ref: 6a31663c960a5c1da9dbbf12d49e0252860b96d0
dir: /wram.asm/
INCLUDE "constants.asm"
INCLUDE "macros/wram.asm"
INCLUDE "vram.asm"
SECTION "WRAM", WRAM0
wUnusedC000::
ds 1
wSoundID::
ds 1
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).
; All audio is muted and music is paused. Sfx continues playing until it
; ends normally.
; Store 0 to resume music.
ds 1
wDisableChannelOutputWhenSfxEnds::
ds 1
wStereoPanning::
ds 1
wSavedVolume::
ds 1
wChannelCommandPointers::
ds 16
wChannelReturnAddresses::
ds 16
wChannelSoundIDs::
ds 8
wChannelFlags1::
ds 8
wChannelFlags2::
ds 8
wChannelDutyCycles::
ds 8
wChannelDutyCyclePatterns::
ds 8
wChannelVibratoDelayCounters::
; reloaded at the beginning of a note. counts down until the vibrato begins.
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
wChannelFrequencyLowBytes::
ds 8
wChannelVibratoDelayCounterReloadValues::
; delay of the beginning of the vibrato from the start of the note
ds 8
wChannelPitchSlideLengthModifiers::
ds 8
wChannelPitchSlideFrequencySteps::
ds 8
wChannelPitchSlideFrequencyStepsFractionalPart::
ds 8
wChannelPitchSlideCurrentFrequencyFractionalPart::
ds 8
wChannelPitchSlideCurrentFrequencyHighBytes::
ds 8
wChannelPitchSlideCurrentFrequencyLowBytes::
ds 8
wChannelPitchSlideTargetFrequencyHighBytes::
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
wChannelLoopCounters::
ds 8
wChannelNoteSpeeds::
ds 8
wChannelNoteDelayCountersFractionalPart::
ds 8
wChannelOctaves::
ds 8
wChannelVolumes::
; also includes fade for hardware channels that support it
ds 8
wMusicWaveInstrument::
ds 1
wSfxWaveInstrument::
ds 1
wMusicTempo::
ds 2
wSfxTempo::
ds 2
wSfxHeaderPointer::
ds 2
wNewSoundID::
ds 1
wAudioROMBank::
ds 1
wAudioSavedROMBank::
ds 1
wFrequencyModifier::
ds 1
wTempoModifier::
ds 1
ds 13
SECTION "Sprite State Data", WRAM0
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
; struct fields:
; - 0: picture ID (fixed, loaded at map init)
; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
; - 2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
; - 3: Y screen position delta (-1,0 or 1; added to Y pixels on each walking animation update)
; - 4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
; - 5: X screen position delta (-1,0 or 1; added to field X pixels on each walking animation update)
; - 6: X screen position (in pixels, snaps to grid if not currently walking)
; - 7: intra-animation-frame counter (counting upwards to 4 until animation frame counter is incremented)
; - 8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
; - 9: facing direction ($0: down, $4: up, $8: left, $c: right)
; - A: adjusted Y coordinate
; - B: adjusted X coordinate
; - C: direction of collision
; - D
; - E
; - F
wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 ; player is struct 0
; wSprite02StateData1 - wSprite15StateData1
for n, 1, NUM_SPRITESTATEDATA_STRUCTS
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
; struct fields:
; - 0: walk animation counter (counting from $10 backwards when moving)
; - 1:
; - 2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; - 3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; - 4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
; - 5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0)
; - 9: original facing direction (backed up by DisplayTextIDInit, restored by CloseTextDisplay)
; - A
; - B
; - C
; - D: picture ID
; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index)
; - F
wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 ; player is struct 0
; wSprite02StateData2 - wSprite15StateData2
for n, 1, NUM_SPRITESTATEDATA_STRUCTS
wSprite{02d:n}StateData2:: spritestatedata2 wSprite{02d:n}StateData2
endr
; The high byte of a pointer to anywhere within wSpriteStateData1 can be incremented
; to reach within wSpriteStateData2, and vice-versa for decrementing.
assert HIGH(wSpriteStateData1) + 1 == HIGH(wSpriteStateData2)
assert LOW(wSpriteStateData1) == 0
wSpriteDataEnd::
SECTION "OAM Buffer", WRAM0
wOAMBuffer::
; buffer for OAM data. Copied to OAM by DMA
; wOAMBufferSprite00 - wOAMBufferSprite39
for n, NUM_SPRITE_OAM_STRUCTS
wOAMBufferSprite{02d:n}:: ds 4
endr
wOAMBufferEnd::
wTileMap::
; buffer for tiles that are visible on screen (20 columns by 18 rows)
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
NEXTU
wSerialPartyMonsPatchList::
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
ds 200
wSerialEnemyMonsPatchList::
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
ds 200
ENDU
ds 80
UNION
wOverworldMap::
ds 1300
wOverworldMapEnd::
NEXTU
wTempPic::
ds 7 * 7 tiles
ENDU
wRedrawRowOrColumnSrcTiles::
; the tiles of the row or column to be redrawn by RedrawRowOrColumn
ds SCREEN_WIDTH * 2
; coordinates of the position of the cursor for the top menu item (id 0)
wTopMenuItemY::
ds 1
wTopMenuItemX::
ds 1
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
wTileBehindCursor::
; the tile that was behind the menu cursor's current location
ds 1
wMaxMenuItem::
; id of the bottom menu item
ds 1
wMenuWatchedKeys::
; bit mask of keys that the menu will respond to
ds 1
wLastMenuItem::
; id of previously selected menu item
ds 1
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
; 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::
; It is used by the bag list to remember the cursor position while the menu
; isn't active.
ds 1
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
wPlayerMoveListIndex::
ds 1
wPlayerMonNumber::
; index in party of currently battling mon
ds 1
wMenuCursorLocation::
; the address of the menu cursor's current location within wTileMap
ds 2
ds 2
wMenuJoypadPollCount::
; how many times should HandleMenuInput poll the joypad state before it returns?
ds 1
wMenuItemToSwap::
; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
ds 1
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
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
wTradeCenterPointerTableIndex::
ds 1
ds 1
wTextDest::
; destination pointer for text output
; this variable is written to, but is never read from
ds 2
wDoNotWaitForButtonPressAfterDisplayingText::
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
ds 1
wSerialSyncAndExchangeNybbleReceiveData::
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
wSerialExchangeNybbleTempReceiveData::
; temporary nybble used by Serial_ExchangeNybble
wLinkMenuSelectionReceiveBuffer::
; two byte buffer
; the received menu selection is stored twice
ds 1
wSerialExchangeNybbleReceiveData::
; the final received nybble is stored here by Serial_ExchangeNybble
ds 1
ds 3
wSerialExchangeNybbleSendData::
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
wLinkMenuSelectionSendBuffer::
; two byte buffer
; the menu selection byte is stored twice before sending
ds 5
wLinkTimeoutCounter::
; 1 byte
wUnknownSerialCounter::
; 2 bytes
wEnteringCableClub::
; 1 byte
ds 2
wWhichTradeMonSelectionMenu::
; $00 = player mons
; $01 = enemy mons
wMonDataLocation::
; 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::
; 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::
; whether to check for 180-degree turn (0 = don't, 1 = do)
ds 1
ds 1
wMissableObjectIndex::
ds 1
wPredefID::
ds 1
wPredefRegisters::
ds 6
wTrainerHeaderFlagBit::
ds 1
ds 1
wNPCMovementScriptPointerTableNum::
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
ds 1
wNPCMovementScriptBank::
; ROM bank of current NPC movement script
ds 1
ds 2
wUnusedCC5B::
wVermilionDockTileMapBuffer::
; 180 bytes
wOaksAideRewardItemName::
wDexRatingNumMonsSeen::
wFilteredBagItems::
; List of bag items that has been filtered to a certain type of items,
; such as drinks or fossils.
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
wTrainerCardBlkPacket::
; $40 bytes
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.
wHallOfFame::
wBoostExpByExpAll::
wAnimationType::
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wNPCMovementDirections::
ds 1
wDexRatingNumMonsOwned::
ds 1
wDexRatingText::
ds 1
wSlotMachineSavedROMBank::
; ROM back to return to when the player is done with the slot machine
ds 1
ds 26
wAnimPalette::
ds 1
ds 29
UNION
wNPCMovementDirections2::
ds 10
NEXTU
wSwitchPartyMonTempBuffer::
; temporary buffer when swapping party mon data
ds 49
NEXTU
ds 10
wNumStepsToTake::
; used in Pallet Town scripted movement
ds 1
ENDU
ds 10
wRLEByteCount::
ds 1
wAddedToParty::
; 0 = not added
; 1 = added
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
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
wForceEvolution::
ds 1
; if [wAILayer2Encouragement] != 1, the second AI layer is not applied
wAILayer2Encouragement::
ds 1
ds 1
; current HP of player and enemy substitutes
wPlayerSubstituteHP::
ds 1
wEnemySubstituteHP::
ds 1
wTestBattlePlayerSelectedMove::
; The player's selected move during a test battle.
; InitBattleVariables sets it to the move Pound.
ds 1
ds 1
wMoveMenuType::
; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
ds 1
wPlayerSelectedMove::
ds 1
wEnemySelectedMove::
ds 1
wLinkBattleRandomNumberListIndex::
ds 1
wAICount::
; number of times remaining that AI action can occur
ds 1
ds 2
wEnemyMoveListIndex::
ds 1
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
wTotalPayDayMoney::
; total amount of money made using Pay Day during the current battle
ds 3
wSafariEscapeFactor::
ds 1
wSafariBaitFactor::
ds 1
ds 1
wTransformedEnemyMonOriginalDVs::
ds 2
wMonIsDisobedient:: ds 1
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
wPlayerUsedMove:: ds 1
wEnemyUsedMove:: ds 1
wEnemyMonMinimized:: ds 1
wMoveDidntMiss:: ds 1
wPartyFoughtCurrentEnemyFlags::
; flags that indicate which party members have fought the current enemy mon
flag_array 6
wLowHealthAlarmDisabled::
; Whether the low health alarm has been disabled due to the player winning the
; battle.
ds 1
wPlayerMonMinimized::
ds 1
ds 13
wLuckySlotHiddenObjectIndex::
wEnemyNumHits::
; number of hits by enemy in attacks like Double Slap, etc.
wEnemyBideAccumulatedDamage::
; the amount of damage accumulated by the enemy while biding (2 bytes)
ds 10
wInGameTradeGiveMonSpecies::
wPlayerMonUnmodifiedLevel::
ds 1
wInGameTradeTextPointerTablePointer::
wPlayerMonUnmodifiedMaxHP::
ds 2
wInGameTradeTextPointerTableIndex::
wPlayerMonUnmodifiedAttack::
ds 1
wInGameTradeGiveMonName::
ds 1
wPlayerMonUnmodifiedDefense::
ds 2
wPlayerMonUnmodifiedSpeed::
ds 2
wPlayerMonUnmodifiedSpecial::
ds 2
; stat modifiers for the player's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wPlayerMonStatMods::
wPlayerMonAttackMod::
ds 1
wPlayerMonDefenseMod::
ds 1
wPlayerMonSpeedMod::
ds 1
wPlayerMonSpecialMod::
ds 1
wInGameTradeReceiveMonName::
wPlayerMonAccuracyMod::
ds 1
wPlayerMonEvasionMod::
ds 1
ds 2
wPlayerMonStatModsEnd::
ds 1
wEnemyMonUnmodifiedLevel::
ds 1
wEnemyMonUnmodifiedMaxHP::
ds 2
wEnemyMonUnmodifiedAttack::
ds 2
wEnemyMonUnmodifiedDefense::
ds 1
wInGameTradeMonNick::
ds 1
wEnemyMonUnmodifiedSpeed::
ds 2
wEnemyMonUnmodifiedSpecial::
ds 1
wEngagedTrainerClass::
ds 1
wEngagedTrainerSet::
; ds 1
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wEnemyMonStatMods::
wEnemyMonAttackMod::
ds 1
wEnemyMonDefenseMod::
ds 1
wEnemyMonSpeedMod::
ds 1
wEnemyMonSpecialMod::
ds 1
wEnemyMonAccuracyMod::
ds 1
wEnemyMonEvasionMod::
ds 1
wInGameTradeReceiveMonSpecies::
ds 1
ds 1
wEnemyMonStatModsEnd::
ds 1
wNPCMovementDirections2Index::
wUnusedCD37::
wFilteredBagItemsCount::
; number of items in wFilteredBagItems list
ds 1
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
wWastedByteCD39::
; written to but nothing ever reads it
ds 1
wWastedByteCD3A::
; written to but nothing ever reads it
ds 1
wOverrideSimulatedJoypadStatesMask::
; mask indicating which real button presses can override simulated ones
; XXX is it ever not 0?
ds 1
ds 1
wFallingObjectsMovementData::
; up to 20 bytes (one byte for each falling object)
wSavedY::
wTempSCX::
wBattleTransitionCircleScreenQuadrantY::
; 0 = upper half (Y < 9)
; 1 = lower half (Y >= 9)
wBattleTransitionCopyTilesOffset::
; 2 bytes
; after 1 row/column has been copied, the offset to the next one to copy from
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
wHoFTeamIndex::
wSSAnneSmokeDriftAmount::
; multiplied by 16 to get the number of times to go right by 2 pixels
wRivalStarterTemp::
wBoxMonCounts::
; 12 bytes
; array of the number of mons in each box
wDexMaxSeenMon::
wPPRestoreItem::
wWereAnyMonsAsleep::
wCanPlaySlots::
wNumShakes::
wDayCareStartLevel::
; the level of the mon at the time it entered day care
wWhichBadge::
wPriceTemp::
; 3-byte BCD number
wTitleMonSpecies::
wPlayerCharacterOAMTile::
wMoveDownSmallStarsOAMCount::
; the number of small stars OAM entries to move down
wChargeMoveNum::
wCoordIndex::
wOptionsTextSpeedCursorX::
wTrainerInfoTextBoxWidthPlus1::
wSwappedMenuItem::
wHoFMonSpecies::
wFieldMoves::
; 4 bytes
; the current mon's field moves
wBadgeNumberTile::
; tile ID of the badge number being drawn
wRodResponse::
; 0 = no bite
; 1 = bite
; 2 = no fish on map
wWhichTownMapLocation::
wStoppingWhichSlotMachineWheel::
; which wheel the player is trying to stop
; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3
wTradedPlayerMonSpecies::
wTradingWhichPlayerMon::
wChangeBoxSavedMapTextPointer::
wFlyAnimUsingCoordList::
wPlayerSpinInPlaceAnimFrameDelay::
wPlayerSpinWhileMovingUpOrDownAnimDeltaY::
wBoxNumString::
wHiddenObjectFunctionArgument::
wWhichTrade::
; which entry from TradeMons to select
wTrainerSpriteOffset::
wUnusedCD3D::
ds 1
wHUDPokeballGfxOffsetX::
; difference in X between the next ball and the current one
wBattleTransitionCircleScreenQuadrantX::
; 0 = left half (X < 10)
; 1 = right half (X >= 10)
wSSAnneSmokeX::
wRivalStarterBallSpriteIndex::
wDayCareNumLevelsGrown::
wOptionsBattleAnimCursorX::
wTrainerInfoTextBoxWidth::
wHoFPartyMonIndex::
wNumCreditsMonsDisplayed::
; the number of credits mons that have been displayed so far
wBadgeNameTile::
; first tile ID of the name being drawn
wFlyLocationsList::
; NUM_CITY_MAPS bytes plus $ff sentinel values at each end
wSlotMachineWheel1Offset::
wTradedEnemyMonSpecies::
wTradingWhichEnemyMon::
wFlyAnimCounter::
wPlayerSpinInPlaceAnimFrameDelayDelta::
wPlayerSpinWhileMovingUpOrDownAnimMaxY::
wHiddenObjectFunctionRomBank::
wTrainerEngageDistance::
ds 1
wHUDGraphicsTiles::
; 3 bytes
wDayCareTotalCost::
; 2-byte BCD number
wJigglypuffFacingDirections::
wOptionsBattleStyleCursorX::
wTrainerInfoTextBoxNextRowOffset::
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
wSlotMachineWheel2Offset::
wNameOfPlayerMonToBeTraded::
wFlyAnimBirdSpriteImageIndex::
wPlayerSpinInPlaceAnimFrameDelayEndValue::
wPlayerSpinWhileMovingUpOrDownAnimFrameDelay::
wHiddenObjectIndex::
wTrainerFacingDirection::
ds 1
wHoFMonOrPlayer::
; show mon or show player?
; 0 = mon
; 1 = player
wSlotMachineWheel3Offset::
wPlayerSpinInPlaceAnimSoundID::
wHiddenObjectY::
wTrainerScreenY::
wOptionsCancelCursorX::
ds 1
wDayCarePerLevelCost::
; 2-byte BCD number (always set to $100)
wHoFTeamIndex2::
wHiddenItemOrCoinsIndex::
wTradedPlayerMonOT::
wHiddenObjectX::
wSlotMachineWinningSymbol::
; the OAM tile number of the upper left corner of the winning symbol minus 2
wNumFieldMoves::
wSlotMachineWheel1BottomTile::
wTrainerScreenX::
ds 1
; a lot of the uses for these values use more than the said address
wHoFTeamNo::
wSlotMachineWheel1MiddleTile::
wFieldMovesLeftmostXCoord::
ds 1
wLastFieldMoveID::
; unused
wSlotMachineWheel1TopTile::
ds 1
wSlotMachineWheel2BottomTile::
ds 1
wSlotMachineWheel2MiddleTile::
ds 1
wTempCoins1::
; 2 bytes
; temporary variable used to add payout amount to the player's coins
wSlotMachineWheel2TopTile::
ds 1
wBattleTransitionSpiralDirection::
; 0 = outward, 1 = inward
wSlotMachineWheel3BottomTile::
ds 1
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
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
wTempCoins2::
; 2 bytes
; temporary variable used to subtract the bet amount from the player's coins
wPayoutCoins::
; 2 bytes
ds 2
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
wSlotMachineWheel1SlipCounter::
; wheel 1 can "slip" while this is non-zero
wCutTile::
; $3d = tree tile
; $52 = grass tile
ds 1
wSlotMachineWheel2SlipCounter::
; wheel 2 can "slip" while this is non-zero
wTradedEnemyMonOT::
ds 1
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.
wEmotionBubbleSpriteIndex::
; the index of the sprite the emotion bubble is to be displayed above
ds 1
wWhichEmotionBubble::
wSlotMachineBet::
; how many coins the player bet on the slot machine (1 to 3)
wSavedPlayerFacingDirection::
wWhichAnimationOffsets::
; 0 = cut animation, 1 = boulder dust animation
ds 9
wTradedEnemyMonOTID::
ds 2
wStandingOnWarpPadOrHole::
; 0 = neither
; 1 = warp pad
; 2 = hole
wOAMBaseTile::
wGymTrashCanIndex::
ds 1
wSymmetricSpriteOAMAttributes::
ds 1
wMonPartySpriteSpecies::
ds 1
wLeftGBMonSpecies::
; in the trade animation, the mon that leaves the left gameboy
ds 1
wRightGBMonSpecies::
; in the trade animation, the mon that leaves the right gameboy
ds 1
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
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.
; 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::
; Set buttons are ignored.
ds 1
wDownscaledMonSize::
; size of downscaled mon pic used in pokeball entering/exiting animation
; $00 = 5×5
; $01 = 3×3
wNumMovesMinusOne::
; FormatMovesString stores the number of moves minus one here
ds 1
UNION
wcd6d:: ds NAME_BUFFER_LENGTH ; buffer for various data
NEXTU
ds 4
wStatusScreenCurrentPP::
; temp variable used to print a move's current PP on the status screen
ds 1
ds 6
wNormalMaxPPList::
; list of normal max PP (without PP up) values
ds 9
NEXTU
wEvosMoves:: ds MAX_EVOLUTIONS * EVOLUTION_SIZE + 1
.end::
ENDU
wSerialOtherGameboyRandomNumberListBlock::
; buffer for transferring the random number list generated by the other gameboy
wTileMapBackup2::
; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
ds 20 * 18
wNamingScreenNameLength::
wEvoOldSpecies::
wBuffer::
; Temporary storage area of 30 bytes.
wTownMapCoords::
; lower nybble is x, upper nybble is y
wLearningMovesFromDayCare::
; whether WriteMonMoves is being used to make a mon learn moves from day care
; non-zero if so
wChangeMonPicEnemyTurnSpecies::
wHPBarMaxHP::
ds 1
wNamingScreenSubmitName::
; non-zero when the player has chosen to submit the name
wChangeMonPicPlayerTurnSpecies::
wEvoNewSpecies::
ds 1
wAlphabetCase::
; 0 = upper case
; 1 = lower case
wEvoMonTileOffset::
wHPBarOldHP::
ds 1
wEvoCancelled::
ds 1
wNamingScreenLetter::
wHPBarNewHP::
ds 2
wHPBarDelta::
ds 1
wHPBarTempHP::
ds 2
ds 11
wHPBarHPDifference::
ds 1
ds 7
wAIItem::
; the item that the AI used
ds 1
wUsedItemOnWhichPokemon::
ds 1
wAnimSoundID::
; sound ID during battle animations
ds 1
wBankswitchHomeSavedROMBank::
; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank)
ds 1
wBankswitchHomeTemp::
; used as a temp storage value for the bank to switch to
ds 1
wBoughtOrSoldItemInMart::
; 0 = nothing bought or sold in pokemart
; 1 = bought or sold something in pokemart
; this value is not used for anything
ds 1
wBattleResult::
; $00 - win
; $01 - lose
; $02 - draw
ds 1
wAutoTextBoxDrawingControl::
; 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::
; used in CheckForTilePairCollisions2 to store the tile the player is on
ds 1
wNPCNumScriptedSteps:: ds 1
wNPCMovementScriptFunctionNum::
; which script function within the pointer table indicated by
; wNPCMovementScriptPointerTableNum
ds 1
wTextPredefFlag::
; bit 0: set when printing a text predef so that DisplayTextID doesn't switch
; to the current map's bank
ds 1
wPredefParentBank::
ds 1
wSpriteIndex:: ds 1
wCurSpriteMovement2::
; movement byte 2 of current sprite
ds 1
ds 2
wNPCMovementScriptSpriteOffset::
; sprite offset of sprite being controlled by NPC movement script
ds 1
wScriptedNPCWalkCounter::
ds 1
ds 1
wGBC::
ds 1
wOnSGB::
; if running on SGB, it's 1, else it's 0
ds 1
wDefaultPaletteCommand::
ds 1
wPlayerHPBarColor::
wWholeScreenPaletteMonSpecies::
; species of the mon whose palette is used for the whole screen
ds 1
wEnemyHPBarColor::
ds 1
; 0: green
; 1: yellow
; 2: red
wPartyMenuHPBarColors::
ds 6
wStatusScreenHPBarColor::
ds 1
ds 7
wCopyingSGBTileData::
wWhichPartyMenuHPBar::
wPalPacket::
ds 1
wPartyMenuBlkPacket::
; $30 bytes
ds 29
wExpAmountGained::
; 2-byte big-endian number
; the total amount of exp a mon gained
wcf4b::
; storage buffer for various strings
ds 2
wGainBoostedExp::
ds 1
ds 17
wGymCityName::
ds 17
wGymLeaderName::
ds NAME_LENGTH
wItemList::
ds 16
wListPointer::
ds 2
wUnusedCF8D::
; 2 bytes
; used to store pointers, but never read
ds 2
wItemPrices::
ds 2
wcf91:: ds 1 ; used with a lot of things (too much to list here)
wWhichPokemon::
; which pokemon you selected
ds 1
wPrintItemPrices::
; if non-zero, then print item prices when displaying lists
ds 1
wHPBarType::
; type of HP bar
; $00 = enemy HUD in battle
; $01 = player HUD in battle / status screen
; $02 = party menu
wListMenuID::
; ID used by DisplayListMenuID
ds 1
wRemoveMonFromBox::
; if non-zero, RemovePokemon will remove the mon from the current box,
; else it will remove the mon from the party
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
wItemQuantity::
ds 1
wMaxItemQuantity::
ds 1
; 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
wWalkCounter::
; walk animation counter
ds 1
wTileInFrontOfPlayer::
; background tile number in front of the player (either 1 or 2 steps ahead)
ds 1
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
; to begin immediately.
; This variable has another use related to fade-out, as well. PlaySound stores
; the sound ID of the music that should be played after the fade-out is finished
; 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
wAudioFadeOutCounterReloadValue::
ds 1
wAudioFadeOutCounter::
ds 1
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
; fade out the current music (so that the new music can be begin immediately
; instead of waiting).
; It sometimes contains the sound ID of the last music played, but it may also
; 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
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
wEnemyMoveNum::
ds 1
wEnemyMoveEffect::
ds 1
wEnemyMovePower::
ds 1
wEnemyMoveType::
ds 1
wEnemyMoveAccuracy::
ds 1
wEnemyMoveMaxPP::
ds 1
wPlayerMoveNum::
ds 1
wPlayerMoveEffect::
ds 1
wPlayerMovePower::
ds 1
wPlayerMoveType::
ds 1
wPlayerMoveAccuracy::
ds 1
wPlayerMoveMaxPP::
ds 1
wEnemyMonSpecies2::
ds 1
wBattleMonSpecies2::
ds 1
wEnemyMonNick:: ds NAME_LENGTH
wEnemyMon:: battle_struct wEnemyMon
wEnemyMonBaseStats:: ds 5
wEnemyMonActualCatchRate:: ds 1
wEnemyMonBaseExp:: ds 1
wBattleMonNick:: ds NAME_LENGTH
wBattleMon:: battle_struct wBattleMon
wTrainerClass::
ds 1
ds 1
wTrainerPicPointer::
ds 2
ds 1
wTempMoveNameBuffer::
wLearnMoveMonName::
; The name of the mon that is learning a move.
ds 16
wTrainerBaseMoney::
; 2-byte BCD number
; money received after battle = base money × level of highest-level enemy mon
ds 2
wMissableObjectCounter::
ds 1
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
wIsInBattle::
; lost battle, this is -1
; no battle, this is 0
; wild battle, this is 1
; trainer battle, this is 2
ds 1
wPartyGainExpFlags::
; flags that indicate which party members should be be given exp when GainExperience is called
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
wBattleType::
; in normal battle, this is 0
; in old man battle, this is 1
; in safari battle, this is 2
ds 1
wDamageMultipliers::
; bits 0-6: Effectiveness
; $0 = immune
; $5 = not very effective
; $a = neutral
; $14 = super-effective
; bit 7: STAB
ds 1
wLoneAttackNo::
; which entry in LoneAttacks to use
wGymLeaderNo::
; it's actually the same thing as ^
ds 1
wTrainerNo::
; which instance of [youngster, lass, etc] is this?
ds 1
wCriticalHitOrOHKO::
; $00 = normal attack
; $01 = critical hit
; $02 = successful OHKO
; $ff = failed OHKO
ds 1
wMoveMissed::
ds 1
wPlayerStatsToDouble::
; always 0
ds 1
wPlayerStatsToHalve::
; always 0
ds 1
wPlayerBattleStatus1::
; 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
wPlayerBattleStatus2::
; 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
wPlayerBattleStatus3::
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - transformed
ds 1
wEnemyStatsToDouble::
; always 0
ds 1
wEnemyStatsToHalve::
; always 0
ds 1
wEnemyBattleStatus1::
ds 1
wEnemyBattleStatus2::
ds 1
wEnemyBattleStatus3::
ds 1
wPlayerNumAttacksLeft::
; when the player is attacking multiple times, the number of attacks left
ds 1
wPlayerConfusedCounter::
ds 1
wPlayerToxicCounter::
ds 1
wPlayerDisabledMove::
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
wEnemyNumAttacksLeft::
; when the enemy is attacking multiple times, the number of attacks left
ds 1
wEnemyConfusedCounter::
ds 1
wEnemyToxicCounter::
ds 1
wEnemyDisabledMove::
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
wPlayerNumHits::
; number of hits by player in attacks like Double Slap, etc.
wPlayerBideAccumulatedDamage::
; the amount of damage accumulated by the player while biding (2 bytes)
wUnknownSerialCounter2::
; 2 bytes
ds 4
wEscapedFromBattle::
; non-zero when an item or move that allows escape from battle was used
ds 1
wAmountMoneyWon::
; 3-byte BCD number
wObjectToHide::
ds 1
wObjectToShow::
ds 1
ds 1
wDefaultMap::
; the map you will start at when the debug bit is set
wMenuItemOffset::
wAnimationID::
; ID number of the current battle animation
ds 1
wNamingScreenType::
wPartyMenuTypeOrMessageID::
wTempTilesetNumTiles::
; temporary storage for the number of tiles in a tileset
ds 1
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
ds 2
; base coordinates of frame block
wBaseCoordX::
ds 1
wBaseCoordY::
ds 1
; low health alarm counter/enable
; 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
wMovingBGTilesCounter2::
ds 1
wSubAnimFrameDelay::
; duration of each frame of the current subanimation in terms of screen refreshes
ds 1
wSubAnimCounter::
; 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
wNumFBTiles::
; number of tiles in current battle animation frame block
ds 1
wFlashScreenLongCounter::
wSpiralBallsBaseY::
wFallingObjectMovementByte::
; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8)
; bit 7: direction; 0 = right, 1 = left
wNumShootingBalls::
wTradedMonMovingRight::
; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
wOptionsInitialized::
wNewSlotMachineBallTile::
wCoordAdjustmentAmount::
; how much to add to the X/Y coord
wUnusedD08A::
ds 1
wSpiralBallsBaseX::
wNumFallingObjects::
wSlideMonDelay::
wAnimCounter::
; generic counter variable for various animations
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
wEndBattleWinTextPointer::
ds 2
wEndBattleLoseTextPointer::
ds 2
ds 2
wEndBattleTextRomBank::
ds 1
ds 1
wSubAnimAddrPtr::
; the address _of the address_ of the current subanimation entry
ds 2
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.
wSubAnimSubEntryAddr::
; the address of the current subentry of the current subanimation
ds 2
ds 2
wOutwardSpiralTileMapPointer::
ds 1
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
wUnusedD09B::
ds 1
wFBDestAddr::
; current destination address in OAM for frame blocks (big endian)
ds 2
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
; 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
wLinkCableAnimBulgeToggle::
; 0 = small
; 1 = big
wIntroNidorinoBaseTile::
wOutwardSpiralCurrentDirection::
wDropletTile::
wNewTileBlockID::
wWhichBattleAnimTileset::
wSquishMonCurrentDirection::
; 0 = left
; 1 = right
wSlideMonUpBottomRowLeftTile::
; 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
wSpriteCurPosX::
ds 1
wSpriteCurPosY::
ds 1
wSpriteWidth::
ds 1
wSpriteHeight::
ds 1
wSpriteInputCurByte::
; current input byte
ds 1
wSpriteInputBitCounter::
; bit offset of last read input bit
ds 1
wSpriteOutputBitOffset:: ; 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
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
wSpriteUnpackMode::
ds 1
wSpriteFlipped::
ds 1
wSpriteInputPtr::
; pointer to next input byte
ds 2
wSpriteOutputPtr::
; pointer to current output byte
ds 2
wSpriteOutputPtrCached::
; used to revert pointer for different bit offsets
ds 2
wSpriteDecodeTable0Ptr::
; pointer to differential decoding table (assuming initial value 0)
ds 2
wSpriteDecodeTable1Ptr::
; 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::
ds 1
wPredefBank::
ds 1
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
wMonHBaseStats::
wMonHBaseHP::
ds 1
wMonHBaseAttack::
ds 1
wMonHBaseDefense::
ds 1
wMonHBaseSpeed::
ds 1
wMonHBaseSpecial::
ds 1
wMonHTypes::
wMonHType1::
ds 1
wMonHType2::
ds 1
wMonHCatchRate::
ds 1
wMonHBaseEXP::
ds 1
wMonHSpriteDim::
ds 1
wMonHFrontSprite::
ds 2
wMonHBackSprite::
ds 2
wMonHMoves::
ds NUM_MOVES
wMonHGrowthRate::
ds 1
wMonHLearnset::
; bit field
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
ds 2
wDamage::
ds 2
ds 2
wRepelRemainingSteps::
ds 1
wMoves::
; list of moves for FormatMovesString
ds NUM_MOVES
wMoveNum::
ds 1
wMovesString::
ds 56
wUnusedD119::
ds 1
wWalkBikeSurfStateCopy::
; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
ds 1
wInitListType::
; the type of list for InitList to init
ds 1
wCapturedMonSpecies::
; 0 if no mon was captured
ds 1
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
wPokeBallCaptureCalcTemp::
; lower nybble: number of shakes
; upper nybble: number of animations to play
wPokeBallAnimData::
wUsingPPUp::
wMaxPP::
; 0 for player, non-zero for enemy
wCalculateWhoseStats::
wTypeEffectiveness::
wMoveType::
wNumSetBits::
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
wNumRunAttempts::
; number of times the player has tried to run from battle
ds 1
wEvolutionOccurred::
ds 1
wVBlankSavedROMBank::
ds 1
ds 1
wIsKeyItem::
ds 1
wTextBoxID::
ds 1
wCurrentMapScriptFlags:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value
wCurEnemyLVL::
ds 1
wItemListPointer::
; pointer to list of items terminated by $FF
ds 2
wListCount::
; number of entries in a list
ds 1
wLinkState::
ds 1
wTwoOptionMenuID::
ds 1
wChosenMenuItem::
; the id of the menu item the player ultimately chose
wOutOfBattleBlackout::
; non-zero when the whole party has fainted due to out-of-battle poison damage
ds 1
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
; $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::
; the size is always 6, so they didn't need a variable in RAM for this
wWhichPewterGuy::
; 0 = museum guy
; 1 = gym guy
wWhichPrizeWindow::
; there are 3 windows, from 0 to 2
wGymGateTileBlock::
; a horizontal or vertical gate block
ds 1
wSavedSpriteScreenY::
ds 1
wSavedSpriteScreenX::
ds 1
wSavedSpriteMapY::
ds 1
wSavedSpriteMapX::
ds 1
ds 5
wWhichPrize::
ds 1
wIgnoreInputCounter::
; counts downward each frame
; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
ds 1
wStepCounter::
; counts down once every step
ds 1
wNumberOfNoRandomBattleStepsLeft::
; after a battle, you have at least 3 steps before a random battle can occur
ds 1
wPrize1::
ds 1
wPrize2::
ds 1
wPrize3::
ds 1
ds 1
wSerialRandomNumberListBlock::
; the first 7 bytes are the preamble
wPrize1Price::
ds 2
wPrize2Price::
ds 2
wPrize3Price::
ds 2
ds 1
wLinkBattleRandomNumberList::
; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
ds 10
wSerialPlayerDataBlock::
; the first 6 bytes are the preamble
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
wUnusedD153::
ds 1
ds 2
wEvoStoneItemID::
ds 1
wSavedNPCMovementDirections2Index::
ds 1
wPlayerName::
ds NAME_LENGTH
wPartyDataStart::
wPartyCount:: ds 1
wPartySpecies:: ds PARTY_LENGTH + 1
wPartyMons::
; wPartyMon1 - wPartyMon6
for n, 1, PARTY_LENGTH + 1
wPartyMon{d:n}:: party_struct wPartyMon{d:n}
endr
wPartyMonOT::
; wPartyMon1OT - wPartyMon6OT
for n, 1, PARTY_LENGTH + 1
wPartyMon{d:n}OT:: ds NAME_LENGTH
endr
wPartyMonNicks::
; wPartyMon1Nick - wPartyMon6Nick
for n, 1, PARTY_LENGTH + 1
wPartyMon{d:n}Nick:: ds NAME_LENGTH
endr
wPartyMonNicksEnd::
wPartyDataEnd::
wMainDataStart::
wPokedexOwned::
flag_array NUM_POKEMON
wPokedexOwnedEnd::
wPokedexSeen::
flag_array NUM_POKEMON
wPokedexSeenEnd::
wNumBagItems::
ds 1
wBagItems::
; item, quantity
ds BAG_ITEM_CAPACITY * 2
ds 1 ; end
wPlayerMoney::
ds 3 ; BCD
wRivalName::
ds NAME_LENGTH
wOptions::
; 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
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
wPlayerID::
ds 2
wMapMusicSoundID::
ds 1
wMapMusicROMBank::
ds 1
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
wCurMap::
ds 1
wCurrentTileBlockMapViewPointer::
; pointer to the upper left corner of the current view in the tile block map
ds 2
wYCoord::
; player's position on the current map
ds 1
wXCoord::
ds 1
wYBlockCoord::
; player's y position (by block)
ds 1
wXBlockCoord::
ds 1
wLastMap::
ds 1
wUnusedD366::
ds 1
wCurMapTileset::
ds 1
wCurMapHeight::
; blocks
ds 1
wCurMapWidth::
; blocks
ds 1
wMapDataPtr::
ds 2
wMapTextPtr::
ds 2
wMapScriptPtr::
ds 2
wMapConnections::
; connection byte
ds 1
wMapConn1Ptr::
ds 1
wNorthConnectionStripSrc::
ds 2
wNorthConnectionStripDest::
ds 2
wNorthConnectionStripWidth::
ds 1
wNorthConnectedMapWidth::
ds 1
wNorthConnectedMapYAlignment::
ds 1
wNorthConnectedMapXAlignment::
ds 1
wNorthConnectedMapViewPointer::
ds 2
wMapConn2Ptr::
ds 1
wSouthConnectionStripSrc::
ds 2
wSouthConnectionStripDest::
ds 2
wSouthConnectionStripWidth::
ds 1
wSouthConnectedMapWidth::
ds 1
wSouthConnectedMapYAlignment::
ds 1
wSouthConnectedMapXAlignment::
ds 1
wSouthConnectedMapViewPointer::
ds 2
wMapConn3Ptr::
ds 1
wWestConnectionStripSrc::
ds 2
wWestConnectionStripDest::
ds 2
wWestConnectionStripHeight::
ds 1
wWestConnectedMapWidth::
ds 1
wWestConnectedMapYAlignment::
ds 1
wWestConnectedMapXAlignment::
ds 1
wWestConnectedMapViewPointer::
ds 2
wMapConn4Ptr::
ds 1
wEastConnectionStripSrc::
ds 2
wEastConnectionStripDest::
ds 2
wEastConnectionStripHeight::
ds 1
wEastConnectedMapWidth::
ds 1
wEastConnectedMapYAlignment::
ds 1
wEastConnectedMapXAlignment::
ds 1
wEastConnectedMapViewPointer::
ds 2
wSpriteSet::
; sprite set for the current map (11 sprite picture ID's)
ds 11
wSpriteSetID::
; sprite set ID for the current map
ds 1
wObjectDataPointerTemp::
ds 2
ds 2
wMapBackgroundTile::
; the tile shown outside the boundaries of the map
ds 1
wNumberOfWarps::
; number of warps in current map
ds 1
wWarpEntries::
; current map warp entries
ds 128
wDestinationWarpID::
; if $ff, the player's coordinates are not updated when entering the map
ds 1
ds 128
wNumSigns::
; number of signs in the current map (up to 16)
ds 1
wSignCoords::
; 2 bytes each
; Y, X
ds 32
wSignTextIDs::
ds 16
wNumSprites::
; 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::
ds 1
wXOffsetSinceLastSpecialWarp::
ds 1
wMapSpriteData::
; two bytes per sprite (movement byte 2, text ID)
ds 32
wMapSpriteExtraData::
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32
wCurrentMapHeight2::
; map height in 2x2 meta-tiles
ds 1
wCurrentMapWidth2::
; map width in 2x2 meta-tiles
ds 1
wMapViewVRAMPointer::
; 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::
; 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::
; the direction in which the player was moving before the player last stopped
ds 1
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
wTilesetBank::
ds 1
wTilesetBlocksPtr::
; maps blocks (4x4 tiles) to tiles
ds 2
wTilesetGfxPtr::
ds 2
wTilesetCollisionPtr::
; list of all walkable tiles
ds 2
wTilesetTalkingOverTiles::
ds 3
wGrassTile::
ds 1
ds 4
wNumBoxItems::
ds 1
wBoxItems::
; item, quantity
ds PC_ITEM_CAPACITY * 2
ds 1 ; end
wCurrentBoxNum::
; bits 0-6: box number
; bit 7: whether the player has changed boxes before
ds 2
wNumHoFTeams::
; number of HOF teams
ds 1
wUnusedD5A3::
ds 1
wPlayerCoins::
ds 2 ; BCD
wMissableObjectFlags::
; bit array of missable objects. set = removed
ds 32
wMissableObjectFlagsEnd::
ds 7
wd5cd:: ds 1 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim)
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
wGameProgressFlags::
; $c8 bytes
wOaksLabCurScript::
ds 1
wPalletTownCurScript::
ds 1
ds 1
wBluesHouseCurScript::
ds 1
wViridianCityCurScript::
ds 1
ds 2
wPewterCityCurScript::
ds 1
wRoute3CurScript::
ds 1
wRoute4CurScript::
ds 1
ds 1
wViridianGymCurScript::
ds 1
wPewterGymCurScript::
ds 1
wCeruleanGymCurScript::
ds 1
wVermilionGymCurScript::
ds 1
wCeladonGymCurScript::
ds 1
wRoute6CurScript::
ds 1
wRoute8CurScript::
ds 1
wRoute24CurScript::
ds 1
wRoute25CurScript::
ds 1
wRoute9CurScript::
ds 1
wRoute10CurScript::
ds 1
wMtMoon1FCurScript::
ds 1
wMtMoonB2FCurScript::
ds 1
wSSAnne1FRoomsCurScript::
ds 1
wSSAnne2FRoomsCurScript::
ds 1
wRoute22CurScript::
ds 1
ds 1
wRedsHouse2FCurScript::
ds 1
wViridianMartCurScript::
ds 1
wRoute22GateCurScript::
ds 1
wCeruleanCityCurScript::
ds 1
ds 7
wSSAnneBowCurScript::
ds 1
wViridianForestCurScript::
ds 1
wMuseum1FCurScript::
ds 1
wRoute13CurScript::
ds 1
wRoute14CurScript::
ds 1
wRoute17CurScript::
ds 1
wRoute19CurScript::
ds 1
wRoute21CurScript::
ds 1
wSafariZoneGateCurScript::
ds 1
wRockTunnelB1FCurScript::
ds 1
wRockTunnel1FCurScript::
ds 1
ds 1
wRoute11CurScript::
ds 1
wRoute12CurScript::
ds 1
wRoute15CurScript::
ds 1
wRoute16CurScript::
ds 1
wRoute18CurScript::
ds 1
wRoute20CurScript::
ds 1
wSSAnneB1FRoomsCurScript::
ds 1
wVermilionCityCurScript::
ds 1
wPokemonTower2FCurScript::
ds 1
wPokemonTower3FCurScript::
ds 1
wPokemonTower4FCurScript::
ds 1
wPokemonTower5FCurScript::
ds 1
wPokemonTower6FCurScript::
ds 1
wPokemonTower7FCurScript::
ds 1
wRocketHideoutB1FCurScript::
ds 1
wRocketHideoutB2FCurScript::
ds 1
wRocketHideoutB3FCurScript::
ds 1
wRocketHideoutB4FCurScript::
ds 2
wRoute6GateCurScript::
ds 1
wRoute8GateCurScript::
ds 2
wCinnabarIslandCurScript::
ds 1
wPokemonMansion1FCurScript::
ds 2
wPokemonMansion2FCurScript::
ds 1
wPokemonMansion3FCurScript::
ds 1
wPokemonMansionB1FCurScript::
ds 1
wVictoryRoad2FCurScript::
ds 1
wVictoryRoad3FCurScript::
ds 1
ds 1
wFightingDojoCurScript::
ds 1
wSilphCo2FCurScript::
ds 1
wSilphCo3FCurScript::
ds 1
wSilphCo4FCurScript::
ds 1
wSilphCo5FCurScript::
ds 1
wSilphCo6FCurScript::
ds 1
wSilphCo7FCurScript::
ds 1
wSilphCo8FCurScript::
ds 1
wSilphCo9FCurScript::
ds 1
wHallOfFameCurScript::
ds 1
wChampionsRoomCurScript::
ds 1
wLoreleisRoomCurScript::
ds 1
wBrunosRoomCurScript::
ds 1
wAgathasRoomCurScript::
ds 1
wCeruleanCaveB1FCurScript::
ds 1
wVictoryRoad1FCurScript::
ds 1
ds 1
wLancesRoomCurScript::
ds 1
ds 4
wSilphCo10FCurScript::
ds 1
wSilphCo11FCurScript::
ds 1
ds 1
wFuchsiaGymCurScript::
ds 1
wSaffronGymCurScript::
ds 1
ds 1
wCinnabarGymCurScript::
ds 1
wGameCornerCurScript::
ds 1
wRoute16Gate1FCurScript::
ds 1
wBillsHouseCurScript::
ds 1
wRoute5GateCurScript::
ds 1
wPowerPlantCurScript::
wRoute7GateCurScript::
; overload
ds 1
ds 1
wSSAnne2FCurScript::
ds 1
wSeafoamIslandsB3FCurScript::
ds 1
wRoute23CurScript::
ds 1
wSeafoamIslandsB4FCurScript::
ds 1
wRoute18Gate1FCurScript::
ds 1
ds 78
wGameProgressFlagsEnd::
ds 56
wObtainedHiddenItemsFlags::
ds 14
wObtainedHiddenCoinsFlags::
ds 2
wWalkBikeSurfState::
; $00 = walking
; $01 = biking
; $02 = surfing
ds 1
ds 10
wTownVisitedFlag::
flag_array NUM_CITY_MAPS
wSafariSteps::
; starts at 502
ds 2
wFossilItem::
; item given to cinnabar lab
ds 1
wFossilMon::
; mon that will result from the item
ds 1
ds 2
wEnemyMonOrTrainerClass::
; trainer classes start at OPP_ID_OFFSET
ds 1
wPlayerJumpingYScreenCoordsIndex::
ds 1
wRivalStarter::
ds 1
ds 1
wPlayerStarter::
ds 1
wBoulderSpriteIndex::
; sprite index of the boulder the player is trying to push
ds 1
wLastBlackoutMap::
ds 1
wDestinationMap::
; destination map (for certain types of special warps, not ordinary walking)
ds 1
wUnusedD71B::
ds 1
wTileInFrontOfBoulderAndBoulderCollisionResult::
; used to store the tile in front of the boulder when trying to push a boulder
; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
ds 1
wDungeonWarpDestinationMap::
; destination map for dungeon warps
ds 1
wWhichDungeonWarp::
; which dungeon warp within the source map was used
ds 1
wUnusedD71F::
ds 1
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
; bit 4: received Good Rod
; 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
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
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
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
; bit 3: do scripted warp (used to warp back to Lavender Town from the top of the pokemon tower)
; bit 4: on a dungeon warp
; bit 5: don't make NPCs face the player when spoken to
; Bits 6 and 7 are set by scripts when starting major battles in the storyline,
; 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
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
; bit 3: the player has a received a pokemon from Prof. Oak
; bit 4: disable battles
; 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
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
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:
; 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 player's house (instead sending them to [wLastMap])
; 3. allows wild battles to be avoided by holding down B
; furthermore, in the debug build:
; 4. allows trainers to be avoided by holding down B
; 5. skips Safari Zone step counter by holding down B
; 6. skips the NPC who blocks Route 3 before beating Brock by holding down B
; 7. skips Cerulean City rival battle by holding down B
; 8. skips Pokémon Tower rival battle 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
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 7: used fly out of battle
ds 1
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
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
wCompletedInGameTradeFlags::
ds 2
ds 2
wWarpedFromWhichWarp::
ds 1
wWarpedFromWhichMap::
ds 1
ds 2
wCardKeyDoorY::
ds 1
wCardKeyDoorX::
ds 1
ds 2
wFirstLockTrashCanIndex::
ds 1
wSecondLockTrashCanIndex::
ds 1
ds 2
wEventFlags::
flag_array NUM_EVENTS
UNION
wGrassRate:: db
wGrassMons::
ds 10 * 2
ds 8
wWaterRate:: db
wWaterMons::
ds 10 * 2
NEXTU
wLinkEnemyTrainerName::
; linked game's trainer name
ds NAME_LENGTH
ds 1
wSerialEnemyDataBlock::
; ds $1a8
ds 9
wEnemyPartyCount:: ds 1
wEnemyPartySpecies:: ds PARTY_LENGTH + 1
wEnemyMons::
; wEnemyMon1 - wEnemyMon6
for n, 1, PARTY_LENGTH + 1
wEnemyMon{d:n}:: party_struct wEnemyMon{d:n}
endr
wEnemyMonOT::
; wEnemyMon1OT - wEnemyMon6OT
for n, 1, PARTY_LENGTH + 1
wEnemyMon{d:n}OT:: ds NAME_LENGTH
endr
wEnemyMonNicks::
; wEnemyMon1Nick - wEnemyMon6Nick
for n, 1, PARTY_LENGTH + 1
wEnemyMon{d:n}Nick:: ds NAME_LENGTH
endr
ENDU
wTrainerHeaderPtr::
ds 2
ds 6
wOpponentAfterWrongAnswer::
; the trainer the player must face after getting a wrong answer in the Cinnabar
; gym quiz
wUnusedDA38::
ds 1
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
ds 7
wPlayTimeHours::
ds 1
wPlayTimeMaxed::
ds 1
wPlayTimeMinutes::
ds 1
wPlayTimeSeconds::
ds 1
wPlayTimeFrames::
ds 1
wSafariZoneGameOver::
ds 1
wNumSafariBalls::
ds 1
wDayCareInUse::
; 0 if no pokemon is in the daycare
; 1 if pokemon is in the daycare
ds 1
wDayCareMonName:: ds NAME_LENGTH
wDayCareMonOT:: ds NAME_LENGTH
wDayCareMon:: box_struct wDayCareMon
wMainDataEnd::
wBoxDataStart::
wBoxCount:: ds 1
wBoxSpecies:: ds MONS_PER_BOX + 1
wBoxMons::
; wBoxMon1 - wBoxMon20
for n, 1, MONS_PER_BOX + 1
wBoxMon{d:n}:: box_struct wBoxMon{d:n}
endr
wBoxMonOT::
; wBoxMon1OT - wBoxMon20OT
for n, 1, MONS_PER_BOX + 1
wBoxMon{d:n}OT:: ds NAME_LENGTH
endr
wBoxMonNicks::
; wBoxMon1Nick - wBoxMon20Nick
for n, 1, MONS_PER_BOX + 1
wBoxMon{d:n}Nick:: ds NAME_LENGTH
endr
wBoxMonNicksEnd::
wBoxDataEnd::
SECTION "Stack", WRAM0
wStack::
INCLUDE "sram.asm"
INCLUDE "hram.asm"