date: Mon May 31 11:04:28 EDT 2021
Start reformatting WRAM labels wLabel:: ; comment ds N becomes ; comment wLabel:: ds N
--- a/wram.asm
+++ b/wram.asm
@@ -12,7 +12,6 @@
wSoundID:: db
-wMuteAudioAndPauseMusic::
; bit 7: whether sound has been muted
; all bits: whether the effective is active
; Store 1 to activate effect (any value in the range [1, 127] works).
@@ -19,7 +18,7 @@
; All audio is muted and music is paused. Sfx continues playing until it
; ends normally.
; Store 0 to resume music.
- ds 1
+wMuteAudioAndPauseMusic:: db
wDisableChannelOutputWhenSfxEnds:: db
@@ -27,90 +26,64 @@
wSavedVolume:: db
-wChannelCommandPointers::
- ds 16
+wChannelCommandPointers:: ds 16
-wChannelReturnAddresses::
- ds 16
+wChannelReturnAddresses:: ds 16
-wChannelSoundIDs::
- ds 8
+wChannelSoundIDs:: ds 8
-wChannelFlags1::
- ds 8
+wChannelFlags1:: ds 8
-wChannelFlags2::
- ds 8
+wChannelFlags2:: ds 8
-wChannelDutyCycles::
- ds 8
+wChannelDutyCycles:: ds 8
-wChannelDutyCyclePatterns::
- ds 8
+wChannelDutyCyclePatterns:: ds 8
-wChannelVibratoDelayCounters::
; reloaded at the beginning of a note. counts down until the vibrato begins.
- ds 8
+wChannelVibratoDelayCounters:: ds 8
-wChannelVibratoExtents::
- ds 8
+wChannelVibratoExtents:: ds 8
-wChannelVibratoRates::
; high nybble is rate (counter reload value) and low nybble is counter.
; time between applications of vibrato.
- ds 8
+wChannelVibratoRates:: ds 8
-wChannelFrequencyLowBytes::
- ds 8
+wChannelFrequencyLowBytes:: ds 8
-wChannelVibratoDelayCounterReloadValues::
; delay of the beginning of the vibrato from the start of the note
- ds 8
+wChannelVibratoDelayCounterReloadValues:: ds 8
-wChannelPitchSlideLengthModifiers::
- ds 8
+wChannelPitchSlideLengthModifiers:: ds 8
-wChannelPitchSlideFrequencySteps::
- ds 8
+wChannelPitchSlideFrequencySteps:: ds 8
-wChannelPitchSlideFrequencyStepsFractionalPart::
- ds 8
+wChannelPitchSlideFrequencyStepsFractionalPart:: ds 8
-wChannelPitchSlideCurrentFrequencyFractionalPart::
- ds 8
+wChannelPitchSlideCurrentFrequencyFractionalPart:: ds 8
-wChannelPitchSlideCurrentFrequencyHighBytes::
- ds 8
+wChannelPitchSlideCurrentFrequencyHighBytes:: ds 8
-wChannelPitchSlideCurrentFrequencyLowBytes::
- ds 8
+wChannelPitchSlideCurrentFrequencyLowBytes:: ds 8
-wChannelPitchSlideTargetFrequencyHighBytes::
- ds 8
+wChannelPitchSlideTargetFrequencyHighBytes:: ds 8
-wChannelPitchSlideTargetFrequencyLowBytes::
- ds 8
+wChannelPitchSlideTargetFrequencyLowBytes:: ds 8
-wChannelNoteDelayCounters::
; Note delays are stored as 16-bit fixed-point numbers where the integer part
; is 8 bits and the fractional part is 8 bits.
- ds 8
+wChannelNoteDelayCounters:: ds 8
-wChannelLoopCounters::
- ds 8
+wChannelLoopCounters:: ds 8
-wChannelNoteSpeeds::
- ds 8
+wChannelNoteSpeeds:: ds 8
-wChannelNoteDelayCountersFractionalPart::
- ds 8
+wChannelNoteDelayCountersFractionalPart:: ds 8
-wChannelOctaves::
- ds 8
+wChannelOctaves:: ds 8
-wChannelVolumes::
; also includes fade for hardware channels that support it
- ds 8
+wChannelVolumes:: ds 8
wMusicWaveInstrument:: db
@@ -139,10 +112,9 @@
wSpriteDataStart::
-wSpriteStateData1::
; data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
-; player sprite is always sprite 0
+wSpriteStateData1::
; struct fields:
; - 0: picture ID (fixed, loaded at map init)
; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
@@ -166,10 +138,9 @@
wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1
ENDR
-wSpriteStateData2::
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
-; player sprite is always sprite 0
+wSpriteStateData2::
; struct fields:
; - 0: walk animation counter (counting from $10 backwards when moving)
; - 1:
@@ -203,8 +174,8 @@
SECTION "OAM Buffer", WRAM0
-wOAMBuffer::
; buffer for OAM data. Copied to OAM by DMA
+wOAMBuffer::
; wOAMBufferSprite00 - wOAMBufferSprite39
FOR n, NUM_SPRITE_OAM_STRUCTS
wOAMBufferSprite{02d:n}:: sprite_oam_struct wOAMBufferSprite{02d:n}
@@ -211,70 +182,57 @@
ENDR
wOAMBufferEnd::
-wTileMap::
; buffer for tiles that are visible on screen (20 columns by 18 rows)
- ds SCREEN_WIDTH * SCREEN_HEIGHT
+wTileMap:: ds SCREEN_WIDTH * SCREEN_HEIGHT
UNION
-wTileMapBackup::
; buffer for temporarily saving and restoring current screen's tiles
; (e.g. if menus are drawn on top)
- ds SCREEN_WIDTH * SCREEN_HEIGHT
+wTileMapBackup:: ds SCREEN_WIDTH * SCREEN_HEIGHT
NEXTU
-wSerialPartyMonsPatchList::
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
- ds 200
+wSerialPartyMonsPatchList:: ds 200
-wSerialEnemyMonsPatchList::
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
- ds 200
+wSerialEnemyMonsPatchList:: ds 200
ENDU
ds 80
UNION
-wOverworldMap::
- ds 1300
+wOverworldMap:: ds 1300
wOverworldMapEnd::
NEXTU
-wTempPic::
- ds 7 * 7 tiles
+wTempPic:: ds 7 * 7 tiles
ENDU
-wRedrawRowOrColumnSrcTiles::
; the tiles of the row or column to be redrawn by RedrawRowOrColumn
- ds SCREEN_WIDTH * 2
+wRedrawRowOrColumnSrcTiles:: ds SCREEN_WIDTH * 2
; coordinates of the position of the cursor for the top menu item (id 0)
wTopMenuItemY:: db
wTopMenuItemX:: db
-wCurrentMenuItem::
; 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
+wCurrentMenuItem:: db
-wTileBehindCursor::
; the tile that was behind the menu cursor's current location
- ds 1
+wTileBehindCursor:: db
-wMaxMenuItem::
; id of the bottom menu item
- ds 1
+wMaxMenuItem:: db
-wMenuWatchedKeys::
; bit mask of keys that the menu will respond to
- ds 1
+wMenuWatchedKeys:: db
-wLastMenuItem::
; id of previously selected menu item
- ds 1
+wLastMenuItem:: db
-wPartyAndBillsPCSavedMenuItem::
; 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
@@ -281,106 +239,92 @@
; 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
+wPartyAndBillsPCSavedMenuItem:: db
-wBagSavedMenuItem::
; It is used by the bag list to remember the cursor position while the menu
; isn't active.
- ds 1
+wBagSavedMenuItem:: db
-wBattleAndStartSavedMenuItem::
; 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
+wBattleAndStartSavedMenuItem:: db
wPlayerMoveListIndex:: db
-wPlayerMonNumber::
; index in party of currently battling mon
- ds 1
+wPlayerMonNumber:: db
-wMenuCursorLocation::
; the address of the menu cursor's current location within wTileMap
- ds 2
+wMenuCursorLocation:: dw
ds 2
-wMenuJoypadPollCount::
; how many times should HandleMenuInput poll the joypad state before it returns?
- ds 1
+wMenuJoypadPollCount:: db
-wMenuItemToSwap::
; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
- ds 1
+wMenuItemToSwap:: db
-wListScrollOffset::
; 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
+wListScrollOffset:: db
-wMenuWatchMovingOutOfBounds::
; 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
+wMenuWatchMovingOutOfBounds:: db
wTradeCenterPointerTableIndex:: db
ds 1
-wTextDest::
; destination pointer for text output
; this variable is written to, but is never read from
- ds 2
+wTextDest:: dw
-wDoNotWaitForButtonPressAfterDisplayingText::
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
- ds 1
+wDoNotWaitForButtonPressAfterDisplayingText:: db
-wSerialSyncAndExchangeNybbleReceiveData::
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
+wSerialSyncAndExchangeNybbleReceiveData::
-wSerialExchangeNybbleTempReceiveData::
; temporary nybble used by Serial_ExchangeNybble
+wSerialExchangeNybbleTempReceiveData::
-wLinkMenuSelectionReceiveBuffer::
; two byte buffer
; the received menu selection is stored twice
- ds 1
+wLinkMenuSelectionReceiveBuffer:: db
-wSerialExchangeNybbleReceiveData::
; the final received nybble is stored here by Serial_ExchangeNybble
- ds 1
+wSerialExchangeNybbleReceiveData:: db
ds 3
-wSerialExchangeNybbleSendData::
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
+wSerialExchangeNybbleSendData::
-wLinkMenuSelectionSendBuffer::
; two byte buffer
; the menu selection byte is stored twice before sending
+wLinkMenuSelectionSendBuffer::
ds 5
-wLinkTimeoutCounter::
; 1 byte
+wLinkTimeoutCounter::
-wUnknownSerialCounter::
; 2 bytes
+wUnknownSerialCounter::
-wEnteringCableClub::
; 1 byte
- ds 2
+wEnteringCableClub:: dw
-wWhichTradeMonSelectionMenu::
; $00 = player mons
; $01 = enemy mons
+wWhichTradeMonSelectionMenu::
-wMonDataLocation::
; 0 = player's party
; 1 = enemy party
; 2 = current box
@@ -390,16 +334,14 @@
; 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
+wMonDataLocation:: db
-wMenuWrappingEnabled::
; 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
+wMenuWrappingEnabled:: db
-wCheckFor180DegreeTurn::
; whether to check for 180-degree turn (0 = don't, 1 = do)
- ds 1
+wCheckFor180DegreeTurn:: db
ds 1
@@ -406,58 +348,55 @@
wMissableObjectIndex:: db
wPredefID:: db
-wPredefRegisters::
- ds 6
+wPredefRegisters:: ds 6
wTrainerHeaderFlagBit:: db
ds 1
-wNPCMovementScriptPointerTableNum::
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
- ds 1
+wNPCMovementScriptPointerTableNum:: db
-wNPCMovementScriptBank::
; ROM bank of current NPC movement script
- ds 1
+wNPCMovementScriptBank:: db
ds 2
wUnusedCC5B::
-wVermilionDockTileMapBuffer::
; 180 bytes
+wVermilionDockTileMapBuffer::
wOaksAideRewardItemName::
wDexRatingNumMonsSeen::
-wFilteredBagItems::
; List of bag items that has been filtered to a certain type of items,
; such as drinks or fossils.
+wFilteredBagItems::
wElevatorWarpMaps::
-wMonPartySpritesSavedOAM::
; Saved copy of OAM for the first frame of the animation to make it easy to
; flip back from the second frame.
; $60 bytes
+wMonPartySpritesSavedOAM::
-wTrainerCardBlkPacket::
; $40 bytes
+wTrainerCardBlkPacket::
-wSlotMachineSevenAndBarModeChance::
; 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.
+wSlotMachineSevenAndBarModeChance::
+; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wHallOfFame::
wBoostExpByExpAll::
wAnimationType::
-; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wNPCMovementDirections:: db
@@ -465,9 +404,8 @@
wDexRatingText:: db
-wSlotMachineSavedROMBank::
; ROM back to return to when the player is done with the slot machine
- ds 1
+wSlotMachineSavedROMBank:: db
ds 26
@@ -476,20 +414,13 @@
ds 29
UNION
-wNPCMovementDirections2::
- ds 10
+wNPCMovementDirections2:: ds 10
+; used in Pallet Town scripted movement
+wNumStepsToTake:: db
NEXTU
-wSwitchPartyMonTempBuffer::
; temporary buffer when swapping party mon data
- ds 49
-
-NEXTU
- ds 10
-
-wNumStepsToTake::
-; used in Pallet Town scripted movement
- ds 1
+wSwitchPartyMonTempBuffer:: ds 49
ENDU
ds 10
@@ -496,28 +427,28 @@
wRLEByteCount:: db
-wAddedToParty::
; 0 = not added
; 1 = added
+wAddedToParty::
-wSimulatedJoypadStatesEnd::
; 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
+wSimulatedJoypadStatesEnd::
wParentMenuItem::
-wCanEvolveFlags::
; 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
+wCanEvolveFlags:: db
wForceEvolution:: db
; if [wAILayer2Encouragement] != 1, the second AI layer is not applied
wAILayer2Encouragement:: db
+
ds 1
; current HP of player and enemy substitutes
@@ -524,16 +455,14 @@
wPlayerSubstituteHP:: db
wEnemySubstituteHP:: db
-wTestBattlePlayerSelectedMove::
; The player's selected move during a test battle.
; InitBattleVariables sets it to the move Pound.
- ds 1
+wTestBattlePlayerSelectedMove:: db
ds 1
-wMoveMenuType::
; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
- ds 1
+wMoveMenuType:: db
wPlayerSelectedMove:: db
wEnemySelectedMove:: db
@@ -540,23 +469,20 @@
wLinkBattleRandomNumberListIndex:: db
-wAICount::
; number of times remaining that AI action can occur
- ds 1
+wAICount:: db
ds 2
wEnemyMoveListIndex:: db
-wLastSwitchInEnemyMonHP::
; 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
+wLastSwitchInEnemyMonHP:: dw
-wTotalPayDayMoney::
; total amount of money made using Pay Day during the current battle
- ds 3
+wTotalPayDayMoney:: ds 3
wSafariEscapeFactor:: db
wSafariBaitFactor:: db
@@ -570,10 +496,9 @@
wPlayerDisabledMoveNumber:: ds 1
wEnemyDisabledMoveNumber:: ds 1
-wInHandlePlayerMonFainted::
; When running in the scope of HandlePlayerMonFainted, it equals 1.
; When running in the scope of HandleEnemyMonFainted, it equals 0.
- ds 1
+wInHandlePlayerMonFainted:: db
wPlayerUsedMove:: ds 1
wEnemyUsedMove:: ds 1
@@ -582,14 +507,12 @@
wMoveDidntMiss:: ds 1
-wPartyFoughtCurrentEnemyFlags::
; flags that indicate which party members have fought the current enemy mon
- flag_array 6
+wPartyFoughtCurrentEnemyFlags:: flag_array 6
-wLowHealthAlarmDisabled::
; Whether the low health alarm has been disabled due to the player winning the
; battle.
- ds 1
+wLowHealthAlarmDisabled:: db
wPlayerMonMinimized:: db
@@ -597,11 +520,11 @@
wLuckySlotHiddenObjectIndex::
-wEnemyNumHits::
; number of hits by enemy in attacks like Double Slap, etc.
+wEnemyNumHits::
-wEnemyBideAccumulatedDamage::
; the amount of damage accumulated by the enemy while biding (2 bytes)
+wEnemyBideAccumulatedDamage::
ds 10
@@ -637,6 +560,7 @@
wPlayerMonEvasionMod:: db
ds 2
+
wPlayerMonStatModsEnd::
ds 1
@@ -646,6 +570,7 @@
wEnemyMonUnmodifiedAttack:: dw
wEnemyMonUnmodifiedDefense:: db
+; ds 11
wInGameTradeMonNick:: db
wEnemyMonUnmodifiedSpeed:: dw
@@ -652,8 +577,7 @@
wEnemyMonUnmodifiedSpecial:: db
wEngagedTrainerClass:: db
-wEngagedTrainerSet::
-; ds 1
+wEngagedTrainerSet:: ; db
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
@@ -670,6 +594,7 @@
wInGameTradeReceiveMonSpecies:: db
ds 1
+
wEnemyMonStatModsEnd::
ds 1
@@ -678,59 +603,54 @@
wUnusedCD37::
-wFilteredBagItemsCount::
; number of items in wFilteredBagItems list
- ds 1
+wFilteredBagItemsCount:: db
-wSimulatedJoypadStatesIndex::
; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1
; 0 if the joypad state is not being simulated
- ds 1
+wSimulatedJoypadStatesIndex:: db
-wWastedByteCD39::
; written to but nothing ever reads it
- ds 1
+wWastedByteCD39:: db
-wWastedByteCD3A::
; written to but nothing ever reads it
- ds 1
+wWastedByteCD3A:: db
-wOverrideSimulatedJoypadStatesMask::
; mask indicating which real button presses can override simulated ones
; XXX is it ever not 0?
- ds 1
+wOverrideSimulatedJoypadStatesMask:: db
ds 1
-wFallingObjectsMovementData::
; up to 20 bytes (one byte for each falling object)
+wFallingObjectsMovementData::
wSavedY::
wTempSCX::
-wBattleTransitionCircleScreenQuadrantY::
; 0 = upper half (Y < 9)
; 1 = lower half (Y >= 9)
+wBattleTransitionCircleScreenQuadrantY::
-wBattleTransitionCopyTilesOffset::
; 2 bytes
; after 1 row/column has been copied, the offset to the next one to copy from
+wBattleTransitionCopyTilesOffset::
-wInwardSpiralUpdateScreenCounter::
; 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
+wInwardSpiralUpdateScreenCounter::
wHoFTeamIndex::
-wSSAnneSmokeDriftAmount::
; multiplied by 16 to get the number of times to go right by 2 pixels
+wSSAnneSmokeDriftAmount::
wRivalStarterTemp::
-wBoxMonCounts::
; 12 bytes
; array of the number of mons in each box
+wBoxMonCounts::
wDexMaxSeenMon::
@@ -742,20 +662,20 @@
wNumShakes::
-wDayCareStartLevel::
; the level of the mon at the time it entered day care
+wDayCareStartLevel::
wWhichBadge::
-wPriceTemp::
; 3-byte BCD number
+wPriceTemp::
wTitleMonSpecies::
wPlayerCharacterOAMTile::
-wMoveDownSmallStarsOAMCount::
; the number of small stars OAM entries to move down
+wMoveDownSmallStarsOAMCount::
wChargeMoveNum::
@@ -769,23 +689,23 @@
wHoFMonSpecies::
-wFieldMoves::
; 4 bytes
; the current mon's field moves
+wFieldMoves::
-wBadgeNumberTile::
; tile ID of the badge number being drawn
+wBadgeNumberTile::
-wRodResponse::
; 0 = no bite
; 1 = bite
; 2 = no fish on map
+wRodResponse::
wWhichTownMapLocation::
-wStoppingWhichSlotMachineWheel::
; which wheel the player is trying to stop
; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3
+wStoppingWhichSlotMachineWheel::
wTradedPlayerMonSpecies::
@@ -803,19 +723,19 @@
wHiddenObjectFunctionArgument::
-wWhichTrade::
; which entry from TradeMons to select
+wWhichTrade::
wTrainerSpriteOffset::
wUnusedCD3D:: db
-wHUDPokeballGfxOffsetX::
; difference in X between the next ball and the current one
+wHUDPokeballGfxOffsetX::
-wBattleTransitionCircleScreenQuadrantX::
; 0 = left half (X < 10)
; 1 = right half (X >= 10)
+wBattleTransitionCircleScreenQuadrantX::
wSSAnneSmokeX::
@@ -829,14 +749,14 @@
wHoFPartyMonIndex::
-wNumCreditsMonsDisplayed::
; the number of credits mons that have been displayed so far
+wNumCreditsMonsDisplayed::
-wBadgeNameTile::
; first tile ID of the name being drawn
+wBadgeNameTile::
-wFlyLocationsList::
; NUM_CITY_MAPS bytes plus $ff sentinel values at each end
+wFlyLocationsList::
wSlotMachineWheel1Offset::
@@ -854,11 +774,11 @@
wTrainerEngageDistance:: db
-wHUDGraphicsTiles::
; 3 bytes
+wHUDGraphicsTiles::
-wDayCareTotalCost::
; 2-byte BCD number
+wDayCareTotalCost::
wJigglypuffFacingDirections::
@@ -868,10 +788,10 @@
wHoFMonLevel::
-wBadgeOrFaceTiles::
; 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
+wBadgeOrFaceTiles::
wSlotMachineWheel2Offset::
@@ -887,10 +807,10 @@
wTrainerFacingDirection:: db
-wHoFMonOrPlayer::
; show mon or show player?
; 0 = mon
; 1 = player
+wHoFMonOrPlayer::
wSlotMachineWheel3Offset::
@@ -902,8 +822,8 @@
wOptionsCancelCursorX:: db
-wDayCarePerLevelCost::
; 2-byte BCD number (always set to $100)
+wDayCarePerLevelCost::
wHoFTeamIndex2::
@@ -913,8 +833,8 @@
wHiddenObjectX::
-wSlotMachineWinningSymbol::
; the OAM tile number of the upper left corner of the winning symbol minus 2
+wSlotMachineWinningSymbol::
wNumFieldMoves::
@@ -929,8 +849,8 @@
wFieldMovesLeftmostXCoord:: db
-wLastFieldMoveID::
; unused
+wLastFieldMoveID::
wSlotMachineWheel1TopTile:: db
@@ -938,89 +858,82 @@
wSlotMachineWheel2MiddleTile:: db
-wTempCoins1::
; 2 bytes
; temporary variable used to add payout amount to the player's coins
+wTempCoins1::
wSlotMachineWheel2TopTile:: db
-wBattleTransitionSpiralDirection::
; 0 = outward, 1 = inward
+wBattleTransitionSpiralDirection::
wSlotMachineWheel3BottomTile:: db
wSlotMachineWheel3MiddleTile::
-wFacingDirectionList::
; 4 bytes (also, the byte before the start of the list (wSlotMachineWheel3BottomTile)
; is used a temp variable when the list is rotated)
; used when spinning the player's sprite
- ds 1
+wFacingDirectionList:: db
wSlotMachineWheel3TopTile::
-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
+wTempObtainedBadgesBooleans:: db
-wTempCoins2::
; 2 bytes
; temporary variable used to subtract the bet amount from the player's coins
+wTempCoins2::
-wPayoutCoins::
; 2 bytes
- ds 2
+wPayoutCoins:: dw
wTradedPlayerMonOTID::
-wSlotMachineFlags::
; 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
+wSlotMachineFlags:: db
-wSlotMachineWheel1SlipCounter::
; wheel 1 can "slip" while this is non-zero
+wSlotMachineWheel1SlipCounter::
-wCutTile::
; $3d = tree tile
; $52 = grass tile
- ds 1
+wCutTile:: db
-wSlotMachineWheel2SlipCounter::
; wheel 2 can "slip" while this is non-zero
+wSlotMachineWheel2SlipCounter::
wTradedEnemyMonOT:: db
wSavedPlayerScreenY::
-wSlotMachineRerollCounter::
; 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.
+wSlotMachineRerollCounter::
-wEmotionBubbleSpriteIndex::
; the index of the sprite the emotion bubble is to be displayed above
- ds 1
+wEmotionBubbleSpriteIndex:: db
wWhichEmotionBubble::
-wSlotMachineBet::
; how many coins the player bet on the slot machine (1 to 3)
+wSlotMachineBet::
wSavedPlayerFacingDirection::
-wWhichAnimationOffsets::
; 0 = cut animation, 1 = boulder dust animation
- ds 9
+wWhichAnimationOffsets:: ds 9
wTradedEnemyMonOTID:: dw
-wStandingOnWarpPadOrHole::
; 0 = neither
; 1 = warp pad
; 2 = hole
+wStandingOnWarpPadOrHole::
wOAMBaseTile::
@@ -1030,25 +943,21 @@
wMonPartySpriteSpecies:: db
-wLeftGBMonSpecies::
; in the trade animation, the mon that leaves the left gameboy
- ds 1
+wLeftGBMonSpecies:: db
-wRightGBMonSpecies::
; in the trade animation, the mon that leaves the right gameboy
- ds 1
+wRightGBMonSpecies:: db
-wFlags_0xcd60::
; 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
+wFlags_0xcd60:: db
ds 9
-wActionResultOrTookBattleTurn::
; 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.
@@ -1058,20 +967,18 @@
; 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
+wActionResultOrTookBattleTurn:: db
-wJoyIgnore::
; Set buttons are ignored.
- ds 1
+wJoyIgnore:: db
-wDownscaledMonSize::
; size of downscaled mon pic used in pokeball entering/exiting animation
; $00 = 5×5
; $01 = 3×3
+wDownscaledMonSize::
-wNumMovesMinusOne::
; FormatMovesString stores the number of moves minus one here
- ds 1
+wNumMovesMinusOne:: db
UNION
@@ -1081,15 +988,13 @@
ds 4
-wStatusScreenCurrentPP::
; temp variable used to print a move's current PP on the status screen
- ds 1
+wStatusScreenCurrentPP:: db
ds 6
-wNormalMaxPPList::
; list of normal max PP (without PP up) values
- ds 9
+wNormalMaxPPList:: ds 9
NEXTU
@@ -1098,41 +1003,40 @@
ENDU
-wSerialOtherGameboyRandomNumberListBlock::
; buffer for transferring the random number list generated by the other gameboy
+wSerialOtherGameboyRandomNumberListBlock::
-wTileMapBackup2::
; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
- ds 20 * 18
+wTileMapBackup2:: ds 20 * 18
wNamingScreenNameLength::
wEvoOldSpecies::
-wBuffer::
; Temporary storage area of 30 bytes.
+wBuffer::
-wTownMapCoords::
; lower nybble is x, upper nybble is y
+wTownMapCoords::
-wLearningMovesFromDayCare::
; whether WriteMonMoves is being used to make a mon learn moves from day care
; non-zero if so
+wLearningMovesFromDayCare::
wChangeMonPicEnemyTurnSpecies::
wHPBarMaxHP:: db
-wNamingScreenSubmitName::
; non-zero when the player has chosen to submit the name
+wNamingScreenSubmitName::
wChangeMonPicPlayerTurnSpecies::
wEvoNewSpecies:: db
-wAlphabetCase::
; 0 = upper case
; 1 = lower case
+wAlphabetCase::
wEvoMonTileOffset::
@@ -1150,73 +1054,62 @@
ds 11
wHPBarHPDifference:: db
+
ds 7
-wAIItem::
; the item that the AI used
- ds 1
+wAIItem:: db
wUsedItemOnWhichPokemon:: db
-wAnimSoundID::
; sound ID during battle animations
- ds 1
+wAnimSoundID:: db
-wBankswitchHomeSavedROMBank::
; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank)
- ds 1
+wBankswitchHomeSavedROMBank:: db
-wBankswitchHomeTemp::
; used as a temp storage value for the bank to switch to
- ds 1
+wBankswitchHomeTemp:: db
-wBoughtOrSoldItemInMart::
; 0 = nothing bought or sold in pokemart
; 1 = bought or sold something in pokemart
; this value is not used for anything
- ds 1
+wBoughtOrSoldItemInMart:: db
-wBattleResult::
; $00 - win
; $01 - lose
; $02 - draw
- ds 1
+wBattleResult:: db
-wAutoTextBoxDrawingControl::
; bit 0: if set, DisplayTextID automatically draws a text box
- ds 1
+wAutoTextBoxDrawingControl:: db
wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for)
-wTilePlayerStandingOn::
; used in CheckForTilePairCollisions2 to store the tile the player is on
- ds 1
+wTilePlayerStandingOn:: db
wNPCNumScriptedSteps:: ds 1
-wNPCMovementScriptFunctionNum::
; which script function within the pointer table indicated by
; wNPCMovementScriptPointerTableNum
- ds 1
+wNPCMovementScriptFunctionNum:: db
-wTextPredefFlag::
; bit 0: set when printing a text predef so that DisplayTextID doesn't switch
; to the current map's bank
- ds 1
+wTextPredefFlag:: db
wPredefParentBank:: db
wSpriteIndex:: ds 1
-wCurSpriteMovement2::
; movement byte 2 of current sprite
- ds 1
+wCurSpriteMovement2:: db
ds 2
-wNPCMovementScriptSpriteOffset::
; sprite offset of sprite being controlled by NPC movement script
- ds 1
+wNPCMovementScriptSpriteOffset:: db
wScriptedNPCWalkCounter:: db
@@ -1224,17 +1117,15 @@
wGBC:: db
-wOnSGB::
; if running on SGB, it's 1, else it's 0
- ds 1
+wOnSGB:: db
wDefaultPaletteCommand:: db
wPlayerHPBarColor::
-wWholeScreenPaletteMonSpecies::
; species of the mon whose palette is used for the whole screen
- ds 1
+wWholeScreenPaletteMonSpecies:: db
wEnemyHPBarColor:: db
@@ -1241,8 +1132,7 @@
; 0: green
; 1: yellow
; 2: red
-wPartyMenuHPBarColors::
- ds 6
+wPartyMenuHPBarColors:: ds 6
wStatusScreenHPBarColor:: db
@@ -1254,70 +1144,60 @@
wPalPacket:: db
-wPartyMenuBlkPacket::
; $30 bytes
- ds 29
+wPartyMenuBlkPacket:: ds 29
-wExpAmountGained::
; 2-byte big-endian number
; the total amount of exp a mon gained
+wExpAmountGained::
-wcf4b::
; storage buffer for various strings
- ds 2
+wcf4b:: dw
wGainBoostedExp:: db
ds 17
-wGymCityName::
- ds 17
+wGymCityName:: ds 17
-wGymLeaderName::
- ds NAME_LENGTH
+wGymLeaderName:: ds NAME_LENGTH
-wItemList::
- ds 16
+wItemList:: ds 16
wListPointer:: dw
-wUnusedCF8D::
; 2 bytes
; used to store pointers, but never read
- ds 2
+wUnusedCF8D:: dw
wItemPrices:: dw
wcf91:: ds 1 ; used with a lot of things (too much to list here)
-wWhichPokemon::
; which pokemon you selected
- ds 1
+wWhichPokemon:: db
-wPrintItemPrices::
; if non-zero, then print item prices when displaying lists
- ds 1
+wPrintItemPrices:: db
-wHPBarType::
; type of HP bar
; $00 = enemy HUD in battle
; $01 = player HUD in battle / status screen
; $02 = party menu
+wHPBarType::
-wListMenuID::
; ID used by DisplayListMenuID
- ds 1
+wListMenuID:: db
-wRemoveMonFromBox::
; if non-zero, RemovePokemon will remove the mon from the current box,
; else it will remove the mon from the party
+wRemoveMonFromBox::
-wMoveMonType::
; 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
+wMoveMonType:: db
wItemQuantity:: db
@@ -1326,22 +1206,18 @@
; LoadMonData copies mon data here
wLoadedMon:: party_struct wLoadedMon
-wFontLoaded::
; 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
+wFontLoaded:: db
-wWalkCounter::
; walk animation counter
- ds 1
+wWalkCounter:: db
-wTileInFrontOfPlayer::
; background tile number in front of the player (either 1 or 2 steps ahead)
- ds 1
+wTileInFrontOfPlayer:: db
-wAudioFadeOutControl::
; The desired fade counter reload value is stored here prior to calling
; PlaySound in order to cause the current music to fade out before the new
; music begins playing. Storing 0 causes no fade out to occur and the new music
@@ -1351,13 +1227,12 @@
; in this variable. FadeOutAudio checks if it's non-zero every V-Blank and
; fades out the current audio if it is. Once it has finished fading out the
; audio, it zeroes this variable and starts playing the sound ID stored in it.
- ds 1
+wAudioFadeOutControl:: db
wAudioFadeOutCounterReloadValue:: db
wAudioFadeOutCounter:: db
-wLastMusicSoundID::
; This is used to determine whether the default music is already playing when
; attempting to play the default music (in order to avoid restarting the same
; music) and whether the music has already been stopped when attempting to
@@ -1367,14 +1242,13 @@
; contain $ff (if the music has been stopped) or 0 (because some routines zero
; it in order to prevent assumptions from being made about the current state of
; the music).
- ds 1
+wLastMusicSoundID:: db
-wUpdateSpritesEnabled::
; $00 = causes sprites to be hidden and the value to change to $ff
; $01 = enabled
; $ff = disabled
; other values aren't used
- ds 1
+wUpdateSpritesEnabled:: db
wEnemyMoveNum:: db
wEnemyMoveEffect:: db
@@ -1410,52 +1284,45 @@
ds 1
wTrainerPicPointer:: dw
+
ds 1
wTempMoveNameBuffer::
-wLearnMoveMonName::
; The name of the mon that is learning a move.
- ds 16
+wLearnMoveMonName:: ds 16
-wTrainerBaseMoney::
; 2-byte BCD number
; money received after battle = base money × level of highest-level enemy mon
- ds 2
+wTrainerBaseMoney:: dw
wMissableObjectCounter:: db
ds 1
-wTrainerName::
; 13 bytes for the letters of the opposing trainer
; the name is terminated with $50 with possible
; unused trailing letters
- ds 13
+wTrainerName:: ds 13
-wIsInBattle::
; lost battle, this is -1
; no battle, this is 0
; wild battle, this is 1
; trainer battle, this is 2
- ds 1
+wIsInBattle:: db
-wPartyGainExpFlags::
; flags that indicate which party members should be be given exp when GainExperience is called
- flag_array 6
+wPartyGainExpFlags:: flag_array 6
-wCurOpponent::
; in a wild battle, this is the species of pokemon
; in a trainer battle, this is the trainer class + OPP_ID_OFFSET
- ds 1
+wCurOpponent:: db
-wBattleType::
; in normal battle, this is 0
; in old man battle, this is 1
; in safari battle, this is 2
- ds 1
+wBattleType:: db
-wDamageMultipliers::
; bits 0-6: Effectiveness
; $0 = immune
; $5 = not very effective
@@ -1462,35 +1329,29 @@
; $a = neutral
; $14 = super-effective
; bit 7: STAB
- ds 1
+wDamageMultipliers:: db
-wLoneAttackNo::
; which entry in LoneAttacks to use
-wGymLeaderNo::
; it's actually the same thing as ^
- ds 1
-wTrainerNo::
+wLoneAttackNo::
+wGymLeaderNo:: db
; which instance of [youngster, lass, etc] is this?
- ds 1
+wTrainerNo:: db
-wCriticalHitOrOHKO::
; $00 = normal attack
; $01 = critical hit
; $02 = successful OHKO
; $ff = failed OHKO
- ds 1
+wCriticalHitOrOHKO:: db
wMoveMissed:: db
-wPlayerStatsToDouble::
; always 0
- ds 1
+wPlayerStatsToDouble:: db
-wPlayerStatsToHalve::
; always 0
- ds 1
+wPlayerStatsToHalve:: db
-wPlayerBattleStatus1::
; bit 0 - bide
; bit 1 - thrash / petal dance
; bit 2 - attacking multiple times (e.g. double kick)
@@ -1499,9 +1360,8 @@
; bit 5 - using multi-turn move (e.g. wrap)
; bit 6 - invulnerable to normal attack (using fly/dig)
; bit 7 - confusion
- ds 1
+wPlayerBattleStatus1:: db
-wPlayerBattleStatus2::
; bit 0 - X Accuracy effect
; bit 1 - protected by "mist"
; bit 2 - focus energy effect
@@ -1509,74 +1369,66 @@
; bit 5 - need to recharge
; bit 6 - rage
; bit 7 - leech seeded
- ds 1
+wPlayerBattleStatus2:: db
-wPlayerBattleStatus3::
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - transformed
- ds 1
+wPlayerBattleStatus3:: db
-wEnemyStatsToDouble::
; always 0
- ds 1
+wEnemyStatsToDouble:: db
-wEnemyStatsToHalve::
; always 0
- ds 1
+wEnemyStatsToHalve:: db
wEnemyBattleStatus1:: db
wEnemyBattleStatus2:: db
wEnemyBattleStatus3:: db
-wPlayerNumAttacksLeft::
; when the player is attacking multiple times, the number of attacks left
- ds 1
+wPlayerNumAttacksLeft:: db
wPlayerConfusedCounter:: db
wPlayerToxicCounter:: db
-wPlayerDisabledMove::
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
- ds 1
+wPlayerDisabledMove:: db
ds 1
-wEnemyNumAttacksLeft::
; when the enemy is attacking multiple times, the number of attacks left
- ds 1
+wEnemyNumAttacksLeft:: db
wEnemyConfusedCounter:: db
wEnemyToxicCounter:: db
-wEnemyDisabledMove::
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
- ds 1
+wEnemyDisabledMove:: db
ds 1
-wPlayerNumHits::
; number of hits by player in attacks like Double Slap, etc.
+wPlayerNumHits::
-wPlayerBideAccumulatedDamage::
; the amount of damage accumulated by the player while biding (2 bytes)
+wPlayerBideAccumulatedDamage::
-wUnknownSerialCounter2::
; 2 bytes
+wUnknownSerialCounter2::
ds 4
-wEscapedFromBattle::
; non-zero when an item or move that allows escape from battle was used
- ds 1
+wEscapedFromBattle:: db
-wAmountMoneyWon::
; 3-byte BCD number
+wAmountMoneyWon::
wObjectToHide:: db
@@ -1584,27 +1436,24 @@
ds 1
-wDefaultMap::
; the map you will start at when the debug bit is set
+wDefaultMap::
wMenuItemOffset::
-wAnimationID::
; ID number of the current battle animation
- ds 1
+wAnimationID:: db
wNamingScreenType::
wPartyMenuTypeOrMessageID::
-wTempTilesetNumTiles::
; temporary storage for the number of tiles in a tileset
- ds 1
+wTempTilesetNumTiles:: db
-wSavedListScrollOffset::
; 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
+wSavedListScrollOffset:: db
ds 2
@@ -1616,47 +1465,42 @@
; high bit = enable, others = timer to cycle frequencies
wLowHealthAlarm:: ds 1
-wFBTileCounter::
; counts how many tiles of the current frame block have been drawn
- ds 1
+wFBTileCounter:: db
wMovingBGTilesCounter2:: db
-wSubAnimFrameDelay::
; duration of each frame of the current subanimation in terms of screen refreshes
- ds 1
-wSubAnimCounter::
+wSubAnimFrameDelay:: db
; counts the number of subentries left in the current subanimation
- ds 1
+wSubAnimCounter:: db
-wSaveFileStatus::
; 1 = no save file or save file is corrupted
; 2 = save file exists and no corruption has been detected
- ds 1
+wSaveFileStatus:: db
-wNumFBTiles::
; number of tiles in current battle animation frame block
- ds 1
+wNumFBTiles:: db
wFlashScreenLongCounter::
wSpiralBallsBaseY::
-wFallingObjectMovementByte::
; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8)
; bit 7: direction; 0 = right, 1 = left
+wFallingObjectMovementByte::
wNumShootingBalls::
-wTradedMonMovingRight::
; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
+wTradedMonMovingRight::
wOptionsInitialized::
wNewSlotMachineBallTile::
-wCoordAdjustmentAmount::
; how much to add to the X/Y coord
+wCoordAdjustmentAmount::
wUnusedD08A:: db
@@ -1666,16 +1510,15 @@
wSlideMonDelay::
-wAnimCounter::
; generic counter variable for various animations
+wAnimCounter::
-wSubAnimTransform::
; 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
+wSubAnimTransform:: db
wEndBattleWinTextPointer:: dw
@@ -1687,19 +1530,17 @@
ds 1
-wSubAnimAddrPtr::
; the address _of the address_ of the current subanimation entry
- ds 2
+wSubAnimAddrPtr:: dw
-wSlotMachineAllowMatchesCounter::
; 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.
+wSlotMachineAllowMatchesCounter::
-wSubAnimSubEntryAddr::
; the address of the current subentry of the current subanimation
- ds 2
+wSubAnimSubEntryAddr:: dw
ds 2
@@ -1707,17 +1548,15 @@
wPartyMenuAnimMonEnabled::
-wTownMapSpriteBlinkingEnabled::
; non-zero when enabled. causes nest locations to blink on and off.
; the town selection cursor will blink regardless of what this value is
+wTownMapSpriteBlinkingEnabled::
wUnusedD09B:: db
-wFBDestAddr::
; current destination address in OAM for frame blocks (big endian)
- ds 2
+wFBDestAddr:: dw
-wFBMode::
; 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
@@ -1724,11 +1563,11 @@
; 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 [wFBDestAddr], so that the next frame block will overwrite this one
- ds 1
+wFBMode:: db
-wLinkCableAnimBulgeToggle::
; 0 = small
; 1 = big
+wLinkCableAnimBulgeToggle::
wIntroNidorinoBaseTile::
@@ -1740,13 +1579,12 @@
wWhichBattleAnimTileset::
-wSquishMonCurrentDirection::
; 0 = left
; 1 = right
+wSquishMonCurrentDirection::
-wSlideMonUpBottomRowLeftTile::
; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_
- ds 1
+wSlideMonUpBottomRowLeftTile:: db
wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank
@@ -1754,42 +1592,34 @@
wSpriteCurPosY:: db
wSpriteWidth:: db
wSpriteHeight:: db
-wSpriteInputCurByte::
; current input byte
- ds 1
-wSpriteInputBitCounter::
+wSpriteInputCurByte:: db
; bit offset of last read input bit
- ds 1
+wSpriteInputBitCounter:: db
-wSpriteOutputBitOffset:: ; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data)
+; 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
+wSpriteOutputBitOffset:: db
-wSpriteLoadFlags::
; bit 0 determines used buffer (0 -> sSpriteBuffer1, 1 -> sSpriteBuffer2)
; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation)
- ds 1
+wSpriteLoadFlags:: db
wSpriteUnpackMode:: db
wSpriteFlipped:: db
-wSpriteInputPtr::
; pointer to next input byte
- ds 2
-wSpriteOutputPtr::
+wSpriteInputPtr:: dw
; pointer to current output byte
- ds 2
-wSpriteOutputPtrCached::
+wSpriteOutputPtr:: dw
; used to revert pointer for different bit offsets
- ds 2
-wSpriteDecodeTable0Ptr::
+wSpriteOutputPtrCached:: dw
; pointer to differential decoding table (assuming initial value 0)
- ds 2
-wSpriteDecodeTable1Ptr::
+wSpriteDecodeTable0Ptr:: dw
; pointer to differential decoding table (assuming initial value 1)
- ds 2
+wSpriteDecodeTable1Ptr:: dw
wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things
@@ -1799,10 +1629,9 @@
wMonHeader::
-wMonHIndex::
; In the ROM base stats data structure, this is the dex number, but it is
; overwritten with the internal index number after the header is copied to WRAM.
- ds 1
+wMonHIndex:: db
wMonHBaseStats::
wMonHBaseHP:: db
@@ -1821,21 +1650,19 @@
wMonHFrontSprite:: dw
wMonHBackSprite:: dw
-wMonHMoves::
- ds NUM_MOVES
+wMonHMoves:: ds NUM_MOVES
wMonHGrowthRate:: db
-wMonHLearnset::
; bit field
- flag_array NUM_TMS + NUM_HMS
+wMonHLearnset:: flag_array NUM_TMS + NUM_HMS
ds 1
+
wMonHeaderEnd::
-wSavedTileAnimations::
; saved at the start of a battle and then written back at the end of the battle
- ds 1
+wSavedTileAnimations:: db
ds 2
@@ -1845,36 +1672,30 @@
wRepelRemainingSteps:: db
-wMoves::
; list of moves for FormatMovesString
- ds NUM_MOVES
+wMoves:: ds NUM_MOVES
wMoveNum:: db
-wMovesString::
- ds 56
+wMovesString:: ds 56
wUnusedD119:: db
-wWalkBikeSurfStateCopy::
; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
- ds 1
+wWalkBikeSurfStateCopy:: db
-wInitListType::
; the type of list for InitList to init
- ds 1
+wInitListType:: db
-wCapturedMonSpecies::
; 0 if no mon was captured
- ds 1
+wCapturedMonSpecies:: db
-wFirstMonsNotOutYet::
; 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
+wFirstMonsNotOutYet:: db
wPokeBallCaptureCalcTemp::
@@ -1897,14 +1718,12 @@
wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits
-wForcePlayerToChooseMon::
; 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
+wForcePlayerToChooseMon:: db
-wNumRunAttempts::
; number of times the player has tried to run from battle
- ds 1
+wNumRunAttempts:: db
wEvolutionOccurred:: db
@@ -1920,26 +1739,22 @@
wCurEnemyLVL:: db
-wItemListPointer::
; pointer to list of items terminated by $FF
- ds 2
+wItemListPointer:: dw
-wListCount::
; number of entries in a list
- ds 1
+wListCount:: db
wLinkState:: db
wTwoOptionMenuID:: db
-wChosenMenuItem::
; the id of the menu item the player ultimately chose
+wChosenMenuItem::
-wOutOfBattleBlackout::
; non-zero when the whole party has fainted due to out-of-battle poison damage
- ds 1
+wOutOfBattleBlackout:: db
-wMenuExitMethod::
; 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
@@ -1947,21 +1762,20 @@
; 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
+wMenuExitMethod:: db
-wDungeonWarpDataEntrySize::
; the size is always 6, so they didn't need a variable in RAM for this
+wDungeonWarpDataEntrySize::
-wWhichPewterGuy::
; 0 = museum guy
; 1 = gym guy
+wWhichPewterGuy::
-wWhichPrizeWindow::
; there are 3 windows, from 0 to 2
+wWhichPrizeWindow::
-wGymGateTileBlock::
; a horizontal or vertical gate block
- ds 1
+wGymGateTileBlock:: db
wSavedSpriteScreenY:: db
@@ -1975,18 +1789,15 @@
wWhichPrize:: db
-wIgnoreInputCounter::
; counts downward each frame
; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
- ds 1
+wIgnoreInputCounter:: db
-wStepCounter::
; counts down once every step
- ds 1
+wStepCounter:: db
-wNumberOfNoRandomBattleStepsLeft::
; after a battle, you have at least 3 steps before a random battle can occur
- ds 1
+wNumberOfNoRandomBattleStepsLeft:: db
wPrize1:: db
wPrize2:: db
@@ -1994,8 +1805,8 @@
ds 1
-wSerialRandomNumberListBlock::
; the first 7 bytes are the preamble
+wSerialRandomNumberListBlock::
wPrize1Price:: dw
@@ -2005,19 +1816,17 @@
ds 1
-wLinkBattleRandomNumberList::
; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
- ds 10
+wLinkBattleRandomNumberList:: ds 10
-wSerialPlayerDataBlock::
; the first 6 bytes are the preamble
+wSerialPlayerDataBlock::
-wPseudoItemID::
; 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
+wPseudoItemID:: db
wUnusedD153:: db
@@ -2027,8 +1836,7 @@
wSavedNPCMovementDirections2Index:: db
-wPlayerName::
- ds NAME_LENGTH
+wPlayerName:: ds NAME_LENGTH
wPartyDataStart::
@@ -2060,28 +1868,21 @@
wMainDataStart::
-wPokedexOwned::
- flag_array NUM_POKEMON
+wPokedexOwned:: flag_array NUM_POKEMON
wPokedexOwnedEnd::
-wPokedexSeen::
- flag_array NUM_POKEMON
+wPokedexSeen:: flag_array NUM_POKEMON
wPokedexSeenEnd::
wNumBagItems:: db
-wBagItems::
; item, quantity
- ds BAG_ITEM_CAPACITY * 2
- ds 1 ; end
+wBagItems:: ds BAG_ITEM_CAPACITY * 2 + 1
-wPlayerMoney::
- ds 3 ; BCD
+wPlayerMoney:: ds 3 ; BCD
-wRivalName::
- ds NAME_LENGTH
+wRivalName:: ds NAME_LENGTH
-wOptions::
; bit 7 = battle animation
; 0: On
; 1: Off
@@ -2092,19 +1893,17 @@
; 1: Fast
; 3: Medium
; 5: Slow
- ds 1
+wOptions:: db
-wObtainedBadges::
- flag_array 8
+wObtainedBadges:: flag_array 8
ds 1
-wLetterPrintingDelayFlags::
; 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
+wLetterPrintingDelayFlags:: db
wPlayerID:: dw
@@ -2112,26 +1911,22 @@
wMapMusicROMBank:: db
-wMapPalOffset::
; 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
+wMapPalOffset:: db
wCurMap:: db
-wCurrentTileBlockMapViewPointer::
; pointer to the upper left corner of the current view in the tile block map
- ds 2
+wCurrentTileBlockMapViewPointer:: dw
-wYCoord::
; player's position on the current map
- ds 1
+wYCoord:: db
wXCoord:: db
-wYBlockCoord::
; player's y position (by block)
- ds 1
+wYBlockCoord:: db
wXBlockCoord:: db
@@ -2141,13 +1936,11 @@
wCurMapTileset:: db
-wCurMapHeight::
; blocks
- ds 1
+wCurMapHeight:: db
-wCurMapWidth::
; blocks
- ds 1
+wCurMapWidth:: db
wMapDataPtr:: dw
@@ -2155,9 +1948,8 @@
wMapScriptPtr:: dw
-wMapConnections::
; connection byte
- ds 1
+wMapConnections:: db
wMapConn1Ptr:: db
@@ -2223,51 +2015,41 @@
wEastConnectedMapViewPointer:: dw
-wSpriteSet::
; sprite set for the current map (11 sprite picture ID's)
- ds 11
+wSpriteSet:: ds 11
-wSpriteSetID::
; sprite set ID for the current map
- ds 1
+wSpriteSetID:: db
wObjectDataPointerTemp:: dw
ds 2
-wMapBackgroundTile::
; the tile shown outside the boundaries of the map
- ds 1
+wMapBackgroundTile:: db
-wNumberOfWarps::
; number of warps in current map
- ds 1
+wNumberOfWarps:: db
-wWarpEntries::
; current map warp entries
- ds 128
+wWarpEntries:: ds 128
-wDestinationWarpID::
; if $ff, the player's coordinates are not updated when entering the map
- ds 1
+wDestinationWarpID:: db
ds 128
-wNumSigns::
; number of signs in the current map (up to 16)
- ds 1
+wNumSigns:: db
-wSignCoords::
; 2 bytes each
; Y, X
- ds 32
+wSignCoords:: ds 32
-wSignTextIDs::
- ds 16
+wSignTextIDs:: ds 16
-wNumSprites::
; number of sprites on the current map
- ds 1
+wNumSprites:: db
; 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
@@ -2274,58 +2056,47 @@
wYOffsetSinceLastSpecialWarp:: db
wXOffsetSinceLastSpecialWarp:: db
-wMapSpriteData::
; two bytes per sprite (movement byte 2, text ID)
- ds 32
+wMapSpriteData:: ds 32
-wMapSpriteExtraData::
; two bytes per sprite (trainer class/item ID, trainer set ID)
- ds 32
+wMapSpriteExtraData:: ds 32
-wCurrentMapHeight2::
; map height in 2x2 meta-tiles
- ds 1
+wCurrentMapHeight2:: db
-wCurrentMapWidth2::
; map width in 2x2 meta-tiles
- ds 1
+wCurrentMapWidth2:: db
-wMapViewVRAMPointer::
; the address of the upper left corner of the visible portion of the BG tile map in VRAM
- ds 2
+wMapViewVRAMPointer:: dw
; In the comments for the player direction variables below, "moving" refers to
; both walking and changing facing direction without taking a step.
-wPlayerMovingDirection::
; 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
+wPlayerMovingDirection:: db
-wPlayerLastStopDirection::
; the direction in which the player was moving before the player last stopped
- ds 1
+wPlayerLastStopDirection:: db
-wPlayerDirection::
; 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
+wPlayerDirection:: db
wTilesetBank:: db
-wTilesetBlocksPtr::
; maps blocks (4x4 tiles) to tiles
- ds 2
+wTilesetBlocksPtr:: dw
wTilesetGfxPtr:: dw
-wTilesetCollisionPtr::
; list of all walkable tiles
- ds 2
+wTilesetCollisionPtr:: dw
-wTilesetTalkingOverTiles::
- ds 3
+wTilesetTalkingOverTiles:: ds 3
wGrassTile:: db
@@ -2332,43 +2103,37 @@
ds 4
wNumBoxItems:: db
-wBoxItems::
; item, quantity
- ds PC_ITEM_CAPACITY * 2
- ds 1 ; end
+wBoxItems:: ds PC_ITEM_CAPACITY * 2 + 1
-wCurrentBoxNum::
; bits 0-6: box number
; bit 7: whether the player has changed boxes before
- ds 2
+wCurrentBoxNum:: dw
-wNumHoFTeams::
; number of HOF teams
- ds 1
+wNumHoFTeams:: db
wUnusedD5A3:: db
-wPlayerCoins::
- ds 2 ; BCD
+wPlayerCoins:: ds 2 ; BCD
-wMissableObjectFlags::
; bit array of missable objects. set = removed
- ds 32
+wMissableObjectFlags:: ds 32
wMissableObjectFlagsEnd::
ds 7
-wd5cd:: ds 1 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim)
+; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim)
+wd5cd:: db
-wMissableObjectList::
; each entry consists of 2 bytes
; * the sprite ID (depending on the current map)
; * the missable object index (global, used for wMissableObjectFlags)
; terminated with $FF
- ds 17 * 2
+wMissableObjectList:: ds 17 * 2
-wGameProgressFlags::
; $c8 bytes
+wGameProgressFlags::
wOaksLabCurScript:: db
wPalletTownCurScript:: db
ds 1
@@ -2487,39 +2252,32 @@
ds 56
-wObtainedHiddenItemsFlags::
- ds 14
+wObtainedHiddenItemsFlags:: ds 14
wObtainedHiddenCoinsFlags:: dw
-wWalkBikeSurfState::
; $00 = walking
; $01 = biking
; $02 = surfing
- ds 1
+wWalkBikeSurfState:: db
ds 10
-wTownVisitedFlag::
- flag_array NUM_CITY_MAPS
+wTownVisitedFlag:: flag_array NUM_CITY_MAPS
-wSafariSteps::
; starts at 502
- ds 2
+wSafariSteps:: dw
-wFossilItem::
; item given to cinnabar lab
- ds 1
+wFossilItem:: db
-wFossilMon::
; mon that will result from the item
- ds 1
+wFossilMon:: db
ds 2
-wEnemyMonOrTrainerClass::
; trainer classes start at OPP_ID_OFFSET
- ds 1
+wEnemyMonOrTrainerClass:: db
wPlayerJumpingYScreenCoordsIndex:: db
@@ -2529,36 +2287,30 @@
wPlayerStarter:: db
-wBoulderSpriteIndex::
; sprite index of the boulder the player is trying to push
- ds 1
+wBoulderSpriteIndex:: db
wLastBlackoutMap:: db
-wDestinationMap::
; destination map (for certain types of special warps, not ordinary walking)
- ds 1
+wDestinationMap:: db
wUnusedD71B:: db
-wTileInFrontOfBoulderAndBoulderCollisionResult::
; used to store the tile in front of the boulder when trying to push a boulder
-; also used to store the result of the collision check ($ff for a collision and $00 FOR no collision)
- ds 1
+; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
+wTileInFrontOfBoulderAndBoulderCollisionResult:: db
-wDungeonWarpDestinationMap::
; destination map for dungeon warps
- ds 1
+wDungeonWarpDestinationMap:: db
-wWhichDungeonWarp::
; which dungeon warp within the source map was used
- ds 1
+wWhichDungeonWarp:: db
wUnusedD71F:: db
ds 8
-wd728::
; bit 0: using Strength outside of battle
; bit 1: set by IsSurfingAllowed when surfing's allowed, but the caller resets it after checking the result
; bit 3: received Old Rod
@@ -2566,23 +2318,20 @@
; bit 5: received Super Rod
; bit 6: gave one of the Saffron guards a drink
; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key
- ds 1
+wd728:: db
ds 1
-wBeatGymFlags::
; redundant because it matches wObtainedBadges
; used to determine whether to show name on statue and in two NPC text scripts
- ds 1
+wBeatGymFlags:: db
ds 1
-wd72c::
; bit 0: if not set, the 3 minimum steps between random battles have passed
; bit 1: prevent audio fade out
- ds 1
+wd72c:: db
-wd72d::
; This variable is used for temporary flags and as the destination map when
; warping to the Trade Center or Colosseum.
; bit 0: sprite facing directions have been initialised in the Trade Center
@@ -2593,9 +2342,8 @@
; but they do not appear to affect anything. Bit 6 is reset after all battles
; and bit 7 is reset after trainer battles (but it's only set before trainer
; battles anyway).
- ds 1
+wd72d:: db
-wd72e::
; bit 0: the player has received Lapras in the Silph Co. building
; bit 1: set in various places, but doesn't appear to have an effect
; bit 2: the player has healed pokemon at a pokemon center at least once
@@ -2604,20 +2352,18 @@
; bit 5: set when a battle ends and when the player blacks out in the overworld due to poison
; bit 6: using the link feature
; bit 7: set if scripted NPC movement has been initialised
- ds 1
+wd72e:: db
ds 1
-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
+wd730:: db
ds 1
-wd732::
; bit 0: play time being counted
; bit 1: remnant of debug mode; only set by the debug build.
; if it is set:
@@ -2635,31 +2381,28 @@
; 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
+wd732:: db
-wFlags_D733::
; bit 0: running a test battle
; bit 1: prevent music from changing when entering new map
; bit 2: skip the joypad check in CheckWarpsNoCollision (used for the forced warp down the waterfall in the Seafoam Islands)
; bit 3: trainer wants to battle
-; bit 4: use variable [wCurMapScript] instead of the provided index FOR next frame's map script (used to start battle when talking to trainers)
+; bit 4: use variable [wCurMapScript] 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
+wFlags_D733:: db
-wBeatLorelei::
; 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 1
+wBeatLorelei:: db
ds 1
-wd736::
; 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 hideout / Viridian Gym)
- ds 1
+wd736:: db
wCompletedInGameTradeFlags:: dw
@@ -2683,30 +2426,25 @@
ds 2
-wEventFlags::
- flag_array NUM_EVENTS
+wEventFlags:: flag_array NUM_EVENTS
UNION
wGrassRate:: db
-wGrassMons::
- ds 10 * 2
+wGrassMons:: ds 10 * 2
ds 8
wWaterRate:: db
-wWaterMons::
- ds 10 * 2
+wWaterMons:: ds 10 * 2
NEXTU
-wLinkEnemyTrainerName::
; linked game's trainer name
- ds NAME_LENGTH
+wLinkEnemyTrainerName:: ds NAME_LENGTH
ds 1
-wSerialEnemyDataBlock::
-; ds $1a8
+wSerialEnemyDataBlock:: ; ds $1a8
ds 9
@@ -2738,16 +2476,15 @@
ds 6
-wOpponentAfterWrongAnswer::
; the trainer the player must face after getting a wrong answer in the Cinnabar
; gym quiz
+wOpponentAfterWrongAnswer::
wUnusedDA38:: db
-wCurMapScript::
; index of current map script, mostly used as index for function pointer array
; mostly copied from map-specific map script pointer and written back later
- ds 1
+wCurMapScript:: db
ds 7
@@ -2762,10 +2499,9 @@
wNumSafariBalls:: db
-wDayCareInUse::
; 0 if no pokemon is in the daycare
; 1 if pokemon is in the daycare
- ds 1
+wDayCareInUse:: db
wDayCareMonName:: ds NAME_LENGTH
wDayCareMonOT:: ds NAME_LENGTH
@@ -2781,7 +2517,6 @@
wBoxSpecies:: ds MONS_PER_BOX + 1
wBoxMons::
-
; wBoxMon1 - wBoxMon20
FOR n, 1, MONS_PER_BOX + 1
wBoxMon{d:n}:: box_struct wBoxMon{d:n}
@@ -2807,8 +2542,7 @@
; the stack grows downward
ds $100 - 1
-wStack::
- ds 1
+wStack:: db
INCLUDE "sram.asm"