ref: aa15dd8fd4fe531c4a5a87d089125d1af5ac56e0
dir: /constants.asm/
_JAPAN EQU 0 _GREEN EQU 0 _YELLOW EQU 0 ;\1 = X ;\2 = Y FuncCoord: MACRO Coord = $C3A0 + 20 * \2 + \1 ENDM ;\1 = Map Width ;\2 = Rows above (Y-blocks) ;\3 = X movement (X-blocks) EVENT_DISP: MACRO dw ($C6EF + (\1) + ((\1) + 6) * ((\2) >> 1) + ((\3) >> 1)) ; Ev.Disp db \2,\3 ;Y,X ENDM FLYWARP_DATA: MACRO EVENT_DISP \1,\2,\3 db ((\2) & $01) ;sub-block Y db ((\3) & $01) ;sub-block X ENDM ; external map entry macro EMAP: MACRO ; emap x-coordinate,y-coordinate,textpointer ; the appearance of towns and routes in the town map, indexed by map id ; nybble: y-coordinate ; nybble: x-coordinate ; word : pointer to map name db (\1 + (\2 << 4)) dw \3 ENDM ; internal map entry macro IMAP: MACRO ; imap mapid_less_than,x-coordinate,y-coordinate,textpointer ; the appearance of buildings and dungeons in the town map ; byte : maximum map id subject to this rule ; nybble: y-coordinate ; nybble: x-coordinate ; word : pointer to map name db \1 db \2 + \3 << 4 dw \4 ENDM ; tilesets' headers macro TSETHEAD: MACRO db BANK(\2) dw \1,\2,\3 db \4,\5,\6,\7,\8 ENDM ; macro for two nibbles dn: MACRO db (\1 << 4 | \2) ENDM ; macro for putting a byte then a word dbw: MACRO db \1 dw \2 ENDM ; data format macros RGB: MACRO dw (\3 << 10 | \2 << 5 | \1) ENDM ; text macros TX_NUM: MACRO ; print a big-endian decimal number. ; \1: address to read from ; \2: number of bytes to read ; \3: number of digits to display db $09 dw \1 db \2 << 4 | \3 ENDM TX_FAR: MACRO db $17 dw \1 db BANK(\1) ENDM ; text engine command $1 TX_RAM: MACRO ; prints text to screen ; \1: RAM address to read from db $1 dw \1 ENDM ; Predef macro. PREDEF: MACRO ld a, (\1 - PredefPointers) / 3 call Predef ENDM PREDEF_JUMP: MACRO ld a, (\1 - PredefPointers) / 3 jp Predef ENDM ; wram locations ; data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 ; C1x0: picture ID (fixed, loaded at map init) ; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving) ; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset) ; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update) ; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile) ; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update) ; C1x6: X screen position (in pixels, snaps to grid if not currently walking) ; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented) ; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames) ; C1x9: facing direction (0: down, 4: up, 8: left, $c: right) ; C1xA ; C1xB ; C1xC ; C1xD ; C1xE ; C1xF W_SPRITESTATEDATA1 EQU $C100 ; to $C200 ; more data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 ; C2x0: walk animation counter (counting from $10 backwards when moving) ; C2x1: ; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) ; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) ; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4) ; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4) ; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown) ; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite) ; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0) ; C2x9 ; C2xA ; C2xB ; C2xC ; C2xD ; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2) ; C2xF W_SPRITESTATEDATA2 EQU $C200 ; to $C300 ; buffer for OAM data. Is copied to OAM RAM by OAM DMA W_OAMBUFFER EQU $C300 ; size $a0, to $C3A0 ; buffer for tiles that are visible on screen (20 columns by 18 rows = $168 bytes) W_SCREENTILESBUFFER EQU $C3A0 ; size $168, to $C508 ; buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) W_SCREENTILESBACKBUFFER EQU $C508 ; size $168, to $C670 ; the tiles of the row or column to be redrawn by RedrawExposedScreenEdge W_SCREENEDGETILES EQU $CBFC ; coordinates of the position of the cursor for the top menu item (id 0) W_TOPMENUITEMY EQU $CC24 W_TOPMENUITEMX EQU $CC25 ; 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 [W_LISTSCROLLOFFSET] to get the item's position within the list W_CURMENUITEMID EQU $CC26 ; the tile that was behind the menu cursor's current location W_TILEBEHINDCURSOR EQU $CC27 W_MAXMENUITEMID EQU $CC28 ; id of the bottom menu item W_MENUWATCHEDKEYS EQU $CC29 ; bit mask of keys that the menu will respond to W_OLDMENUITEMID EQU $CC2A ; id of previously selected menu item ; how many times should HandleMenuInput poll the joypad state before it returns? W_MENUJOYPADPOLLCOUNT EQU $CC34 W_PLAYERMOVELISTINDEX EQU $CC2E W_PLAYERMONNUMBER EQU $CC2F ; the address of the menu cursor's current location within C3A0-C507 W_MENUCURSORLOCATION EQU $CC30 ; 2 bytes ; offset of the current top menu item from the beginning of the list ; keeps track of what section of the list is on screen W_LISTSCROLLOFFSET EQU $CC36 ; 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 W_MENUWRAPPINGENABLED EQU $CC4A W_TRAINERHEADERFLAGBIT EQU $CC55 W_RLEBYTECOUNTER EQU $CCD2 ; current HP of player and enemy substitutes W_PLAYERSUBSITUTEHP EQU $CCD7 W_ENEMYSUBSITUTEHP EQU $CCD8 W_MOVEMENUTYPE EQU $CCDB ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..) W_PLAYERSELECTEDMOVE EQU $CCDC W_ENEMYSELECTEDMOVE EQU $CCDD W_ENEMYMOVELISTINDEX EQU $CCE2 W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur ; stat modifiers for the player's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal W_PLAYERMONATTACKMOD EQU $CD1A W_PLAYERMONDEFENSEMOD EQU $CD1B W_PLAYERMONSPEEDMOD EQU $CD1C W_PLAYERMONSPECIALMOD EQU $CD1D W_PLAYERMONACCURACYMOD EQU $CD1E W_PLAYERMONEVASIONMOD EQU $CD1F W_ENGAGEDTRAINERCLASS EQU $CD2D W_ENGAGEDTRAINERSETNUM EQU $CD2E ; stat modifiers for the enemy's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal W_ENEMYMONATTACKMOD EQU $CD2E W_ENEMYMONDEFENSEMOD EQU $CD2F W_ENEMYMONSPEEDMOD EQU $CD30 W_ENEMYMONSPECIALMOD EQU $CD31 W_ENEMYMONACCURACYMOD EQU $CD32 W_ENEMYMONEVASIONMOD EQU $CD33 W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select W_TRAINERSPRITEOFFSET EQU $CD3D W_TRAINERENGAGEDISTANCE EQU $CD3E W_TRAINERFACINGDIR EQU $CD3F W_TRAINERSCREENYPOS EQU $CD40 W_TRAINERSCREENXPOS EQU $CD41 ; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaniously) W_FLAGS_CD60 EQU $CD60 ; bit 1 means button presses will be ignored for that futton W_JOYPADFORBIDDENBUTTONSMASK EQU $CD6B ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) W_SCREENTILESBACKBUFFER2 EQU $CD81 ; size $168, to $CEE9 W_HPBARMAXHP EQU $CEE9 W_HPBAROLDHP EQU $CEEB W_HPBARNEWHP EQU $CEED W_HPBARDELTA EQU $CEEF W_HPBARHPDIFFERENCE EQU $CEFD W_ANIMSOUNDID EQU $CF07 ; sound ID during battle animations ; movement byte 2 of current sprite W_CURSPRITEMOVEMENT2 EQU $CF14 W_GYMCITYNAME EQU $CF5F W_GYMLEADERNAME EQU $CF70 W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected W_LISTMENUID EQU $CF94 ; ID used by DisplayListMenuID W_WALKCOUNTER EQU $CFC5 ; walk animation counter W_ENEMYMOVENUM EQU $CFCC W_ENEMYMOVEEFFECT EQU $CFCD W_ENEMYMOVEPOWER EQU $CFCE W_ENEMYMOVETYPE EQU $CFCF W_ENEMYMOVEACCURACY EQU $CFD0 W_ENEMYMOVEMAXPP EQU $CFD1 W_PLAYERMOVENUM EQU $CFD2 W_PLAYERMOVEEFFECT EQU $CFD3 W_PLAYERMOVEPOWER EQU $CFD4 W_PLAYERMOVETYPE EQU $CFD5 W_PLAYERMOVEACCURACY EQU $CFD6 W_PLAYERMOVEMAXPP EQU $CFD7 W_ENEMYMONID EQU $CFD8 W_ENEMYMONNAME EQU $CFDA W_ENEMYMONCURHP EQU $CFE6 ; active opponent's hp (16 bits) W_ENEMYMONNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5) W_ENEMYMONSTATUS EQU $CFE9 ; active opponent's status condition ; bit 0 slp ; bit 1 slp ; bit 2 slp ; bit 3 psn ; bit 4 brn ; bit 5 frz ; bit 6 par ; unused? (XXX confirm) W_ENEMYMONTYPES EQU $CFEA W_ENEMYMONTYPE1 EQU $CFEA W_ENEMYMONTYPE2 EQU $CFEB W_ENEMYMONMOVES EQU $CFED W_ENEMYMONATKDEFIV EQU $CFF1 W_ENEMYMONSPDSPCIV EQU $CFF2 W_ENEMYMONLEVEL EQU $CFF3 W_ENEMYMONMAXHP EQU $CFF4 ; (16 bits) W_ENEMYMONATTACK EQU $CFF6 W_ENEMYMONDEFENSE EQU $CFF8 W_ENEMYMONSPEED EQU $CFFA W_ENEMYMONSPECIAL EQU $CFFC W_ENEMYMONPP EQU $CFFE W_PLAYERMONNAME EQU $D009 W_PLAYERMONID EQU $D014 W_PLAYERMONCURHP EQU $D015 ; active opponent's hp (16 bits) W_PLAYERMONSTATUS EQU $D018 ; the status of the player’s current monster ; bit 0 slp ; bit 1 slp ; bit 2 slp ; bit 3 psn ; bit 4 brn ; bit 5 frz ; bit 6 par ; unused? (XXX confirm) W_PLAYERMONTYPES EQU $D019 W_PLAYERMONTYPE1 EQU $D019 W_PLAYERMONTYPE2 EQU $D01A W_PLAYERMONMOVES EQU $D01C W_PLAYERMONIVS EQU $D020 ; 4x 4 bit: atk, def, spd, spc W_PLAYERMONLEVEL EQU $D022 W_PLAYERMONMAXHP EQU $D023 ; (16 bits) W_PLAYERMONATK EQU $D025 W_PLAYERMONDEF EQU $D027 W_PLAYERMONSPEED EQU $D029 W_PLAYERMONSPECIAL EQU $D02B W_PLAYERMONPP EQU $D02D W_TRAINERCLASS EQU $D031 W_ISINBATTLE EQU $D057 ; no battle, this is 0 ; wild battle, this is 1 ; trainer battle, this is 2 W_PLAYERMONSALIVEFLAGS EQU $D058 ; 6 bit array, 1 if player mon is alive W_CUROPPONENT EQU $D059 ; in a wild battle, this is the species of pokemon ; in a trainer battle, this is the trainer class + $C8 W_BATTLETYPE EQU $D05A ; in normal battle, this is 0 ; in old man battle, this is 1 ; in safari battle, this is 2 W_LONEATTACKNO EQU $D05C ; which entry in LoneAttacks to use W_GYMLEADERNO EQU $D05C ; it's actually the same thing as ^ W_TRAINERNO EQU $D05D ; which instance of [youngster, lass, etc] is this? W_MOVEMISSED EQU $D05F ; not entirely sure that all these bits are 100% correct ; Battle Status Byte 1 ; 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 ; Battle Status Byte 2 ; 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 ; Battle Status Byte 3 ; bit 0 - toxic ; bit 1 - light screen ; bit 2 - reflect ; bit 3 - tranformed W_PLAYERBATTSTATUS1 EQU $D062 W_PLAYERBATTSTATUS2 EQU $D063 W_PLAYERBATTSTATUS3 EQU $D064 W_ENEMYBATTSTATUS1 EQU $D067 W_ENEMYBATTSTATUS2 EQU $D068 W_ENEMYBATTSTATUS3 EQU $D069 W_PLAYERTOXICCOUNTER EQU $D06C W_PLAYERDISABLEDMOVE EQU $D06D W_ENEMYTOXICCOUNTER EQU $D071 W_ENEMYDISABLEDMOVE EQU $D072 W_NUMHITS EQU $D074 ; number of hits in attacks like Doubleslap, etc. W_ANIMATIONID EQU $D07C ; ID number of the current battle animation ; base coordinates of frame block W_BASECOORDX EQU $D081 W_BASECOORDY EQU $D082 W_FBTILECOUNTER EQU $D084 ; counts how many tiles of the current frame block have been drawn W_SUBANIMFRAMEDELAY EQU $D086 ; duration of each frame of the current subanimation in terms of screen refreshes W_SUBANIMCOUNTER EQU $D087 ; counts the number of subentries left in the current subanimation W_NUMFBTILES EQU $D089 ; number of tiles in current battle animation frame block W_SUBANIMTRANSFORM EQU $D08B ; controls what transformations are applied to the subanimation ; 01: flip horizontally and vertically ; 02: flip horizontally and translate downwards 40 pixels ; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles ; 04: reverse the subanimation W_PBSTOREDREGISTERH EQU $D08C W_PBSTOREDREGISTERL EQU $D08D W_PBSTOREDREGISTERD EQU $D08E W_PBSTOREDREGISTERE EQU $D08F W_PBSTOREDROMBANK EQU $D092 W_SUBANIMADDRPTR EQU $D094 ; the address _of the address_ of the current subanimation entry (2 bytes) W_SUBANIMSUBENTRYADDR EQU $D096 ; the address of the current subentry of the current subanimation (2 bytes) W_FBDESTADDR EQU $D09C ; current destination address in OAM for frame blocks (2 bytes, big endian) W_FBMODE EQU $D09E ; controls how the frame blocks are put together to form frames ; specifically, after finishing drawing the frame block, the frame block's mode determines what happens ; 00: clean OAM buffer and delay ; 02: move onto the next frame block with no delay and no cleaning OAM buffer ; 03: delay, but don't clean OAM buffer ; 04: delay, without cleaning OAM buffer, and do not advance [W_FBDESTADDR], so that the next frame block will overwrite this one ; sprite data is written column by column, each byte contains 8 columns (one for ech bit) ; for 2bpp sprites, pairs of two consecutive bytes (i.e. pairs of consecutive rows of sprite data) ; contain the upper and lower bit of each of the 8 pixels, respectively SPRITEBUFFERSIZE EQU $188 ; 7 * 7 (tiles) * 8 (bytes per tile) S_SPRITEBUFFER0 EQU $A000 + 0 * SPRITEBUFFERSIZE S_SPRITEBUFFER1 EQU $A000 + 1 * SPRITEBUFFERSIZE S_SPRITEBUFFER2 EQU $A000 + 2 * SPRITEBUFFERSIZE W_SPRITECURPOSX EQU $D0A1 W_SPRITECURPOSY EQU $D0A2 W_SPRITEWITDH EQU $D0A3 W_SPRITEHEIGHT EQU $D0A4 W_SPRITEINPUTCURBYTE EQU $D0A5 ; current input byte W_SPRITEINPUTBITCOUNTER EQU $D0A6 ; bit offset of last read input bit ; 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 W_SPRITEOUTPUTBITOFFSET EQU $D0A7 ; bit 0 determines used buffer (0 -> $a188, 1 -> $a310) ; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation) W_SPRITELOADFLAGS EQU $D0A8 W_SPRITEUNPACKMODE EQU $D0A9 W_SPRITEFLIPPED EQU $D0AA W_SPRITEINPUTPTR EQU $D0AB ; pointer to next input byte W_SPRITEOUTPUTPTR EQU $D0AD ; pointer to current output byte W_SPRITEOUTPUTPTRCACHED EQU $D0AF ; used to revert pointer for different bit offsets W_SPRITEDECODETABLE0PTR EQU $D0B1 ; pointer to differential decoding table (assuming initial value 0) W_SPRITEDECODETABLE1PTR EQU $D0B3 ; pointer to differential decoding table (assuming initial value 1) H_SPRITEWIDTH EQU $FF8B ; in bytes H_SPRITEINTERLACECOUNTER EQU $FF8B H_SPRITEHEIGHT EQU $FF8C ; in bytes H_SPRITEOFFSET EQU $FF8D ; OAM flags used by this game OAMFLAG_ENDOFDATA EQU %00000001 ; pseudo OAM flag, only used by game logic OAMFLAG_CANBEMASKED EQU %00000010 ; pseudo OAM flag, only used by game logic OAMFLAG_VFLIPPED EQU %00100000 ; OAM flag flips the sprite vertically. Used for making left facing sprites face right and to alternate between left and right foot animation when walking up or down ; List type ; used in $D0B6 W_LISTTYPE EQU $D0B6 MONSTER_NAME EQU 1 MOVE_NAME EQU 2 ; ???_NAME EQU 3 ITEM_NAME EQU 4 PLAYEROT_NAME EQU 5 ENEMYOT_NAME EQU 6 TRAINER_NAME EQU 7 W_MONHEADER EQU $d0b8 W_MONHDEXNUM EQU $d0b8 W_MONHBASESTATS EQU $d0b9 ;W_MONHBASEHP EQU $d0b9 ;W_MONHBASEATTACK EQU $d0ba ;W_MONHBASEDEFENSE EQU $d0bb W_MONHBASESPEED EQU $d0bc ;W_MONHBASESPECIAL EQU $d0bd W_MONHTYPES EQU $d0be W_MONHTYPE1 EQU $d0be W_MONHTYPE2 EQU $d0bf W_MONHCATCHRATE EQU $d0c0 ;W_MONHBASEXP EQU $d0c1 W_MONHSPRITEDIM EQU $d0c2 W_MONHFRONTSPRITE EQU $d0c3 W_MONHBACKSPRITE EQU $d0c5 W_MONHMOVES EQU $d0c7 ;W_MONHMOVE1 EQU $d0c7 ;W_MONHMOVE2 EQU $d0c8 ;W_MONHMOVE3 EQU $d0c9 ;W_MONHMOVE4 EQU $d0ca W_MONHGROWTHRATE EQU $d0cb W_MONHLEARNSET EQU $d0cc ; bit field, 7 bytes ;W_MONHPADDING EQU $d0d7 W_DAMAGE EQU $D0D7 W_CURENEMYLVL EQU $D127 W_ISLINKBATTLE EQU $D12B W_PRIZE1 EQU $D13D W_PRIZE2 EQU $D13E W_PRIZE3 EQU $D13F W_PLAYERNAME EQU $D158 ; 11 characters, including null W_NUMINPARTY EQU $D163 W_PARTYMON1 EQU $D164 W_PARTYMON2 EQU $D165 W_PARTYMON3 EQU $D166 W_PARTYMON4 EQU $D167 W_PARTYMON5 EQU $D168 W_PARTYMON6 EQU $D169 W_PARTYMONEND EQU $D16A W_PARTYMON1DATA EQU $D16B W_PARTYMON1_NUM EQU $D16B W_PARTYMON1_HP EQU $D16C W_PARTYMON1_BOXLEVEL EQU $D16E W_PARTYMON1_STATUS EQU $D16F W_PARTYMON1_TYPE1 EQU $D170 W_PARTYMON1_TYPE2 EQU $D171 W_PARTYMON1_CRATE EQU $D172 W_PARTYMON1_MOVE1 EQU $D173 W_PARTYMON1_MOVE2 EQU $D174 W_PARTYMON1_MOVE3 EQU $D175 W_PARTYMON1_MOVE4 EQU $D176 W_PARTYMON1_OTID EQU $D177 W_PARTYMON1_EXP EQU $D179 W_PARTYMON1_EVHP EQU $D17C W_PARTYMON1_EVATTACK EQU $D17E W_PARTYMON1_EVDEFENSE EQU $D180 W_PARTYMON1_EVSPEED EQU $D182 W_PARTYMON1_EVSECIAL EQU $D184 W_PARTYMON1_IV EQU $D186 W_PARTYMON1_MOVE1PP EQU $D188 W_PARTYMON1_MOVE2PP EQU $D189 W_PARTYMON1_MOVE3PP EQU $D18A W_PARTYMON1_MOVE4PP EQU $D18B W_PARTYMON1_LEVEL EQU $D18C W_PARTYMON1_MAXHP EQU $D18D W_PARTYMON1_ATACK EQU $D18F W_PARTYMON1_DEFENSE EQU $D191 W_PARTYMON1_SPEED EQU $D193 W_PARTYMON1_SPECIAL EQU $D195 W_PARTYMON2DATA EQU $D197 W_PARTYMON2_NUM EQU $D197 W_PARTYMON2_HP EQU $D198 W_PARTYMON2_BOXLEVEL EQU $D19A W_PARTYMON2_STATUS EQU $D19B W_PARTYMON2_TYPE1 EQU $D19C W_PARTYMON2_TYPE2 EQU $D19D W_PARTYMON2_CRATE EQU $D19E W_PARTYMON2_MOVE1 EQU $D19F W_PARTYMON2_MOVE2 EQU $D1A0 W_PARTYMON2_MOVE3 EQU $D1A1 W_PARTYMON2_MOVE4 EQU $D1A2 W_PARTYMON2_OTID EQU $D1A3 W_PARTYMON2_EXP EQU $D1A5 W_PARTYMON2_EVHP EQU $D1A8 W_PARTYMON2_EVATTACK EQU $D1AA W_PARTYMON2_EVDEFENSE EQU $D1AC W_PARTYMON2_EVSPEED EQU $D1AE W_PARTYMON2_EVSECIAL EQU $D1B0 W_PARTYMON2_IV EQU $D1B2 W_PARTYMON2_MOVE1PP EQU $D1B4 W_PARTYMON2_MOVE2PP EQU $D1B5 W_PARTYMON2_MOVE3PP EQU $D1B6 W_PARTYMON2_MOVE4PP EQU $D1B7 W_PARTYMON2_LEVEL EQU $D1B8 W_PARTYMON2_MAXHP EQU $D1B9 W_PARTYMON2_ATACK EQU $D1BB W_PARTYMON2_DEFENSE EQU $D1BD W_PARTYMON2_SPEED EQU $D1BF W_PARTYMON2_SPECIAL EQU $D1C1 W_PARTYMON3DATA EQU $D1C3 W_PARTYMON3_NUM EQU $D1C3 W_PARTYMON3_HP EQU $D1C4 W_PARTYMON3_BOXLEVEL EQU $D1C6 W_PARTYMON3_STATUS EQU $D1C7 W_PARTYMON3_TYPE1 EQU $D1C8 W_PARTYMON3_TYPE2 EQU $D1C9 W_PARTYMON3_CRATE EQU $D1CA W_PARTYMON3_MOVE1 EQU $D1CB W_PARTYMON3_MOVE2 EQU $D1CC W_PARTYMON3_MOVE3 EQU $D1CD W_PARTYMON3_MOVE4 EQU $D1CE W_PARTYMON3_OTID EQU $D1CF W_PARTYMON3_EXP EQU $D1D1 W_PARTYMON3_EVHP EQU $D1D4 W_PARTYMON3_EVATTACK EQU $D1D6 W_PARTYMON3_EVDEFENSE EQU $D1D8 W_PARTYMON3_EVSPEED EQU $D1DA W_PARTYMON3_EVSECIAL EQU $D1DC W_PARTYMON3_IV EQU $D1DE W_PARTYMON3_MOVE1PP EQU $D1E0 W_PARTYMON3_MOVE2PP EQU $D1E1 W_PARTYMON3_MOVE3PP EQU $D1E2 W_PARTYMON3_MOVE4PP EQU $D1E3 W_PARTYMON3_LEVEL EQU $D1E4 W_PARTYMON3_MAXHP EQU $D1E5 W_PARTYMON3_ATACK EQU $D1E7 W_PARTYMON3_DEFENSE EQU $D1E9 W_PARTYMON3_SPEED EQU $D1EB W_PARTYMON3_SPECIAL EQU $D1ED W_PARTYMON4DATA EQU $D1EF W_PARTYMON4_NUM EQU $D1EF W_PARTYMON4_HP EQU $D1F0 W_PARTYMON4_BOXLEVEL EQU $D1F2 W_PARTYMON4_STATUS EQU $D1F3 W_PARTYMON4_TYPE1 EQU $D1F4 W_PARTYMON4_TYPE2 EQU $D1F5 W_PARTYMON4_CRATE EQU $D1F6 W_PARTYMON4_MOVE1 EQU $D1F7 W_PARTYMON4_MOVE2 EQU $D1F8 W_PARTYMON4_MOVE3 EQU $D1F9 W_PARTYMON4_MOVE4 EQU $D1FA W_PARTYMON4_OTID EQU $D1FB W_PARTYMON4_EXP EQU $D1FD W_PARTYMON4_EVHP EQU $D200 W_PARTYMON4_EVATTACK EQU $D202 W_PARTYMON4_EVDEFENSE EQU $D204 W_PARTYMON4_EVSPEED EQU $D206 W_PARTYMON4_EVSECIAL EQU $D208 W_PARTYMON4_IV EQU $D20A W_PARTYMON4_MOVE1PP EQU $D20C W_PARTYMON4_MOVE2PP EQU $D20D W_PARTYMON4_MOVE3PP EQU $D20E W_PARTYMON4_MOVE4PP EQU $D20F W_PARTYMON4_LEVEL EQU $D210 W_PARTYMON4_MAXHP EQU $D211 W_PARTYMON4_ATACK EQU $D213 W_PARTYMON4_DEFENSE EQU $D215 W_PARTYMON4_SPEED EQU $D217 W_PARTYMON4_SPECIAL EQU $D219 W_PARTYMON5DATA EQU $D21B W_PARTYMON5_NUM EQU $D21B W_PARTYMON5_HP EQU $D21C W_PARTYMON5_BOXLEVEL EQU $D21E W_PARTYMON5_STATUS EQU $D21F W_PARTYMON5_TYPE1 EQU $D220 W_PARTYMON5_TYPE2 EQU $D221 W_PARTYMON5_CRATE EQU $D222 W_PARTYMON5_MOVE1 EQU $D223 W_PARTYMON5_MOVE2 EQU $D224 W_PARTYMON5_MOVE3 EQU $D225 W_PARTYMON5_MOVE4 EQU $D226 W_PARTYMON5_OTID EQU $D227 W_PARTYMON5_EXP EQU $D229 W_PARTYMON5_EVHP EQU $D22C W_PARTYMON5_EVATTACK EQU $D22E W_PARTYMON5_EVDEFENSE EQU $D230 W_PARTYMON5_EVSPEED EQU $D232 W_PARTYMON5_EVSECIAL EQU $D234 W_PARTYMON5_IV EQU $D236 W_PARTYMON5_MOVE1PP EQU $D238 W_PARTYMON5_MOVE2PP EQU $D239 W_PARTYMON5_MOVE3PP EQU $D23A W_PARTYMON5_MOVE4PP EQU $D23B W_PARTYMON5_LEVEL EQU $D23C W_PARTYMON5_MAXHP EQU $D23D W_PARTYMON5_ATACK EQU $D23F W_PARTYMON5_DEFENSE EQU $D241 W_PARTYMON5_SPEED EQU $D243 W_PARTYMON5_SPECIAL EQU $D245 W_PARTYMON6DATA EQU $D247 W_PARTYMON6_NUM EQU $D247 W_PARTYMON6_HP EQU $D248 W_PARTYMON6_BOXLEVEL EQU $D24A W_PARTYMON6_STATUS EQU $D24B W_PARTYMON6_TYPE1 EQU $D24C W_PARTYMON6_TYPE2 EQU $D24D W_PARTYMON6_CRATE EQU $D24E W_PARTYMON6_MOVE1 EQU $D24F W_PARTYMON6_MOVE2 EQU $D250 W_PARTYMON6_MOVE3 EQU $D251 W_PARTYMON6_MOVE4 EQU $D252 W_PARTYMON6_OTID EQU $D253 W_PARTYMON6_EXP EQU $D255 W_PARTYMON6_EVHP EQU $D258 W_PARTYMON6_EVATTACK EQU $D25A W_PARTYMON6_EVDEFENSE EQU $D25C W_PARTYMON6_EVSPEED EQU $D25E W_PARTYMON6_EVSECIAL EQU $D260 W_PARTYMON6_IV EQU $D262 W_PARTYMON6_MOVE1PP EQU $D264 W_PARTYMON6_MOVE2PP EQU $D265 W_PARTYMON6_MOVE3PP EQU $D266 W_PARTYMON6_MOVE4PP EQU $D267 W_PARTYMON6_LEVEL EQU $D268 W_PARTYMON6_MAXHP EQU $D269 W_PARTYMON6_ATACK EQU $D26B W_PARTYMON6_DEFENSE EQU $D26D W_PARTYMON6_SPEED EQU $D26F W_PARTYMON6_SPECIAL EQU $D271 W_PARTYMON1OT EQU $D273 W_PARTYMON2OT EQU $D27E W_PARTYMON3OT EQU $D289 W_PARTYMON4OT EQU $D294 W_PARTYMON5OT EQU $D29F W_PARTYMON6OT EQU $D2AA W_PARTYMON1NAME EQU $D2B5 W_PARTYMON2NAME EQU $D2C0 W_PARTYMON3NAME EQU $D2CB W_PARTYMON4NAME EQU $D2D6 W_PARTYMON5NAME EQU $D2E1 W_PARTYMON6NAME EQU $D2EC W_OWNEDPOKEMON EQU $D2F7 ; bit field, 19 bytes W_SEENPOKEMON EQU $D30A ; bit field, 19 bytes ;number of items in bag W_NUMBAGITEMS EQU $D31D ; BAGITEM01 is an item id ; BAGCOUNT01 is how many of this item W_BAGITEM01 EQU $D31E W_BAGITEM01QTY EQU $D31F W_BAGITEM02 EQU $D320 W_BAGITEM02QTY EQU $D321 W_BAGITEM03 EQU $D322 W_BAGITEM03QTY EQU $D323 W_BAGITEM04 EQU $D324 W_BAGITEM04QTY EQU $D325 W_BAGITEM05 EQU $D326 W_BAGITEM05QTY EQU $D327 W_BAGITEM06 EQU $D328 W_BAGITEM06QTY EQU $D329 W_BAGITEM07 EQU $D32A W_BAGITEM07QTY EQU $D32B W_BAGITEM08 EQU $D32C W_BAGITEM08QTY EQU $D32D W_BAGITEM09 EQU $D32E W_BAGITEM09QTY EQU $D32F W_BAGITEM10 EQU $D330 W_BAGITEM10QTY EQU $D331 W_BAGITEM11 EQU $D332 W_BAGITEM11QTY EQU $D333 W_BAGITEM12 EQU $D334 W_BAGITEM12QTY EQU $D335 W_BAGITEM13 EQU $D336 W_BAGITEM13QTY EQU $D337 W_BAGITEM14 EQU $D338 W_BAGITEM14QTY EQU $D339 W_BAGITEM15 EQU $D33A W_BAGITEM15QTY EQU $D33B W_BAGITEM16 EQU $D33C W_BAGITEM16QTY EQU $D33D W_BAGITEM17 EQU $D33E W_BAGITEM17QTY EQU $D33F W_BAGITEM18 EQU $D340 W_BAGITEM18QTY EQU $D341 W_BAGITEM19 EQU $D342 W_BAGITEM19QTY EQU $D343 W_BAGITEM20 EQU $D344 W_BAGITEM20QTY EQU $D345 ; money is in decimal W_PLAYERMONEY3 EQU $D347 W_PLAYERMONEY2 EQU $D348 W_PLAYERMONEY1 EQU $D349 W_RIVALNAME EQU $D34A ; 11 characters, including null W_OPTIONS EQU $D355 ; bit 7 = battle animation ; 0: On ; 1: Off ; bit 6 = battle style ; 0: Shift ; 1: Set ; bits 0-3 = text speed (number of frames to delay after printing a letter) ; 1: Fast ; 3: Medium ; 5: Slow W_OBTAINEDBADGES EQU $D356 W_PLAYERIDHI EQU $D359 W_PLAYERIDLO EQU $D35A W_CURMAP EQU $D35E W_YCOORD EQU $D361 ; player’s position on the current map W_XCOORD EQU $D362 W_YBLOCKCOORD EQU $D363 ; player's y position (by block) W_XBLOCKCOORD EQU $D364 W_CURMAPTILESET EQU $D367 W_CURMAPHEIGHT EQU $D368 ; blocks W_CURMAPWIDTH EQU $D369 ; blocks W_MAPDATAPTR EQU $D36A W_MAPTEXTPTR EQU $D36C W_MAPSCRIPTPTR EQU $D36E W_MAPCONNECTIONS EQU $D370 ; connection byte W_MAPCONN1PTR EQU $D371 W_MAPCONN2PTR EQU $D37C W_MAPCONN3PTR EQU $D387 W_MAPCONN4PTR EQU $D392 W_SPRITESET EQU $D39D ; sprite set for the current map (11 sprite picture ID's) W_SPRITESETID EQU $D3A8 ; sprite set ID for the current map W_NUMSPRITES EQU $D4E1 ; number of sprites on the current map ; two bytes per sprite (movement byte 2 , text ID) W_MAPSPRITEDATA EQU $D4e4 ; two bytes per sprite (trainer class/item ID , trainer set ID) W_MAPSPRITEEXTRADATA EQU $D504 W_TILESETBANK EQU $D52B W_TILESETBLOCKSPTR EQU $D52C ; maps blocks (4x4 tiles) to it's tiles W_TILESETGFXPTR EQU $D52E W_TILESETCOLLISIONPTR EQU $D530 ; list of all walkable tiles W_TILESETTALKINGOVERTILES EQU $D532 ; 3 bytes W_GRASSTILE EQU $D535 ;number of items in box W_NUMBOXITEMS EQU $D53A ; BOXITEM01 is an item id ; BOXITEM01QTY is how many of this item W_BOXITEM01 EQU $D53B W_BOXITEM01QTY EQU $D53C W_BOXITEM02 EQU $D53D W_BOXITEM02QTY EQU $D53E W_BOXITEM03 EQU $D53F W_BOXITEM03QTY EQU $D540 W_BOXITEM04 EQU $D541 W_BOXITEM04QTY EQU $D542 W_BOXITEM05 EQU $D543 W_BOXITEM05QTY EQU $D544 W_BOXITEM06 EQU $D545 W_BOXITEM06QTY EQU $D546 W_BOXITEM07 EQU $D547 W_BOXITEM07QTY EQU $D548 W_BOXITEM08 EQU $D549 W_BOXITEM08QTY EQU $D54A W_BOXITEM09 EQU $D54B W_BOXITEM09QTY EQU $D54C W_BOXITEM10 EQU $D54D W_BOXITEM10QTY EQU $D54E W_BOXITEM11 EQU $D54F W_BOXITEM11QTY EQU $D550 W_BOXITEM12 EQU $D551 W_BOXITEM12QTY EQU $D552 W_BOXITEM13 EQU $D553 W_BOXITEM13QTY EQU $D554 W_BOXITEM14 EQU $D555 W_BOXITEM14QTY EQU $D556 W_BOXITEM15 EQU $D557 W_BOXITEM15QTY EQU $D558 W_BOXITEM16 EQU $D559 W_BOXITEM16QTY EQU $D55A W_BOXITEM17 EQU $D55B W_BOXITEM17QTY EQU $D55C W_BOXITEM18 EQU $D55D W_BOXITEM18QTY EQU $D55E W_BOXITEM19 EQU $D55F W_BOXITEM19QTY EQU $D560 W_BOXITEM20 EQU $D561 W_BOXITEM20QTY EQU $D562 W_BOXITEM21 EQU $D563 W_BOXITEM21QTY EQU $D564 W_BOXITEM22 EQU $D565 W_BOXITEM22QTY EQU $D566 W_BOXITEM23 EQU $D567 W_BOXITEM23QTY EQU $D568 W_BOXITEM24 EQU $D569 W_BOXITEM24QTY EQU $D56A W_BOXITEM25 EQU $D56B W_BOXITEM25QTY EQU $D56C W_BOXITEM26 EQU $D56D W_BOXITEM26QTY EQU $D56E W_BOXITEM27 EQU $D56F W_BOXITEM27QTY EQU $D570 W_BOXITEM28 EQU $D571 W_BOXITEM28QTY EQU $D572 W_BOXITEM29 EQU $D573 W_BOXITEM29QTY EQU $D574 W_BOXITEM30 EQU $D575 W_BOXITEM30QTY EQU $D576 W_BOXITEM31 EQU $D577 W_BOXITEM31QTY EQU $D578 W_BOXITEM32 EQU $D579 W_BOXITEM32QTY EQU $D57A W_BOXITEM33 EQU $D57B W_BOXITEM33QTY EQU $D57C W_BOXITEM34 EQU $D57D W_BOXITEM34QTY EQU $D57E W_BOXITEM35 EQU $D57F W_BOXITEM35QTY EQU $D580 W_BOXITEM36 EQU $D581 W_BOXITEM36QTY EQU $D582 W_BOXITEM37 EQU $D583 W_BOXITEM37QTY EQU $D584 W_BOXITEM38 EQU $D585 W_BOXITEM38QTY EQU $D586 W_BOXITEM39 EQU $D587 W_BOXITEM39QTY EQU $D588 W_BOXITEM40 EQU $D589 W_BOXITEM40QTY EQU $D58A W_BOXITEM41 EQU $D58B W_BOXITEM41QTY EQU $D58C W_BOXITEM42 EQU $D58D W_BOXITEM42QTY EQU $D58E W_BOXITEM43 EQU $D58F W_BOXITEM43QTY EQU $D590 W_BOXITEM44 EQU $D591 W_BOXITEM44QTY EQU $D592 W_BOXITEM45 EQU $D593 W_BOXITEM45QTY EQU $D594 W_BOXITEM46 EQU $D595 W_BOXITEM46QTY EQU $D596 W_BOXITEM47 EQU $D597 W_BOXITEM47QTY EQU $D598 W_BOXITEM48 EQU $D599 W_BOXITEM48QTY EQU $D59A W_BOXITEM49 EQU $D59B W_BOXITEM49QTY EQU $D59C W_BOXITEM50 EQU $D59D W_BOXITEM50QTY EQU $D59E ;box end of list $D59F ; coins are in decimal W_PLAYERCOINS1 EQU $D5A4 W_PLAYERCOINS2 EQU $D5A5 W_MISSABLEOBJECTFLAGS EQU $D5A6 ; $20 bytes, bit array of missable objects. bit 1 = removed ; each entry consists of 2 bytes ; * the sprite ID (depending on the current map) ; * the missable object index (global, used for W_MISSABLEOBJECTFLAGS) ; terminated with $FF W_MISSABLEOBJECTLIST EQU $D5CE W_GAMEPROGRESSFLAGS EQU $D5F0 ; $c8 bytes W_OAKSLABCURSCRIPT EQU $D5F0 W_PALLETTOWNCURSCRIPT EQU $D5F1 W_BLUESHOUSECURSCRIPT EQU $D5F3 W_VIRIDIANCITYCURSCRIPT EQU $D5F4 W_PEWTERCITYCURSCRIPT EQU $D5F7 W_ROUTE3CURSCRIPT EQU $D5F8 W_ROUTE4CURSCRIPT EQU $D5F9 W_VIRIDIANGYMCURSCRIPT EQU $D5FB W_PEWTERGYMCURSCRIPT EQU $D5FC W_CERULEANGYMCURSCRIPT EQU $D5FD W_VERMILIONGYMCURSCRIPT EQU $D5FE W_CELADONGYMCURSCRIPT EQU $D5FF W_ROUTE6CURSCRIPT EQU $D600 W_ROUTE8CURSCRIPT EQU $D601 W_ROUTE24CURSCRIPT EQU $D602 W_ROUTE25CURSCRIPT EQU $D603 W_ROUTE9CURSCRIPT EQU $D604 W_ROUTE10CURSCRIPT EQU $D605 W_MTMOON1CURSCRIPT EQU $D606 W_MTMOON3CURSCRIPT EQU $D607 W_SSANNE8CURSCRIPT EQU $D608 W_SSANNE9CURSCRIPT EQU $D609 W_ROUTE22CURSCRIPT EQU $D60A W_REDSHOUSE2CURSCRIPT EQU $D60C W_VIRIDIANMARKETCURSCRIPT EQU $D60D W_ROUTE22GATECURSCRIPT EQU $D60E W_CERULEANCITYCURSCRIPT EQU $D60F W_SSANNE5CURSCRIPT EQU $D617 W_VIRIDIANFORESTCURSCRIPT EQU $D618 W_MUSEUMF1CURSCRIPT EQU $D619 W_ROUTE13CURSCRIPT EQU $D61A W_ROUTE14CURSCRIPT EQU $D61B W_ROUTE17CURSCRIPT EQU $D61C W_ROUTE19CURSCRIPT EQU $D61D W_ROUTE21CURSCRIPT EQU $D61E W_SAFARIZONEENTRANCECURSCRIPT EQU $D61F W_ROCKTUNNEL2CURSCRIPT EQU $D620 W_ROCKTUNNEL1CURSCRIPT EQU $D621 W_ROUTE11CURSCRIPT EQU $D623 W_ROUTE12CURSCRIPT EQU $D624 W_ROUTE15CURSCRIPT EQU $D625 W_ROUTE16CURSCRIPT EQU $D626 W_ROUTE18CURSCRIPT EQU $D627 W_ROUTE20CURSCRIPT EQU $D628 W_SSANNE10CURSCRIPT EQU $D629 W_VERMILIONCITYCURSCRIPT EQU $D62A W_POKEMONTOWER2CURSCRIPT EQU $D62B W_POKEMONTOWER3CURSCRIPT EQU $D62C W_POKEMONTOWER4CURSCRIPT EQU $D62D W_POKEMONTOWER5CURSCRIPT EQU $D62E W_POKEMONTOWER6CURSCRIPT EQU $D62F W_POKEMONTOWER7CURSCRIPT EQU $D630 W_ROCKETHIDEOUT1CURSCRIPT EQU $D631 W_ROCKETHIDEOUT2CURSCRIPT EQU $D632 W_ROCKETHIDEOUT3CURSCRIPT EQU $D633 W_ROCKETHIDEOUT4CURSCRIPT EQU $D634 W_ROUTE6GATECURSCRIPT EQU $D636 W_ROUTE8GATECURSCRIPT EQU $D637 W_CINNABARISLANDCURSCRIPT EQU $D639 W_MANSION1CURSCRIPT EQU $D63A W_MANSION2CURSCRIPT EQU $D63C W_MANSION3CURSCRIPT EQU $D63D W_MANSION4CURSCRIPT EQU $D63E W_VICTORYROAD2CURSCRIPT EQU $D63F W_VICTORYROAD3CURSCRIPT EQU $D640 W_FIGHTINGDOJOCURSCRIPT EQU $D642 W_SILPHCO2CURSCRIPT EQU $D643 W_SILPHCO3CURSCRIPT EQU $D644 W_SILPHCO4CURSCRIPT EQU $D645 W_SILPHCO5CURSCRIPT EQU $D646 W_SILPHCO6CURSCRIPT EQU $D647 W_SILPHCO7CURSCRIPT EQU $D648 W_SILPHCO8CURSCRIPT EQU $D649 W_SILPHCO9CURSCRIPT EQU $D64A W_HALLOFFAMEROOMCURSCRIPT EQU $D64B W_GARYCURSCRIPT EQU $D64C W_LORELEICURSCRIPT EQU $D64D W_BRUNOCURSCRIPT EQU $D64E W_AGATHACURSCRIPT EQU $D64F W_UNKNOWNDUNGEON3CURSCRIPT EQU $D650 W_VICTORYROAD1CURSCRIPT EQU $D651 W_LANCECURSCRIPT EQU $D653 W_SILPHCO10CURSCRIPT EQU $D658 W_SILPHCO11CURSCRIPT EQU $D659 W_FUCHSIAGYMCURSCRIPT EQU $D65B W_SAFFRONGYMCURSCRIPT EQU $D65C W_CINNABARGYMCURSCRIPT EQU $D65E W_CELADONGAMECORNERCURSCRIPT EQU $D65F W_ROUTE16GATECURSCRIPT EQU $D660 W_BILLSHOUSECURSCRIPT EQU $D661 W_ROUTE5GATECURSCRIPT EQU $D662 W_POWERPLANTCURSCRIPT EQU $D663 ; overload W_ROUTE7GATECURSCRIPT EQU $D663 ; overload W_SSANNE2CURSCRIPT EQU $D665 W_SEAFOAMISLANDS4CURSCRIPT EQU $D666 W_ROUTE23CURSCRIPT EQU $D667 W_SEAFOAMISLANDS5CURSCRIPT EQU $D668 W_ROUTE18GATECURSCRIPT EQU $D669 W_TOWNVISITEDFLAG EQU $D70B ; 2 bytes bit array, 1 means visited W_SAFARITIMER1 EQU $D70D ; use 01 for maximum W_SAFARITIMER2 EQU $D70E ; use F4 for maximum W_FOSSILITEM EQU $D70F ; item given to cinnabar lab W_FOSSILMON EQU $D710 ; mon that will result from the item W_ENEMYMONORTRAINERCLASS EQU $D713 ; trainer classes start at $c8 W_RIVALSTARTER EQU $D715 W_PLAYERSTARTER EQU $D717 ; bit 4: use variable [W_CURMAPSCRIPT] instead of the provided index for next frame's map script (used to start battle when talking to trainers) W_FLAGS_D733 EQU $D733 W_GRASSRATE EQU $D887 W_GRASSMONS EQU $D888 W_WATERRATE EQU $D8A4 ; OVERLOADED W_WATERMONS EQU $D8A5 ; OVERLOADED W_ENEMYMONCOUNT EQU $D89C W_ENEMYMON1HP EQU $D8A5 ; 16 bits W_ENEMYMON1MOVE3 EQU $D8AE W_ENEMYMON2MOVE3 EQU $D8DA W_ENEMYMON3MOVE3 EQU $D906 W_ENEMYMON4MOVE3 EQU $D932 W_ENEMYMON5MOVE3 EQU $D95E W_ENEMYMON6MOVE3 EQU $D98A W_ENEMYMON1OT EQU $D9AC W_ENEMYMON2OT EQU $D9B7 W_ENEMYMON3OT EQU $D9C2 W_ENEMYMON4OT EQU $D9CD W_ENEMYMON5OT EQU $D9D8 W_ENEMYMON6OT EQU $D9E3 W_ENEMYMON1NAME EQU $D9EE W_ENEMYMON2NAME EQU $D9F9 W_ENEMYMON3NAME EQU $DA04 W_ENEMYMON4NAME EQU $DA0F W_ENEMYMON5NAME EQU $DA1A W_ENEMYMON6NAME EQU $DA25 ; to $da2f W_TRAINERHEADERPTR EQU $DA30 ; index of current map script, mostly used as index for function pointer array ; mostly copied from map-specific map script pointer and wirtten back later W_CURMAPSCRIPT EQU $DA39 W_PLAYTIMEHOURS EQU $DA40 ; two bytes W_PLAYTIMEMINUTES EQU $DA42 ; two bytes W_PLAYTIMESECONDS EQU $DA44 ; one byte W_PLAYTIMEFRAMES EQU $DA45 ; one byte W_NUMSAFARIBALLS EQU $DA47 ; number of mons in current box W_NUMINBOX EQU $DA80 W_BOXMON1DATA EQU $DA96 W_BOXMON2DATA EQU $DAB7 H_SOFTRESETCOUNTER EQU $FF8A ; initialized to 16, decremented each input iteration if the user presses the reset sequence (A+B+S+s). Soft reset when 0 is reached. ; counters for blinking down arrow H_DOWNARROWBLINKCNT1 EQU $FF8B H_DOWNARROWBLINKCNT2 EQU $FF8C ; Note: the following multiplication and division addresses are used for multiple purposes ; and so they overlap with each other H_MULTIPLICAND EQU $FF96 ; 3 bytes, big endian order H_MULTIPLIER EQU $FF99 ; 1 byte H_PRODUCT EQU $FF95 ; 4 bytes, big endian order H_DIVIDEND EQU $FF95 ; 4 bytes, big endian order H_DIVISOR EQU $FF99 ; 1 byte H_QUOTIENT EQU $FF95 ; 4 bytes, big endian order H_REMAINDER EQU $FF99 ; 1 byte ; used to convert numbers to decimal H_PASTLEADINGZEROES EQU $FF95 ; flag to indicate that a nonzero digit has been printed H_NUMTOPRINT EQU $FF96 ; 3 bytes, big endian order H_POWEROFTEN EQU $FF99 ; 3 bytes, big endian order H_SAVEDNUMTOPRINT EQU $FF9C ; 3 bytes, big endian order (to back out of a subtraction) H_OLDPRESSEDBUTTONS EQU $FFB1 H_NEWLYRELEASEDBUTTONS EQU $FFB2 H_NEWLYPRESSEDBUTTONS EQU $FFB3 H_CURRENTPRESSEDBUTTONS EQU $FFB4 H_LOADEDROMBANK EQU $FFB8 ; is automatic background transfer during V-blank enabled? ; if nonzero, yes ; if zero, no H_AUTOBGTRANSFERENABLED EQU $FFBA TRANSFERTOP EQU 0 TRANSFERMIDDLE EQU 1 TRANSFERBOTTOM EQU 2 ; 00 = top third of background ; 01 = middle third of background ; 02 = bottom third of background H_AUTOBGTRANSFERPORTION EQU $FFBB ; the destination address of the automatic background transfer H_AUTOBGTRANSFERDEST EQU $FFBC ; 2 bytes ; temporary storage for stack pointer during memory transfers that use pop ; to increase speed H_SPTEMP EQU $FFBF ; 2 bytes ; source address for VBlankCopyBgMap function ; the first byte doubles as the byte that enabled the transfer. ; if it is 0, the transfer is disabled ; if it is not 0, the transfer is enabled ; this means that XX00 is not a valid source address H_VBCOPYBGSRC EQU $FFC1 ; 2 bytes ; destination address for VBlankCopyBgMap function H_VBCOPYBGDEST EQU $FFC3 ; 2 bytes ; number of rows for VBlankCopyBgMap to copy H_VBCOPYBGNUMROWS EQU $FFC5 ; size of VBlankCopy transfer in 16-byte units H_VBCOPYSIZE EQU $FFC6 ; source address for VBlankCopy function H_VBCOPYSRC EQU $FFC7 ; destination address for VBlankCopy function H_VBCOPYDEST EQU $FFC9 ; size of source data for VBlankCopyDouble in 8-byte units H_VBCOPYDOUBLESIZE EQU $FFCB ; source address for VBlankCopyDouble function H_VBCOPYDOUBLESRC EQU $FFCC ; destination address for VBlankCopyDouble function H_VBCOPYDOUBLEDEST EQU $FFCE ; controls whether a row or column of 2x2 tile blocks is redrawn in V-blank ; 00 = no redraw ; 01 = redraw column ; 02 = redraw row H_SCREENEDGEREDRAW EQU $FFD0 REDRAWCOL EQU 1 REDRAWROW EQU 2 H_SCREENEDGEREDRAWADDR EQU $FFD1 H_RAND1 EQU $FFD3 H_RAND2 EQU $FFD4 H_FRAMECOUNTER EQU $FFD5 ; decremented every V-blank (used for delays) ; V-blank sets this to 0 each time it runs. ; So, by setting it to a nonzero value and waiting for it to become 0 again, ; you can detect that the V-blank handler has run since then. H_VBLANKOCCURRED EQU $FFD6 H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10 H_WHOSETURN EQU $FFF3 ; 0 on player’s turn, 1 on enemy’s turn H_JOYPADSTATE EQU $FFF8 ; hardware registers, from the pandocs http://nocash.emubase.de/pandocs.htm rJOYP EQU $FF00 rDIV EQU $FF04 rLCDC EQU $FF40 rSCY EQU $FF42 rSCX EQU $FF43 rBGP EQU $FF47 rOBP0 EQU $FF48 rOBP1 EQU $FF49 rWY EQU $FF4A rWX EQU $FF4B rIE EQU $FFFF BTN_A EQU %00000001 BTN_B EQU %00000010 BTN_SELECT EQU %00000100 BTN_START EQU %00001000 BTN_RIGHT EQU %00010000 BTN_LEFT EQU %00100000 BTN_UP EQU %01000000 BTN_DOWN EQU %10000000 ; OAM attribute flags OAM_HFLIP EQU %00100000 ; horizontal flip OAM_VFLIP EQU %01000000 ; vertical flip ; list menu ID's PCPOKEMONLISTMENU EQU $00 ; PC pokemon withdraw/deposit lists MOVESLISTMENU EQU $01 ; XXX where is this used? PRICEDITEMLISTMENU EQU $02 ; Pokemart buy menu / Pokemart buy/sell choose quantity menu ITEMLISTMENU EQU $03 ; Start menu Item menu / Pokemart sell menu SPECIALLISTMENU EQU $04 ; list of special "items" e.g. floor list in elevators / list of badges ; pokemon name constants RHYDON EQU $01 KANGASKHAN EQU $02 NIDORAN_M EQU $03 CLEFAIRY EQU $04 SPEAROW EQU $05 VOLTORB EQU $06 NIDOKING EQU $07 SLOWBRO EQU $08 IVYSAUR EQU $09 EXEGGUTOR EQU $0A LICKITUNG EQU $0B EXEGGCUTE EQU $0C GRIMER EQU $0D GENGAR EQU $0E NIDORAN_F EQU $0F NIDOQUEEN EQU $10 CUBONE EQU $11 RHYHORN EQU $12 LAPRAS EQU $13 ARCANINE EQU $14 MEW EQU $15 GYARADOS EQU $16 SHELLDER EQU $17 TENTACOOL EQU $18 GASTLY EQU $19 SCYTHER EQU $1A STARYU EQU $1B BLASTOISE EQU $1C PINSIR EQU $1D TANGELA EQU $1E GROWLITHE EQU $21 ONIX EQU $22 FEAROW EQU $23 PIDGEY EQU $24 SLOWPOKE EQU $25 KADABRA EQU $26 GRAVELER EQU $27 CHANSEY EQU $28 MACHOKE EQU $29 MR_MIME EQU $2A HITMONLEE EQU $2B HITMONCHAN EQU $2C ARBOK EQU $2D PARASECT EQU $2E PSYDUCK EQU $2F DROWZEE EQU $30 GOLEM EQU $31 MAGMAR EQU $33 ELECTABUZZ EQU $35 MAGNETON EQU $36 KOFFING EQU $37 MANKEY EQU $39 SEEL EQU $3A DIGLETT EQU $3B TAUROS EQU $3C FARFETCH_D EQU $40 VENONAT EQU $41 DRAGONITE EQU $42 DODUO EQU $46 POLIWAG EQU $47 JYNX EQU $48 MOLTRES EQU $49 ARTICUNO EQU $4A ZAPDOS EQU $4B DITTO EQU $4C MEOWTH EQU $4D KRABBY EQU $4E VULPIX EQU $52 NINETALES EQU $53 PIKACHU EQU $54 RAICHU EQU $55 DRATINI EQU $58 DRAGONAIR EQU $59 KABUTO EQU $5A KABUTOPS EQU $5B HORSEA EQU $5C SEADRA EQU $5D SANDSHREW EQU $60 SANDSLASH EQU $61 OMANYTE EQU $62 OMASTAR EQU $63 JIGGLYPUFF EQU $64 WIGGLYTUFF EQU $65 EEVEE EQU $66 FLAREON EQU $67 JOLTEON EQU $68 VAPOREON EQU $69 MACHOP EQU $6A ZUBAT EQU $6B EKANS EQU $6C PARAS EQU $6D POLIWHIRL EQU $6E POLIWRATH EQU $6F WEEDLE EQU $70 KAKUNA EQU $71 BEEDRILL EQU $72 DODRIO EQU $74 PRIMEAPE EQU $75 DUGTRIO EQU $76 VENOMOTH EQU $77 DEWGONG EQU $78 CATERPIE EQU $7B METAPOD EQU $7C BUTTERFREE EQU $7D MACHAMP EQU $7E GOLDUCK EQU $80 HYPNO EQU $81 GOLBAT EQU $82 MEWTWO EQU $83 SNORLAX EQU $84 MAGIKARP EQU $85 MUK EQU $88 KINGLER EQU $8A CLOYSTER EQU $8B ELECTRODE EQU $8D CLEFABLE EQU $8E WEEZING EQU $8F PERSIAN EQU $90 MAROWAK EQU $91 HAUNTER EQU $93 ABRA EQU $94 ALAKAZAM EQU $95 PIDGEOTTO EQU $96 PIDGEOT EQU $97 STARMIE EQU $98 BULBASAUR EQU $99 VENUSAUR EQU $9A TENTACRUEL EQU $9B GOLDEEN EQU $9D SEAKING EQU $9E PONYTA EQU $A3 RAPIDASH EQU $A4 RATTATA EQU $A5 RATICATE EQU $A6 NIDORINO EQU $A7 NIDORINA EQU $A8 GEODUDE EQU $A9 PORYGON EQU $AA AERODACTYL EQU $AB MAGNEMITE EQU $AD CHARMANDER EQU $B0 SQUIRTLE EQU $B1 CHARMELEON EQU $B2 WARTORTLE EQU $B3 CHARIZARD EQU $B4 FOSSIL_KABUTOPS EQU $B6 FOSSIL_AERODACTYL EQU $B7 MON_GHOST EQU $B8 ODDISH EQU $B9 GLOOM EQU $BA VILEPLUME EQU $BB BELLSPROUT EQU $BC WEEPINBELL EQU $BD VICTREEBEL EQU $BE ; trainer name constants ; sometimes it's necessary to add $C8 to these values YOUNGSTER EQU $01 BUG_CATCHER EQU $02 LASS EQU $03 SAILOR EQU $04 JR__TRAINER_M EQU $05 JR__TRAINER_F EQU $06 POKEMANIAC EQU $07 SUPER_NERD EQU $08 HIKER EQU $09 BIKER EQU $0A BURGLAR EQU $0B ENGINEER EQU $0C JUGGLER_X EQU $0D FISHER EQU $0E SWIMMER EQU $0F CUE_BALL EQU $10 GAMBLER EQU $11 BEAUTY EQU $12 PSYCHIC_TR EQU $13 ROCKER EQU $14 JUGGLER EQU $15 TAMER EQU $16 BIRD_KEEPER EQU $17 BLACKBELT EQU $18 SONY1 EQU $19 PROF_OAK EQU $1A CHIEF EQU $1B SCIENTIST EQU $1C GIOVANNI EQU $1D ROCKET EQU $1E COOLTRAINER_M EQU $1F COOLTRAINER_F EQU $20 BRUNO EQU $21 BROCK EQU $22 MISTY EQU $23 LT__SURGE EQU $24 ERIKA EQU $25 KOGA EQU $26 BLAINE EQU $27 SABRINA EQU $28 GENTLEMAN EQU $29 SONY2 EQU $2A SONY3 EQU $2B LORELEI EQU $2C CHANNELER EQU $2D AGATHA EQU $2E LANCE EQU $2F ; pokemon dex numbers DEX_BULBASAUR EQU 1 DEX_IVYSAUR EQU 2 DEX_VENUSAUR EQU 3 DEX_CHARMANDER EQU 4 DEX_CHARMELEON EQU 5 DEX_CHARIZARD EQU 6 DEX_SQUIRTLE EQU 7 DEX_WARTORTLE EQU 8 DEX_BLASTOISE EQU 9 DEX_CATERPIE EQU 10 DEX_METAPOD EQU 11 DEX_BUTTERFREE EQU 12 DEX_WEEDLE EQU 13 DEX_KAKUNA EQU 14 DEX_BEEDRILL EQU 15 DEX_PIDGEY EQU 16 DEX_PIDGEOTTO EQU 17 DEX_PIDGEOT EQU 18 DEX_RATTATA EQU 19 DEX_RATICATE EQU 20 DEX_SPEAROW EQU 21 DEX_FEAROW EQU 22 DEX_EKANS EQU 23 DEX_ARBOK EQU 24 DEX_PIKACHU EQU 25 DEX_RAICHU EQU 26 DEX_SANDSHREW EQU 27 DEX_SANDSLASH EQU 28 DEX_NIDORAN_F EQU 29 DEX_NIDORINA EQU 30 DEX_NIDOQUEEN EQU 31 DEX_NIDORAN_M EQU 32 DEX_NIDORINO EQU 33 DEX_NIDOKING EQU 34 DEX_CLEFAIRY EQU 35 DEX_CLEFABLE EQU 36 DEX_VULPIX EQU 37 DEX_NINETALES EQU 38 DEX_JIGGLYPUFF EQU 39 DEX_WIGGLYTUFF EQU 40 DEX_ZUBAT EQU 41 DEX_GOLBAT EQU 42 DEX_ODDISH EQU 43 DEX_GLOOM EQU 44 DEX_VILEPLUME EQU 45 DEX_PARAS EQU 46 DEX_PARASECT EQU 47 DEX_VENONAT EQU 48 DEX_VENOMOTH EQU 49 DEX_DIGLETT EQU 50 DEX_DUGTRIO EQU 51 DEX_MEOWTH EQU 52 DEX_PERSIAN EQU 53 DEX_PSYDUCK EQU 54 DEX_GOLDUCK EQU 55 DEX_MANKEY EQU 56 DEX_PRIMEAPE EQU 57 DEX_GROWLITHE EQU 58 DEX_ARCANINE EQU 59 DEX_POLIWAG EQU 60 DEX_POLIWHIRL EQU 61 DEX_POLIWRATH EQU 62 DEX_ABRA EQU 63 DEX_KADABRA EQU 64 DEX_ALAKAZAM EQU 65 DEX_MACHOP EQU 66 DEX_MACHOKE EQU 67 DEX_MACHAMP EQU 68 DEX_BELLSPROUT EQU 69 DEX_WEEPINBELL EQU 70 DEX_VICTREEBEL EQU 71 DEX_TENTACOOL EQU 72 DEX_TENTACRUEL EQU 73 DEX_GEODUDE EQU 74 DEX_GRAVELER EQU 75 DEX_GOLEM EQU 76 DEX_PONYTA EQU 77 DEX_RAPIDASH EQU 78 DEX_SLOWPOKE EQU 79 DEX_SLOWBRO EQU 80 DEX_MAGNEMITE EQU 81 DEX_MAGNETON EQU 82 DEX_FARFETCH_D EQU 83 DEX_DODUO EQU 84 DEX_DODRIO EQU 85 DEX_SEEL EQU 86 DEX_DEWGONG EQU 87 DEX_GRIMER EQU 88 DEX_MUK EQU 89 DEX_SHELLDER EQU 90 DEX_CLOYSTER EQU 91 DEX_GASTLY EQU 92 DEX_HAUNTER EQU 93 DEX_GENGAR EQU 94 DEX_ONIX EQU 95 DEX_DROWZEE EQU 96 DEX_HYPNO EQU 97 DEX_KRABBY EQU 98 DEX_KINGLER EQU 99 DEX_VOLTORB EQU 100 DEX_ELECTRODE EQU 101 DEX_EXEGGCUTE EQU 102 DEX_EXEGGUTOR EQU 103 DEX_CUBONE EQU 104 DEX_MAROWAK EQU 105 DEX_HITMONLEE EQU 106 DEX_HITMONCHAN EQU 107 DEX_LICKITUNG EQU 108 DEX_KOFFING EQU 109 DEX_WEEZING EQU 110 DEX_RHYHORN EQU 111 DEX_RHYDON EQU 112 DEX_CHANSEY EQU 113 DEX_TANGELA EQU 114 DEX_KANGASKHAN EQU 115 DEX_HORSEA EQU 116 DEX_SEADRA EQU 117 DEX_GOLDEEN EQU 118 DEX_SEAKING EQU 119 DEX_STARYU EQU 120 DEX_STARMIE EQU 121 DEX_MR_MIME EQU 122 DEX_SCYTHER EQU 123 DEX_JYNX EQU 124 DEX_ELECTABUZZ EQU 125 DEX_MAGMAR EQU 126 DEX_PINSIR EQU 127 DEX_TAUROS EQU 128 DEX_MAGIKARP EQU 129 DEX_GYARADOS EQU 130 DEX_LAPRAS EQU 131 DEX_DITTO EQU 132 DEX_EEVEE EQU 133 DEX_VAPOREON EQU 134 DEX_JOLTEON EQU 135 DEX_FLAREON EQU 136 DEX_PORYGON EQU 137 DEX_OMANYTE EQU 138 DEX_OMASTAR EQU 139 DEX_KABUTO EQU 140 DEX_KABUTOPS EQU 141 DEX_AERODACTYL EQU 142 DEX_SNORLAX EQU 143 DEX_ARTICUNO EQU 144 DEX_ZAPDOS EQU 145 DEX_MOLTRES EQU 146 DEX_DRATINI EQU 147 DEX_DRAGONAIR EQU 148 DEX_DRAGONITE EQU 149 DEX_MEWTWO EQU 150 DEX_MEW EQU 151 ; item name constants MASTER_BALL EQU $01 ULTRA_BALL EQU $02 GREAT_BALL EQU $03 POKE_BALL EQU $04 TOWN_MAP EQU $05 BICYCLE EQU $06 SURFBOARD EQU $07 ; buggy? SAFARI_BALL EQU $08 POKEDEX EQU $09 MOON_STONE EQU $0A ANTIDOTE EQU $0B BURN_HEAL EQU $0C ICE_HEAL EQU $0D AWAKENING EQU $0E PARLYZ_HEAL EQU $0F FULL_RESTORE EQU $10 MAX_POTION EQU $11 HYPER_POTION EQU $12 SUPER_POTION EQU $13 POTION EQU $14 BOULDERBADGE EQU $15 CASCADEBADGE EQU $16 THUNDERBADGE EQU $17 RAINBOWBADGE EQU $18 SOULBADGE EQU $19 MARSHBADGE EQU $1A VOLCANOBADGE EQU $1B EARTHBADGE EQU $1C ESCAPE_ROPE EQU $1D REPEL EQU $1E OLD_AMBER EQU $1F FIRE_STONE EQU $20 THUNDER_STONE EQU $21 WATER_STONE EQU $22 HP_UP EQU $23 PROTEIN EQU $24 IRON EQU $25 CARBOS EQU $26 CALCIUM EQU $27 RARE_CANDY EQU $28 DOME_FOSSIL EQU $29 HELIX_FOSSIL EQU $2A SECRET_KEY EQU $2B ; XXX ????? EQU $2C BIKE_VOUCHER EQU $2D X_ACCURACY EQU $2E LEAF_STONE EQU $2F CARD_KEY EQU $30 NUGGET EQU $31 ;PP_UP EQU $32 POKE_DOLL EQU $33 FULL_HEAL EQU $34 REVIVE EQU $35 MAX_REVIVE EQU $36 GUARD_SPEC_ EQU $37 SUPER_REPEL EQU $38 MAX_REPEL EQU $39 DIRE_HIT EQU $3A COIN EQU $3B FRESH_WATER EQU $3C SODA_POP EQU $3D LEMONADE EQU $3E S_S__TICKET EQU $3F GOLD_TEETH EQU $40 X_ATTACK EQU $41 X_DEFEND EQU $42 X_SPEED EQU $43 X_SPECIAL EQU $44 COIN_CASE EQU $45 OAKS_PARCEL EQU $46 ITEMFINDER EQU $47 SILPH_SCOPE EQU $48 POKE_FLUTE EQU $49 LIFT_KEY EQU $4A EXP__ALL EQU $4B OLD_ROD EQU $4C GOOD_ROD EQU $4D SUPER_ROD EQU $4E ; XXX todo: compare this to $32 PP_UP EQU $4F ETHER EQU $50 MAX_ETHER EQU $51 ELIXER EQU $52 MAX_ELIXER EQU $53 HM_01 EQU $C4 HM_02 EQU $C5 HM_03 EQU $C6 HM_04 EQU $C7 HM_05 EQU $C8 TM_01 EQU $C9 TM_02 EQU $CA TM_03 EQU $CB TM_04 EQU $CC TM_05 EQU $CD TM_06 EQU $CE TM_07 EQU $CF TM_08 EQU $D0 TM_09 EQU $D1 TM_10 EQU $D2 TM_11 EQU $D3 TM_12 EQU $D4 TM_13 EQU $D5 TM_14 EQU $D6 TM_15 EQU $D7 TM_16 EQU $D8 TM_17 EQU $D9 TM_18 EQU $DA TM_19 EQU $DB TM_20 EQU $DC TM_21 EQU $DD TM_22 EQU $DE TM_23 EQU $DF TM_24 EQU $E0 TM_25 EQU $E1 TM_26 EQU $E2 TM_27 EQU $E3 TM_28 EQU $E4 TM_29 EQU $E5 TM_30 EQU $E6 TM_31 EQU $E7 TM_32 EQU $E8 TM_33 EQU $E9 TM_34 EQU $EA TM_35 EQU $EB TM_36 EQU $EC TM_37 EQU $ED TM_38 EQU $EE TM_39 EQU $EF TM_40 EQU $F0 TM_41 EQU $F1 TM_42 EQU $F2 TM_43 EQU $F3 TM_44 EQU $F4 TM_45 EQU $F5 TM_46 EQU $F6 TM_47 EQU $F7 TM_48 EQU $F8 TM_49 EQU $F9 TM_50 EQU $FA ; tentative move effect constants ; {stat}_(UP|DOWN)(1|2) means that the move raises the user's (or lowers the target's) corresponding stat modifier by 1 (or 2) stages ; {status condition}_side_effect means that the move has a side chance of causing that condition ; {status condition}_effect means that the move causes the status condition every time it hits the target NO_ADDITIONAL_EFFECT EQU $00 POISON_SIDE_EFFECT1 EQU $02 DRAIN_HP_EFFECT EQU $03 BURN_SIDE_EFFECT1 EQU $04 FREEZE_SIDE_EFFECT EQU $05 PARALYZE_SIDE_EFFECT1 EQU $06 EXPLODE_EFFECT EQU $07 ; Explosion, Self Destruct DREAM_EATER_EFFECT EQU $08 MIRROR_MOVE_EFFECT EQU $09 ATTACK_UP1_EFFECT EQU $0A DEFENSE_UP1_EFFECT EQU $0B SPECIAL_UP1_EFFECT EQU $0D EVASION_UP1_EFFECT EQU $0F PAY_DAY_EFFECT EQU $10 SWIFT_EFFECT EQU $11 ATTACK_DOWN1_EFFECT EQU $12 DEFENSE_DOWN1_EFFECT EQU $13 SPEED_DOWN1_EFFECT EQU $14 ACCURACY_DOWN1_EFFECT EQU $16 CONVERSION_EFFECT EQU $18 HAZE_EFFECT EQU $19 BIDE_EFFECT EQU $1A THRASH_PETAL_DANCE_EFFECT EQU $1B SWITCH_AND_TELEPORT_EFFECT EQU $1C TWO_TO_FIVE_ATTACKS_EFFECT EQU $1D FLINCH_SIDE_EFFECT1 EQU $1F SLEEP_EFFECT EQU $20 POISON_SIDE_EFFECT2 EQU $21 BURN_SIDE_EFFECT2 EQU $22 PARALYZE_SIDE_EFFECT2 EQU $24 FLINCH_SIDE_EFFECT2 EQU $25 OHKO_EFFECT EQU $26 ; moves like Horn Drill CHARGE_EFFECT EQU $27 ; moves like Solar Beam SUPER_FANG_EFFECT EQU $28 SPECIAL_DAMAGE_EFFECT EQU $29 ; Seismic Toss, Night Shade, Sonic Boom, Dragon Rage, Psywave TRAPPING_EFFECT EQU $2A ; moves like Wrap FLY_EFFECT EQU $2B ATTACK_TWICE_EFFECT EQU $2C JUMP_KICK_EFFECT EQU $2D ; Jump Kick and Hi Jump Kick effect MIST_EFFECT EQU $2E FOCUS_ENERGY_EFFECT EQU $2F RECOIL_EFFECT EQU $30 ; moves like Double Edge CONFUSION_EFFECT EQU $31 ; Confuse Ray, Supersonic (not the move Confusion) ATTACK_UP2_EFFECT EQU $32 DEFENSE_UP2_EFFECT EQU $33 SPEED_UP2_EFFECT EQU $34 SPECIAL_UP2_EFFECT EQU $35 HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest TRANSFORM_EFFECT EQU $39 DEFENSE_DOWN2_EFFECT EQU $3B LIGHT_SCREEN_EFFECT EQU $40 REFLECT_EFFECT EQU $41 POISON_EFFECT EQU $42 PARALYZE_EFFECT EQU $43 ATTACK_DOWN_SIDE_EFFECT EQU $44 DEFENSE_DOWN_SIDE_EFFECT EQU $45 SPEED_DOWN_SIDE_EFFECT EQU $46 SPECIAL_DOWN_SIDE_EFFECT EQU $47 CONFUSION_SIDE_EFFECT EQU $4C TWINEEDLE_EFFECT EQU $4D SUBSTITUTE_EFFECT EQU $4F HYPER_BEAM_EFFECT EQU $50 RAGE_EFFECT EQU $51 MIMIC_EFFECT EQU $52 METRONOME_EFFECT EQU $53 LEECH_SEED_EFFECT EQU $54 SPLASH_EFFECT EQU $55 DISABLE_EFFECT EQU $56 ; fixed damage constants SONICBOOM_DAMAGE EQU 20 DRAGON_RAGE_DAMAGE EQU 40 ; move name constants POUND EQU $01 KARATE_CHOP EQU $02 DOUBLESLAP EQU $03 COMET_PUNCH EQU $04 MEGA_PUNCH EQU $05 PAY_DAY EQU $06 FIRE_PUNCH EQU $07 ICE_PUNCH EQU $08 THUNDERPUNCH EQU $09 SCRATCH EQU $0A VICEGRIP EQU $0B GUILLOTINE EQU $0C RAZOR_WIND EQU $0D SWORDS_DANCE EQU $0E CUT EQU $0F GUST EQU $10 WING_ATTACK EQU $11 WHIRLWIND EQU $12 FLY EQU $13 BIND EQU $14 SLAM EQU $15 VINE_WHIP EQU $16 STOMP EQU $17 DOUBLE_KICK EQU $18 MEGA_KICK EQU $19 JUMP_KICK EQU $1A ROLLING_KICK EQU $1B SAND_ATTACK EQU $1C HEADBUTT EQU $1D HORN_ATTACK EQU $1E FURY_ATTACK EQU $1F HORN_DRILL EQU $20 TACKLE EQU $21 BODY_SLAM EQU $22 WRAP EQU $23 TAKE_DOWN EQU $24 THRASH EQU $25 DOUBLE_EDGE EQU $26 TAIL_WHIP EQU $27 POISON_STING EQU $28 TWINEEDLE EQU $29 PIN_MISSILE EQU $2A LEER EQU $2B BITE EQU $2C GROWL EQU $2D ROAR EQU $2E SING EQU $2F SUPERSONIC EQU $30 SONICBOOM EQU $31 DISABLE EQU $32 ACID EQU $33 EMBER EQU $34 FLAMETHROWER EQU $35 MIST EQU $36 WATER_GUN EQU $37 HYDRO_PUMP EQU $38 SURF EQU $39 ICE_BEAM EQU $3A BLIZZARD EQU $3B PSYBEAM EQU $3C BUBBLEBEAM EQU $3D AURORA_BEAM EQU $3E HYPER_BEAM EQU $3F PECK EQU $40 DRILL_PECK EQU $41 SUBMISSION EQU $42 LOW_KICK EQU $43 COUNTER EQU $44 SEISMIC_TOSS EQU $45 STRENGTH EQU $46 ABSORB EQU $47 MEGA_DRAIN EQU $48 LEECH_SEED EQU $49 GROWTH EQU $4A RAZOR_LEAF EQU $4B SOLARBEAM EQU $4C POISONPOWDER EQU $4D STUN_SPORE EQU $4E SLEEP_POWDER EQU $4F PETAL_DANCE EQU $50 STRING_SHOT EQU $51 DRAGON_RAGE EQU $52 FIRE_SPIN EQU $53 THUNDERSHOCK EQU $54 THUNDERBOLT EQU $55 THUNDER_WAVE EQU $56 THUNDER EQU $57 ROCK_THROW EQU $58 EARTHQUAKE EQU $59 FISSURE EQU $5A DIG EQU $5B TOXIC EQU $5C CONFUSION EQU $5D PSYCHIC_M EQU $5E HYPNOSIS EQU $5F MEDITATE EQU $60 AGILITY EQU $61 QUICK_ATTACK EQU $62 RAGE EQU $63 TELEPORT EQU $64 NIGHT_SHADE EQU $65 MIMIC EQU $66 SCREECH EQU $67 DOUBLE_TEAM EQU $68 RECOVER EQU $69 HARDEN EQU $6A MINIMIZE EQU $6B SMOKESCREEN EQU $6C CONFUSE_RAY EQU $6D WITHDRAW EQU $6E DEFENSE_CURL EQU $6F BARRIER EQU $70 LIGHT_SCREEN EQU $71 HAZE EQU $72 REFLECT EQU $73 FOCUS_ENERGY EQU $74 BIDE EQU $75 METRONOME EQU $76 MIRROR_MOVE EQU $77 SELFDESTRUCT EQU $78 EGG_BOMB EQU $79 LICK EQU $7A SMOG EQU $7B SLUDGE EQU $7C BONE_CLUB EQU $7D FIRE_BLAST EQU $7E WATERFALL EQU $7F CLAMP EQU $80 SWIFT EQU $81 SKULL_BASH EQU $82 SPIKE_CANNON EQU $83 CONSTRICT EQU $84 AMNESIA EQU $85 KINESIS EQU $86 SOFTBOILED EQU $87 HI_JUMP_KICK EQU $88 GLARE EQU $89 DREAM_EATER EQU $8A POISON_GAS EQU $8B BARRAGE EQU $8C LEECH_LIFE EQU $8D LOVELY_KISS EQU $8E SKY_ATTACK EQU $8F TRANSFORM EQU $90 BUBBLE EQU $91 DIZZY_PUNCH EQU $92 SPORE EQU $93 FLASH EQU $94 PSYWAVE EQU $95 SPLASH EQU $96 ACID_ARMOR EQU $97 CRABHAMMER EQU $98 EXPLOSION EQU $99 FURY_SWIPES EQU $9A BONEMERANG EQU $9B REST EQU $9C ROCK_SLIDE EQU $9D HYPER_FANG EQU $9E SHARPEN EQU $9F CONVERSION EQU $A0 TRI_ATTACK EQU $A1 SUPER_FANG EQU $A2 SLASH EQU $A3 SUBSTITUTE EQU $A4 STRUGGLE EQU $A5 ; these do double duty as animation identifiers SHOWPIC_ANIM EQU $A6 ; redraw monster pic XSTATITEM_ANIM EQU $AE ; use X Attack/Defense/Speed/Special SLP_ANIM EQU $BD ; sleeping monster CONF_ANIM EQU $BF ; confused monster TOSS_ANIM EQU $C1 ; toss Poké Ball SHAKE_ANIM EQU $C2 ; shaking Poké Ball when catching monster POOF_ANIM EQU $C3 ; puff of smoke BLOCKBALL_ANIM EQU $C4 ; trainer knocks away Poké Ball GREATTOSS_ANIM EQU $C5 ; toss Great Ball ULTRATOSS_ANIM EQU $C6 ; toss Ultra Ball or Master Ball HIDEPIC_ANIM EQU $C8 ; monster disappears ROCK_ANIM EQU $C9 ; throw rock BAIT_ANIM EQU $CA ; throw bait ; super game boy palettes PAL_ROUTE EQU $00 PAL_PALLET EQU $01 PAL_VIRIDIAN EQU $02 PAL_PEWTER EQU $03 PAL_CERULEAN EQU $04 PAL_LAVENDER EQU $05 PAL_VERMILION EQU $06 PAL_CELADON EQU $07 PAL_FUCHSIA EQU $08 PAL_CINNABAR EQU $09 PAL_INDIGO EQU $0A PAL_SAFFRON EQU $0B PAL_TOWNMAP EQU $0C PAL_LOGO1 EQU $0D ; XXX PAL_LOGO2 EQU $0F PAL_MEWMON EQU $10 PAL_BLUEMON EQU $11 PAL_REDMON EQU $12 PAL_CYANMON EQU $13 PAL_PURPLEMON EQU $14 PAL_BROWNMON EQU $15 PAL_GREENMON EQU $16 PAL_PINKMON EQU $17 PAL_YELLOWMON EQU $18 PAL_GREYMON EQU $19 PAL_SLOTS1 EQU $1A PAL_SLOTS2 EQU $1B PAL_SLOTS3 EQU $1C PAL_SLOTS4 EQU $1D PAL_BLACK EQU $1E PAL_GREENBAR EQU $1F PAL_YELLOWBAR EQU $20 PAL_REDBAR EQU $21 PAL_BADGE EQU $22 PAL_CAVE EQU $23 ; XXX ; map name constants PALLET_TOWN EQU $00 VIRIDIAN_CITY EQU $01 PEWTER_CITY EQU $02 CERULEAN_CITY EQU $03 LAVENDER_TOWN EQU $04 VERMILION_CITY EQU $05 CELADON_CITY EQU $06 FUCHSIA_CITY EQU $07 CINNABAR_ISLAND EQU $08 INDIGO_PLATEAU EQU $09 SAFFRON_CITY EQU $0A ; unused EQU $0B ROUTE_1 EQU $0C ROUTE_2 EQU $0D ROUTE_3 EQU $0E ROUTE_4 EQU $0F ROUTE_5 EQU $10 ROUTE_6 EQU $11 ROUTE_7 EQU $12 ROUTE_8 EQU $13 ROUTE_9 EQU $14 ROUTE_10 EQU $15 ROUTE_11 EQU $16 ROUTE_12 EQU $17 ROUTE_13 EQU $18 ROUTE_14 EQU $19 ROUTE_15 EQU $1A ROUTE_16 EQU $1B ROUTE_17 EQU $1C ROUTE_18 EQU $1D ROUTE_19 EQU $1E ROUTE_20 EQU $1F ROUTE_21 EQU $20 ROUTE_22 EQU $21 ROUTE_23 EQU $22 ROUTE_24 EQU $23 ROUTE_25 EQU $24 REDS_HOUSE_1F EQU $25 REDS_HOUSE_2F EQU $26 BLUES_HOUSE EQU $27 OAKS_LAB EQU $28 VIRIDIAN_POKECENTER EQU $29 VIRIDIAN_MART EQU $2A VIRIDIAN_SCHOOL EQU $2B VIRIDIAN_HOUSE EQU $2C VIRIDIAN_GYM EQU $2D DIGLETTS_CAVE_EXIT EQU $2E VIRIDIAN_FOREST_EXIT EQU $2F ROUTE_2_HOUSE EQU $30 ROUTE_2_GATE EQU $31 VIRIDIAN_FOREST_ENTRANCE EQU $32 VIRIDIAN_FOREST EQU $33 MUSEUM_1F EQU $34 MUSEUM_2F EQU $35 PEWTER_GYM EQU $36 PEWTER_HOUSE_1 EQU $37 PEWTER_MART EQU $38 PEWTER_HOUSE_2 EQU $39 PEWTER_POKECENTER EQU $3A MT_MOON_1 EQU $3B MT_MOON_2 EQU $3C MT_MOON_3 EQU $3D TRASHED_HOUSE EQU $3E CERULEAN_HOUSE EQU $3F CERULEAN_POKECENTER EQU $40 CERULEAN_GYM EQU $41 BIKE_SHOP EQU $42 CERULEAN_MART EQU $43 MT_MOON_POKECENTER EQU $44 ;copy of TRASHED_HOUSE EQU $45 ROUTE_5_GATE EQU $46 PATH_ENTRANCE_ROUTE_5 EQU $47 DAYCAREM EQU $48 ROUTE_6_GATE EQU $49 PATH_ENTRANCE_ROUTE_6 EQU $4A ;copy of PATH_ENTRANCE_ROUTE_6 EQU $4B ROUTE_7_GATE EQU $4C PATH_ENTRANCE_ROUTE_7 EQU $4D ;copy of PATH_ENTRANCE_ROUTE_7 EQU $4E ROUTE_8_GATE EQU $4F PATH_ENTRANCE_ROUTE_8 EQU $50 ROCK_TUNNEL_POKECENTER EQU $51 ROCK_TUNNEL_1 EQU $52 POWER_PLANT EQU $53 ROUTE_11_GATE_1F EQU $54 DIGLETTS_CAVE_ENTRANCE EQU $55 ROUTE_11_GATE_2F EQU $56 ROUTE_12_GATE EQU $57 BILLS_HOUSE EQU $58 VERMILION_POKECENTER EQU $59 POKEMON_FAN_CLUB EQU $5A VERMILION_MART EQU $5B VERMILION_GYM EQU $5C VERMILION_HOUSE_1 EQU $5D VERMILION_DOCK EQU $5E SS_ANNE_1 EQU $5F SS_ANNE_2 EQU $60 SS_ANNE_3 EQU $61 SS_ANNE_4 EQU $62 SS_ANNE_5 EQU $63 SS_ANNE_6 EQU $64 SS_ANNE_7 EQU $65 SS_ANNE_8 EQU $66 SS_ANNE_9 EQU $67 SS_ANNE_10 EQU $68 ;EQU $69 ;EQU $6A ;EQU $6B VICTORY_ROAD_1 EQU $6C ;EQU $6D ;EQU $6E ;EQU $6F ;EQU $70 LANCES_ROOM EQU $71 ;EQU $72 ;EQU $73 ;EQU $74 ;EQU $75 HALL_OF_FAME EQU $76 UNDERGROUND_PATH_NS EQU $77 CHAMPIONS_ROOM EQU $78 UNDERGROUND_PATH_WE EQU $79 CELADON_MART_1 EQU $7A CELADON_MART_2 EQU $7B CELADON_MART_3 EQU $7C CELADON_MART_4 EQU $7D CELADON_MART_ROOF EQU $7E CELADON_MART_ELEVATOR EQU $7F CELADON_MANSION_1 EQU $80 CELADON_MANSION_2 EQU $81 CELADON_MANSION_3 EQU $82 CELADON_MANSION_4 EQU $83 CELADON_MANSION_5 EQU $84 CELADON_POKECENTER EQU $85 CELADON_GYM EQU $86 GAME_CORNER EQU $87 CELADON_MART_5 EQU $88 CELADONPRIZE_ROOM EQU $89 CELADON_DINER EQU $8A CELADON_HOUSE EQU $8B CELADON_HOTEL EQU $8C LAVENDER_POKECENTER EQU $8D POKEMONTOWER_1 EQU $8E POKEMONTOWER_2 EQU $8F POKEMONTOWER_3 EQU $90 POKEMONTOWER_4 EQU $91 POKEMONTOWER_5 EQU $92 POKEMONTOWER_6 EQU $93 POKEMONTOWER_7 EQU $94 LAVENDER_HOUSE_1 EQU $95 LAVENDER_MART EQU $96 LAVENDER_HOUSE_2 EQU $97 FUCHSIA_MART EQU $98 FUCHSIA_HOUSE_1 EQU $99 FUCHSIA_POKECENTER EQU $9A FUCHSIA_HOUSE_2 EQU $9B SAFARIZONEENTRANCE EQU $9C FUCHSIA_GYM EQU $9D FUCHSIAMEETINGROOM EQU $9E SEAFOAM_ISLANDS_2 EQU $9F SEAFOAM_ISLANDS_3 EQU $A0 SEAFOAM_ISLANDS_4 EQU $A1 SEAFOAM_ISLANDS_5 EQU $A2 VERMILION_HOUSE_2 EQU $A3 FUCHSIA_HOUSE_3 EQU $A4 MANSION_1 EQU $A5 CINNABAR_GYM EQU $A6 CINNABAR_LAB_1 EQU $A7 CINNABAR_LAB_2 EQU $A8 CINNABAR_LAB_3 EQU $A9 CINNABAR_LAB_4 EQU $AA CINNABAR_POKECENTER EQU $AB CINNABAR_MART EQU $AC ;copy of CINNABAR_MART EQU $AD INDIGO_PLATEAU_LOBBY EQU $AE COPYCATS_HOUSE_1F EQU $AF COPYCATS_HOUSE_2F EQU $B0 FIGHTINGDOJO EQU $B1 SAFFRON_GYM EQU $B2 SAFFRON_HOUSE_1 EQU $B3 SAFFRON_MART EQU $B4 SILPH_CO_1F EQU $B5 SAFFRON_POKECENTER EQU $B6 SAFFRON_HOUSE_2 EQU $B7 ROUTE_15_GATE_1F EQU $B8 ROUTE_15_GATE_2F EQU $B9 ROUTE_16_GATE_1F EQU $BA ROUTE_16_GATE_2F EQU $BB ROUTE_16_HOUSE EQU $BC ROUTE_12_HOUSE EQU $BD ROUTE_18_GATE_1F EQU $BE ROUTE_18_GATE_2F EQU $BF SEAFOAM_ISLANDS_1 EQU $C0 ROUTE_22_GATE EQU $C1 VICTORY_ROAD_2 EQU $C2 ROUTE_12_GATE_2F EQU $C3 VERMILION_HOUSE_3 EQU $C4 DIGLETTS_CAVE EQU $C5 VICTORY_ROAD_3 EQU $C6 ROCKET_HIDEOUT_1 EQU $C7 ROCKET_HIDEOUT_2 EQU $C8 ROCKET_HIDEOUT_3 EQU $C9 ROCKET_HIDEOUT_4 EQU $CA ROCKET_HIDEOUT_ELEVATOR EQU $CB ;EQU $CC ;EQU $CD ;EQU $CE SILPH_CO_2F EQU $CF SILPH_CO_3F EQU $D0 SILPH_CO_4F EQU $D1 SILPH_CO_5F EQU $D2 SILPH_CO_6F EQU $D3 SILPH_CO_7F EQU $D4 SILPH_CO_8F EQU $D5 MANSION_2 EQU $D6 MANSION_3 EQU $D7 MANSION_4 EQU $D8 SAFARI_ZONE_EAST EQU $D9 SAFARI_ZONE_NORTH EQU $DA SAFARI_ZONE_WEST EQU $DB SAFARI_ZONE_CENTER EQU $DC SAFARI_ZONE_REST_HOUSE_1 EQU $DD SAFARI_ZONE_SECRET_HOUSE EQU $DE SAFARI_ZONE_REST_HOUSE_2 EQU $DF SAFARI_ZONE_REST_HOUSE_3 EQU $E0 SAFARI_ZONE_REST_HOUSE_4 EQU $E1 UNKNOWN_DUNGEON_2 EQU $E2 UNKNOWN_DUNGEON_3 EQU $E3 UNKNOWN_DUNGEON_1 EQU $E4 NAME_RATERS_HOUSE EQU $E5 CERULEAN_HOUSE_3 EQU $E6 ;EQU $E7 ROCK_TUNNEL_2 EQU $E8 SILPH_CO_9F EQU $E9 SILPH_CO_10F EQU $EA SILPH_CO_11F EQU $EB SILPH_CO_ELEVATOR EQU $EC ;EQU $ED ;EQU $EE BATTLE_CENTER EQU $EF TRADE_CENTER EQU $F0 ;EQU $F1 ;EQU $F2 ;EQU $F3 ;EQU $F4 LORELEIS_ROOM EQU $F5 BRUNOS_ROOM EQU $F6 AGATHAS_ROOM EQU $F7 BEACH_HOUSE EQU $F8 ; Yellow only ; Evolution types EV_LEVEL EQU 1 EV_ITEM EQU 2 EV_TRADE EQU 3 ; Elemental types NORMAL EQU $00 FIGHTING EQU $01 FLYING EQU $02 POISON EQU $03 GROUND EQU $04 ROCK EQU $05 BUG EQU $07 GHOST EQU $08 FIRE EQU $14 WATER EQU $15 GRASS EQU $16 ELECTRIC EQU $17 PSYCHIC EQU $18 ICE EQU $19 DRAGON EQU $1A EAST EQU 1 WEST EQU 2 SOUTH EQU 4 NORTH EQU 8 ; different kinds of people events ITEM EQU $80 TRAINER EQU $40 ; status ailments (masks) SLP EQU %00000111 PSN EQU %00001000 BRN EQU %00010000 FRZ EQU %00100000 PAR EQU %01000000 ; pokemon's overworld sprites SPRITE_MON EQU $0 SPRITE_BALL_M EQU $1 SPRITE_HELIX EQU $2 SPRITE_FAIRY EQU $3 SPRITE_BIRD_M EQU $4 SPRITE_WATER EQU $5 SPRITE_BUG EQU $6 SPRITE_GRASS EQU $7 SPRITE_SNAKE EQU $8 SPRITE_QUADRUPED EQU $9 ; overworld sprites SPRITE_RED EQU $01 SPRITE_BLUE EQU $02 SPRITE_OAK EQU $03 SPRITE_BUG_CATCHER EQU $04 SPRITE_SLOWBRO EQU $05 SPRITE_LASS EQU $06 SPRITE_BLACK_HAIR_BOY_1 EQU $07 SPRITE_LITTLE_GIRL EQU $08 SPRITE_BIRD EQU $09 SPRITE_FAT_BALD_GUY EQU $0a SPRITE_GAMBLER EQU $0b SPRITE_BLACK_HAIR_BOY_2 EQU $0c SPRITE_GIRL EQU $0d SPRITE_HIKER EQU $0e SPRITE_FOULARD_WOMAN EQU $0f SPRITE_GENTLEMAN EQU $10 SPRITE_DAISY EQU $11 SPRITE_BIKER EQU $12 SPRITE_SAILOR EQU $13 SPRITE_COOK EQU $14 SPRITE_BIKE_SHOP_GUY EQU $15 SPRITE_MR_FUJI EQU $16 SPRITE_GIOVANNI EQU $17 SPRITE_ROCKET EQU $18 SPRITE_MEDIUM EQU $19 SPRITE_WAITER EQU $1a SPRITE_ERIKA EQU $1b SPRITE_MOM_GEISHA EQU $1c SPRITE_BRUNETTE_GIRL EQU $1d SPRITE_LANCE EQU $1e SPRITE_OAK_SCIENTIST_AIDE EQU $1f SPRITE_OAK_AIDE EQU $20 SPRITE_ROCKER EQU $21 SPRITE_SWIMMER EQU $22 SPRITE_WHITE_PLAYER EQU $23 SPRITE_GYM_HELPER EQU $24 SPRITE_OLD_PERSON EQU $25 SPRITE_MART_GUY EQU $26 SPRITE_FISHER EQU $27 SPRITE_OLD_MEDIUM_WOMAN EQU $28 SPRITE_NURSE EQU $29 SPRITE_CABLE_CLUB_WOMAN EQU $2a SPRITE_MR_MASTERBALL EQU $2b SPRITE_LAPRAS_GIVER EQU $2c SPRITE_WARDEN EQU $2d SPRITE_SS_CAPTAIN EQU $2e SPRITE_FISHER2 EQU $2f SPRITE_BLACKBELT EQU $30 SPRITE_GUARD EQU $31 ;SPRITE_COP_GUARD EQU $32 SPRITE_MOM EQU $33 SPRITE_BALDING_GUY EQU $34 SPRITE_YOUNG_BOY EQU $35 SPRITE_GAMEBOY_KID EQU $36 SPRITE_GAMEBOY_KID_COPY EQU $37 SPRITE_CLEFAIRY EQU $38 SPRITE_AGATHA EQU $39 SPRITE_BRUNO EQU $3a SPRITE_LORELEI EQU $3b SPRITE_SEEL EQU $3c SPRITE_BALL EQU $3d SPRITE_OMANYTE EQU $3e SPRITE_BOULDER EQU $3f SPRITE_PAPER_SHEET EQU $40 SPRITE_BOOK_MAP_DEX EQU $41 SPRITE_CLIPBOARD EQU $42 SPRITE_SNORLAX EQU $43 SPRITE_OLD_AMBER_COPY EQU $44 SPRITE_OLD_AMBER EQU $45 SPRITE_LYING_OLD_MAN_UNUSED_1 EQU $46 SPRITE_LYING_OLD_MAN_UNUSED_2 EQU $47 SPRITE_LYING_OLD_MAN EQU $48 ; Map sizes (y, x) ; PalletTown_h map_id=0 PALLET_TOWN_HEIGHT EQU $09 PALLET_TOWN_WIDTH EQU $0a ; ViridianCity_h map_id=1 VIRIDIAN_CITY_HEIGHT EQU $12 VIRIDIAN_CITY_WIDTH EQU $14 ; PewterCity_h map_id=2 PEWTER_CITY_HEIGHT EQU $12 PEWTER_CITY_WIDTH EQU $14 ; CeruleanCity_h map_id=3 CERULEAN_CITY_HEIGHT EQU $12 CERULEAN_CITY_WIDTH EQU $14 ; LavenderTown_h map_id=4 LAVENDER_TOWN_HEIGHT EQU $09 LAVENDER_TOWN_WIDTH EQU $0a ; VermilionCity_h map_id=5 VERMILION_CITY_HEIGHT EQU $12 VERMILION_CITY_WIDTH EQU $14 ; CeladonCity_h map_id=6 CELADON_CITY_HEIGHT EQU $12 CELADON_CITY_WIDTH EQU $19 ; FuchsiaCity_h map_id=7 FUCHSIA_CITY_HEIGHT EQU $12 FUCHSIA_CITY_WIDTH EQU $14 ; CinnabarIsland_h map_id=8 CINNABAR_ISLAND_HEIGHT EQU $09 CINNABAR_ISLAND_WIDTH EQU $0a ; IndigoPlateau_h map_id=9 INDIGO_PLATEAU_HEIGHT EQU $09 INDIGO_PLATEAU_WIDTH EQU $0a ; SaffronCity_h map_id=10 SAFFRON_CITY_HEIGHT EQU $12 SAFFRON_CITY_WIDTH EQU $14 ; Route1_h map_id=12 ROUTE_1_HEIGHT EQU $12 ROUTE_1_WIDTH EQU $0a ; Route2_h map_id=13 ROUTE_2_HEIGHT EQU $24 ROUTE_2_WIDTH EQU $0a ; Route3_h map_id=14 ROUTE_3_HEIGHT EQU $09 ROUTE_3_WIDTH EQU $23 ; Route4_h map_id=15 ROUTE_4_HEIGHT EQU $09 ROUTE_4_WIDTH EQU $2d ; Route5_h map_id=16 ROUTE_5_HEIGHT EQU $12 ROUTE_5_WIDTH EQU $0a ; Route6_h map_id=17 ROUTE_6_HEIGHT EQU $12 ROUTE_6_WIDTH EQU $0a ; Route7_h map_id=18 ROUTE_7_HEIGHT EQU $09 ROUTE_7_WIDTH EQU $0a ; Route8_h map_id=19 ROUTE_8_HEIGHT EQU $09 ROUTE_8_WIDTH EQU $1e ; Route9_h map_id=20 ROUTE_9_HEIGHT EQU $09 ROUTE_9_WIDTH EQU $1e ; Route10_h map_id=21 ROUTE_10_HEIGHT EQU $24 ROUTE_10_WIDTH EQU $0a ; Route11_h map_id=22 ROUTE_11_HEIGHT EQU $09 ROUTE_11_WIDTH EQU $1e ; Route12_h map_id=23 ROUTE_12_HEIGHT EQU $36 ROUTE_12_WIDTH EQU $0a ; Route13_h map_id=24 ROUTE_13_HEIGHT EQU $09 ROUTE_13_WIDTH EQU $1e ; Route14_h map_id=25 ROUTE_14_HEIGHT EQU $1b ROUTE_14_WIDTH EQU $0a ; Route15_h map_id=26 ROUTE_15_HEIGHT EQU $09 ROUTE_15_WIDTH EQU $1e ; Route16_h map_id=27 ROUTE_16_HEIGHT EQU $09 ROUTE_16_WIDTH EQU $14 ; Route17_h map_id=28 ROUTE_17_HEIGHT EQU $48 ROUTE_17_WIDTH EQU $0a ; Route18_h map_id=29 ROUTE_18_HEIGHT EQU $09 ROUTE_18_WIDTH EQU $19 ; Route19_h map_id=30 ROUTE_19_HEIGHT EQU $1b ROUTE_19_WIDTH EQU $0a ; Route20_h map_id=31 ROUTE_20_HEIGHT EQU $09 ROUTE_20_WIDTH EQU $32 ; Route21_h map_id=32 ROUTE_21_HEIGHT EQU $2d ROUTE_21_WIDTH EQU $0a ; Route22_h map_id=33 ROUTE_22_HEIGHT EQU $09 ROUTE_22_WIDTH EQU $14 ; Route23_h map_id=34 ROUTE_23_HEIGHT EQU $48 ROUTE_23_WIDTH EQU $0a ; Route24_h map_id=35 ROUTE_24_HEIGHT EQU $12 ROUTE_24_WIDTH EQU $0a ; Route25_h map_id=36 ROUTE_25_HEIGHT EQU $09 ROUTE_25_WIDTH EQU $1e ; RedsHouse1F_h map_id=37 REDS_HOUSE_1F_HEIGHT EQU $04 REDS_HOUSE_1F_WIDTH EQU $04 ; RedsHouse2F_h map_id=38 REDS_HOUSE_2F_HEIGHT EQU $04 REDS_HOUSE_2F_WIDTH EQU $04 ; BluesHouse_h map_id=39 BLUES_HOUSE_HEIGHT EQU $04 BLUES_HOUSE_WIDTH EQU $04 ; OaksLab_h map_id=40 OAKS_LAB_HEIGHT EQU $06 OAKS_LAB_WIDTH EQU $05 ; ViridianPokeCenter_h map_id=41 VIRIDIAN_POKECENTER_HEIGHT EQU $04 VIRIDIAN_POKECENTER_WIDTH EQU $07 ; ViridianMart_h map_id=42 VIRIDIAN_MART_HEIGHT EQU $04 VIRIDIAN_MART_WIDTH EQU $04 ; School_h map_id=43 VIRIDIAN_SCHOOL_HEIGHT EQU $04 VIRIDIAN_SCHOOL_WIDTH EQU $04 ; ViridianHouse_h map_id=44 VIRIDIAN_HOUSE_HEIGHT EQU $04 VIRIDIAN_HOUSE_WIDTH EQU $04 ; ViridianGym_h map_id=45 VIRIDIAN_GYM_HEIGHT EQU $09 VIRIDIAN_GYM_WIDTH EQU $0a ; DiglettsCaveRoute2_h map_id=46 DIGLETTS_CAVE_EXIT_HEIGHT EQU $04 DIGLETTS_CAVE_EXIT_WIDTH EQU $04 ; ViridianForestexit_h map_id=47 VIRIDIAN_FOREST_EXIT_HEIGHT EQU $04 VIRIDIAN_FOREST_EXIT_WIDTH EQU $05 ; Route2House_h map_id=48 ROUTE_2_HOUSE_HEIGHT EQU $04 ROUTE_2_HOUSE_WIDTH EQU $04 ; Route2Gate_h map_id=49 ROUTE_2_GATE_HEIGHT EQU $04 ROUTE_2_GATE_WIDTH EQU $05 ; ViridianForestEntrance_h map_id=50 VIRIDIAN_FOREST_ENTRANCE_HEIGHT EQU $04 VIRIDIAN_FOREST_ENTRANCE_WIDTH EQU $05 ; ViridianForest_h map_id=51 VIRIDIAN_FOREST_HEIGHT EQU $18 VIRIDIAN_FOREST_WIDTH EQU $11 ; MuseumF1_h map_id=52 MUSEUM_1F_HEIGHT EQU $04 MUSEUM_1F_WIDTH EQU $0a ; MuseumF2_h map_id=53 MUSEUM_2F_HEIGHT EQU $04 MUSEUM_2F_WIDTH EQU $07 ; PewterGym_h map_id=54 PEWTER_GYM_HEIGHT EQU $07 PEWTER_GYM_WIDTH EQU $05 ; PewterHouse1_h map_id=55 PEWTER_HOUSE_1_HEIGHT EQU $04 PEWTER_HOUSE_1_WIDTH EQU $04 ; PewterMart_h map_id=56 PEWTER_MART_HEIGHT EQU $04 PEWTER_MART_WIDTH EQU $04 ; PewterHouse2_h map_id=57 PEWTER_HOUSE_2_HEIGHT EQU $04 PEWTER_HOUSE_2_WIDTH EQU $04 ; PewterPokecenter_h map_id=58 PEWTER_POKECENTER_HEIGHT EQU $04 PEWTER_POKECENTER_WIDTH EQU $07 ; MtMoon1_h map_id=59 MT_MOON_1_HEIGHT EQU $12 MT_MOON_1_WIDTH EQU $14 ; MtMoon2_h map_id=60 MT_MOON_2_HEIGHT EQU $0e MT_MOON_2_WIDTH EQU $0e ; MtMoon3_h map_id=61 MT_MOON_3_HEIGHT EQU $12 MT_MOON_3_WIDTH EQU $14 ; CeruleanHouseTrashed_h map_id=62 TRASHED_HOUSE_HEIGHT EQU $04 TRASHED_HOUSE_WIDTH EQU $04 ; CeruleanHouse2_h map_id=63 CERULEAN_HOUSE_HEIGHT EQU $04 CERULEAN_HOUSE_WIDTH EQU $04 ; CeruleanPokecenter_h map_id=64 CERULEAN_POKECENTER_HEIGHT EQU $04 CERULEAN_POKECENTER_WIDTH EQU $07 ; CeruleanGym_h map_id=65 CERULEAN_GYM_HEIGHT EQU $07 CERULEAN_GYM_WIDTH EQU $05 ; BikeShop_h map_id=66 BIKE_SHOP_HEIGHT EQU $04 BIKE_SHOP_WIDTH EQU $04 ; CeruleanMart_h map_id=67 CERULEAN_MART_HEIGHT EQU $04 CERULEAN_MART_WIDTH EQU $04 ; MtMoonPokecenter_h map_id=68 MT_MOON_POKECENTER_HEIGHT EQU $04 MT_MOON_POKECENTER_WIDTH EQU $07 ; Route5Gate_h map_id=70 ROUTE_5_GATE_HEIGHT EQU $03 ROUTE_5_GATE_WIDTH EQU $04 ; UndergroundTunnelEntranceRoute5_h map_id=71 PATH_ENTRANCE_ROUTE_5_HEIGHT EQU $04 PATH_ENTRANCE_ROUTE_5_WIDTH EQU $04 ; DayCareM_h map_id=72 DAYCAREM_HEIGHT EQU $04 DAYCAREM_WIDTH EQU $04 ; Route6Gate_h map_id=73 ROUTE_6_GATE_HEIGHT EQU $03 ROUTE_6_GATE_WIDTH EQU $04 ; UndergroundTunnelEntranceRoute6_h map_id=74 PATH_ENTRANCE_ROUTE_6_HEIGHT EQU $04 PATH_ENTRANCE_ROUTE_6_WIDTH EQU $04 ; Route7Gate_h map_id=76 ROUTE_7_GATE_HEIGHT EQU $04 ROUTE_7_GATE_WIDTH EQU $03 ; UndergroundPathEntranceRoute7_h map_id=77 PATH_ENTRANCE_ROUTE_7_HEIGHT EQU $04 PATH_ENTRANCE_ROUTE_7_WIDTH EQU $04 ; Route8Gate_h map_id=79 ROUTE_8_GATE_HEIGHT EQU $04 ROUTE_8_GATE_WIDTH EQU $03 ; UndergroundPathEntranceRoute8_h map_id=80 PATH_ENTRANCE_ROUTE_8_HEIGHT EQU $04 PATH_ENTRANCE_ROUTE_8_WIDTH EQU $04 ; RockTunnelPokecenter_h map_id=81 ROCK_TUNNEL_POKECENTER_HEIGHT EQU $04 ROCK_TUNNEL_POKECENTER_WIDTH EQU $07 ; RockTunnel1_h map_id=82 ROCK_TUNNEL_1_HEIGHT EQU $12 ROCK_TUNNEL_1_WIDTH EQU $14 ; PowerPlant_h map_id=83 POWER_PLANT_HEIGHT EQU $12 POWER_PLANT_WIDTH EQU $14 ; Route11Gate_h map_id=84 ROUTE_11_GATE_1F_HEIGHT EQU $05 ROUTE_11_GATE_1F_WIDTH EQU $04 ; DiglettsCaveEntranceRoute11_h map_id=85 DIGLETTS_CAVE_ENTRANCE_HEIGHT EQU $04 DIGLETTS_CAVE_ENTRANCE_WIDTH EQU $04 ; Route11GateUpstairs_h map_id=86 ROUTE_11_GATE_2F_HEIGHT EQU $04 ROUTE_11_GATE_2F_WIDTH EQU $04 ; Route12Gate_h map_id=87 ROUTE_12_GATE_HEIGHT EQU $04 ROUTE_12_GATE_WIDTH EQU $05 ; BillsHouse_h map_id=88 BILLS_HOUSE_HEIGHT EQU $04 BILLS_HOUSE_WIDTH EQU $04 ; VermilionPokecenter_h map_id=89 VERMILION_POKECENTER_HEIGHT EQU $04 VERMILION_POKECENTER_WIDTH EQU $07 ; FanClub_h map_id=90 POKEMON_FAN_CLUB_HEIGHT EQU $04 POKEMON_FAN_CLUB_WIDTH EQU $04 ; VermilionMart_h map_id=91 VERMILION_MART_HEIGHT EQU $04 VERMILION_MART_WIDTH EQU $04 ; VermilionGym_h map_id=92 VERMILION_GYM_HEIGHT EQU $09 VERMILION_GYM_WIDTH EQU $05 ; VermilionHouse1_h map_id=93 VERMILION_HOUSE_1_HEIGHT EQU $04 VERMILION_HOUSE_1_WIDTH EQU $04 ; VermilionDock_h map_id=94 VERMILION_DOCK_HEIGHT EQU $06 VERMILION_DOCK_WIDTH EQU $0e ; SSAnne1_h map_id=95 SS_ANNE_1_HEIGHT EQU $09 SS_ANNE_1_WIDTH EQU $14 ; SSAnne2_h map_id=96 SS_ANNE_2_HEIGHT EQU $09 SS_ANNE_2_WIDTH EQU $14 ; SSAnne3_h map_id=97 SS_ANNE_3_HEIGHT EQU $03 SS_ANNE_3_WIDTH EQU $0a ; SSAnne4_h map_id=98 SS_ANNE_4_HEIGHT EQU $04 SS_ANNE_4_WIDTH EQU $0f ; SSAnne5_h map_id=99 SS_ANNE_5_HEIGHT EQU $07 SS_ANNE_5_WIDTH EQU $0a ; SSAnne6_h map_id=100 SS_ANNE_6_HEIGHT EQU $08 SS_ANNE_6_WIDTH EQU $07 ; SSAnne7_h map_id=101 SS_ANNE_7_HEIGHT EQU $04 SS_ANNE_7_WIDTH EQU $03 ; SSAnne8_h map_id=102 SS_ANNE_8_HEIGHT EQU $08 SS_ANNE_8_WIDTH EQU $0c ; SSAnne9_h map_id=103 SS_ANNE_9_HEIGHT EQU $08 SS_ANNE_9_WIDTH EQU $0c ; SSAnne10_h map_id=104 SS_ANNE_10_HEIGHT EQU $08 SS_ANNE_10_WIDTH EQU $0c ; VictoryRoad1_h map_id=108 VICTORY_ROAD_1_HEIGHT EQU $09 VICTORY_ROAD_1_WIDTH EQU $0a ; Lance_h map_id=113 LANCES_ROOM_HEIGHT EQU $0d LANCES_ROOM_WIDTH EQU $0d ; HallofFameRoom_h map_id=118 HALL_OF_FAME_HEIGHT EQU $04 HALL_OF_FAME_WIDTH EQU $05 ; UndergroundPathNS_h map_id=119 UNDERGROUND_PATH_NS_HEIGHT EQU $18 UNDERGROUND_PATH_NS_WIDTH EQU $04 ; Gary_h map_id=120 CHAMPIONS_ROOM_HEIGHT EQU $04 CHAMPIONS_ROOM_WIDTH EQU $04 ; UndergroundPathWE_h map_id=121 UNDERGROUND_PATH_WE_HEIGHT EQU $04 UNDERGROUND_PATH_WE_WIDTH EQU $19 ; CeladonMart1_h map_id=122 CELADON_MART_1_HEIGHT EQU $04 CELADON_MART_1_WIDTH EQU $0a ; CeladonMart2_h map_id=123 CELADON_MART_2_HEIGHT EQU $04 CELADON_MART_2_WIDTH EQU $0a ; CeladonMart3_h map_id=124 CELADON_MART_3_HEIGHT EQU $04 CELADON_MART_3_WIDTH EQU $0a ; CeladonMart4_h map_id=125 CELADON_MART_4_HEIGHT EQU $04 CELADON_MART_4_WIDTH EQU $0a ; CeladonMartRoof_h map_id=126 CELADON_MART_5_HEIGHT EQU $04 CELADON_MART_5_WIDTH EQU $0a ; CeladonMartElevator_h map_id=127 CELADON_MART_6_HEIGHT EQU $02 CELADON_MART_6_WIDTH EQU $02 ; CeladonMansion1_h map_id=128 CELADON_MANSION_1_HEIGHT EQU $06 CELADON_MANSION_1_WIDTH EQU $04 ; CeladonMansion2_h map_id=129 CELADON_MANSION_2_HEIGHT EQU $06 CELADON_MANSION_2_WIDTH EQU $04 ; CeladonMansion3_h map_id=130 CELADON_MANSION_3_HEIGHT EQU $06 CELADON_MANSION_3_WIDTH EQU $04 ; CeladonMansion4_h map_id=131 CELADON_MANSION_4_HEIGHT EQU $06 CELADON_MANSION_4_WIDTH EQU $04 ; CeladonMansion5_h map_id=132 CELADON_MANSION_5_HEIGHT EQU $04 CELADON_MANSION_5_WIDTH EQU $04 ; CeladonPokecenter_h map_id=133 CELADON_POKECENTER_HEIGHT EQU $04 CELADON_POKECENTER_WIDTH EQU $07 ; CeladonGym_h map_id=134 CELADON_GYM_HEIGHT EQU $09 CELADON_GYM_WIDTH EQU $05 ; CeladonGameCorner_h map_id=135 GAME_CORNER_HEIGHT EQU $09 GAME_CORNER_WIDTH EQU $0a ; CeladonMart5_h map_id=136 CELADON_HOUSE_HEIGHT EQU $04 CELADON_HOUSE_WIDTH EQU $0a ; CeladonPrizeRoom_h map_id=137 CELADONPRIZE_ROOM_HEIGHT EQU $04 CELADONPRIZE_ROOM_WIDTH EQU $05 ; CeladonDiner_h map_id=138 CELADON_DINER_HEIGHT EQU $04 CELADON_DINER_WIDTH EQU $05 ; CeladonHouse_h map_id=139 CELADON_HOUSE_2_HEIGHT EQU $04 CELADON_HOUSE_2_WIDTH EQU $04 ; CeladonHotel_h map_id=140 CELADONHOTEL_HEIGHT EQU $04 CELADONHOTEL_WIDTH EQU $07 ; LavenderPokecenter_h map_id=141 LAVENDER_POKECENTER_HEIGHT EQU $04 LAVENDER_POKECENTER_WIDTH EQU $07 ; PokemonTower1_h map_id=142 POKEMONTOWER_1_HEIGHT EQU $09 POKEMONTOWER_1_WIDTH EQU $0a ; PokemonTower2_h map_id=143 POKEMONTOWER_2_HEIGHT EQU $09 POKEMONTOWER_2_WIDTH EQU $0a ; PokemonTower3_h map_id=144 POKEMONTOWER_3_HEIGHT EQU $09 POKEMONTOWER_3_WIDTH EQU $0a ; PokemonTower4_h map_id=145 POKEMONTOWER_4_HEIGHT EQU $09 POKEMONTOWER_4_WIDTH EQU $0a ; PokemonTower5_h map_id=146 POKEMONTOWER_5_HEIGHT EQU $09 POKEMONTOWER_5_WIDTH EQU $0a ; PokemonTower6_h map_id=147 POKEMONTOWER_6_HEIGHT EQU $09 POKEMONTOWER_6_WIDTH EQU $0a ; PokemonTower7_h map_id=148 POKEMONTOWER_7_HEIGHT EQU $09 POKEMONTOWER_7_WIDTH EQU $0a ; LavenderHouse1_h map_id=149 LAVENDER_HOUSE_1_HEIGHT EQU $04 LAVENDER_HOUSE_1_WIDTH EQU $04 ; LavenderMart_h map_id=150 LAVENDER_MART_HEIGHT EQU $04 LAVENDER_MART_WIDTH EQU $04 ; LavenderHouse2_h map_id=151 LAVENDER_HOUSE_2_HEIGHT EQU $04 LAVENDER_HOUSE_2_WIDTH EQU $04 ; FuchsiaMart_h map_id=152 FUCHSIA_MART_HEIGHT EQU $04 FUCHSIA_MART_WIDTH EQU $04 ; FuchsiaHouse1_h map_id=153 FUCHSIA_HOUSE_1_HEIGHT EQU $04 FUCHSIA_HOUSE_1_WIDTH EQU $04 ; FuchsiaPokecenter_h map_id=154 FUCHSIA_POKECENTER_HEIGHT EQU $04 FUCHSIA_POKECENTER_WIDTH EQU $07 ; FuchsiaHouse2_h map_id=155 FUCHSIA_HOUSE_2_HEIGHT EQU $04 FUCHSIA_HOUSE_2_WIDTH EQU $05 ; SafariZoneEntrance_h map_id=156 SAFARIZONEENTRANCE_HEIGHT EQU $03 SAFARIZONEENTRANCE_WIDTH EQU $04 ; FuchsiaGym_h map_id=157 FUCHSIA_GYM_HEIGHT EQU $09 FUCHSIA_GYM_WIDTH EQU $05 ; FuchsiaMeetingRoom_h map_id=158 FUCHSIAMEETINGROOM_HEIGHT EQU $04 FUCHSIAMEETINGROOM_WIDTH EQU $07 ; SeafoamIslands2_h map_id=159 SEAFOAM_ISLANDS_2_HEIGHT EQU $09 SEAFOAM_ISLANDS_2_WIDTH EQU $0f ; SeafoamIslands3_h map_id=160 SEAFOAM_ISLANDS_3_HEIGHT EQU $09 SEAFOAM_ISLANDS_3_WIDTH EQU $0f ; SeafoamIslands4_h map_id=161 SEAFOAM_ISLANDS_4_HEIGHT EQU $09 SEAFOAM_ISLANDS_4_WIDTH EQU $0f ; SeafoamIslands5_h map_id=162 SEAFOAM_ISLANDS_5_HEIGHT EQU $09 SEAFOAM_ISLANDS_5_WIDTH EQU $0f ; VermilionHouse2_h map_id=163 VERMILION_HOUSE_2_HEIGHT EQU $04 VERMILION_HOUSE_2_WIDTH EQU $04 ; FuchsiaHouse3_h map_id=164 FUCHSIA_HOUSE_3_HEIGHT EQU $04 FUCHSIA_HOUSE_3_WIDTH EQU $04 ; Mansion1_h map_id=165 MANSION_1_HEIGHT EQU $0e MANSION_1_WIDTH EQU $0f ; CinnabarGym_h map_id=166 CINNABAR_GYM_HEIGHT EQU $09 CINNABAR_GYM_WIDTH EQU $0a ; Lab1_h map_id=167 CINNABAR_LAB_1_HEIGHT EQU $04 CINNABAR_LAB_1_WIDTH EQU $09 ; Lab2_h map_id=168 CINNABAR_LAB_2_HEIGHT EQU $04 CINNABAR_LAB_2_WIDTH EQU $04 ; Lab3_h map_id=169 CINNABAR_LAB_3_HEIGHT EQU $04 CINNABAR_LAB_3_WIDTH EQU $04 ; Lab4_h map_id=170 CINNABAR_LAB_4_HEIGHT EQU $04 CINNABAR_LAB_4_WIDTH EQU $04 ; CinnabarPokecenter_h map_id=171 CINNABAR_POKECENTER_HEIGHT EQU $04 CINNABAR_POKECENTER_WIDTH EQU $07 ; CinnabarMart_h map_id=172 CINNABAR_MART_HEIGHT EQU $04 CINNABAR_MART_WIDTH EQU $04 ; IndigoPlateauLobby_h map_id=174 INDIGO_PLATEAU_LOBBY_HEIGHT EQU $06 INDIGO_PLATEAU_LOBBY_WIDTH EQU $08 ; CopycatsHouseF1_h map_id=175 COPYCATS_HOUSE_1F_HEIGHT EQU $04 COPYCATS_HOUSE_1F_WIDTH EQU $04 ; CopycatsHouseF2_h map_id=176 COPYCATS_HOUSE_2F_HEIGHT EQU $04 COPYCATS_HOUSE_2F_WIDTH EQU $04 ; FightingDojo_h map_id=177 FIGHTINGDOJO_HEIGHT EQU $06 FIGHTINGDOJO_WIDTH EQU $05 ; SaffronGym_h map_id=178 SAFFRON_GYM_HEIGHT EQU $09 SAFFRON_GYM_WIDTH EQU $0a ; SaffronHouse1_h map_id=179 SAFFRON_HOUSE_1_HEIGHT EQU $04 SAFFRON_HOUSE_1_WIDTH EQU $04 ; SaffronMart_h map_id=180 SAFFRON_MART_HEIGHT EQU $04 SAFFRON_MART_WIDTH EQU $04 ; SilphCo1_h map_id=181 SILPH_CO_1F_HEIGHT EQU $09 SILPH_CO_1F_WIDTH EQU $0f ; SaffronPokecenter_h map_id=182 SAFFRON_POKECENTER_HEIGHT EQU $04 SAFFRON_POKECENTER_WIDTH EQU $07 ; SaffronHouse2_h map_id=183 SAFFRON_HOUSE_2_HEIGHT EQU $04 SAFFRON_HOUSE_2_WIDTH EQU $04 ; Route15Gate1F_h map_id=184 ROUTE_15_GATE_1F_HEIGHT EQU $05 ROUTE_15_GATE_1F_WIDTH EQU $04 ; Route15GateUpstairs_h map_id=185 ROUTE_15_GATE_2F_HEIGHT EQU 4 ROUTE_15_GATE_2F_WIDTH EQU 4 ; Route16GateMap_h map_id=186 ROUTE_16_GATE_1F_HEIGHT EQU $07 ROUTE_16_GATE_1F_WIDTH EQU $04 ; Route16GateUpstairs_h map_id=187 ROUTE_16_GATE_2F_HEIGHT EQU $04 ROUTE_16_GATE_2F_WIDTH EQU $04 ; Route16House_h map_id=188 ROUTE_16_HOUSE_HEIGHT EQU $04 ROUTE_16_HOUSE_WIDTH EQU $04 ; Route12House_h map_id=189 ROUTE_12_HOUSE_HEIGHT EQU $04 ROUTE_12_HOUSE_WIDTH EQU $04 ; Route18Gate_h map_id=190 ROUTE_18_GATE_1F_HEIGHT EQU $05 ROUTE_18_GATE_1F_WIDTH EQU $04 ; Route18GateHeader_h map_id=191 ROUTE_18_GATE_2F_HEIGHT EQU $04 ROUTE_18_GATE_2F_WIDTH EQU $04 ; SeafoamIslands1_h map_id=192 SEAFOAM_ISLANDS_1_HEIGHT EQU $09 SEAFOAM_ISLANDS_1_WIDTH EQU $0f ; Route22Gate_h map_id=193 ROUTE_22_GATE_HEIGHT EQU $04 ROUTE_22_GATE_WIDTH EQU $05 ; VictoryRoad2_h map_id=194 VICTORY_ROAD_2_HEIGHT EQU $09 VICTORY_ROAD_2_WIDTH EQU $0f ; Route12GateUpstairs_h map_id=195 ROUTE_12_GATE_2F_HEIGHT EQU $04 ROUTE_12_GATE_2F_WIDTH EQU $04 ; VermilionHouse3_h map_id=196 VERMILION_HOUSE_3_HEIGHT EQU $04 VERMILION_HOUSE_3_WIDTH EQU $04 ; DiglettsCave_h map_id=197 DIGLETTS_CAVE_HEIGHT EQU $12 DIGLETTS_CAVE_WIDTH EQU $14 ; VictoryRoad3_h map_id=198 VICTORY_ROAD_3_HEIGHT EQU $09 VICTORY_ROAD_3_WIDTH EQU $0f ; RocketHideout1_h map_id=199 ROCKET_HIDEOUT_1_HEIGHT EQU $0e ROCKET_HIDEOUT_1_WIDTH EQU $0f ; RocketHideout2_h map_id=200 ROCKET_HIDEOUT_2_HEIGHT EQU $0e ROCKET_HIDEOUT_2_WIDTH EQU $0f ; RocketHideout3_h map_id=201 ROCKET_HIDEOUT_3_HEIGHT EQU $0e ROCKET_HIDEOUT_3_WIDTH EQU $0f ; RocketHideout4_h map_id=202 ROCKET_HIDEOUT_4_HEIGHT EQU $0c ROCKET_HIDEOUT_4_WIDTH EQU $0f ; RocketHideoutElevator_h map_id=203 ROCKET_HIDEOUT_ELEVATOR_HEIGHT EQU $04 ROCKET_HIDEOUT_ELEVATOR_WIDTH EQU $03 ; SilphCo2_h map_id=207 SILPH_CO_2F_HEIGHT EQU $09 SILPH_CO_2F_WIDTH EQU $0f ; SilphCo3_h map_id=208 SILPH_CO_3F_HEIGHT EQU $09 SILPH_CO_3F_WIDTH EQU $0f ; SilphCo4_h map_id=209 SILPH_CO_4F_HEIGHT EQU $09 SILPH_CO_4F_WIDTH EQU $0f ; SilphCo5_h map_id=210 SILPH_CO_5F_HEIGHT EQU $09 SILPH_CO_5F_WIDTH EQU $0f ; SilphCo6_h map_id=211 SILPH_CO_6F_HEIGHT EQU $09 SILPH_CO_6F_WIDTH EQU $0d ; SilphCo7_h map_id=212 SILPH_CO_7F_HEIGHT EQU $09 SILPH_CO_7F_WIDTH EQU $0d ; SilphCo8_h map_id=213 SILPH_CO_8F_HEIGHT EQU $09 SILPH_CO_8F_WIDTH EQU $0d ; Mansion2_h map_id=214 MANSION_2_HEIGHT EQU $0e MANSION_2_WIDTH EQU $0f ; Mansion3_h map_id=215 MANSION_3_HEIGHT EQU $09 MANSION_3_WIDTH EQU $0f ; Mansion4_h map_id=216 MANSION_4_HEIGHT EQU $0e MANSION_4_WIDTH EQU $0f ; SafariZoneEast_h map_id=217 SAFARI_ZONE_EAST_HEIGHT EQU $0d SAFARI_ZONE_EAST_WIDTH EQU $0f ; SafariZoneNorth_h map_id=218 SAFARI_ZONE_NORTH_HEIGHT EQU $12 SAFARI_ZONE_NORTH_WIDTH EQU $14 ; SafariZoneWest_h map_id=219 SAFARI_ZONE_WEST_HEIGHT EQU $0d SAFARI_ZONE_WEST_WIDTH EQU $0f ; SafariZoneCenter_h map_id=220 SAFARI_ZONE_CENTER_HEIGHT EQU $0d SAFARI_ZONE_CENTER_WIDTH EQU $0f ; SafariZoneRestHouse1_h map_id=221 SAFARI_ZONE_REST_HOUSE_1_HEIGHT EQU $04 SAFARI_ZONE_REST_HOUSE_1_WIDTH EQU $04 ; SafariZoneSecretHouse_h map_id=222 SAFARI_ZONE_SECRET_HOUSE_HEIGHT EQU $04 SAFARI_ZONE_SECRET_HOUSE_WIDTH EQU $04 ; SafariZoneRestHouse2_h map_id=223 SAFARI_ZONE_REST_HOUSE_2_HEIGHT EQU $04 SAFARI_ZONE_REST_HOUSE_2_WIDTH EQU $04 ; SafariZoneRestHouse3_h map_id=224 SAFARI_ZONE_REST_HOUSE_3_HEIGHT EQU $04 SAFARI_ZONE_REST_HOUSE_3_WIDTH EQU $04 ; SafariZoneRestHouse4_h map_id=225 SAFARI_ZONE_REST_HOUSE_4_HEIGHT EQU $04 SAFARI_ZONE_REST_HOUSE_4_WIDTH EQU $04 ; UnknownDungeon2_h map_id=226 UNKNOWN_DUNGEON_2_HEIGHT EQU $09 UNKNOWN_DUNGEON_2_WIDTH EQU $0f ; UnknownDungeon3_h map_id=227 UNKNOWN_DUNGEON_3_HEIGHT EQU $09 UNKNOWN_DUNGEON_3_WIDTH EQU $0f ; UnknownDungeon1_h map_id=228 UNKNOWN_DUNGEON_1_HEIGHT EQU $09 UNKNOWN_DUNGEON_1_WIDTH EQU $0f ; NameRater_h map_id=229 NAME_RATERS_HOUSE_HEIGHT EQU $04 NAME_RATERS_HOUSE_WIDTH EQU $04 ; CeruleanHouse3_h map_id=230 CERULEAN_HOUSE_3_HEIGHT EQU $04 CERULEAN_HOUSE_3_WIDTH EQU $04 ; RockTunnel2_h map_id=232 ROCK_TUNNEL_2_HEIGHT EQU $12 ROCK_TUNNEL_2_WIDTH EQU $14 ; SilphCo9_h map_id=233 SILPH_CO_9F_HEIGHT EQU $09 SILPH_CO_9F_WIDTH EQU $0d ; SilphCo10_h map_id=234 SILPH_CO_10F_HEIGHT EQU $09 SILPH_CO_10F_WIDTH EQU $08 ; SilphCo11_h map_id=235 SILPH_CO_11F_HEIGHT EQU $09 SILPH_CO_11F_WIDTH EQU $09 ; SilphCoElevator_h map_id=236 SILPH_CO_ELEVATOR_HEIGHT EQU $02 SILPH_CO_ELEVATOR_WIDTH EQU $02 ; BattleCenterM_h map_id=239 BATTLE_CENTER_HEIGHT EQU $04 BATTLE_CENTER_WIDTH EQU $05 ; TradeCenterM_h map_id=240 TRADE_CENTER_HEIGHT EQU $04 TRADE_CENTER_WIDTH EQU $05 ; Lorelei_h map_id=245 LORELEIS_ROOM_HEIGHT EQU $06 LORELEIS_ROOM_WIDTH EQU $05 ; Bruno_h map_id=246 BRUNOS_ROOM_HEIGHT EQU $06 BRUNOS_ROOM_WIDTH EQU $05 ; Agatha_h map_id=247 AGATHAS_ROOM_HEIGHT EQU $06 AGATHAS_ROOM_WIDTH EQU $05 ;Sound Constants (Copied from pkms.asm with modifications) MUSIC EQU 0 SFX EQU 4 CH1 EQU 0 CH2 EQU 1 CH3 EQU 2 CH4 EQU 3 ;Note Pitch noteC EQU $0 noteC# EQU $1 noteD EQU $2 noteD# EQU $3 noteE EQU $4 noteF EQU $5 noteF# EQU $6 noteG EQU $7 noteG# EQU $8 noteA EQU $9 noteA# EQU $A noteB EQU $B noteRst EQU $C ;Note Delay note16 EQU $0 ;1/16 note8 EQU $1 ;1/8 note8_16 EQU $2 ;1/8 + 1/16 note4 EQU $3 ;1/4 note4_16 EQU $4 ;1/4 + 1/16 note4_8 EQU $5 ;1/4 + 1/8 note4_8_16 EQU $6 ;1/4 + 1/8 + 1/16 note2 EQU $7 ;1/2 note2_16 EQU $8 ;1/2 + 1/16 note2_8 EQU $9 ;1/2 + 1/8 note2_8_16 EQU $A ;1/2 + 1/8 + 1/16 note2_4 EQU $B ;1/2 + 1/4 note2_4_16 EQU $C ;1/2 + 1/4 + 1/16 note2_4_8 EQU $D ;1/2 + 1/4 + 1/8 note2_4_8_16 EQU $E ;1/2 + 1/4 + 1/8 + 1/16 note1 EQU $F ;1 ;Drum dNote EQU $B0 dRst EQU $C0 d5d3Spd EQU $D4 d4d3Spd EQU $D8 dNormSpd EQU $DC d2Spd EQU $D0 ; octaves oct0 EQU $E7 oct1 EQU $E6 oct2 EQU $E5 oct3 EQU $E4 oct4 EQU $E3 oct5 EQU $E2 oct6 EQU $E1 oct7 EQU $E0 ;duty duty12_5 EQU $0 duty25 EQU $1 duty50 EQU $2 duty75 EQU $3 ;Write a music note ;format: mus_note pitch delay mus_note: MACRO db ((\1 << 4) | \2) ENDM ;Write an octave note ;format: mus_octave octave mus_octave: MACRO db \1 ENDM ; set velocity/note fade (\1 is velocity, \2 is note length, both 0-15) ; format: mus_vel vel, length mus_vel: MACRO db $DC db ((\1 << 4) | \2) ENDM ; stop sound ; format: mus_end mus_end: MACRO db $FF ENDM ; ??? ; format: mus_E8 mus_E8: MACRO db $E8 ENDM ; set modulation (\1 is delay, \2 is depth, \3 is rate) ; format: mus_mod delay, depth, rate mus_mod: MACRO db $EA db \1 db ((\2 << 4) | \3) ENDM ; set duty cycle (\1: 0 = 12.5%, 1 = 25%, 2 = 50%, 3 = 75%) ; format: mus_duty duty mus_duty: MACRO db $EC db \1 ENDM ; set music tempo (\1 is divider, \2 is modifier) ; format: mus_tempo divider, modifier mus_tempo: MACRO db $ED db \1 db \2 ENDM ; set volume (\1 is volume) ; format: mus_volume volume ; (may actually be panning?) mus_volume: MACRO db $F0 db \1 ENDM ; call \1 ; format: mus_call offset mus_call: MACRO db $FD ;dw ((\1 % $4000) + ((\1 >= $4000) * $4000)) dw \1 ENDM ; jump \1 \2 ; format: mus_jump loop offset mus_jump: MACRO db $FE db \1 dw \2 ;dw ((\2 % $4000) + ((\2 >= $4000) * $4000)) ENDM