ref: 929c7f6f7d62b4b22e1de2003b3df1943268321c
parent: 56505958078db1c116aa883e0c7ecf631181475e
author: Rangi <remy.oukaour+rangi42@gmail.com>
date: Sat Jun 27 19:03:39 EDT 2020
Remove RAM address comments
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -5054,11 +5054,11 @@
; copy last move for Mirror Move
; sets zero flag on failure and unsets zero flag on success
MirrorMoveCopyMove:
-; Mirror Move makes use of ccf1 (wPlayerUsedMove) and ccf2 (wEnemyUsedMove) addresses,
+; Mirror Move makes use of wPlayerUsedMove and wEnemyUsedMove,
; which are mainly used to print the "[Pokemon] used [Move]" text.
; Both are set to 0 whenever a new Pokemon is sent out
-; ccf1 is also set to 0 whenever the player is fast asleep or frozen solid.
-; ccf2 is also set to 0 whenever the enemy is fast asleep or frozen solid.
+; wPlayerUsedMove is also set to 0 whenever the player is fast asleep or frozen solid.
+; wEnemyUsedMove is also set to 0 whenever the enemy is fast asleep or frozen solid.
ld a, [H_WHOSETURN]
and a
--- a/engine/battle/moveEffects/substitute_effect.asm
+++ b/engine/battle/moveEffects/substitute_effect.asm
@@ -28,7 +28,7 @@
add hl, de ; point hl to current HP low byte
pop de
ld a, b
- ld [de], a ; save copy of HP to subtract in ccd7/ccd8 [how much HP substitute has]
+ ld [de], a ; save copy of HP to subtract in wPlayerSubstituteHP/wEnemySubstituteHP
ld a, [hld]
; subtract [max hp / 4] to current HP
sub b
--- a/sram.asm
+++ b/sram.asm
@@ -1,45 +1,45 @@
SECTION "Sprite Buffers", SRAM ; BANK 0
-sSpriteBuffer0:: ds SPRITEBUFFERSIZE ; a000
-sSpriteBuffer1:: ds SPRITEBUFFERSIZE ; a188
-sSpriteBuffer2:: ds SPRITEBUFFERSIZE ; a310
+sSpriteBuffer0:: ds SPRITEBUFFERSIZE
+sSpriteBuffer1:: ds SPRITEBUFFERSIZE
+sSpriteBuffer2:: ds SPRITEBUFFERSIZE
ds $100
-sHallOfFame:: ds HOF_TEAM * HOF_TEAM_CAPACITY ; a598
+sHallOfFame:: ds HOF_TEAM * HOF_TEAM_CAPACITY
SECTION "Save Data", SRAM ; BANK 1
ds $598
-sPlayerName:: ds NAME_LENGTH ; a598
-sMainData:: ds wMainDataEnd - wMainDataStart ; a5a3
-sSpriteData:: ds wSpriteDataEnd - wSpriteDataStart ; ad2c
-sPartyData:: ds wPartyDataEnd - wPartyDataStart ; af2c
-sCurBoxData:: ds wBoxDataEnd - wBoxDataStart ; b0c0
-sTilesetType:: ds 1 ; b522
-sMainDataCheckSum:: ds 1 ; b523
+sPlayerName:: ds NAME_LENGTH
+sMainData:: ds wMainDataEnd - wMainDataStart
+sSpriteData:: ds wSpriteDataEnd - wSpriteDataStart
+sPartyData:: ds wPartyDataEnd - wPartyDataStart
+sCurBoxData:: ds wBoxDataEnd - wBoxDataStart
+sTilesetType:: ds 1
+sMainDataCheckSum:: ds 1
SECTION "Saved Boxes 1", SRAM ; BANK 2
-sBox1:: ds wBoxDataEnd - wBoxDataStart ; a000
-sBox2:: ds wBoxDataEnd - wBoxDataStart ; a462
-sBox3:: ds wBoxDataEnd - wBoxDataStart ; a8c4
-sBox4:: ds wBoxDataEnd - wBoxDataStart ; ad26
-sBox5:: ds wBoxDataEnd - wBoxDataStart ; b188
-sBox6:: ds wBoxDataEnd - wBoxDataStart ; b5ea
-sBank2AllBoxesChecksum:: ds 1 ; ba4c
-sBank2IndividualBoxChecksums:: ds 6 ; ba4d
+sBox1:: ds wBoxDataEnd - wBoxDataStart
+sBox2:: ds wBoxDataEnd - wBoxDataStart
+sBox3:: ds wBoxDataEnd - wBoxDataStart
+sBox4:: ds wBoxDataEnd - wBoxDataStart
+sBox5:: ds wBoxDataEnd - wBoxDataStart
+sBox6:: ds wBoxDataEnd - wBoxDataStart
+sBank2AllBoxesChecksum:: ds 1
+sBank2IndividualBoxChecksums:: ds 6
SECTION "Saved Boxes 2", SRAM ; BANK 3
-sBox7:: ds wBoxDataEnd - wBoxDataStart ; a000
-sBox8:: ds wBoxDataEnd - wBoxDataStart ; a462
-sBox9:: ds wBoxDataEnd - wBoxDataStart ; a8c4
-sBox10:: ds wBoxDataEnd - wBoxDataStart ; ad26
-sBox11:: ds wBoxDataEnd - wBoxDataStart ; b188
-sBox12:: ds wBoxDataEnd - wBoxDataStart ; b5ea
-sBank3AllBoxesChecksum:: ds 1 ; ba4c
-sBank3IndividualBoxChecksums:: ds 6 ; ba4d
+sBox7:: ds wBoxDataEnd - wBoxDataStart
+sBox8:: ds wBoxDataEnd - wBoxDataStart
+sBox9:: ds wBoxDataEnd - wBoxDataStart
+sBox10:: ds wBoxDataEnd - wBoxDataStart
+sBox11:: ds wBoxDataEnd - wBoxDataStart
+sBox12:: ds wBoxDataEnd - wBoxDataStart
+sBank3AllBoxesChecksum:: ds 1
+sBank3IndividualBoxChecksums:: ds 6
--- a/wram.asm
+++ b/wram.asm
@@ -62,13 +62,13 @@
SECTION "WRAM Bank 0", WRAM0
-wUnusedC000:: ; c000
+wUnusedC000::
ds 1
-wSoundID:: ; c001
+wSoundID::
ds 1
-wMuteAudioAndPauseMusic:: ; c002
+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).
@@ -77,97 +77,97 @@
; Store 0 to resume music.
ds 1
-wDisableChannelOutputWhenSfxEnds:: ; c003
+wDisableChannelOutputWhenSfxEnds::
ds 1
-wStereoPanning:: ; c004
+wStereoPanning::
ds 1
-wSavedVolume:: ; c005
+wSavedVolume::
ds 1
-wChannelCommandPointers:: ; c006
+wChannelCommandPointers::
ds 16
-wChannelReturnAddresses:: ; c016
+wChannelReturnAddresses::
ds 16
-wChannelSoundIDs:: ; c026
+wChannelSoundIDs::
ds 8
-wChannelFlags1:: ; c02e
+wChannelFlags1::
ds 8
-wChannelFlags2:: ; c036
+wChannelFlags2::
ds 8
-wChannelDutyCycles:: ; c03e
+wChannelDutyCycles::
ds 8
-wChannelDutyCyclePatterns:: ; c046
+wChannelDutyCyclePatterns::
ds 8
-wChannelVibratoDelayCounters:: ; c04e
+wChannelVibratoDelayCounters::
; reloaded at the beginning of a note. counts down until the vibrato begins.
ds 8
-wChannelVibratoExtents:: ; c056
+wChannelVibratoExtents::
ds 8
-wChannelVibratoRates:: ; c05e
+wChannelVibratoRates::
; high nybble is rate (counter reload value) and low nybble is counter.
; time between applications of vibrato.
ds 8
-wChannelFrequencyLowBytes:: ; c066
+wChannelFrequencyLowBytes::
ds 8
-wChannelVibratoDelayCounterReloadValues:: ; c06e
+wChannelVibratoDelayCounterReloadValues::
; delay of the beginning of the vibrato from the start of the note
ds 8
-wChannelPitchSlideLengthModifiers:: ; c076
+wChannelPitchSlideLengthModifiers::
ds 8
-wChannelPitchSlideFrequencySteps:: ; c07e
+wChannelPitchSlideFrequencySteps::
ds 8
-wChannelPitchSlideFrequencyStepsFractionalPart:: ; c086
+wChannelPitchSlideFrequencyStepsFractionalPart::
ds 8
-wChannelPitchSlideCurrentFrequencyFractionalPart:: ; c08e
+wChannelPitchSlideCurrentFrequencyFractionalPart::
ds 8
-wChannelPitchSlideCurrentFrequencyHighBytes:: ; c096
+wChannelPitchSlideCurrentFrequencyHighBytes::
ds 8
-wChannelPitchSlideCurrentFrequencyLowBytes:: ; c09e
+wChannelPitchSlideCurrentFrequencyLowBytes::
ds 8
-wChannelPitchSlideTargetFrequencyHighBytes:: ; c0a6
+wChannelPitchSlideTargetFrequencyHighBytes::
ds 8
-wChannelPitchSlideTargetFrequencyLowBytes:: ; c0ae
+wChannelPitchSlideTargetFrequencyLowBytes::
ds 8
-wChannelNoteDelayCounters:: ; c0b6
+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:: ; c0be
+wChannelLoopCounters::
ds 8
-wChannelNoteSpeeds:: ; c0c6
+wChannelNoteSpeeds::
ds 8
-wChannelNoteDelayCountersFractionalPart:: ; c0ce
+wChannelNoteDelayCountersFractionalPart::
ds 8
-wChannelOctaves:: ; c0d6
+wChannelOctaves::
ds 8
-wChannelVolumes:: ; c0de
+wChannelVolumes::
; also includes fade for hardware channels that support it
ds 8
@@ -177,28 +177,28 @@
wSfxWaveInstrument::
ds 1
-wMusicTempo:: ; c0e8
+wMusicTempo::
ds 2
-wSfxTempo:: ; c0ea
+wSfxTempo::
ds 2
-wSfxHeaderPointer:: ; c0ec
+wSfxHeaderPointer::
ds 2
-wNewSoundID:: ; c0ee
+wNewSoundID::
ds 1
-wAudioROMBank:: ; c0ef
+wAudioROMBank::
ds 1
-wAudioSavedROMBank:: ; c0f0
+wAudioSavedROMBank::
ds 1
-wFrequencyModifier:: ; c0f1
+wFrequencyModifier::
ds 1
-wTempoModifier:: ; c0f2
+wTempoModifier::
ds 1
ds 13
@@ -208,7 +208,7 @@
wSpriteDataStart::
-wSpriteStateData1:: ; c100
+wSpriteStateData1::
; data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
@@ -260,7 +260,7 @@
wSprite14StateData1:: spritestatedata1 wSprite14StateData1
wSprite15StateData1:: spritestatedata1 wSprite15StateData1
-wSpriteStateData2:: ; c200
+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
@@ -319,18 +319,18 @@
SECTION "OAM Buffer", WRAM0
-wOAMBuffer:: ; c300
+wOAMBuffer::
; buffer for OAM data. Copied to OAM by DMA
ds 4 * 40
-wTileMap:: ; c3a0
+wTileMap::
; buffer for tiles that are visible on screen (20 columns by 18 rows)
ds 20 * 18
-wSerialPartyMonsPatchList:: ; c508
+wSerialPartyMonsPatchList::
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
-wTileMapBackup:: ; c508
+wTileMapBackup::
; buffer for temporarily saving and restoring current screen's tiles
; (e.g. if menus are drawn on top)
; ds 20 * 18
@@ -337,7 +337,7 @@
ds 200
-wSerialEnemyMonsPatchList:: ; c5d0
+wSerialEnemyMonsPatchList::
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
ds 200
@@ -344,21 +344,21 @@
ds 80
wTempPic::
-wOverworldMap:: ; c6e8
+wOverworldMap::
ds 1300
wOverworldMapEnd::
-wRedrawRowOrColumnSrcTiles:: ; cbfc
+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:: ; cc24
+wTopMenuItemY::
ds 1
-wTopMenuItemX:: ; cc25
+wTopMenuItemX::
ds 1
-wCurrentMenuItem:: ; cc26
+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
@@ -365,23 +365,23 @@
; add this value to [wListScrollOffset] to get the item's position within the list
ds 1
-wTileBehindCursor:: ; cc27
+wTileBehindCursor::
; the tile that was behind the menu cursor's current location
ds 1
-wMaxMenuItem:: ; cc28
+wMaxMenuItem::
; id of the bottom menu item
ds 1
-wMenuWatchedKeys:: ; cc29
+wMenuWatchedKeys::
; bit mask of keys that the menu will respond to
ds 1
-wLastMenuItem:: ; cc2a
+wLastMenuItem::
; id of previously selected menu item
ds 1
-wPartyAndBillsPCSavedMenuItem:: ; cc2b
+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
@@ -390,12 +390,12 @@
; you return to the main Bill's PC menu.
ds 1
-wBagSavedMenuItem:: ; cc2c
+wBagSavedMenuItem::
; It is used by the bag list to remember the cursor position while the menu
; isn't active.
ds 1
-wBattleAndStartSavedMenuItem:: ; cc2d
+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
@@ -402,33 +402,33 @@
; a sub-menu is shown. It's reset at the start of each battle.
ds 1
-wPlayerMoveListIndex:: ; cc2e
+wPlayerMoveListIndex::
ds 1
-wPlayerMonNumber:: ; cc2f
+wPlayerMonNumber::
; index in party of currently battling mon
ds 1
-wMenuCursorLocation:: ; cc30
+wMenuCursorLocation::
; the address of the menu cursor's current location within wTileMap
ds 2
ds 2
-wMenuJoypadPollCount:: ; cc34
+wMenuJoypadPollCount::
; how many times should HandleMenuInput poll the joypad state before it returns?
ds 1
-wMenuItemToSwap:: ; cc35
+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:: ; cc36
+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:: ; cc37
+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
@@ -435,62 +435,62 @@
; allows the caller to scroll the entire menu up or down when this happens.
ds 1
-wTradeCenterPointerTableIndex:: ; cc38
+wTradeCenterPointerTableIndex::
ds 1
ds 1
-wTextDest:: ; cc3a
+wTextDest::
; destination pointer for text output
; this variable is written to, but is never read from
ds 2
-wDoNotWaitForButtonPressAfterDisplayingText:: ; cc3c
+wDoNotWaitForButtonPressAfterDisplayingText::
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
ds 1
-wSerialSyncAndExchangeNybbleReceiveData:: ; cc3d
+wSerialSyncAndExchangeNybbleReceiveData::
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
-wSerialExchangeNybbleTempReceiveData:: ; cc3d
+wSerialExchangeNybbleTempReceiveData::
; temporary nybble used by Serial_ExchangeNybble
-wLinkMenuSelectionReceiveBuffer:: ; cc3d
+wLinkMenuSelectionReceiveBuffer::
; two byte buffer
; the received menu selection is stored twice
ds 1
-wSerialExchangeNybbleReceiveData:: ; cc3e
+wSerialExchangeNybbleReceiveData::
; the final received nybble is stored here by Serial_ExchangeNybble
ds 1
ds 3
-wSerialExchangeNybbleSendData:: ; cc42
+wSerialExchangeNybbleSendData::
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
-wLinkMenuSelectionSendBuffer:: ; cc42
+wLinkMenuSelectionSendBuffer::
; two byte buffer
; the menu selection byte is stored twice before sending
ds 5
-wLinkTimeoutCounter:: ; cc47
+wLinkTimeoutCounter::
; 1 byte
-wUnknownSerialCounter:: ; cc47
+wUnknownSerialCounter::
; 2 bytes
-wEnteringCableClub:: ; cc47
+wEnteringCableClub::
ds 1
ds 1
-wWhichTradeMonSelectionMenu:: ; cc49
+wWhichTradeMonSelectionMenu::
; $00 = player mons
; $01 = enemy mons
-wMonDataLocation:: ; cc49
+wMonDataLocation::
; 0 = player's party
; 1 = enemy party
; 2 = current box
@@ -502,65 +502,65 @@
; If the entire value is 0, then the player is allowed to name the mon.
ds 1
-wMenuWrappingEnabled:: ; cc4a
+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:: ; cc4b
+wCheckFor180DegreeTurn::
; whether to check for 180-degree turn (0 = don't, 1 = do)
ds 1
ds 1
-wMissableObjectIndex:: ; cc4d
+wMissableObjectIndex::
ds 1
-wPredefID:: ; cc4e
+wPredefID::
ds 1
-wPredefRegisters:: ; cc4f
+wPredefRegisters::
ds 6
-wTrainerHeaderFlagBit:: ; cc55
+wTrainerHeaderFlagBit::
ds 1
ds 1
-wNPCMovementScriptPointerTableNum:: ; cc57
+wNPCMovementScriptPointerTableNum::
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
ds 1
-wNPCMovementScriptBank:: ; cc58
+wNPCMovementScriptBank::
; ROM bank of current NPC movement script
ds 1
ds 2
-wUnusedCC5B:: ; cc5b
+wUnusedCC5B::
-wVermilionDockTileMapBuffer:: ; cc5b
+wVermilionDockTileMapBuffer::
; 180 bytes
-wOaksAideRewardItemName:: ; cc5b
+wOaksAideRewardItemName::
-wDexRatingNumMonsSeen:: ; cc5b
+wDexRatingNumMonsSeen::
-wFilteredBagItems:: ; cc5b
+wFilteredBagItems::
; List of bag items that has been filtered to a certain type of items,
; such as drinks or fossils.
-wElevatorWarpMaps:: ; cc5b
+wElevatorWarpMaps::
-wMonPartySpritesSavedOAM:: ; cc5b
+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:: ; cc5b
+wTrainerCardBlkPacket::
; $40 bytes
-wSlotMachineSevenAndBarModeChance:: ; cc5b
+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.
@@ -567,56 +567,56 @@
; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance.
; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance.
-wHallOfFame:: ; cc5b
-wBoostExpByExpAll:: ; cc5b
-wAnimationType:: ; cc5b
+wHallOfFame::
+wBoostExpByExpAll::
+wAnimationType::
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
-wNPCMovementDirections:: ; cc5b
+wNPCMovementDirections::
ds 1
-wDexRatingNumMonsOwned:: ; cc5c
+wDexRatingNumMonsOwned::
ds 1
-wDexRatingText:: ; cc5d
+wDexRatingText::
ds 1
-wSlotMachineSavedROMBank:: ; cc5e
+wSlotMachineSavedROMBank::
; ROM back to return to when the player is done with the slot machine
ds 1
ds 26
-wAnimPalette:: ; cc79
+wAnimPalette::
ds 1
ds 29
-wNPCMovementDirections2:: ; cc97
+wNPCMovementDirections2::
-wSwitchPartyMonTempBuffer:: ; cc97
+wSwitchPartyMonTempBuffer::
; temporary buffer when swapping party mon data
ds 10
-wNumStepsToTake:: ; cca1
+wNumStepsToTake::
; used in Pallet Town scripted movement
ds 49
-wRLEByteCount:: ; ccd2
+wRLEByteCount::
ds 1
-wAddedToParty:: ; ccd3
+wAddedToParty::
; 0 = not added
; 1 = added
-wSimulatedJoypadStatesEnd:: ; ccd3
+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:: ; ccd3
+wParentMenuItem::
-wCanEvolveFlags:: ; ccd3
+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.
@@ -623,21 +623,21 @@
; Other methods of evolution simply set it by calling TryEvolvingMon.
ds 1
-wForceEvolution:: ; ccd4
+wForceEvolution::
ds 1
-; if [ccd5] != 1, the second AI layer is not applied
-wAILayer2Encouragement:: ; ccd5
+; if [wAILayer2Encouragement] != 1, the second AI layer is not applied
+wAILayer2Encouragement::
ds 1
ds 1
; current HP of player and enemy substitutes
-wPlayerSubstituteHP:: ; ccd7
+wPlayerSubstituteHP::
ds 1
-wEnemySubstituteHP:: ; ccd8
+wEnemySubstituteHP::
ds 1
-wTestBattlePlayerSelectedMove:: ; ccd9
+wTestBattlePlayerSelectedMove::
; The player's selected move during a test battle.
; InitBattleVariables sets it to the move Pound.
ds 1
@@ -644,109 +644,109 @@
ds 1
-wMoveMenuType:: ; ccdb
+wMoveMenuType::
; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
ds 1
-wPlayerSelectedMove:: ; ccdc
+wPlayerSelectedMove::
ds 1
-wEnemySelectedMove:: ; ccdd
+wEnemySelectedMove::
ds 1
-wLinkBattleRandomNumberListIndex:: ; ccde
+wLinkBattleRandomNumberListIndex::
ds 1
-wAICount:: ; ccdf
+wAICount::
; number of times remaining that AI action can occur
ds 1
ds 2
-wEnemyMoveListIndex:: ; cce2
+wEnemyMoveListIndex::
ds 1
-wLastSwitchInEnemyMonHP:: ; cce3
+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:: ; cce5
+wTotalPayDayMoney::
; total amount of money made using Pay Day during the current battle
ds 3
-wSafariEscapeFactor:: ; cce8
+wSafariEscapeFactor::
ds 1
-wSafariBaitFactor:: ; cce9
+wSafariBaitFactor::
ds 1;
ds 1
-wTransformedEnemyMonOriginalDVs:: ; cceb
+wTransformedEnemyMonOriginalDVs::
ds 2
-wMonIsDisobedient:: ds 1 ; cced
+wMonIsDisobedient:: ds 1
-wPlayerDisabledMoveNumber:: ds 1 ; ccee
-wEnemyDisabledMoveNumber:: ds 1 ; ccef
+wPlayerDisabledMoveNumber:: ds 1
+wEnemyDisabledMoveNumber:: ds 1
-wInHandlePlayerMonFainted:: ; ccf0
+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 ; ccf1
-wEnemyUsedMove:: ds 1 ; ccf2
+wPlayerUsedMove:: ds 1
+wEnemyUsedMove:: ds 1
-wEnemyMonMinimized:: ds 1 ; ccf3
+wEnemyMonMinimized:: ds 1
-wMoveDidntMiss:: ds 1 ; ccf4
+wMoveDidntMiss:: ds 1
-wPartyFoughtCurrentEnemyFlags:: ; ccf5
+wPartyFoughtCurrentEnemyFlags::
; flags that indicate which party members have fought the current enemy mon
flag_array 6
-wLowHealthAlarmDisabled:: ; ccf6
+wLowHealthAlarmDisabled::
; Whether the low health alarm has been disabled due to the player winning the
; battle.
ds 1
-wPlayerMonMinimized:: ; ccf7
+wPlayerMonMinimized::
ds 1
ds 13
-wLuckySlotHiddenObjectIndex:: ; cd05
+wLuckySlotHiddenObjectIndex::
-wEnemyNumHits:: ; cd05
+wEnemyNumHits::
; number of hits by enemy in attacks like Double Slap, etc.
-wEnemyBideAccumulatedDamage:: ; cd05
+wEnemyBideAccumulatedDamage::
; the amount of damage accumulated by the enemy while biding (2 bytes)
ds 10
-wInGameTradeGiveMonSpecies:: ; cd0f
+wInGameTradeGiveMonSpecies::
-wPlayerMonUnmodifiedLevel:: ; cd0f
+wPlayerMonUnmodifiedLevel::
ds 1
-wInGameTradeTextPointerTablePointer:: ; cd10
+wInGameTradeTextPointerTablePointer::
-wPlayerMonUnmodifiedMaxHP:: ; cd10
+wPlayerMonUnmodifiedMaxHP::
ds 2
-wInGameTradeTextPointerTableIndex:: ; cd12
+wInGameTradeTextPointerTableIndex::
-wPlayerMonUnmodifiedAttack:: ; cd12
+wPlayerMonUnmodifiedAttack::
ds 1
-wInGameTradeGiveMonName:: ; cd13
+wInGameTradeGiveMonName::
ds 1
-wPlayerMonUnmodifiedDefense:: ; cd14
+wPlayerMonUnmodifiedDefense::
ds 2
-wPlayerMonUnmodifiedSpeed:: ; cd16
+wPlayerMonUnmodifiedSpeed::
ds 2
-wPlayerMonUnmodifiedSpecial:: ; cd18
+wPlayerMonUnmodifiedSpecial::
ds 2
; stat modifiers for the player's current pokemon
@@ -754,44 +754,44 @@
; 7 is normal
wPlayerMonStatMods::
-wPlayerMonAttackMod:: ; cd1a
+wPlayerMonAttackMod::
ds 1
-wPlayerMonDefenseMod:: ; cd1b
+wPlayerMonDefenseMod::
ds 1
-wPlayerMonSpeedMod:: ; cd1c
+wPlayerMonSpeedMod::
ds 1
-wPlayerMonSpecialMod:: ; cd1d
+wPlayerMonSpecialMod::
ds 1
-wInGameTradeReceiveMonName:: ; cd1e
+wInGameTradeReceiveMonName::
-wPlayerMonAccuracyMod:: ; cd1e
+wPlayerMonAccuracyMod::
ds 1
-wPlayerMonEvasionMod:: ; cd1f
+wPlayerMonEvasionMod::
ds 1
ds 3
-wEnemyMonUnmodifiedLevel:: ; cd23
+wEnemyMonUnmodifiedLevel::
ds 1
-wEnemyMonUnmodifiedMaxHP:: ; cd24
+wEnemyMonUnmodifiedMaxHP::
ds 2
-wEnemyMonUnmodifiedAttack:: ; cd26
+wEnemyMonUnmodifiedAttack::
ds 2
-wEnemyMonUnmodifiedDefense:: ; cd28
+wEnemyMonUnmodifiedDefense::
ds 1
-wInGameTradeMonNick:: ; cd29
+wInGameTradeMonNick::
ds 1
-wEnemyMonUnmodifiedSpeed:: ; cd2a
+wEnemyMonUnmodifiedSpeed::
ds 2
-wEnemyMonUnmodifiedSpecial:: ; cd2c
+wEnemyMonUnmodifiedSpecial::
ds 1
-wEngagedTrainerClass:: ; cd2d
+wEngagedTrainerClass::
ds 1
-wEngagedTrainerSet:: ; cd2e
+wEngagedTrainerSet::
; ds 1
; stat modifiers for the enemy's current pokemon
@@ -799,17 +799,17 @@
; 7 is normal
wEnemyMonStatMods::
-wEnemyMonAttackMod:: ; cd2e
+wEnemyMonAttackMod::
ds 1
-wEnemyMonDefenseMod:: ; cd2f
+wEnemyMonDefenseMod::
ds 1
-wEnemyMonSpeedMod:: ; cd30
+wEnemyMonSpeedMod::
ds 1
-wEnemyMonSpecialMod:: ; cd31
+wEnemyMonSpecialMod::
ds 1
-wEnemyMonAccuracyMod:: ; cd32
+wEnemyMonAccuracyMod::
ds 1
-wEnemyMonEvasionMod:: ; cd33
+wEnemyMonEvasionMod::
ds 1
wInGameTradeReceiveMonSpecies::
@@ -817,28 +817,28 @@
ds 2
-wNPCMovementDirections2Index:: ; cd37
+wNPCMovementDirections2Index::
-wUnusedCD37:: ; cd37
+wUnusedCD37::
-wFilteredBagItemsCount:: ; cd37
+wFilteredBagItemsCount::
; number of items in wFilteredBagItems list
ds 1
-wSimulatedJoypadStatesIndex:: ; cd38
+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:: ; cd39
+wWastedByteCD39::
; written to but nothing ever reads it
ds 1
-wWastedByteCD3A:: ; cd3a
+wWastedByteCD3A::
; written to but nothing ever reads it
ds 1
-wOverrideSimulatedJoypadStatesMask:: ; cd3b
+wOverrideSimulatedJoypadStatesMask::
; mask indicating which real button presses can override simulated ones
; XXX is it ever not 0?
ds 1
@@ -845,273 +845,273 @@
ds 1
-wFallingObjectsMovementData:: ; cd3d
+wFallingObjectsMovementData::
; up to 20 bytes (one byte for each falling object)
-wSavedY:: ; cd3d
+wSavedY::
-wTempSCX:: ; cd3d
+wTempSCX::
-wBattleTransitionCircleScreenQuadrantY:: ; cd3d
+wBattleTransitionCircleScreenQuadrantY::
; 0 = upper half (Y < 9)
; 1 = lower half (Y >= 9)
-wBattleTransitionCopyTilesOffset:: ; cd3d
+wBattleTransitionCopyTilesOffset::
; 2 bytes
; after 1 row/column has been copied, the offset to the next one to copy from
-wInwardSpiralUpdateScreenCounter:: ; cd3d
+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:: ; cd3d
+wHoFTeamIndex::
-wSSAnneSmokeDriftAmount:: ; cd3d
+wSSAnneSmokeDriftAmount::
; multiplied by 16 to get the number of times to go right by 2 pixels
-wRivalStarterTemp:: ; cd3d
+wRivalStarterTemp::
-wBoxMonCounts:: ; cd3d
+wBoxMonCounts::
; 12 bytes
; array of the number of mons in each box
-wDexMaxSeenMon:: ; cd3d
+wDexMaxSeenMon::
-wPPRestoreItem:: ; cd3d
+wPPRestoreItem::
-wWereAnyMonsAsleep:: ; cd3d
+wWereAnyMonsAsleep::
-wCanPlaySlots:: ; cd3d
+wCanPlaySlots::
-wNumShakes:: ; cd3d
+wNumShakes::
-wDayCareStartLevel:: ; cd3d
+wDayCareStartLevel::
; the level of the mon at the time it entered day care
-wWhichBadge:: ; cd3d
+wWhichBadge::
-wPriceTemp:: ; cd3d
+wPriceTemp::
; 3-byte BCD number
-wTitleMonSpecies:: ; cd3d
+wTitleMonSpecies::
-wPlayerCharacterOAMTile:: ; cd3d
+wPlayerCharacterOAMTile::
-wMoveDownSmallStarsOAMCount:: ; cd3d
+wMoveDownSmallStarsOAMCount::
; the number of small stars OAM entries to move down
-wChargeMoveNum:: ; cd3d
+wChargeMoveNum::
-wCoordIndex:: ; cd3d
+wCoordIndex::
-wOptionsTextSpeedCursorX:: ; cd3d
+wOptionsTextSpeedCursorX::
-wBoxNumString:: ; cd3d
+wBoxNumString::
-wTrainerInfoTextBoxWidthPlus1:: ; cd3d
+wTrainerInfoTextBoxWidthPlus1::
-wSwappedMenuItem:: ; cd3d
+wSwappedMenuItem::
-wHoFMonSpecies:: ; cd3d
+wHoFMonSpecies::
-wFieldMoves:: ; cd3d
+wFieldMoves::
; 4 bytes
; the current mon's field moves
-wBadgeNumberTile:: ; cd3d
+wBadgeNumberTile::
; tile ID of the badge number being drawn
-wRodResponse:: ; cd3d
+wRodResponse::
; 0 = no bite
; 1 = bite
; 2 = no fish on map
-wWhichTownMapLocation:: ; cd3d
+wWhichTownMapLocation::
-wStoppingWhichSlotMachineWheel:: ; cd3d
+wStoppingWhichSlotMachineWheel::
; which wheel the player is trying to stop
; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3
-wTradedPlayerMonSpecies:: ; cd3d
+wTradedPlayerMonSpecies::
-wTradingWhichPlayerMon:: ; cd3d
+wTradingWhichPlayerMon::
-wChangeBoxSavedMapTextPointer:: ; cd3d
+wChangeBoxSavedMapTextPointer::
-wFlyAnimUsingCoordList:: ; cd3d
+wFlyAnimUsingCoordList::
-wPlayerSpinInPlaceAnimFrameDelay:: ; cd3d
+wPlayerSpinInPlaceAnimFrameDelay::
-wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: ; cd3d
+wPlayerSpinWhileMovingUpOrDownAnimDeltaY::
-wHiddenObjectFunctionArgument:: ; cd3d
+wHiddenObjectFunctionArgument::
-wWhichTrade:: ; cd3d
+wWhichTrade::
; which entry from TradeMons to select
-wTrainerSpriteOffset:: ; cd3d
+wTrainerSpriteOffset::
-wUnusedCD3D:: ; cd3d
+wUnusedCD3D::
ds 1
-wHUDPokeballGfxOffsetX:: ; cd3e
+wHUDPokeballGfxOffsetX::
; difference in X between the next ball and the current one
-wBattleTransitionCircleScreenQuadrantX:: ; cd3e
+wBattleTransitionCircleScreenQuadrantX::
; 0 = left half (X < 10)
; 1 = right half (X >= 10)
-wSSAnneSmokeX:: ; cd3e
+wSSAnneSmokeX::
-wRivalStarterBallSpriteIndex:: ; cd3e
+wRivalStarterBallSpriteIndex::
-wDayCareNumLevelsGrown:: ; cd3e
+wDayCareNumLevelsGrown::
-wOptionsBattleAnimCursorX:: ; cd3e
+wOptionsBattleAnimCursorX::
-wTrainerInfoTextBoxWidth:: ; cd3e
+wTrainerInfoTextBoxWidth::
-wHoFPartyMonIndex:: ; cd3e
+wHoFPartyMonIndex::
-wNumCreditsMonsDisplayed:: ; cd3e
+wNumCreditsMonsDisplayed::
; the number of credits mons that have been displayed so far
-wBadgeNameTile:: ; cd3e
+wBadgeNameTile::
; first tile ID of the name being drawn
-wFlyLocationsList:: ; cd3e
+wFlyLocationsList::
; 11 bytes plus $ff sentinel values at each end
-wSlotMachineWheel1Offset:: ; cd3e
+wSlotMachineWheel1Offset::
-wTradedEnemyMonSpecies:: ; cd3e
+wTradedEnemyMonSpecies::
-wTradingWhichEnemyMon:: ; cd3e
+wTradingWhichEnemyMon::
-wFlyAnimCounter:: ; cd3e
+wFlyAnimCounter::
-wPlayerSpinInPlaceAnimFrameDelayDelta:: ; cd3e
+wPlayerSpinInPlaceAnimFrameDelayDelta::
-wPlayerSpinWhileMovingUpOrDownAnimMaxY:: ; cd3e
+wPlayerSpinWhileMovingUpOrDownAnimMaxY::
-wHiddenObjectFunctionRomBank:: ; cd3e
+wHiddenObjectFunctionRomBank::
-wTrainerEngageDistance:: ; cd3e
+wTrainerEngageDistance::
ds 1
-wHUDGraphicsTiles:: ; cd3f
+wHUDGraphicsTiles::
; 3 bytes
-wDayCareTotalCost:: ; cd3f
+wDayCareTotalCost::
; 2-byte BCD number
-wJigglypuffFacingDirections:: ; cd3f
+wJigglypuffFacingDirections::
-wOptionsBattleStyleCursorX:: ; cd3f
+wOptionsBattleStyleCursorX::
-wTrainerInfoTextBoxNextRowOffset:: ; cd3f
+wTrainerInfoTextBoxNextRowOffset::
-wHoFMonLevel:: ; cd3f
+wHoFMonLevel::
-wBadgeOrFaceTiles:: ; cd3f
+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:: ; cd3f
+wSlotMachineWheel2Offset::
-wNameOfPlayerMonToBeTraded:: ; cd3f
+wNameOfPlayerMonToBeTraded::
-wFlyAnimBirdSpriteImageIndex:: ; cd3f
+wFlyAnimBirdSpriteImageIndex::
-wPlayerSpinInPlaceAnimFrameDelayEndValue:: ; cd3f
+wPlayerSpinInPlaceAnimFrameDelayEndValue::
-wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: ; cd3f
+wPlayerSpinWhileMovingUpOrDownAnimFrameDelay::
-wHiddenObjectIndex:: ; cd3f
+wHiddenObjectIndex::
-wTrainerFacingDirection:: ; cd3f
+wTrainerFacingDirection::
ds 1
-wHoFMonOrPlayer:: ; cd40
+wHoFMonOrPlayer::
; show mon or show player?
; 0 = mon
; 1 = player
-wSlotMachineWheel3Offset:: ; cd40
+wSlotMachineWheel3Offset::
-wPlayerSpinInPlaceAnimSoundID:: ; cd40
+wPlayerSpinInPlaceAnimSoundID::
-wHiddenObjectY:: ; cd40
+wHiddenObjectY::
-wTrainerScreenY:: ; cd40
+wTrainerScreenY::
-wOptionsCancelCursorX:: ; cd40
+wOptionsCancelCursorX::
ds 1
-wDayCarePerLevelCost:: ; cd41
+wDayCarePerLevelCost::
; 2-byte BCD number (always set to $0100)
-wHoFTeamIndex2:: ; cd41
+wHoFTeamIndex2::
-wHiddenItemOrCoinsIndex:: ; cd41
+wHiddenItemOrCoinsIndex::
-wTradedPlayerMonOT:: ; cd41
+wTradedPlayerMonOT::
-wHiddenObjectX:: ; cd41
+wHiddenObjectX::
-wSlotMachineWinningSymbol:: ; cd41
+wSlotMachineWinningSymbol::
; the OAM tile number of the upper left corner of the winning symbol minus 2
-wNumFieldMoves:: ; cd41
+wNumFieldMoves::
-wSlotMachineWheel1BottomTile:: ; cd41
+wSlotMachineWheel1BottomTile::
-wTrainerScreenX:: ; cd41
+wTrainerScreenX::
ds 1
; a lot of the uses for these values use more than the said address
-wHoFTeamNo:: ; cd42
+wHoFTeamNo::
-wSlotMachineWheel1MiddleTile:: ; cd42
+wSlotMachineWheel1MiddleTile::
-wFieldMovesLeftmostXCoord:: ; cd42
+wFieldMovesLeftmostXCoord::
ds 1
-wLastFieldMoveID:: ; cd43
+wLastFieldMoveID::
; unused
-wSlotMachineWheel1TopTile:: ; cd43
+wSlotMachineWheel1TopTile::
ds 1
-wSlotMachineWheel2BottomTile:: ; cd44
+wSlotMachineWheel2BottomTile::
ds 1
-wSlotMachineWheel2MiddleTile:: ; cd45
+wSlotMachineWheel2MiddleTile::
ds 1
-wTempCoins1:: ; cd46
+wTempCoins1::
; 2 bytes
; temporary variable used to add payout amount to the player's coins
-wSlotMachineWheel2TopTile:: ; cd46
+wSlotMachineWheel2TopTile::
ds 1
-wBattleTransitionSpiralDirection:: ; cd47
+wBattleTransitionSpiralDirection::
; 0 = outward, 1 = inward
-wSlotMachineWheel3BottomTile:: ; cd47
+wSlotMachineWheel3BottomTile::
ds 1
-wSlotMachineWheel3MiddleTile:: ; cd48
+wSlotMachineWheel3MiddleTile::
-wFacingDirectionList:: ; cd48
-; 4 bytes (also, the byte before the start of the list (cd47) is used a temp
-; variable when the list is rotated)
+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:: ; cd49
+wSlotMachineWheel3TopTile::
wTempObtainedBadgesBooleans::
; 8 bytes
@@ -1119,85 +1119,85 @@
; one byte for each badge; 0 = not obtained, 1 = obtained
ds 1
-wTempCoins2:: ; cd4a
+wTempCoins2::
; 2 bytes
; temporary variable used to subtract the bet amount from the player's coins
-wPayoutCoins:: ; cd4a
+wPayoutCoins::
; 2 bytes
ds 2
-wTradedPlayerMonOTID:: ; cd4c
+wTradedPlayerMonOTID::
-wSlotMachineFlags:: ; cd4c
+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:: ; cd4d
+wSlotMachineWheel1SlipCounter::
; wheel 1 can "slip" while this is non-zero
-wCutTile:: ; cd4d
+wCutTile::
; $3d = tree tile
; $52 = grass tile
ds 1
-wSlotMachineWheel2SlipCounter:: ; cd4e
+wSlotMachineWheel2SlipCounter::
; wheel 2 can "slip" while this is non-zero
-wTradedEnemyMonOT:: ; cd4e
+wTradedEnemyMonOT::
ds 1
-wSavedPlayerScreenY:: ; cd4f
+wSavedPlayerScreenY::
-wSlotMachineRerollCounter:: ; cd4f
+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:: ; cd4f
+wEmotionBubbleSpriteIndex::
; the index of the sprite the emotion bubble is to be displayed above
ds 1
-wWhichEmotionBubble:: ; cd50
+wWhichEmotionBubble::
-wSlotMachineBet:: ; cd50
+wSlotMachineBet::
; how many coins the player bet on the slot machine (1 to 3)
-wSavedPlayerFacingDirection:: ; cd50
+wSavedPlayerFacingDirection::
-wWhichAnimationOffsets:: ; cd50
+wWhichAnimationOffsets::
; 0 = cut animation, 1 = boulder dust animation
ds 9
-wTradedEnemyMonOTID:: ; cd59
+wTradedEnemyMonOTID::
ds 2
-wStandingOnWarpPadOrHole:: ; cd5b
+wStandingOnWarpPadOrHole::
; 0 = neither
; 1 = warp pad
; 2 = hole
-wOAMBaseTile:: ; cd5b
+wOAMBaseTile::
-wGymTrashCanIndex:: ; cd5b
+wGymTrashCanIndex::
ds 1
-wSymmetricSpriteOAMAttributes:: ; cd5c
+wSymmetricSpriteOAMAttributes::
ds 1
-wMonPartySpriteSpecies:: ; cd5d
+wMonPartySpriteSpecies::
ds 1
-wLeftGBMonSpecies:: ; cd5e
+wLeftGBMonSpecies::
; in the trade animation, the mon that leaves the left gameboy
ds 1
-wRightGBMonSpecies:: ; cd5f
+wRightGBMonSpecies::
; in the trade animation, the mon that leaves the right gameboy
ds 1
-wFlags_0xcd60:: ; cd60
+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
@@ -1207,7 +1207,7 @@
ds 9
-wActionResultOrTookBattleTurn:: ; cd6a
+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.
@@ -1219,16 +1219,16 @@
; and the player is not allowed to make a move and the two uses are compatible.
ds 1
-wJoyIgnore:: ; cd6b
+wJoyIgnore::
; Set buttons are ignored.
ds 1
-wDownscaledMonSize:: ; cd6c
+wDownscaledMonSize::
; size of downscaled mon pic used in pokeball entering/exiting animation
; $00 = 5×5
; $01 = 3×3
-wNumMovesMinusOne:: ; cd6c
+wNumMovesMinusOne::
; FormatMovesString stores the number of moves minus one here
ds 1
@@ -1236,13 +1236,13 @@
wcd6d:: ds 4 ; buffer for various data
-wStatusScreenCurrentPP:: ; cd71
+wStatusScreenCurrentPP::
; temp variable used to print a move's current PP on the status screen
ds 1
ds 6
-wNormalMaxPPList:: ; cd78
+wNormalMaxPPList::
; list of normal max PP (without PP up) values
ds 9
@@ -1253,238 +1253,238 @@
ENDU
-wSerialOtherGameboyRandomNumberListBlock:: ; cd81
+wSerialOtherGameboyRandomNumberListBlock::
; buffer for transferring the random number list generated by the other gameboy
-wTileMapBackup2:: ; cd81
+wTileMapBackup2::
; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
ds 20 * 18
-wNamingScreenNameLength:: ; cee9
+wNamingScreenNameLength::
-wEvoOldSpecies:: ; cee9
+wEvoOldSpecies::
-wBuffer:: ; cee9
+wBuffer::
; Temporary storage area of 30 bytes.
-wTownMapCoords:: ; cee9
+wTownMapCoords::
; lower nybble is x, upper nybble is y
-wLearningMovesFromDayCare:: ; cee9
+wLearningMovesFromDayCare::
; whether WriteMonMoves is being used to make a mon learn moves from day care
; non-zero if so
-wChangeMonPicEnemyTurnSpecies:: ; cee9
+wChangeMonPicEnemyTurnSpecies::
-wHPBarMaxHP:: ; cee9
+wHPBarMaxHP::
ds 1
-wNamingScreenSubmitName:: ; ceea
+wNamingScreenSubmitName::
; non-zero when the player has chosen to submit the name
-wChangeMonPicPlayerTurnSpecies:: ; ceea
+wChangeMonPicPlayerTurnSpecies::
-wEvoNewSpecies:: ; ceea
+wEvoNewSpecies::
ds 1
-wAlphabetCase:: ; ceeb
+wAlphabetCase::
; 0 = upper case
; 1 = lower case
-wEvoMonTileOffset:: ; ceeb
+wEvoMonTileOffset::
-wHPBarOldHP:: ; ceeb
+wHPBarOldHP::
ds 1
-wEvoCancelled:: ; ceec
+wEvoCancelled::
ds 1
-wNamingScreenLetter:: ; ceed
+wNamingScreenLetter::
-wHPBarNewHP:: ; ceed
+wHPBarNewHP::
ds 2
-wHPBarDelta:: ; ceef
+wHPBarDelta::
ds 1
-wHPBarTempHP:: ; cef0
+wHPBarTempHP::
ds 2
ds 11
-wHPBarHPDifference:: ; cefd
+wHPBarHPDifference::
ds 1
ds 7
-wAIItem:: ; cf05
+wAIItem::
; the item that the AI used
ds 1
-wUsedItemOnWhichPokemon:: ; cf06
+wUsedItemOnWhichPokemon::
ds 1
-wAnimSoundID:: ; cf07
+wAnimSoundID::
; sound ID during battle animations
ds 1
-wBankswitchHomeSavedROMBank:: ; cf08
+wBankswitchHomeSavedROMBank::
; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank)
ds 1
-wBankswitchHomeTemp:: ; cf09
+wBankswitchHomeTemp::
; used as a temp storage value for the bank to switch to
ds 1
-wBoughtOrSoldItemInMart:: ; cf0a
+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:: ; cf0b
+wBattleResult::
; $00 - win
; $01 - lose
; $02 - draw
ds 1
-wAutoTextBoxDrawingControl:: ; cf0c
+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:: ; cf0e
+wTilePlayerStandingOn::
; used in CheckForTilePairCollisions2 to store the tile the player is on
ds 1
-wNPCNumScriptedSteps:: ds 1 ; cf0f
+wNPCNumScriptedSteps:: ds 1
-wNPCMovementScriptFunctionNum:: ; cf10
+wNPCMovementScriptFunctionNum::
; which script function within the pointer table indicated by
; wNPCMovementScriptPointerTableNum
ds 1
-wTextPredefFlag:: ; cf11
+wTextPredefFlag::
; bit 0: set when printing a text predef so that DisplayTextID doesn't switch
; to the current map's bank
ds 1
-wPredefParentBank:: ; cf12
+wPredefParentBank::
ds 1
wSpriteIndex:: ds 1
-wCurSpriteMovement2:: ; cf14
+wCurSpriteMovement2::
; movement byte 2 of current sprite
ds 1
ds 2
-wNPCMovementScriptSpriteOffset:: ; cf17
+wNPCMovementScriptSpriteOffset::
; sprite offset of sprite being controlled by NPC movement script
ds 1
-wScriptedNPCWalkCounter:: ; cf18
+wScriptedNPCWalkCounter::
ds 1
ds 1
-wGBC:: ; cf1a
+wGBC::
ds 1
-wOnSGB:: ; cf1b
+wOnSGB::
; if running on SGB, it's 1, else it's 0
ds 1
-wDefaultPaletteCommand:: ; cf1c
+wDefaultPaletteCommand::
ds 1
-wPlayerHPBarColor:: ; cf1d
+wPlayerHPBarColor::
-wWholeScreenPaletteMonSpecies:: ; cf1d
+wWholeScreenPaletteMonSpecies::
; species of the mon whose palette is used for the whole screen
ds 1
-wEnemyHPBarColor:: ; cf1e
+wEnemyHPBarColor::
ds 1
; 0: green
; 1: yellow
; 2: red
-wPartyMenuHPBarColors:: ; cf1f
+wPartyMenuHPBarColors::
ds 6
-wStatusScreenHPBarColor:: ; cf25
+wStatusScreenHPBarColor::
ds 1
ds 7
-wCopyingSGBTileData:: ; cf2d
+wCopyingSGBTileData::
-wWhichPartyMenuHPBar:: ; cf2d
+wWhichPartyMenuHPBar::
-wPalPacket:: ; cf2d
+wPalPacket::
ds 1
-wPartyMenuBlkPacket:: ; cf2e
+wPartyMenuBlkPacket::
; $30 bytes
ds 29
-wExpAmountGained:: ; cf4b
+wExpAmountGained::
; 2-byte big-endian number
; the total amount of exp a mon gained
wcf4b:: ds 2 ; storage buffer for various strings
-wGainBoostedExp:: ; cf4d
+wGainBoostedExp::
ds 1
ds 17
-wGymCityName:: ; cf5f
+wGymCityName::
ds 17
-wGymLeaderName:: ; cf70
+wGymLeaderName::
ds NAME_LENGTH
-wItemList:: ; cf7b
+wItemList::
ds 16
-wListPointer:: ; cf8b
+wListPointer::
ds 2
-wUnusedCF8D:: ; cf8d
+wUnusedCF8D::
; 2 bytes
; used to store pointers, but never read
ds 2
-wItemPrices:: ; cf8f
+wItemPrices::
ds 2
wcf91:: ds 1 ; used with a lot of things (too much to list here)
-wWhichPokemon:: ; cf92
+wWhichPokemon::
; which pokemon you selected
ds 1
-wPrintItemPrices:: ; cf93
+wPrintItemPrices::
; if non-zero, then print item prices when displaying lists
ds 1
-wHPBarType:: ; cf94
+wHPBarType::
; type of HP bar
; $00 = enemy HUD in battle
; $01 = player HUD in battle / status screen
; $02 = party menu
-wListMenuID:: ; cf94
+wListMenuID::
; ID used by DisplayListMenuID
ds 1
-wRemoveMonFromBox:: ; cf95
+wRemoveMonFromBox::
; if non-zero, RemovePokemon will remove the mon from the current box,
; else it will remove the mon from the party
-wMoveMonType:: ; cf95
+wMoveMonType::
; 0 = move from box to party
; 1 = move from party to box
; 2 = move from daycare to party
@@ -1491,16 +1491,16 @@
; 3 = move from party to daycare
ds 1
-wItemQuantity:: ; cf96
+wItemQuantity::
ds 1
-wMaxItemQuantity:: ; cf97
+wMaxItemQuantity::
ds 1
; LoadMonData copies mon data here
-wLoadedMon:: party_struct wLoadedMon ; cf98
+wLoadedMon:: party_struct wLoadedMon
-wFontLoaded:: ; cfc4
+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.
@@ -1507,15 +1507,15 @@
; The other bits are unused.
ds 1
-wWalkCounter:: ; cfc5
+wWalkCounter::
; walk animation counter
ds 1
-wTileInFrontOfPlayer:: ; cfc6
+wTileInFrontOfPlayer::
; background tile number in front of the player (either 1 or 2 steps ahead)
ds 1
-wAudioFadeOutControl:: ; cfc7
+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
@@ -1527,13 +1527,13 @@
; audio, it zeroes this variable and starts playing the sound ID stored in it.
ds 1
-wAudioFadeOutCounterReloadValue:: ; cfc8
+wAudioFadeOutCounterReloadValue::
ds 1
-wAudioFadeOutCounter:: ; cfc9
+wAudioFadeOutCounter::
ds 1
-wLastMusicSoundID:: ; cfca
+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
@@ -1545,7 +1545,7 @@
; the music).
ds 1
-wUpdateSpritesEnabled:: ; cfcb
+wUpdateSpritesEnabled::
; $00 = causes sprites to be hidden and the value to change to $ff
; $01 = enabled
; $ff = disabled
@@ -1552,81 +1552,81 @@
; other values aren't used
ds 1
-wEnemyMoveNum:: ; cfcc
+wEnemyMoveNum::
ds 1
-wEnemyMoveEffect:: ; cfcd
+wEnemyMoveEffect::
ds 1
-wEnemyMovePower:: ; cfce
+wEnemyMovePower::
ds 1
-wEnemyMoveType:: ; cfcf
+wEnemyMoveType::
ds 1
-wEnemyMoveAccuracy:: ; cfd0
+wEnemyMoveAccuracy::
ds 1
-wEnemyMoveMaxPP:: ; cfd1
+wEnemyMoveMaxPP::
ds 1
-wPlayerMoveNum:: ; cfd2
+wPlayerMoveNum::
ds 1
-wPlayerMoveEffect:: ; cfd3
+wPlayerMoveEffect::
ds 1
-wPlayerMovePower:: ; cfd4
+wPlayerMovePower::
ds 1
-wPlayerMoveType:: ; cfd5
+wPlayerMoveType::
ds 1
-wPlayerMoveAccuracy:: ; cfd6
+wPlayerMoveAccuracy::
ds 1
-wPlayerMoveMaxPP:: ; cfd7
+wPlayerMoveMaxPP::
ds 1
-wEnemyMonSpecies2:: ; cfd8
+wEnemyMonSpecies2::
ds 1
-wBattleMonSpecies2:: ; cfd9
+wBattleMonSpecies2::
ds 1
-wEnemyMonNick:: ds NAME_LENGTH ; cfda
+wEnemyMonNick:: ds NAME_LENGTH
-wEnemyMon:: battle_struct wEnemyMon ; cfe5
+wEnemyMon:: battle_struct wEnemyMon
wEnemyMonBaseStats:: ds 5
wEnemyMonActualCatchRate:: ds 1
wEnemyMonBaseExp:: ds 1
-wBattleMonNick:: ds NAME_LENGTH ; d009
-wBattleMon:: battle_struct wBattleMon ; d014
+wBattleMonNick:: ds NAME_LENGTH
+wBattleMon:: battle_struct wBattleMon
-wTrainerClass:: ; d031
+wTrainerClass::
ds 1
ds 1
-wTrainerPicPointer:: ; d033
+wTrainerPicPointer::
ds 2
ds 1
-wTempMoveNameBuffer:: ; d036
+wTempMoveNameBuffer::
-wLearnMoveMonName:: ; d036
+wLearnMoveMonName::
; The name of the mon that is learning a move.
ds 16
-wTrainerBaseMoney:: ; d046
+wTrainerBaseMoney::
; 2-byte BCD number
; money received after battle = base money × level of highest-level enemy mon
ds 2
-wMissableObjectCounter:: ; d048
+wMissableObjectCounter::
ds 1
ds 1
-wTrainerName:: ; d04a
+wTrainerName::
; 13 bytes for the letters of the opposing trainer
; the name is terminated with $50 with possible
; unused trailing letters
ds 13
-wIsInBattle:: ; d057
+wIsInBattle::
; lost battle, this is -1
; no battle, this is 0
; wild battle, this is 1
@@ -1633,22 +1633,22 @@
; trainer battle, this is 2
ds 1
-wPartyGainExpFlags:: ; d058
+wPartyGainExpFlags::
; flags that indicate which party members should be be given exp when GainExperience is called
flag_array 6
-wCurOpponent:: ; d059
+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:: ; d05a
+wBattleType::
; in normal battle, this is 0
; in old man battle, this is 1
; in safari battle, this is 2
ds 1
-wDamageMultipliers:: ; d05b
+wDamageMultipliers::
; bits 0-6: Effectiveness
; $0 = immune
; $5 = not very effective
@@ -1657,16 +1657,16 @@
; bit 7: STAB
ds 1
-wLoneAttackNo:: ; d05c
+wLoneAttackNo::
; which entry in LoneAttacks to use
-wGymLeaderNo:: ; d05c
+wGymLeaderNo::
; it's actually the same thing as ^
ds 1
-wTrainerNo:: ; d05d
+wTrainerNo::
; which instance of [youngster, lass, etc] is this?
ds 1
-wCriticalHitOrOHKO:: ; d05e
+wCriticalHitOrOHKO::
; $00 = normal attack
; $01 = critical hit
; $02 = successful OHKO
@@ -1673,18 +1673,18 @@
; $ff = failed OHKO
ds 1
-wMoveMissed:: ; d05f
+wMoveMissed::
ds 1
-wPlayerStatsToDouble:: ; d060
+wPlayerStatsToDouble::
; always 0
ds 1
-wPlayerStatsToHalve:: ; d061
+wPlayerStatsToHalve::
; always 0
ds 1
-wPlayerBattleStatus1:: ; d062
+wPlayerBattleStatus1::
; bit 0 - bide
; bit 1 - thrash / petal dance
; bit 2 - attacking multiple times (e.g. double kick)
@@ -1695,7 +1695,7 @@
; bit 7 - confusion
ds 1
-wPlayerBattleStatus2:: ; d063
+wPlayerBattleStatus2::
; bit 0 - X Accuracy effect
; bit 1 - protected by "mist"
; bit 2 - focus energy effect
@@ -1705,7 +1705,7 @@
; bit 7 - leech seeded
ds 1
-wPlayerBattleStatus3:: ; d064
+wPlayerBattleStatus3::
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
@@ -1712,19 +1712,19 @@
; bit 3 - transformed
ds 1
-wEnemyStatsToDouble:: ; d065
+wEnemyStatsToDouble::
; always 0
ds 1
-wEnemyStatsToHalve:: ; d066
+wEnemyStatsToHalve::
; always 0
ds 1
-wEnemyBattleStatus1:: ; d067
+wEnemyBattleStatus1::
ds 1
-wEnemyBattleStatus2:: ; d068
+wEnemyBattleStatus2::
ds 1
-wEnemyBattleStatus3:: ; d069
+wEnemyBattleStatus3::
ds 1
wPlayerNumAttacksLeft::
@@ -1731,13 +1731,13 @@
; when the player is attacking multiple times, the number of attacks left
ds 1
-wPlayerConfusedCounter:: ; d06b
+wPlayerConfusedCounter::
ds 1
-wPlayerToxicCounter:: ; d06c
+wPlayerToxicCounter::
ds 1
-wPlayerDisabledMove:: ; d06d
+wPlayerDisabledMove::
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
@@ -1744,17 +1744,17 @@
ds 1
-wEnemyNumAttacksLeft:: ; d06f
+wEnemyNumAttacksLeft::
; when the enemy is attacking multiple times, the number of attacks left
ds 1
-wEnemyConfusedCounter:: ; d070
+wEnemyConfusedCounter::
ds 1
-wEnemyToxicCounter:: ; d071
+wEnemyToxicCounter::
ds 1
-wEnemyDisabledMove:: ; d072
+wEnemyDisabledMove::
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
@@ -1761,13 +1761,13 @@
ds 1
-wPlayerNumHits:: ; d074
+wPlayerNumHits::
; number of hits by player in attacks like Double Slap, etc.
-wPlayerBideAccumulatedDamage:: ; d074
+wPlayerBideAccumulatedDamage::
; the amount of damage accumulated by the player while biding (2 bytes)
-wUnknownSerialCounter2:: ; d074
+wUnknownSerialCounter2::
; 2 bytes
ds 4
@@ -1776,35 +1776,35 @@
; non-zero when an item or move that allows escape from battle was used
ds 1
-wAmountMoneyWon:: ; d079
+wAmountMoneyWon::
; 3-byte BCD number
-wObjectToHide:: ; d079
+wObjectToHide::
ds 1
-wObjectToShow:: ; d07a
+wObjectToShow::
ds 1
ds 1
-wDefaultMap:: ; d07c
+wDefaultMap::
; the map you will start at when the debug bit is set
-wMenuItemOffset:: ; d07c
+wMenuItemOffset::
-wAnimationID:: ; d07c
+wAnimationID::
; ID number of the current battle animation
ds 1
-wNamingScreenType:: ; d07d
+wNamingScreenType::
-wPartyMenuTypeOrMessageID:: ; d07d
+wPartyMenuTypeOrMessageID::
-wTempTilesetNumTiles:: ; d07d
+wTempTilesetNumTiles::
; temporary storage for the number of tiles in a tileset
ds 1
-wSavedListScrollOffset:: ; d07e
+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
@@ -1812,71 +1812,71 @@
ds 2
; base coordinates of frame block
-wBaseCoordX:: ; d081
+wBaseCoordX::
ds 1
-wBaseCoordY:: ; d082
+wBaseCoordY::
ds 1
; low health alarm counter/enable
; high bit = enable, others = timer to cycle frequencies
-wLowHealthAlarm:: ds 1 ; d083
+wLowHealthAlarm:: ds 1
-wFBTileCounter:: ; d084
+wFBTileCounter::
; counts how many tiles of the current frame block have been drawn
ds 1
-wMovingBGTilesCounter2:: ; d085
+wMovingBGTilesCounter2::
ds 1
-wSubAnimFrameDelay:: ; d086
+wSubAnimFrameDelay::
; duration of each frame of the current subanimation in terms of screen refreshes
ds 1
-wSubAnimCounter:: ; d087
+wSubAnimCounter::
; counts the number of subentries left in the current subanimation
ds 1
-wSaveFileStatus:: ; d088
+wSaveFileStatus::
; 1 = no save file or save file is corrupted
; 2 = save file exists and no corruption has been detected
ds 1
-wNumFBTiles:: ; d089
+wNumFBTiles::
; number of tiles in current battle animation frame block
ds 1
-wFlashScreenLongCounter:: ; d08a
+wFlashScreenLongCounter::
-wSpiralBallsBaseY:: ; d08a
+wSpiralBallsBaseY::
-wFallingObjectMovementByte:: ; d08a
+wFallingObjectMovementByte::
; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8)
; bit 7: direction; 0 = right, 1 = left
-wNumShootingBalls:: ; d08a
+wNumShootingBalls::
-wTradedMonMovingRight:: ; d08a
+wTradedMonMovingRight::
; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
-wOptionsInitialized:: ; d08a
+wOptionsInitialized::
-wNewSlotMachineBallTile:: ; d08a
+wNewSlotMachineBallTile::
-wCoordAdjustmentAmount:: ; d08a
+wCoordAdjustmentAmount::
; how much to add to the X/Y coord
-wUnusedD08A:: ; d08a
+wUnusedD08A::
ds 1
-wSpiralBallsBaseX:: ; d08b
+wSpiralBallsBaseX::
-wNumFallingObjects:: ; d08b
+wNumFallingObjects::
-wSlideMonDelay:: ; d08b
+wSlideMonDelay::
-wAnimCounter:: ; d08b
+wAnimCounter::
; generic counter variable for various animations
-wSubAnimTransform:: ; d08b
+wSubAnimTransform::
; controls what transformations are applied to the subanimation
; 01: flip horizontally and vertically
; 02: flip horizontally and translate downwards 40 pixels
@@ -1884,52 +1884,52 @@
; 04: reverse the subanimation
ds 1
-wEndBattleWinTextPointer:: ; d08c
+wEndBattleWinTextPointer::
ds 2
-wEndBattleLoseTextPointer:: ; d08e
+wEndBattleLoseTextPointer::
ds 2
ds 2
-wEndBattleTextRomBank:: ; d092
+wEndBattleTextRomBank::
ds 1
ds 1
-wSubAnimAddrPtr:: ; d094
+wSubAnimAddrPtr::
; the address _of the address_ of the current subanimation entry
ds 2
-wSlotMachineAllowMatchesCounter:: ; d096
+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:: ; d096
+wSubAnimSubEntryAddr::
; the address of the current subentry of the current subanimation
ds 2
ds 2
-wOutwardSpiralTileMapPointer:: ; d09a
+wOutwardSpiralTileMapPointer::
ds 1
-wPartyMenuAnimMonEnabled:: ; d09b
+wPartyMenuAnimMonEnabled::
-wTownMapSpriteBlinkingEnabled:: ; d09b
+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:: ; d09b
+wUnusedD09B::
ds 1
-wFBDestAddr:: ; d09c
+wFBDestAddr::
; current destination address in OAM for frame blocks (big endian)
ds 2
-wFBMode:: ; d09e
+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
@@ -1938,46 +1938,46 @@
; 04: delay, without cleaning OAM buffer, and do not advance [wFBDestAddr], so that the next frame block will overwrite this one
ds 1
-wLinkCableAnimBulgeToggle:: ; d09f
+wLinkCableAnimBulgeToggle::
; 0 = small
; 1 = big
-wIntroNidorinoBaseTile:: ; d09f
+wIntroNidorinoBaseTile::
-wOutwardSpiralCurrentDirection:: ; d09f
+wOutwardSpiralCurrentDirection::
-wDropletTile:: ; d09f
+wDropletTile::
-wNewTileBlockID:: ; d09f
+wNewTileBlockID::
-wWhichBattleAnimTileset:: ; d09f
+wWhichBattleAnimTileset::
-wSquishMonCurrentDirection:: ; d09f
+wSquishMonCurrentDirection::
; 0 = left
; 1 = right
-wSlideMonUpBottomRowLeftTile:: ; d09f
+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:: ; d0a1
+wSpriteCurPosX::
ds 1
-wSpriteCurPosY:: ; d0a2
+wSpriteCurPosY::
ds 1
-wSpriteWidth:: ; d0a3
+wSpriteWidth::
ds 1
-wSpriteHeight:: ; d0a4
+wSpriteHeight::
ds 1
-wSpriteInputCurByte:: ; d0a5
+wSpriteInputCurByte::
; current input byte
ds 1
-wSpriteInputBitCounter:: ; d0a6
+wSpriteInputBitCounter::
; bit offset of last read input bit
ds 1
-wSpriteOutputBitOffset:: ; d0a7; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data)
+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
@@ -1984,87 +1984,87 @@
; 0 -> 000000XX 4th column
ds 1
-wSpriteLoadFlags:: ; d0a8
+wSpriteLoadFlags::
; bit 0 determines used buffer (0 -> $a188, 1 -> $a310)
; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation)
ds 1
-wSpriteUnpackMode:: ; d0a9
+wSpriteUnpackMode::
ds 1
-wSpriteFlipped:: ; d0aa
+wSpriteFlipped::
ds 1
-wSpriteInputPtr:: ; d0ab
+wSpriteInputPtr::
; pointer to next input byte
ds 2
-wSpriteOutputPtr:: ; d0ad
+wSpriteOutputPtr::
; pointer to current output byte
ds 2
-wSpriteOutputPtrCached:: ; d0af
+wSpriteOutputPtrCached::
; used to revert pointer for different bit offsets
ds 2
-wSpriteDecodeTable0Ptr:: ; d0b1
+wSpriteDecodeTable0Ptr::
; pointer to differential decoding table (assuming initial value 0)
ds 2
-wSpriteDecodeTable1Ptr:: ; d0b3
+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:: ; d0b6
+wNameListType::
ds 1
-wPredefBank:: ; d0b7
+wPredefBank::
ds 1
-wMonHeader:: ; d0b8
+wMonHeader::
-wMonHIndex:: ; d0b8
+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:: ; d0b9
-wMonHBaseHP:: ; d0b9
+wMonHBaseStats::
+wMonHBaseHP::
ds 1
-wMonHBaseAttack:: ; d0ba
+wMonHBaseAttack::
ds 1
-wMonHBaseDefense:: ; d0bb
+wMonHBaseDefense::
ds 1
-wMonHBaseSpeed:: ; d0bc
+wMonHBaseSpeed::
ds 1
-wMonHBaseSpecial:: ; d0bd
+wMonHBaseSpecial::
ds 1
-wMonHTypes:: ; d0be
-wMonHType1:: ; d0be
+wMonHTypes::
+wMonHType1::
ds 1
-wMonHType2:: ; d0bf
+wMonHType2::
ds 1
-wMonHCatchRate:: ; d0c0
+wMonHCatchRate::
ds 1
-wMonHBaseEXP:: ; d0c1
+wMonHBaseEXP::
ds 1
-wMonHSpriteDim:: ; d0c2
+wMonHSpriteDim::
ds 1
-wMonHFrontSprite:: ; d0c3
+wMonHFrontSprite::
ds 2
-wMonHBackSprite:: ; d0c5
+wMonHBackSprite::
ds 2
-wMonHMoves:: ; d0c7
+wMonHMoves::
ds NUM_MOVES
-wMonHGrowthRate:: ; d0cb
+wMonHGrowthRate::
ds 1
-wMonHLearnset:: ; d0cc
+wMonHLearnset::
; bit field
flag_array 50 + 5
ds 1
-wSavedTilesetType:: ; d0d4
+wSavedTilesetType::
; saved at the start of a battle and then written back at the end of the battle
ds 1
@@ -2071,40 +2071,40 @@
ds 2
-wDamage:: ; d0d7
+wDamage::
ds 2
ds 2
-wRepelRemainingSteps:: ; d0db
+wRepelRemainingSteps::
ds 1
-wMoves:: ; d0dc
+wMoves::
; list of moves for FormatMovesString
ds 4
-wMoveNum:: ; d0e0
+wMoveNum::
ds 1
-wMovesString:: ; d0e1
+wMovesString::
ds 56
-wUnusedD119:: ; d119
+wUnusedD119::
ds 1
-wWalkBikeSurfStateCopy:: ; d11a
+wWalkBikeSurfStateCopy::
; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
ds 1
-wInitListType:: ; d11b
+wInitListType::
; the type of list for InitList to init
ds 1
-wCapturedMonSpecies:: ; d11c
+wCapturedMonSpecies::
; 0 if no mon was captured
ds 1
-wFirstMonsNotOutYet:: ; d11d
+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"
@@ -2112,28 +2112,28 @@
; which will be the first mon sent out.
ds 1
-wPokeBallCaptureCalcTemp:: ; d11e
+wPokeBallCaptureCalcTemp::
; lower nybble: number of shakes
; upper nybble: number of animations to play
-wPokeBallAnimData:: ; d11e
+wPokeBallAnimData::
-wUsingPPUp:: ; d11e
+wUsingPPUp::
-wMaxPP:: ; d11e
+wMaxPP::
; 0 for player, non-zero for enemy
-wCalculateWhoseStats:: ; d11e
+wCalculateWhoseStats::
-wTypeEffectiveness:: ; d11e
+wTypeEffectiveness::
-wMoveType:: ; d11e
+wMoveType::
-wNumSetBits:: ; d11e
+wNumSetBits::
wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits
-wForcePlayerToChooseMon:: ; d11f
+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
@@ -2142,26 +2142,26 @@
; number of times the player has tried to run from battle
ds 1
-wEvolutionOccurred:: ; d121
+wEvolutionOccurred::
ds 1
-wVBlankSavedROMBank:: ; d122
+wVBlankSavedROMBank::
ds 1
ds 1
-wIsKeyItem:: ; d124
+wIsKeyItem::
ds 1
-wTextBoxID:: ; d125
+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:: ; d127
+wCurEnemyLVL::
ds 1
-wItemListPointer:: ; d128
+wItemListPointer::
; pointer to list of items terminated by $FF
ds 2
@@ -2169,20 +2169,20 @@
; number of entries in a list
ds 1
-wLinkState:: ; d12b
+wLinkState::
ds 1
-wTwoOptionMenuID:: ; d12c
+wTwoOptionMenuID::
ds 1
-wChosenMenuItem:: ; d12d
+wChosenMenuItem::
; the id of the menu item the player ultimately chose
-wOutOfBattleBlackout:: ; d12d
+wOutOfBattleBlackout::
; non-zero when the whole party has fainted due to out-of-battle poison damage
ds 1
-wMenuExitMethod:: ; d12e
+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
@@ -2192,81 +2192,81 @@
; $02 = the user pressed B or pressed A with the second menu item selected
ds 1
-wDungeonWarpDataEntrySize:: ; d12f
+wDungeonWarpDataEntrySize::
; the size is always 6, so they didn't need a variable in RAM for this
-wWhichPewterGuy:: ; d12f
+wWhichPewterGuy::
; 0 = museum guy
; 1 = gym guy
-wWhichPrizeWindow:: ; d12f
+wWhichPrizeWindow::
; there are 3 windows, from 0 to 2
-wGymGateTileBlock:: ; d12f
+wGymGateTileBlock::
; a horizontal or vertical gate block
ds 1
-wSavedSpriteScreenY:: ; d130
+wSavedSpriteScreenY::
ds 1
-wSavedSpriteScreenX:: ; d131
+wSavedSpriteScreenX::
ds 1
-wSavedSpriteMapY:: ; d132
+wSavedSpriteMapY::
ds 1
-wSavedSpriteMapX:: ; d133
+wSavedSpriteMapX::
ds 1
ds 5
-wWhichPrize:: ; d139
+wWhichPrize::
ds 1
-wIgnoreInputCounter:: ; d13a
+wIgnoreInputCounter::
; counts downward each frame
; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
ds 1
-wStepCounter:: ; d13b
+wStepCounter::
; counts down once every step
ds 1
-wNumberOfNoRandomBattleStepsLeft:: ; d13c
+wNumberOfNoRandomBattleStepsLeft::
; after a battle, you have at least 3 steps before a random battle can occur
ds 1
-wPrize1:: ; d13d
+wPrize1::
ds 1
-wPrize2:: ; d13e
+wPrize2::
ds 1
-wPrize3:: ; d13f
+wPrize3::
ds 1
ds 1
-wSerialRandomNumberListBlock:: ; d141
+wSerialRandomNumberListBlock::
; the first 7 bytes are the preamble
-wPrize1Price:: ; d141
+wPrize1Price::
ds 2
-wPrize2Price:: ; d143
+wPrize2Price::
ds 2
-wPrize3Price:: ; d145
+wPrize3Price::
ds 2
ds 1
-wLinkBattleRandomNumberList:: ; d148
+wLinkBattleRandomNumberList::
; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
ds 10
-wSerialPlayerDataBlock:: ; d152
+wSerialPlayerDataBlock::
; the first 6 bytes are the preamble
-wPseudoItemID:: ; d152
+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
@@ -2273,37 +2273,37 @@
; that case, this would be ESCAPE_ROPE.
ds 1
-wUnusedD153:: ; d153
+wUnusedD153::
ds 1
ds 2
-wEvoStoneItemID:: ; d156
+wEvoStoneItemID::
ds 1
-wSavedNPCMovementDirections2Index:: ; d157
+wSavedNPCMovementDirections2Index::
ds 1
-wPlayerName:: ; d158
+wPlayerName::
ds NAME_LENGTH
wPartyDataStart::
-wPartyCount:: ds 1 ; d163
-wPartySpecies:: ds PARTY_LENGTH ; d164
-wPartyEnd:: ds 1 ; d16a
+wPartyCount:: ds 1
+wPartySpecies:: ds PARTY_LENGTH
+wPartyEnd:: ds 1
wPartyMons::
-wPartyMon1:: party_struct wPartyMon1 ; d16b
-wPartyMon2:: party_struct wPartyMon2 ; d197
-wPartyMon3:: party_struct wPartyMon3 ; d1c3
-wPartyMon4:: party_struct wPartyMon4 ; d1ef
-wPartyMon5:: party_struct wPartyMon5 ; d21b
-wPartyMon6:: party_struct wPartyMon6 ; d247
+wPartyMon1:: party_struct wPartyMon1
+wPartyMon2:: party_struct wPartyMon2
+wPartyMon3:: party_struct wPartyMon3
+wPartyMon4:: party_struct wPartyMon4
+wPartyMon5:: party_struct wPartyMon5
+wPartyMon6:: party_struct wPartyMon6
-wPartyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d273
-wPartyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d2b5
+wPartyMonOT:: ds NAME_LENGTH * PARTY_LENGTH
+wPartyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH
wPartyDataEnd::
@@ -2310,29 +2310,29 @@
wMainDataStart::
-wPokedexOwned:: ; d2f7
+wPokedexOwned::
flag_array NUM_POKEMON
wPokedexOwnedEnd::
-wPokedexSeen:: ; d30a
+wPokedexSeen::
flag_array NUM_POKEMON
wPokedexSeenEnd::
-wNumBagItems:: ; d31d
+wNumBagItems::
ds 1
-wBagItems:: ; d31e
+wBagItems::
; item, quantity
ds BAG_ITEM_CAPACITY * 2
ds 1 ; end
-wPlayerMoney:: ; d347
+wPlayerMoney::
ds 3 ; BCD
-wRivalName:: ; d34a
+wRivalName::
ds NAME_LENGTH
-wOptions:: ; d355
+wOptions::
; bit 7 = battle animation
; 0: On
; 1: Off
@@ -2345,12 +2345,12 @@
; 5: Slow
ds 1
-wObtainedBadges:: ; d356
+wObtainedBadges::
flag_array 8
ds 1
-wLetterPrintingDelayFlags:: ; d358
+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.
@@ -2357,238 +2357,238 @@
; bit 1: If 0, no delay.
ds 1
-wPlayerID:: ; d359
+wPlayerID::
ds 2
-wMapMusicSoundID:: ; d35b
+wMapMusicSoundID::
ds 1
-wMapMusicROMBank:: ; d35c
+wMapMusicROMBank::
ds 1
-wMapPalOffset:: ; d35d
+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:: ; d35e
+wCurMap::
ds 1
-wCurrentTileBlockMapViewPointer:: ; d35f
+wCurrentTileBlockMapViewPointer::
; pointer to the upper left corner of the current view in the tile block map
ds 2
-wYCoord:: ; d361
+wYCoord::
; player’s position on the current map
ds 1
-wXCoord:: ; d362
+wXCoord::
ds 1
-wYBlockCoord:: ; d363
+wYBlockCoord::
; player's y position (by block)
ds 1
-wXBlockCoord:: ; d364
+wXBlockCoord::
ds 1
-wLastMap:: ; d365
+wLastMap::
ds 1
-wUnusedD366:: ; d366
+wUnusedD366::
ds 1
-wCurMapTileset:: ; d367
+wCurMapTileset::
ds 1
-wCurMapHeight:: ; d368
+wCurMapHeight::
; blocks
ds 1
-wCurMapWidth:: ; d369
+wCurMapWidth::
; blocks
ds 1
-wMapDataPtr:: ; d36a
+wMapDataPtr::
ds 2
-wMapTextPtr:: ; d36c
+wMapTextPtr::
ds 2
-wMapScriptPtr:: ; d36e
+wMapScriptPtr::
ds 2
-wMapConnections:: ; d370
+wMapConnections::
; connection byte
ds 1
-wMapConn1Ptr:: ; d371
+wMapConn1Ptr::
ds 1
-wNorthConnectionStripSrc:: ; d372
+wNorthConnectionStripSrc::
ds 2
-wNorthConnectionStripDest:: ; d374
+wNorthConnectionStripDest::
ds 2
-wNorthConnectionStripWidth:: ; d376
+wNorthConnectionStripWidth::
ds 1
-wNorthConnectedMapWidth:: ; d377
+wNorthConnectedMapWidth::
ds 1
-wNorthConnectedMapYAlignment:: ; d378
+wNorthConnectedMapYAlignment::
ds 1
-wNorthConnectedMapXAlignment:: ; d379
+wNorthConnectedMapXAlignment::
ds 1
-wNorthConnectedMapViewPointer:: ; d37a
+wNorthConnectedMapViewPointer::
ds 2
-wMapConn2Ptr:: ; d37c
+wMapConn2Ptr::
ds 1
-wSouthConnectionStripSrc:: ; d37d
+wSouthConnectionStripSrc::
ds 2
-wSouthConnectionStripDest:: ; d37f:
+wSouthConnectionStripDest::
ds 2
-wSouthConnectionStripWidth:: ; d381
+wSouthConnectionStripWidth::
ds 1
-wSouthConnectedMapWidth:: ; d382
+wSouthConnectedMapWidth::
ds 1
-wSouthConnectedMapYAlignment:: ; d383
+wSouthConnectedMapYAlignment::
ds 1
-wSouthConnectedMapXAlignment:: ; d384
+wSouthConnectedMapXAlignment::
ds 1
-wSouthConnectedMapViewPointer:: ; d385
+wSouthConnectedMapViewPointer::
ds 2
-wMapConn3Ptr:: ; d387
+wMapConn3Ptr::
ds 1
-wWestConnectionStripSrc:: ; d388
+wWestConnectionStripSrc::
ds 2
-wWestConnectionStripDest:: ; d38a
+wWestConnectionStripDest::
ds 2
-wWestConnectionStripHeight:: ; d38c
+wWestConnectionStripHeight::
ds 1
-wWestConnectedMapWidth:: ; d38d
+wWestConnectedMapWidth::
ds 1
-wWestConnectedMapYAlignment:: ; d38e
+wWestConnectedMapYAlignment::
ds 1
-wWestConnectedMapXAlignment:: ; d38f
+wWestConnectedMapXAlignment::
ds 1
-wWestConnectedMapViewPointer:: ; d390
+wWestConnectedMapViewPointer::
ds 2
-wMapConn4Ptr:: ; d392
+wMapConn4Ptr::
ds 1
-wEastConnectionStripSrc:: ; d393
+wEastConnectionStripSrc::
ds 2
-wEastConnectionStripDest:: ; d395
+wEastConnectionStripDest::
ds 2
-wEastConnectionStripHeight:: ; d397
+wEastConnectionStripHeight::
ds 1
-wEastConnectedMapWidth:: ; d398
+wEastConnectedMapWidth::
ds 1
-wEastConnectedMapYAlignment:: ; d399
+wEastConnectedMapYAlignment::
ds 1
-wEastConnectedMapXAlignment:: ; d39a
+wEastConnectedMapXAlignment::
ds 1
-wEastConnectedMapViewPointer:: ; d39b
+wEastConnectedMapViewPointer::
ds 2
-wSpriteSet:: ; d39d
+wSpriteSet::
; sprite set for the current map (11 sprite picture ID's)
ds 11
-wSpriteSetID:: ; d3a8
+wSpriteSetID::
; sprite set ID for the current map
ds 1
-wObjectDataPointerTemp:: ; d3a9
+wObjectDataPointerTemp::
ds 2
ds 2
-wMapBackgroundTile:: ; d3ad
+wMapBackgroundTile::
; the tile shown outside the boundaries of the map
ds 1
-wNumberOfWarps:: ; d3ae
+wNumberOfWarps::
; number of warps in current map
ds 1
-wWarpEntries:: ; d3af
+wWarpEntries::
; current map warp entries
ds 128
-wDestinationWarpID:: ; d42f
+wDestinationWarpID::
; if $ff, the player's coordinates are not updated when entering the map
ds 1
ds 128
-wNumSigns:: ; d4b0
+wNumSigns::
; number of signs in the current map (up to 16)
ds 1
-wSignCoords:: ; d4b1
+wSignCoords::
; 2 bytes each
; Y, X
ds 32
-wSignTextIDs:: ; d4d1
+wSignTextIDs::
ds 16
-wNumSprites:: ; d4e1
+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:: ; d4e2
+wYOffsetSinceLastSpecialWarp::
ds 1
-wXOffsetSinceLastSpecialWarp:: ; d4e3
+wXOffsetSinceLastSpecialWarp::
ds 1
-wMapSpriteData:: ; d4e4
+wMapSpriteData::
; two bytes per sprite (movement byte 2, text ID)
ds 32
-wMapSpriteExtraData:: ; d504
+wMapSpriteExtraData::
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32
-wCurrentMapHeight2:: ; d524
+wCurrentMapHeight2::
; map height in 2x2 meta-tiles
ds 1
-wCurrentMapWidth2:: ; d525
+wCurrentMapWidth2::
; map width in 2x2 meta-tiles
ds 1
-wMapViewVRAMPointer:: ; d526
+wMapViewVRAMPointer::
; the address of the upper left corner of the visible portion of the BG tile map in VRAM
ds 2
@@ -2595,66 +2595,66 @@
; In the comments for the player direction variables below, "moving" refers to
; both walking and changing facing direction without taking a step.
-wPlayerMovingDirection:: ; d528
+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:: ; d529
+wPlayerLastStopDirection::
; the direction in which the player was moving before the player last stopped
ds 1
-wPlayerDirection:: ; d52a
+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:: ; d52b
+wTilesetBank::
ds 1
-wTilesetBlocksPtr:: ; d52c
+wTilesetBlocksPtr::
; maps blocks (4x4 tiles) to tiles
ds 2
-wTilesetGfxPtr:: ; d52e
+wTilesetGfxPtr::
ds 2
-wTilesetCollisionPtr:: ; d530
+wTilesetCollisionPtr::
; list of all walkable tiles
ds 2
-wTilesetTalkingOverTiles:: ; d532
+wTilesetTalkingOverTiles::
ds 3
-wGrassTile:: ; d535
+wGrassTile::
ds 1
ds 4
-wNumBoxItems:: ; d53a
+wNumBoxItems::
ds 1
-wBoxItems:: ; d53b
+wBoxItems::
; item, quantity
ds PC_ITEM_CAPACITY * 2
ds 1 ; end
-wCurrentBoxNum:: ; d5a0
+wCurrentBoxNum::
; bits 0-6: box number
; bit 7: whether the player has changed boxes before
ds 2
-wNumHoFTeams:: ; d5a2
+wNumHoFTeams::
; number of HOF teams
ds 1
-wUnusedD5A3:: ; d5a3
+wUnusedD5A3::
ds 1
-wPlayerCoins:: ; d5a4
+wPlayerCoins::
ds 2 ; BCD
-wMissableObjectFlags:: ; d5a6
+wMissableObjectFlags::
; bit array of missable objects. set = removed
ds 32
wMissableObjectFlagsEnd::
@@ -2663,7 +2663,7 @@
wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim)
-wMissableObjectList:: ; d5ce
+wMissableObjectList::
; each entry consists of 2 bytes
; * the sprite ID (depending on the current map)
; * the missable object index (global, used for wMissableObjectFlags)
@@ -2670,214 +2670,214 @@
; terminated with $FF
ds 17 * 2
-wGameProgressFlags:: ; d5f0
+wGameProgressFlags::
; $c8 bytes
-wOaksLabCurScript:: ; d5f0
+wOaksLabCurScript::
ds 1
-wPalletTownCurScript:: ; d5f1
+wPalletTownCurScript::
ds 1
ds 1
-wBluesHouseCurScript:: ; d5f3
+wBluesHouseCurScript::
ds 1
-wViridianCityCurScript:: ; d5f4
+wViridianCityCurScript::
ds 1
ds 2
-wPewterCityCurScript:: ; d5f7
+wPewterCityCurScript::
ds 1
-wRoute3CurScript:: ; d5f8
+wRoute3CurScript::
ds 1
-wRoute4CurScript:: ; d5f9
+wRoute4CurScript::
ds 1
ds 1
-wViridianGymCurScript:: ; d5fb
+wViridianGymCurScript::
ds 1
-wPewterGymCurScript:: ; d5fc
+wPewterGymCurScript::
ds 1
-wCeruleanGymCurScript:: ; d5fd
+wCeruleanGymCurScript::
ds 1
-wVermilionGymCurScript:: ; d5fe
+wVermilionGymCurScript::
ds 1
-wCeladonGymCurScript:: ; d5ff
+wCeladonGymCurScript::
ds 1
-wRoute6CurScript:: ; d600
+wRoute6CurScript::
ds 1
-wRoute8CurScript:: ; d601
+wRoute8CurScript::
ds 1
-wRoute24CurScript:: ; d602
+wRoute24CurScript::
ds 1
-wRoute25CurScript:: ; d603
+wRoute25CurScript::
ds 1
-wRoute9CurScript:: ; d604
+wRoute9CurScript::
ds 1
-wRoute10CurScript:: ; d605
+wRoute10CurScript::
ds 1
-wMtMoon1FCurScript:: ; d606
+wMtMoon1FCurScript::
ds 1
-wMtMoonB2FCurScript:: ; d607
+wMtMoonB2FCurScript::
ds 1
-wSSAnne1FRoomsCurScript:: ; d608
+wSSAnne1FRoomsCurScript::
ds 1
-wSSAnne2FRoomsCurScript:: ; d609
+wSSAnne2FRoomsCurScript::
ds 1
-wRoute22CurScript:: ; d60a
+wRoute22CurScript::
ds 1
ds 1
-wRedsHouse2FCurScript:: ; d60c
+wRedsHouse2FCurScript::
ds 1
-wViridianMartCurScript:: ; d60d
+wViridianMartCurScript::
ds 1
-wRoute22GateCurScript:: ; d60e
+wRoute22GateCurScript::
ds 1
-wCeruleanCityCurScript:: ; d60f
+wCeruleanCityCurScript::
ds 1
ds 7
-wSSAnneBowCurScript:: ; d617
+wSSAnneBowCurScript::
ds 1
-wViridianForestCurScript:: ; d618
+wViridianForestCurScript::
ds 1
-wMuseum1FCurScript:: ; d619
+wMuseum1FCurScript::
ds 1
-wRoute13CurScript:: ; d61a
+wRoute13CurScript::
ds 1
-wRoute14CurScript:: ; d61b
+wRoute14CurScript::
ds 1
-wRoute17CurScript:: ; d61c
+wRoute17CurScript::
ds 1
-wRoute19CurScript:: ; d61d
+wRoute19CurScript::
ds 1
-wRoute21CurScript:: ; d61e
+wRoute21CurScript::
ds 1
-wSafariZoneGateCurScript:: ; d61f
+wSafariZoneGateCurScript::
ds 1
-wRockTunnelB1FCurScript:: ; d620
+wRockTunnelB1FCurScript::
ds 1
-wRockTunnel1FCurScript:: ; d621
+wRockTunnel1FCurScript::
ds 1
ds 1
-wRoute11CurScript:: ; d623
+wRoute11CurScript::
ds 1
-wRoute12CurScript:: ; d624
+wRoute12CurScript::
ds 1
-wRoute15CurScript:: ; d625
+wRoute15CurScript::
ds 1
-wRoute16CurScript:: ; d626
+wRoute16CurScript::
ds 1
-wRoute18CurScript:: ; d627
+wRoute18CurScript::
ds 1
-wRoute20CurScript:: ; d628
+wRoute20CurScript::
ds 1
-wSSAnneB1FRoomsCurScript:: ; d629
+wSSAnneB1FRoomsCurScript::
ds 1
-wVermilionCityCurScript:: ; d62a
+wVermilionCityCurScript::
ds 1
-wPokemonTower2FCurScript:: ; d62b
+wPokemonTower2FCurScript::
ds 1
-wPokemonTower3FCurScript:: ; d62c
+wPokemonTower3FCurScript::
ds 1
-wPokemonTower4FCurScript:: ; d62d
+wPokemonTower4FCurScript::
ds 1
-wPokemonTower5FCurScript:: ; d62e
+wPokemonTower5FCurScript::
ds 1
-wPokemonTower6FCurScript:: ; d62f
+wPokemonTower6FCurScript::
ds 1
-wPokemonTower7FCurScript:: ; d630
+wPokemonTower7FCurScript::
ds 1
-wRocketHideoutB1FCurScript:: ; d631
+wRocketHideoutB1FCurScript::
ds 1
-wRocketHideoutB2FCurScript:: ; d632
+wRocketHideoutB2FCurScript::
ds 1
-wRocketHideoutB3FCurScript:: ; d633
+wRocketHideoutB3FCurScript::
ds 1
-wRocketHideoutB4FCurScript:: ; d634
+wRocketHideoutB4FCurScript::
ds 2
-wRoute6GateCurScript:: ; d636
+wRoute6GateCurScript::
ds 1
-wRoute8GateCurScript:: ; d637
+wRoute8GateCurScript::
ds 2
-wCinnabarIslandCurScript:: ; d639
+wCinnabarIslandCurScript::
ds 1
-wPokemonMansion1FCurScript:: ; d63a
+wPokemonMansion1FCurScript::
ds 2
-wPokemonMansion2FCurScript:: ; d63c
+wPokemonMansion2FCurScript::
ds 1
-wPokemonMansion3FCurScript:: ; d63d
+wPokemonMansion3FCurScript::
ds 1
-wPokemonMansionB1FCurScript:: ; d63e
+wPokemonMansionB1FCurScript::
ds 1
-wVictoryRoad2FCurScript:: ; d63f
+wVictoryRoad2FCurScript::
ds 1
-wVictoryRoad3FCurScript:: ; d640
+wVictoryRoad3FCurScript::
ds 2
-wFightingDojoCurScript:: ; d642
+wFightingDojoCurScript::
ds 1
-wSilphCo2FCurScript:: ; d643
+wSilphCo2FCurScript::
ds 1
-wSilphCo3FCurScript:: ; d644
+wSilphCo3FCurScript::
ds 1
-wSilphCo4FCurScript:: ; d645
+wSilphCo4FCurScript::
ds 1
-wSilphCo5FCurScript:: ; d646
+wSilphCo5FCurScript::
ds 1
-wSilphCo6FCurScript:: ; d647
+wSilphCo6FCurScript::
ds 1
-wSilphCo7FCurScript:: ; d648
+wSilphCo7FCurScript::
ds 1
-wSilphCo8FCurScript:: ; d649
+wSilphCo8FCurScript::
ds 1
-wSilphCo9FCurScript:: ; d64a
+wSilphCo9FCurScript::
ds 1
-wHallOfFameCurScript:: ; d64b
+wHallOfFameCurScript::
ds 1
-wChampionsRoomCurScript:: ; d64c
+wChampionsRoomCurScript::
ds 1
-wLoreleisRoomCurScript:: ; d64d
+wLoreleisRoomCurScript::
ds 1
-wBrunosRoomCurScript:: ; d64e
+wBrunosRoomCurScript::
ds 1
-wAgathasRoomCurScript:: ; d64f
+wAgathasRoomCurScript::
ds 1
-wCeruleanCaveB1FCurScript:: ; d650
+wCeruleanCaveB1FCurScript::
ds 1
-wVictoryRoad1FCurScript:: ; d651
+wVictoryRoad1FCurScript::
ds 1
ds 1
-wLancesRoomCurScript:: ; d653
+wLancesRoomCurScript::
ds 1
ds 4
-wSilphCo10FCurScript:: ; d658
+wSilphCo10FCurScript::
ds 1
-wSilphCo11FCurScript:: ; d659
+wSilphCo11FCurScript::
ds 1
ds 1
-wFuchsiaGymCurScript:: ; d65b
+wFuchsiaGymCurScript::
ds 1
-wSaffronGymCurScript:: ; d65c
+wSaffronGymCurScript::
ds 1
ds 1
-wCinnabarGymCurScript:: ; d65e
+wCinnabarGymCurScript::
ds 1
-wGameCornerCurScript:: ; d65f
+wGameCornerCurScript::
ds 1
-wRoute16Gate1FCurScript:: ; d660
+wRoute16Gate1FCurScript::
ds 1
-wBillsHouseCurScript:: ; d661
+wBillsHouseCurScript::
ds 1
-wRoute5GateCurScript:: ; d662
+wRoute5GateCurScript::
ds 1
-wPowerPlantCurScript:: ; d663
-wRoute7GateCurScript:: ; d663
+wPowerPlantCurScript::
+wRoute7GateCurScript::
; overload
ds 1
ds 1
-wSSAnne2FCurScript:: ; d665
+wSSAnne2FCurScript::
ds 1
-wSeafoamIslandsB3FCurScript:: ; d666
+wSeafoamIslandsB3FCurScript::
ds 1
-wRoute23CurScript:: ; d667
+wRoute23CurScript::
ds 1
-wSeafoamIslandsB4FCurScript:: ; d668
+wSeafoamIslandsB4FCurScript::
ds 1
-wRoute18Gate1FCurScript:: ; d669
+wRoute18Gate1FCurScript::
ds 1
ds 78
@@ -2891,7 +2891,7 @@
wObtainedHiddenCoinsFlags::
ds 2
-wWalkBikeSurfState:: ; d700
+wWalkBikeSurfState::
; $00 = walking
; $01 = biking
; $02 = surfing
@@ -2899,71 +2899,71 @@
ds 10
-wTownVisitedFlag:: ; d70b
+wTownVisitedFlag::
flag_array 13
-wSafariSteps:: ; d70d
+wSafariSteps::
; starts at 502
ds 2
-wFossilItem:: ; d70f
+wFossilItem::
; item given to cinnabar lab
ds 1
-wFossilMon:: ; d710
+wFossilMon::
; mon that will result from the item
ds 1
ds 2
-wEnemyMonOrTrainerClass:: ; d713
+wEnemyMonOrTrainerClass::
; trainer classes start at OPP_ID_OFFSET
ds 1
-wPlayerJumpingYScreenCoordsIndex:: ; d714
+wPlayerJumpingYScreenCoordsIndex::
ds 1
-wRivalStarter:: ; d715
+wRivalStarter::
ds 1
ds 1
-wPlayerStarter:: ; d717
+wPlayerStarter::
ds 1
-wBoulderSpriteIndex:: ; d718
+wBoulderSpriteIndex::
; sprite index of the boulder the player is trying to push
ds 1
-wLastBlackoutMap:: ; d719
+wLastBlackoutMap::
ds 1
-wDestinationMap:: ; d71a
+wDestinationMap::
; destination map (for certain types of special warps, not ordinary walking)
ds 1
-wUnusedD71B:: ; d71b
+wUnusedD71B::
ds 1
-wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71c
+wTileInFrontOfBoulderAndBoulderCollisionResult::
; used to store the tile in front of the boulder when trying to push a boulder
; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
ds 1
-wDungeonWarpDestinationMap:: ; d71d
+wDungeonWarpDestinationMap::
; destination map for dungeon warps
ds 1
-wWhichDungeonWarp:: ; d71e
+wWhichDungeonWarp::
; which dungeon warp within the source map was used
ds 1
-wUnusedD71F:: ; d71f
+wUnusedD71F::
ds 1
ds 8
-wd728:: ; d728
+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
@@ -2975,7 +2975,7 @@
ds 1
-wBeatGymFlags:: ; d72a
+wBeatGymFlags::
; redundant because it matches wObtainedBadges
; used to determine whether to show name on statue and in two NPC text scripts
ds 1
@@ -2982,12 +2982,12 @@
ds 1
-wd72c:: ; d72c
+wd72c::
; bit 0: if not set, the 3 minimum steps between random battles have passed
; bit 1: prevent audio fade out
ds 1
-wd72d:: ; d72d
+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
@@ -3000,7 +3000,7 @@
; battles anyway).
ds 1
-wd72e:: ; d72e
+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
@@ -3013,7 +3013,7 @@
ds 1
-wd730:: ; d730
+wd730::
; bit 0: NPC sprite being moved by script
; bit 5: ignore joypad input
; bit 6: print text with no delay between each letter
@@ -3022,7 +3022,7 @@
ds 1
-wd732:: ; d732
+wd732::
; bit 0: play time being counted
; bit 1: remnant of debug mode? not set by the game code.
; if it is set
@@ -3036,7 +3036,7 @@
; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house)
ds 1
-wFlags_D733:: ; d733
+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)
@@ -3045,12 +3045,12 @@
; bit 7: used fly out of battle
ds 1
-wBeatLorelei:: ; d734
+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 2
-wd736:: ; d736
+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
@@ -3058,63 +3058,63 @@
; bit 7: player sprite spinning due to spin tiles (Rocket hideout / Viridian Gym)
ds 1
-wCompletedInGameTradeFlags:: ; d737
+wCompletedInGameTradeFlags::
ds 2
ds 2
-wWarpedFromWhichWarp:: ; d73b
+wWarpedFromWhichWarp::
ds 1
-wWarpedFromWhichMap:: ; d73c
+wWarpedFromWhichMap::
ds 1
ds 2
-wCardKeyDoorY:: ; d73f
+wCardKeyDoorY::
ds 1
-wCardKeyDoorX:: ; d740
+wCardKeyDoorX::
ds 1
ds 2
-wFirstLockTrashCanIndex:: ; d743
+wFirstLockTrashCanIndex::
ds 1
-wSecondLockTrashCanIndex:: ; d744
+wSecondLockTrashCanIndex::
ds 1
ds 2
-wEventFlags:: ; d747
+wEventFlags::
ds 320
-wLinkEnemyTrainerName:: ; d887
+wLinkEnemyTrainerName::
; linked game's trainer name
-wGrassRate:: ; d887
+wGrassRate::
ds 1
-wGrassMons:: ; d888
+wGrassMons::
;ds 20
ds 11
; Overload wGrassMons
-wSerialEnemyDataBlock:: ; d893
+wSerialEnemyDataBlock::
ds 9
-wEnemyPartyCount:: ds 1 ; d89c
-wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; d89d
+wEnemyPartyCount:: ds 1
+wEnemyPartyMons:: ds PARTY_LENGTH + 1
; Overload enemy party data
UNION
-wWaterRate:: db ; d8a4
-wWaterMons:: db ; d8a5
+wWaterRate:: db
+wWaterMons:: db
NEXTU
-wEnemyMons:: ; d8a4
+wEnemyMons::
wEnemyMon1:: party_struct wEnemyMon1
wEnemyMon2:: party_struct wEnemyMon2
wEnemyMon3:: party_struct wEnemyMon3
@@ -3122,25 +3122,25 @@
wEnemyMon5:: party_struct wEnemyMon5
wEnemyMon6:: party_struct wEnemyMon6
-wEnemyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d9ac
-wEnemyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d9ee
+wEnemyMonOT:: ds NAME_LENGTH * PARTY_LENGTH
+wEnemyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH
ENDU
-wTrainerHeaderPtr:: ; da30
+wTrainerHeaderPtr::
ds 2
ds 6
-wOpponentAfterWrongAnswer:: ; da38
+wOpponentAfterWrongAnswer::
; the trainer the player must face after getting a wrong answer in the Cinnabar
; gym quiz
-wUnusedDA38:: ; da38
+wUnusedDA38::
ds 1
-wCurMapScript:: ; da39
+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
@@ -3147,33 +3147,33 @@
ds 7
-wPlayTimeHours:: ; da41
+wPlayTimeHours::
ds 1
-wPlayTimeMaxed:: ; da42
+wPlayTimeMaxed::
ds 1
-wPlayTimeMinutes:: ; da43
+wPlayTimeMinutes::
ds 1
-wPlayTimeSeconds:: ; da44
+wPlayTimeSeconds::
ds 1
-wPlayTimeFrames:: ; da45
+wPlayTimeFrames::
ds 1
-wSafariZoneGameOver:: ; da46
+wSafariZoneGameOver::
ds 1
-wNumSafariBalls:: ; da47
+wNumSafariBalls::
ds 1
-wDayCareInUse:: ; da48
+wDayCareInUse::
; 0 if no pokemon is in the daycare
; 1 if pokemon is in the daycare
ds 1
-wDayCareMonName:: ds NAME_LENGTH ; da49
-wDayCareMonOT:: ds NAME_LENGTH ; da54
+wDayCareMonName:: ds NAME_LENGTH
+wDayCareMonOT:: ds NAME_LENGTH
-wDayCareMon:: box_struct wDayCareMon ; da5f
+wDayCareMon:: box_struct wDayCareMon
wMainDataEnd::
@@ -3180,23 +3180,22 @@
wBoxDataStart::
-wNumInBox:: ds 1 ; da80
+wNumInBox:: ds 1
wBoxSpecies:: ds MONS_PER_BOX + 1
wBoxMons::
-wBoxMon1:: box_struct wBoxMon1 ; da96
-wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) ; dab7
+wBoxMon1:: box_struct wBoxMon1
+wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1)
-wBoxMonOT:: ds NAME_LENGTH * MONS_PER_BOX ; dd2a
-wBoxMonNicks:: ds NAME_LENGTH * MONS_PER_BOX ; de06
-wBoxMonNicksEnd:: ; dee2
+wBoxMonOT:: ds NAME_LENGTH * MONS_PER_BOX
+wBoxMonNicks:: ds NAME_LENGTH * MONS_PER_BOX
+wBoxMonNicksEnd::
wBoxDataEnd::
-; dee2
SECTION "Stack", WRAM0
-wStack:: ; dfff
+wStack::
INCLUDE "sram.asm"