ref: b29e5ee203b6fa4592180ef6cca732462cca9af6
dir: /wram.asm/
INCLUDE "constants.asm" flag_array: MACRO ds ((\1) + 7) / 8 ENDM box_struct_length EQU 25 + NUM_MOVES * 2 box_struct: MACRO \1Species:: db \1HP:: dw \1BoxLevel:: db \1Status:: db \1Type:: \1Type1:: db \1Type2:: db \1CatchRate:: db \1Moves:: ds NUM_MOVES \1OTID:: dw \1Exp:: ds 3 \1HPExp:: dw \1AttackExp:: dw \1DefenseExp:: dw \1SpeedExp:: dw \1SpecialExp:: dw \1DVs:: ds 2 \1PP:: ds NUM_MOVES ENDM party_struct: MACRO box_struct \1 \1Level:: db \1Stats:: \1MaxHP:: dw \1Attack:: dw \1Defense:: dw \1Speed:: dw \1Special:: dw ENDM battle_struct: MACRO \1Species:: db \1HP:: dw \1PartyPos:: \1BoxLevel:: db \1Status:: db \1Type:: \1Type1:: db \1Type2:: db \1CatchRate:: db \1Moves:: ds NUM_MOVES \1DVs:: ds 2 \1Level:: db \1Stats:: \1MaxHP:: dw \1Attack:: dw \1Defense:: dw \1Speed:: dw \1Special:: dw \1PP:: ds NUM_MOVES ENDM SECTION "WRAM Bank 0", WRAM0 wUnusedC000:: ds 1 wSoundID:: ds 1 wMuteAudioAndPauseMusic:: ; bit 7: whether sound has been muted ; all bits: whether the effective is active ; Store 1 to activate effect (any value in the range [1, 127] works). ; All audio is muted and music is paused. Sfx continues playing until it ; ends normally. ; Store 0 to resume music. ds 1 wDisableChannelOutputWhenSfxEnds:: ds 1 wStereoPanning:: ds 1 wSavedVolume:: ds 1 wChannelCommandPointers:: ds 16 wChannelReturnAddresses:: ds 16 wChannelSoundIDs:: ds 8 wChannelFlags1:: ds 8 wChannelFlags2:: ds 8 wChannelDutyCycles:: ds 8 wChannelDutyCyclePatterns:: ds 8 wChannelVibratoDelayCounters:: ; reloaded at the beginning of a note. counts down until the vibrato begins. ds 8 wChannelVibratoExtents:: ds 8 wChannelVibratoRates:: ; high nybble is rate (counter reload value) and low nybble is counter. ; time between applications of vibrato. ds 8 wChannelFrequencyLowBytes:: ds 8 wChannelVibratoDelayCounterReloadValues:: ; delay of the beginning of the vibrato from the start of the note ds 8 wChannelPitchSlideLengthModifiers:: ds 8 wChannelPitchSlideFrequencySteps:: ds 8 wChannelPitchSlideFrequencyStepsFractionalPart:: ds 8 wChannelPitchSlideCurrentFrequencyFractionalPart:: ds 8 wChannelPitchSlideCurrentFrequencyHighBytes:: ds 8 wChannelPitchSlideCurrentFrequencyLowBytes:: ds 8 wChannelPitchSlideTargetFrequencyHighBytes:: ds 8 wChannelPitchSlideTargetFrequencyLowBytes:: ds 8 wChannelNoteDelayCounters:: ; Note delays are stored as 16-bit fixed-point numbers where the integer part ; is 8 bits and the fractional part is 8 bits. ds 8 wChannelLoopCounters:: ds 8 wChannelNoteSpeeds:: ds 8 wChannelNoteDelayCountersFractionalPart:: ds 8 wChannelOctaves:: ds 8 wChannelVolumes:: ; also includes fade for hardware channels that support it ds 8 wMusicWaveInstrument:: ds 1 wSfxWaveInstrument:: ds 1 wMusicTempo:: ds 2 wSfxTempo:: ds 2 wSfxHeaderPointer:: ds 2 wNewSoundID:: ds 1 wAudioROMBank:: ds 1 wAudioSavedROMBank:: ds 1 wFrequencyModifier:: ds 1 wTempoModifier:: ds 1 ds 13 SECTION "Sprite State Data", WRAM0 wSpriteDataStart:: wSpriteStateData1:: ; data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each ; player sprite is always sprite 0 ; 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 spritestatedata1: MACRO \1PictureID:: db \1MovementStatus:: db \1ImageIndex:: db \1YStepVector:: db \1YPixels:: db \1XStepVector:: db \1XPixels:: db \1IntraAnimFrameCounter:: db \1AnimFrameCounter:: db \1FacingDirection:: db ds 6 \1End:: endm wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 wSprite01StateData1:: spritestatedata1 wSprite01StateData1 wSprite02StateData1:: spritestatedata1 wSprite02StateData1 wSprite03StateData1:: spritestatedata1 wSprite03StateData1 wSprite04StateData1:: spritestatedata1 wSprite04StateData1 wSprite05StateData1:: spritestatedata1 wSprite05StateData1 wSprite06StateData1:: spritestatedata1 wSprite06StateData1 wSprite07StateData1:: spritestatedata1 wSprite07StateData1 wSprite08StateData1:: spritestatedata1 wSprite08StateData1 wSprite09StateData1:: spritestatedata1 wSprite09StateData1 wSprite10StateData1:: spritestatedata1 wSprite10StateData1 wSprite11StateData1:: spritestatedata1 wSprite11StateData1 wSprite12StateData1:: spritestatedata1 wSprite12StateData1 wSprite13StateData1:: spritestatedata1 wSprite13StateData1 wSprite14StateData1:: spritestatedata1 wSprite14StateData1 wSprite15StateData1:: spritestatedata1 wSprite15StateData1 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 ; 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 spritestatedata2: MACRO \1WalkAnimationCounter:: db ds 1 \1YDisplacement:: db \1XDisplacement:: db \1MapY:: db \1MapX:: db \1MovementByte1:: db \1GrassPriority:: db \1MovementDelay:: db ds 5 \1ImageBaseOffset:: db ds 1 \1End:: endm wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 wSprite01StateData2:: spritestatedata2 wSprite01StateData2 wSprite02StateData2:: spritestatedata2 wSprite02StateData2 wSprite03StateData2:: spritestatedata2 wSprite03StateData2 wSprite04StateData2:: spritestatedata2 wSprite04StateData2 wSprite05StateData2:: spritestatedata2 wSprite05StateData2 wSprite06StateData2:: spritestatedata2 wSprite06StateData2 wSprite07StateData2:: spritestatedata2 wSprite07StateData2 wSprite08StateData2:: spritestatedata2 wSprite08StateData2 wSprite09StateData2:: spritestatedata2 wSprite09StateData2 wSprite10StateData2:: spritestatedata2 wSprite10StateData2 wSprite11StateData2:: spritestatedata2 wSprite11StateData2 wSprite12StateData2:: spritestatedata2 wSprite12StateData2 wSprite13StateData2:: spritestatedata2 wSprite13StateData2 wSprite14StateData2:: spritestatedata2 wSprite14StateData2 wSprite15StateData2:: spritestatedata2 wSprite15StateData2 wSpriteDataEnd:: SECTION "OAM Buffer", WRAM0 wOAMBuffer:: ; buffer for OAM data. Copied to OAM by DMA ds 4 * 40 wTileMap:: ; buffer for tiles that are visible on screen (20 columns by 18 rows) ds 20 * 18 wSerialPartyMonsPatchList:: ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer wTileMapBackup:: ; buffer for temporarily saving and restoring current screen's tiles ; (e.g. if menus are drawn on top) ; ds 20 * 18 ds 200 wSerialEnemyMonsPatchList:: ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer ds 200 ds 80 wTempPic:: wOverworldMap:: ds 1300 wOverworldMapEnd:: wRedrawRowOrColumnSrcTiles:: ; the tiles of the row or column to be redrawn by RedrawRowOrColumn ds SCREEN_WIDTH * 2 ; coordinates of the position of the cursor for the top menu item (id 0) wTopMenuItemY:: ds 1 wTopMenuItemX:: ds 1 wCurrentMenuItem:: ; the id of the currently selected menu item ; the top item has id 0, the one below that has id 1, etc. ; note that the "top item" means the top item currently visible on the screen ; add this value to [wListScrollOffset] to get the item's position within the list ds 1 wTileBehindCursor:: ; the tile that was behind the menu cursor's current location ds 1 wMaxMenuItem:: ; id of the bottom menu item ds 1 wMenuWatchedKeys:: ; bit mask of keys that the menu will respond to ds 1 wLastMenuItem:: ; id of previously selected menu item ds 1 wPartyAndBillsPCSavedMenuItem:: ; It is mainly used by the party menu to remember the cursor position while the ; menu isn't active. ; It is also used to remember the cursor position of mon lists (for the ; withdraw/deposit/release actions) in Bill's PC so that it doesn't get lost ; when you choose a mon from the list and a sub-menu is shown. It's reset when ; you return to the main Bill's PC menu. ds 1 wBagSavedMenuItem:: ; It is used by the bag list to remember the cursor position while the menu ; isn't active. ds 1 wBattleAndStartSavedMenuItem:: ; It is used by the start menu to remember the cursor position while the menu ; isn't active. ; The battle menu uses it so that the cursor position doesn't get lost when ; a sub-menu is shown. It's reset at the start of each battle. ds 1 wPlayerMoveListIndex:: ds 1 wPlayerMonNumber:: ; index in party of currently battling mon ds 1 wMenuCursorLocation:: ; the address of the menu cursor's current location within wTileMap ds 2 ds 2 wMenuJoypadPollCount:: ; how many times should HandleMenuInput poll the joypad state before it returns? ds 1 wMenuItemToSwap:: ; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping) ds 1 wListScrollOffset:: ; offset of the current top menu item from the beginning of the list ; keeps track of what section of the list is on screen ds 1 wMenuWatchMovingOutOfBounds:: ; If non-zero, then when wrapping is disabled and the player tries to go past ; the top or bottom of the menu, return from HandleMenuInput. This is useful for ; menus that have too many items to display at once on the screen because it ; allows the caller to scroll the entire menu up or down when this happens. ds 1 wTradeCenterPointerTableIndex:: ds 1 ds 1 wTextDest:: ; destination pointer for text output ; this variable is written to, but is never read from ds 2 wDoNotWaitForButtonPressAfterDisplayingText:: ; if non-zero, skip waiting for a button press after displaying text in DisplayTextID ds 1 wSerialSyncAndExchangeNybbleReceiveData:: ; the final received nybble is stored here by Serial_SyncAndExchangeNybble wSerialExchangeNybbleTempReceiveData:: ; temporary nybble used by Serial_ExchangeNybble wLinkMenuSelectionReceiveBuffer:: ; two byte buffer ; the received menu selection is stored twice ds 1 wSerialExchangeNybbleReceiveData:: ; the final received nybble is stored here by Serial_ExchangeNybble ds 1 ds 3 wSerialExchangeNybbleSendData:: ; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble wLinkMenuSelectionSendBuffer:: ; two byte buffer ; the menu selection byte is stored twice before sending ds 5 wLinkTimeoutCounter:: ; 1 byte wUnknownSerialCounter:: ; 2 bytes wEnteringCableClub:: ds 1 ds 1 wWhichTradeMonSelectionMenu:: ; $00 = player mons ; $01 = enemy mons wMonDataLocation:: ; 0 = player's party ; 1 = enemy party ; 2 = current box ; 3 = daycare ; 4 = in-battle mon ; ; AddPartyMon uses it slightly differently. ; If the lower nybble is 0, the mon is added to the player's party, else the enemy's. ; If the entire value is 0, then the player is allowed to name the mon. ds 1 wMenuWrappingEnabled:: ; set to 1 if you can go from the bottom to the top or top to bottom of a menu ; set to 0 if you can't go past the top or bottom of the menu ds 1 wCheckFor180DegreeTurn:: ; whether to check for 180-degree turn (0 = don't, 1 = do) ds 1 ds 1 wMissableObjectIndex:: ds 1 wPredefID:: ds 1 wPredefRegisters:: ds 6 wTrainerHeaderFlagBit:: ds 1 ds 1 wNPCMovementScriptPointerTableNum:: ; which NPC movement script pointer is being used ; 0 if an NPC movement script is not running ds 1 wNPCMovementScriptBank:: ; ROM bank of current NPC movement script ds 1 ds 2 wUnusedCC5B:: wVermilionDockTileMapBuffer:: ; 180 bytes wOaksAideRewardItemName:: wDexRatingNumMonsSeen:: wFilteredBagItems:: ; List of bag items that has been filtered to a certain type of items, ; such as drinks or fossils. wElevatorWarpMaps:: wMonPartySpritesSavedOAM:: ; Saved copy of OAM for the first frame of the animation to make it easy to ; flip back from the second frame. ; $60 bytes wTrainerCardBlkPacket:: ; $40 bytes wSlotMachineSevenAndBarModeChance:: ; If a random number greater than this value is generated, then the player is ; allowed to have three 7 symbols or bar symbols line up. ; So, this value is actually the chance of NOT entering that mode. ; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance. ; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance. wHallOfFame:: wBoostExpByExpAll:: wAnimationType:: ; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon... wNPCMovementDirections:: ds 1 wDexRatingNumMonsOwned:: ds 1 wDexRatingText:: ds 1 wSlotMachineSavedROMBank:: ; ROM back to return to when the player is done with the slot machine ds 1 ds 26 wAnimPalette:: ds 1 ds 29 wNPCMovementDirections2:: wSwitchPartyMonTempBuffer:: ; temporary buffer when swapping party mon data ds 10 wNumStepsToTake:: ; used in Pallet Town scripted movement ds 49 wRLEByteCount:: ds 1 wAddedToParty:: ; 0 = not added ; 1 = added wSimulatedJoypadStatesEnd:: ; this is the end of the joypad states ; the list starts above this address and extends downwards in memory until here ; overloaded with below labels wParentMenuItem:: wCanEvolveFlags:: ; 1 flag for each party member indicating whether it can evolve ; The purpose of these flags is to track which mons levelled up during the ; current battle at the end of the battle when evolution occurs. ; Other methods of evolution simply set it by calling TryEvolvingMon. ds 1 wForceEvolution:: ds 1 ; if [wAILayer2Encouragement] != 1, the second AI layer is not applied wAILayer2Encouragement:: ds 1 ds 1 ; current HP of player and enemy substitutes wPlayerSubstituteHP:: ds 1 wEnemySubstituteHP:: ds 1 wTestBattlePlayerSelectedMove:: ; The player's selected move during a test battle. ; InitBattleVariables sets it to the move Pound. ds 1 ds 1 wMoveMenuType:: ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..) ds 1 wPlayerSelectedMove:: ds 1 wEnemySelectedMove:: ds 1 wLinkBattleRandomNumberListIndex:: ds 1 wAICount:: ; number of times remaining that AI action can occur ds 1 ds 2 wEnemyMoveListIndex:: ds 1 wLastSwitchInEnemyMonHP:: ; The enemy mon's HP when it was switched in or when the current player mon ; was switched in, which was more recent. ; It's used to determine the message to print when switching out the player mon. ds 2 wTotalPayDayMoney:: ; total amount of money made using Pay Day during the current battle ds 3 wSafariEscapeFactor:: ds 1 wSafariBaitFactor:: ds 1; ds 1 wTransformedEnemyMonOriginalDVs:: ds 2 wMonIsDisobedient:: ds 1 wPlayerDisabledMoveNumber:: ds 1 wEnemyDisabledMoveNumber:: ds 1 wInHandlePlayerMonFainted:: ; When running in the scope of HandlePlayerMonFainted, it equals 1. ; When running in the scope of HandleEnemyMonFainted, it equals 0. ds 1 wPlayerUsedMove:: ds 1 wEnemyUsedMove:: ds 1 wEnemyMonMinimized:: ds 1 wMoveDidntMiss:: ds 1 wPartyFoughtCurrentEnemyFlags:: ; flags that indicate which party members have fought the current enemy mon flag_array 6 wLowHealthAlarmDisabled:: ; Whether the low health alarm has been disabled due to the player winning the ; battle. ds 1 wPlayerMonMinimized:: ds 1 ds 13 wLuckySlotHiddenObjectIndex:: wEnemyNumHits:: ; number of hits by enemy in attacks like Double Slap, etc. wEnemyBideAccumulatedDamage:: ; the amount of damage accumulated by the enemy while biding (2 bytes) ds 10 wInGameTradeGiveMonSpecies:: wPlayerMonUnmodifiedLevel:: ds 1 wInGameTradeTextPointerTablePointer:: wPlayerMonUnmodifiedMaxHP:: ds 2 wInGameTradeTextPointerTableIndex:: wPlayerMonUnmodifiedAttack:: ds 1 wInGameTradeGiveMonName:: ds 1 wPlayerMonUnmodifiedDefense:: ds 2 wPlayerMonUnmodifiedSpeed:: ds 2 wPlayerMonUnmodifiedSpecial:: ds 2 ; stat modifiers for the player's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wPlayerMonStatMods:: wPlayerMonAttackMod:: ds 1 wPlayerMonDefenseMod:: ds 1 wPlayerMonSpeedMod:: ds 1 wPlayerMonSpecialMod:: ds 1 wInGameTradeReceiveMonName:: wPlayerMonAccuracyMod:: ds 1 wPlayerMonEvasionMod:: ds 1 ds 3 wEnemyMonUnmodifiedLevel:: ds 1 wEnemyMonUnmodifiedMaxHP:: ds 2 wEnemyMonUnmodifiedAttack:: ds 2 wEnemyMonUnmodifiedDefense:: ds 1 wInGameTradeMonNick:: ds 1 wEnemyMonUnmodifiedSpeed:: ds 2 wEnemyMonUnmodifiedSpecial:: ds 1 wEngagedTrainerClass:: ds 1 wEngagedTrainerSet:: ; ds 1 ; stat modifiers for the enemy's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wEnemyMonStatMods:: wEnemyMonAttackMod:: ds 1 wEnemyMonDefenseMod:: ds 1 wEnemyMonSpeedMod:: ds 1 wEnemyMonSpecialMod:: ds 1 wEnemyMonAccuracyMod:: ds 1 wEnemyMonEvasionMod:: ds 1 wInGameTradeReceiveMonSpecies:: ds 1 ds 2 wNPCMovementDirections2Index:: wUnusedCD37:: wFilteredBagItemsCount:: ; number of items in wFilteredBagItems list ds 1 wSimulatedJoypadStatesIndex:: ; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1 ; 0 if the joypad state is not being simulated ds 1 wWastedByteCD39:: ; written to but nothing ever reads it ds 1 wWastedByteCD3A:: ; written to but nothing ever reads it ds 1 wOverrideSimulatedJoypadStatesMask:: ; mask indicating which real button presses can override simulated ones ; XXX is it ever not 0? ds 1 ds 1 wFallingObjectsMovementData:: ; up to 20 bytes (one byte for each falling object) wSavedY:: wTempSCX:: wBattleTransitionCircleScreenQuadrantY:: ; 0 = upper half (Y < 9) ; 1 = lower half (Y >= 9) wBattleTransitionCopyTilesOffset:: ; 2 bytes ; after 1 row/column has been copied, the offset to the next one to copy from wInwardSpiralUpdateScreenCounter:: ; counts down from 7 so that every time 7 more tiles of the spiral have been ; placed, the tile map buffer is copied to VRAM so that progress is visible wHoFTeamIndex:: wSSAnneSmokeDriftAmount:: ; multiplied by 16 to get the number of times to go right by 2 pixels wRivalStarterTemp:: wBoxMonCounts:: ; 12 bytes ; array of the number of mons in each box wDexMaxSeenMon:: wPPRestoreItem:: wWereAnyMonsAsleep:: wCanPlaySlots:: wNumShakes:: wDayCareStartLevel:: ; the level of the mon at the time it entered day care wWhichBadge:: wPriceTemp:: ; 3-byte BCD number wTitleMonSpecies:: wPlayerCharacterOAMTile:: wMoveDownSmallStarsOAMCount:: ; the number of small stars OAM entries to move down wChargeMoveNum:: wCoordIndex:: wOptionsTextSpeedCursorX:: wBoxNumString:: wTrainerInfoTextBoxWidthPlus1:: wSwappedMenuItem:: wHoFMonSpecies:: wFieldMoves:: ; 4 bytes ; the current mon's field moves wBadgeNumberTile:: ; tile ID of the badge number being drawn wRodResponse:: ; 0 = no bite ; 1 = bite ; 2 = no fish on map wWhichTownMapLocation:: wStoppingWhichSlotMachineWheel:: ; which wheel the player is trying to stop ; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3 wTradedPlayerMonSpecies:: wTradingWhichPlayerMon:: wChangeBoxSavedMapTextPointer:: wFlyAnimUsingCoordList:: wPlayerSpinInPlaceAnimFrameDelay:: wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: wHiddenObjectFunctionArgument:: wWhichTrade:: ; which entry from TradeMons to select wTrainerSpriteOffset:: wUnusedCD3D:: ds 1 wHUDPokeballGfxOffsetX:: ; difference in X between the next ball and the current one wBattleTransitionCircleScreenQuadrantX:: ; 0 = left half (X < 10) ; 1 = right half (X >= 10) wSSAnneSmokeX:: wRivalStarterBallSpriteIndex:: wDayCareNumLevelsGrown:: wOptionsBattleAnimCursorX:: wTrainerInfoTextBoxWidth:: wHoFPartyMonIndex:: wNumCreditsMonsDisplayed:: ; the number of credits mons that have been displayed so far wBadgeNameTile:: ; first tile ID of the name being drawn wFlyLocationsList:: ; 11 bytes plus $ff sentinel values at each end wSlotMachineWheel1Offset:: wTradedEnemyMonSpecies:: wTradingWhichEnemyMon:: wFlyAnimCounter:: wPlayerSpinInPlaceAnimFrameDelayDelta:: wPlayerSpinWhileMovingUpOrDownAnimMaxY:: wHiddenObjectFunctionRomBank:: wTrainerEngageDistance:: ds 1 wHUDGraphicsTiles:: ; 3 bytes wDayCareTotalCost:: ; 2-byte BCD number wJigglypuffFacingDirections:: wOptionsBattleStyleCursorX:: wTrainerInfoTextBoxNextRowOffset:: wHoFMonLevel:: wBadgeOrFaceTiles:: ; 8 bytes ; a list of the first tile IDs of each badge or face (depending on whether the ; badge is owned) to be drawn on the trainer screen wSlotMachineWheel2Offset:: wNameOfPlayerMonToBeTraded:: wFlyAnimBirdSpriteImageIndex:: wPlayerSpinInPlaceAnimFrameDelayEndValue:: wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: wHiddenObjectIndex:: wTrainerFacingDirection:: ds 1 wHoFMonOrPlayer:: ; show mon or show player? ; 0 = mon ; 1 = player wSlotMachineWheel3Offset:: wPlayerSpinInPlaceAnimSoundID:: wHiddenObjectY:: wTrainerScreenY:: wOptionsCancelCursorX:: ds 1 wDayCarePerLevelCost:: ; 2-byte BCD number (always set to $0100) wHoFTeamIndex2:: wHiddenItemOrCoinsIndex:: wTradedPlayerMonOT:: wHiddenObjectX:: wSlotMachineWinningSymbol:: ; the OAM tile number of the upper left corner of the winning symbol minus 2 wNumFieldMoves:: wSlotMachineWheel1BottomTile:: wTrainerScreenX:: ds 1 ; a lot of the uses for these values use more than the said address wHoFTeamNo:: wSlotMachineWheel1MiddleTile:: wFieldMovesLeftmostXCoord:: ds 1 wLastFieldMoveID:: ; unused wSlotMachineWheel1TopTile:: ds 1 wSlotMachineWheel2BottomTile:: ds 1 wSlotMachineWheel2MiddleTile:: ds 1 wTempCoins1:: ; 2 bytes ; temporary variable used to add payout amount to the player's coins wSlotMachineWheel2TopTile:: ds 1 wBattleTransitionSpiralDirection:: ; 0 = outward, 1 = inward wSlotMachineWheel3BottomTile:: ds 1 wSlotMachineWheel3MiddleTile:: wFacingDirectionList:: ; 4 bytes (also, the byte before the start of the list (wSlotMachineWheel3BottomTile) ; is used a temp variable when the list is rotated) ; used when spinning the player's sprite ds 1 wSlotMachineWheel3TopTile:: wTempObtainedBadgesBooleans:: ; 8 bytes ; temporary list created when displaying the badges on the trainer screen ; one byte for each badge; 0 = not obtained, 1 = obtained ds 1 wTempCoins2:: ; 2 bytes ; temporary variable used to subtract the bet amount from the player's coins wPayoutCoins:: ; 2 bytes ds 2 wTradedPlayerMonOTID:: wSlotMachineFlags:: ; These flags are set randomly and control when the wheels stop. ; bit 6: allow the player to win in general ; bit 7: allow the player to win with 7 or bar (plus the effect of bit 6) ds 1 wSlotMachineWheel1SlipCounter:: ; wheel 1 can "slip" while this is non-zero wCutTile:: ; $3d = tree tile ; $52 = grass tile ds 1 wSlotMachineWheel2SlipCounter:: ; wheel 2 can "slip" while this is non-zero wTradedEnemyMonOT:: ds 1 wSavedPlayerScreenY:: wSlotMachineRerollCounter:: ; The remaining number of times wheel 3 will roll down a symbol until a match is ; found, when winning is enabled. It's initialized to 4 each bet. wEmotionBubbleSpriteIndex:: ; the index of the sprite the emotion bubble is to be displayed above ds 1 wWhichEmotionBubble:: wSlotMachineBet:: ; how many coins the player bet on the slot machine (1 to 3) wSavedPlayerFacingDirection:: wWhichAnimationOffsets:: ; 0 = cut animation, 1 = boulder dust animation ds 9 wTradedEnemyMonOTID:: ds 2 wStandingOnWarpPadOrHole:: ; 0 = neither ; 1 = warp pad ; 2 = hole wOAMBaseTile:: wGymTrashCanIndex:: ds 1 wSymmetricSpriteOAMAttributes:: ds 1 wMonPartySpriteSpecies:: ds 1 wLeftGBMonSpecies:: ; in the trade animation, the mon that leaves the left gameboy ds 1 wRightGBMonSpecies:: ; in the trade animation, the mon that leaves the right gameboy ds 1 wFlags_0xcd60:: ; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaneously) ; bit 1: boulder dust animation (from using Strength) pending ; bit 3: using generic PC ; bit 5: don't play sound when A or B is pressed in menu ; bit 6: tried pushing against boulder once (you need to push twice before it will move) ds 1 ds 9 wActionResultOrTookBattleTurn:: ; This has overlapping related uses. ; When the player tries to use an item or use certain field moves, 0 is stored ; when the attempt fails and 1 is stored when the attempt succeeds. ; In addition, some items store 2 for certain types of failures, but this ; cannot happen in battle. ; In battle, a non-zero value indicates the player has taken their turn using ; something other than a move (e.g. using an item or switching pokemon). ; So, when an item is successfully used in battle, this value becomes non-zero ; and the player is not allowed to make a move and the two uses are compatible. ds 1 wJoyIgnore:: ; Set buttons are ignored. ds 1 wDownscaledMonSize:: ; size of downscaled mon pic used in pokeball entering/exiting animation ; $00 = 5×5 ; $01 = 3×3 wNumMovesMinusOne:: ; FormatMovesString stores the number of moves minus one here ds 1 UNION wcd6d:: ds 4 ; buffer for various data wStatusScreenCurrentPP:: ; temp variable used to print a move's current PP on the status screen ds 1 ds 6 wNormalMaxPPList:: ; list of normal max PP (without PP up) values ds 9 NEXTU wEvosMoves:: ds MAX_EVOLUTIONS * EVOLUTION_SIZE + 1 .end:: ENDU wSerialOtherGameboyRandomNumberListBlock:: ; buffer for transferring the random number list generated by the other gameboy wTileMapBackup2:: ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) ds 20 * 18 wNamingScreenNameLength:: wEvoOldSpecies:: wBuffer:: ; Temporary storage area of 30 bytes. wTownMapCoords:: ; lower nybble is x, upper nybble is y wLearningMovesFromDayCare:: ; whether WriteMonMoves is being used to make a mon learn moves from day care ; non-zero if so wChangeMonPicEnemyTurnSpecies:: wHPBarMaxHP:: ds 1 wNamingScreenSubmitName:: ; non-zero when the player has chosen to submit the name wChangeMonPicPlayerTurnSpecies:: wEvoNewSpecies:: ds 1 wAlphabetCase:: ; 0 = upper case ; 1 = lower case wEvoMonTileOffset:: wHPBarOldHP:: ds 1 wEvoCancelled:: ds 1 wNamingScreenLetter:: wHPBarNewHP:: ds 2 wHPBarDelta:: ds 1 wHPBarTempHP:: ds 2 ds 11 wHPBarHPDifference:: ds 1 ds 7 wAIItem:: ; the item that the AI used ds 1 wUsedItemOnWhichPokemon:: ds 1 wAnimSoundID:: ; sound ID during battle animations ds 1 wBankswitchHomeSavedROMBank:: ; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank) ds 1 wBankswitchHomeTemp:: ; used as a temp storage value for the bank to switch to ds 1 wBoughtOrSoldItemInMart:: ; 0 = nothing bought or sold in pokemart ; 1 = bought or sold something in pokemart ; this value is not used for anything ds 1 wBattleResult:: ; $00 - win ; $01 - lose ; $02 - draw ds 1 wAutoTextBoxDrawingControl:: ; bit 0: if set, DisplayTextID automatically draws a text box ds 1 wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for) wTilePlayerStandingOn:: ; used in CheckForTilePairCollisions2 to store the tile the player is on ds 1 wNPCNumScriptedSteps:: ds 1 wNPCMovementScriptFunctionNum:: ; which script function within the pointer table indicated by ; wNPCMovementScriptPointerTableNum ds 1 wTextPredefFlag:: ; bit 0: set when printing a text predef so that DisplayTextID doesn't switch ; to the current map's bank ds 1 wPredefParentBank:: ds 1 wSpriteIndex:: ds 1 wCurSpriteMovement2:: ; movement byte 2 of current sprite ds 1 ds 2 wNPCMovementScriptSpriteOffset:: ; sprite offset of sprite being controlled by NPC movement script ds 1 wScriptedNPCWalkCounter:: ds 1 ds 1 wGBC:: ds 1 wOnSGB:: ; if running on SGB, it's 1, else it's 0 ds 1 wDefaultPaletteCommand:: ds 1 wPlayerHPBarColor:: wWholeScreenPaletteMonSpecies:: ; species of the mon whose palette is used for the whole screen ds 1 wEnemyHPBarColor:: ds 1 ; 0: green ; 1: yellow ; 2: red wPartyMenuHPBarColors:: ds 6 wStatusScreenHPBarColor:: ds 1 ds 7 wCopyingSGBTileData:: wWhichPartyMenuHPBar:: wPalPacket:: ds 1 wPartyMenuBlkPacket:: ; $30 bytes ds 29 wExpAmountGained:: ; 2-byte big-endian number ; the total amount of exp a mon gained wcf4b:: ds 2 ; storage buffer for various strings wGainBoostedExp:: ds 1 ds 17 wGymCityName:: ds 17 wGymLeaderName:: ds NAME_LENGTH wItemList:: ds 16 wListPointer:: ds 2 wUnusedCF8D:: ; 2 bytes ; used to store pointers, but never read ds 2 wItemPrices:: ds 2 wcf91:: ds 1 ; used with a lot of things (too much to list here) wWhichPokemon:: ; which pokemon you selected ds 1 wPrintItemPrices:: ; if non-zero, then print item prices when displaying lists ds 1 wHPBarType:: ; type of HP bar ; $00 = enemy HUD in battle ; $01 = player HUD in battle / status screen ; $02 = party menu wListMenuID:: ; ID used by DisplayListMenuID ds 1 wRemoveMonFromBox:: ; if non-zero, RemovePokemon will remove the mon from the current box, ; else it will remove the mon from the party wMoveMonType:: ; 0 = move from box to party ; 1 = move from party to box ; 2 = move from daycare to party ; 3 = move from party to daycare ds 1 wItemQuantity:: ds 1 wMaxItemQuantity:: ds 1 ; LoadMonData copies mon data here wLoadedMon:: party_struct wLoadedMon wFontLoaded:: ; bit 0: The space in VRAM that is used to store walk animation tile patterns ; for the player and NPCs is in use for font tile patterns. ; This means that NPC movement must be disabled. ; The other bits are unused. ds 1 wWalkCounter:: ; walk animation counter ds 1 wTileInFrontOfPlayer:: ; background tile number in front of the player (either 1 or 2 steps ahead) ds 1 wAudioFadeOutControl:: ; The desired fade counter reload value is stored here prior to calling ; PlaySound in order to cause the current music to fade out before the new ; music begins playing. Storing 0 causes no fade out to occur and the new music ; to begin immediately. ; This variable has another use related to fade-out, as well. PlaySound stores ; the sound ID of the music that should be played after the fade-out is finished ; in this variable. FadeOutAudio checks if it's non-zero every V-Blank and ; fades out the current audio if it is. Once it has finished fading out the ; audio, it zeroes this variable and starts playing the sound ID stored in it. ds 1 wAudioFadeOutCounterReloadValue:: ds 1 wAudioFadeOutCounter:: ds 1 wLastMusicSoundID:: ; This is used to determine whether the default music is already playing when ; attempting to play the default music (in order to avoid restarting the same ; music) and whether the music has already been stopped when attempting to ; fade out the current music (so that the new music can be begin immediately ; instead of waiting). ; It sometimes contains the sound ID of the last music played, but it may also ; contain $ff (if the music has been stopped) or 0 (because some routines zero ; it in order to prevent assumptions from being made about the current state of ; the music). ds 1 wUpdateSpritesEnabled:: ; $00 = causes sprites to be hidden and the value to change to $ff ; $01 = enabled ; $ff = disabled ; other values aren't used ds 1 wEnemyMoveNum:: ds 1 wEnemyMoveEffect:: ds 1 wEnemyMovePower:: ds 1 wEnemyMoveType:: ds 1 wEnemyMoveAccuracy:: ds 1 wEnemyMoveMaxPP:: ds 1 wPlayerMoveNum:: ds 1 wPlayerMoveEffect:: ds 1 wPlayerMovePower:: ds 1 wPlayerMoveType:: ds 1 wPlayerMoveAccuracy:: ds 1 wPlayerMoveMaxPP:: ds 1 wEnemyMonSpecies2:: ds 1 wBattleMonSpecies2:: ds 1 wEnemyMonNick:: ds NAME_LENGTH wEnemyMon:: battle_struct wEnemyMon wEnemyMonBaseStats:: ds 5 wEnemyMonActualCatchRate:: ds 1 wEnemyMonBaseExp:: ds 1 wBattleMonNick:: ds NAME_LENGTH wBattleMon:: battle_struct wBattleMon wTrainerClass:: ds 1 ds 1 wTrainerPicPointer:: ds 2 ds 1 wTempMoveNameBuffer:: wLearnMoveMonName:: ; The name of the mon that is learning a move. ds 16 wTrainerBaseMoney:: ; 2-byte BCD number ; money received after battle = base money × level of highest-level enemy mon ds 2 wMissableObjectCounter:: ds 1 ds 1 wTrainerName:: ; 13 bytes for the letters of the opposing trainer ; the name is terminated with $50 with possible ; unused trailing letters ds 13 wIsInBattle:: ; lost battle, this is -1 ; no battle, this is 0 ; wild battle, this is 1 ; trainer battle, this is 2 ds 1 wPartyGainExpFlags:: ; flags that indicate which party members should be be given exp when GainExperience is called flag_array 6 wCurOpponent:: ; in a wild battle, this is the species of pokemon ; in a trainer battle, this is the trainer class + OPP_ID_OFFSET ds 1 wBattleType:: ; in normal battle, this is 0 ; in old man battle, this is 1 ; in safari battle, this is 2 ds 1 wDamageMultipliers:: ; bits 0-6: Effectiveness ; $0 = immune ; $5 = not very effective ; $a = neutral ; $14 = super-effective ; bit 7: STAB ds 1 wLoneAttackNo:: ; which entry in LoneAttacks to use wGymLeaderNo:: ; it's actually the same thing as ^ ds 1 wTrainerNo:: ; which instance of [youngster, lass, etc] is this? ds 1 wCriticalHitOrOHKO:: ; $00 = normal attack ; $01 = critical hit ; $02 = successful OHKO ; $ff = failed OHKO ds 1 wMoveMissed:: ds 1 wPlayerStatsToDouble:: ; always 0 ds 1 wPlayerStatsToHalve:: ; always 0 ds 1 wPlayerBattleStatus1:: ; bit 0 - bide ; bit 1 - thrash / petal dance ; bit 2 - attacking multiple times (e.g. double kick) ; bit 3 - flinch ; bit 4 - charging up for attack ; bit 5 - using multi-turn move (e.g. wrap) ; bit 6 - invulnerable to normal attack (using fly/dig) ; bit 7 - confusion ds 1 wPlayerBattleStatus2:: ; bit 0 - X Accuracy effect ; bit 1 - protected by "mist" ; bit 2 - focus energy effect ; bit 4 - has a substitute ; bit 5 - need to recharge ; bit 6 - rage ; bit 7 - leech seeded ds 1 wPlayerBattleStatus3:: ; bit 0 - toxic ; bit 1 - light screen ; bit 2 - reflect ; bit 3 - transformed ds 1 wEnemyStatsToDouble:: ; always 0 ds 1 wEnemyStatsToHalve:: ; always 0 ds 1 wEnemyBattleStatus1:: ds 1 wEnemyBattleStatus2:: ds 1 wEnemyBattleStatus3:: ds 1 wPlayerNumAttacksLeft:: ; when the player is attacking multiple times, the number of attacks left ds 1 wPlayerConfusedCounter:: ds 1 wPlayerToxicCounter:: ds 1 wPlayerDisabledMove:: ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left ds 1 ds 1 wEnemyNumAttacksLeft:: ; when the enemy is attacking multiple times, the number of attacks left ds 1 wEnemyConfusedCounter:: ds 1 wEnemyToxicCounter:: ds 1 wEnemyDisabledMove:: ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left ds 1 ds 1 wPlayerNumHits:: ; number of hits by player in attacks like Double Slap, etc. wPlayerBideAccumulatedDamage:: ; the amount of damage accumulated by the player while biding (2 bytes) wUnknownSerialCounter2:: ; 2 bytes ds 4 wEscapedFromBattle:: ; non-zero when an item or move that allows escape from battle was used ds 1 wAmountMoneyWon:: ; 3-byte BCD number wObjectToHide:: ds 1 wObjectToShow:: ds 1 ds 1 wDefaultMap:: ; the map you will start at when the debug bit is set wMenuItemOffset:: wAnimationID:: ; ID number of the current battle animation ds 1 wNamingScreenType:: wPartyMenuTypeOrMessageID:: wTempTilesetNumTiles:: ; temporary storage for the number of tiles in a tileset ds 1 wSavedListScrollOffset:: ; used by the pokemart code to save the existing value of wListScrollOffset ; so that it can be restored when the player is done with the pokemart NPC ds 1 ds 2 ; base coordinates of frame block wBaseCoordX:: ds 1 wBaseCoordY:: ds 1 ; low health alarm counter/enable ; high bit = enable, others = timer to cycle frequencies wLowHealthAlarm:: ds 1 wFBTileCounter:: ; counts how many tiles of the current frame block have been drawn ds 1 wMovingBGTilesCounter2:: ds 1 wSubAnimFrameDelay:: ; duration of each frame of the current subanimation in terms of screen refreshes ds 1 wSubAnimCounter:: ; counts the number of subentries left in the current subanimation ds 1 wSaveFileStatus:: ; 1 = no save file or save file is corrupted ; 2 = save file exists and no corruption has been detected ds 1 wNumFBTiles:: ; number of tiles in current battle animation frame block ds 1 wFlashScreenLongCounter:: wSpiralBallsBaseY:: wFallingObjectMovementByte:: ; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8) ; bit 7: direction; 0 = right, 1 = left wNumShootingBalls:: wTradedMonMovingRight:: ; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa wOptionsInitialized:: wNewSlotMachineBallTile:: wCoordAdjustmentAmount:: ; how much to add to the X/Y coord wUnusedD08A:: ds 1 wSpiralBallsBaseX:: wNumFallingObjects:: wSlideMonDelay:: wAnimCounter:: ; generic counter variable for various animations wSubAnimTransform:: ; controls what transformations are applied to the subanimation ; 01: flip horizontally and vertically ; 02: flip horizontally and translate downwards 40 pixels ; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles ; 04: reverse the subanimation ds 1 wEndBattleWinTextPointer:: ds 2 wEndBattleLoseTextPointer:: ds 2 ds 2 wEndBattleTextRomBank:: ds 1 ds 1 wSubAnimAddrPtr:: ; the address _of the address_ of the current subanimation entry ds 2 wSlotMachineAllowMatchesCounter:: ; If non-zero, the allow matches flag is always set. ; There is a 1/256 (~0.4%) chance that this value will be set to 60, which is ; the only way it can increase. Winning certain payout amounts will decrement it ; or zero it. wSubAnimSubEntryAddr:: ; the address of the current subentry of the current subanimation ds 2 ds 2 wOutwardSpiralTileMapPointer:: ds 1 wPartyMenuAnimMonEnabled:: wTownMapSpriteBlinkingEnabled:: ; non-zero when enabled. causes nest locations to blink on and off. ; the town selection cursor will blink regardless of what this value is wUnusedD09B:: ds 1 wFBDestAddr:: ; current destination address in OAM for frame blocks (big endian) ds 2 wFBMode:: ; controls how the frame blocks are put together to form frames ; specifically, after finishing drawing the frame block, the frame block's mode determines what happens ; 00: clean OAM buffer and delay ; 02: move onto the next frame block with no delay and no cleaning OAM buffer ; 03: delay, but don't clean OAM buffer ; 04: delay, without cleaning OAM buffer, and do not advance [wFBDestAddr], so that the next frame block will overwrite this one ds 1 wLinkCableAnimBulgeToggle:: ; 0 = small ; 1 = big wIntroNidorinoBaseTile:: wOutwardSpiralCurrentDirection:: wDropletTile:: wNewTileBlockID:: wWhichBattleAnimTileset:: wSquishMonCurrentDirection:: ; 0 = left ; 1 = right wSlideMonUpBottomRowLeftTile:: ; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_ ds 1 wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank wSpriteCurPosX:: ds 1 wSpriteCurPosY:: ds 1 wSpriteWidth:: ds 1 wSpriteHeight:: ds 1 wSpriteInputCurByte:: ; current input byte ds 1 wSpriteInputBitCounter:: ; bit offset of last read input bit ds 1 wSpriteOutputBitOffset:: ; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data) ; 3 -> XX000000 1st column ; 2 -> 00XX0000 2nd column ; 1 -> 0000XX00 3rd column ; 0 -> 000000XX 4th column ds 1 wSpriteLoadFlags:: ; bit 0 determines used buffer (0 -> $a188, 1 -> $a310) ; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation) ds 1 wSpriteUnpackMode:: ds 1 wSpriteFlipped:: ds 1 wSpriteInputPtr:: ; pointer to next input byte ds 2 wSpriteOutputPtr:: ; pointer to current output byte ds 2 wSpriteOutputPtrCached:: ; used to revert pointer for different bit offsets ds 2 wSpriteDecodeTable0Ptr:: ; pointer to differential decoding table (assuming initial value 0) ds 2 wSpriteDecodeTable1Ptr:: ; pointer to differential decoding table (assuming initial value 1) ds 2 wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things wNameListType:: ds 1 wPredefBank:: ds 1 wMonHeader:: wMonHIndex:: ; In the ROM base stats data structure, this is the dex number, but it is ; overwritten with the internal index number after the header is copied to WRAM. ds 1 wMonHBaseStats:: wMonHBaseHP:: ds 1 wMonHBaseAttack:: ds 1 wMonHBaseDefense:: ds 1 wMonHBaseSpeed:: ds 1 wMonHBaseSpecial:: ds 1 wMonHTypes:: wMonHType1:: ds 1 wMonHType2:: ds 1 wMonHCatchRate:: ds 1 wMonHBaseEXP:: ds 1 wMonHSpriteDim:: ds 1 wMonHFrontSprite:: ds 2 wMonHBackSprite:: ds 2 wMonHMoves:: ds NUM_MOVES wMonHGrowthRate:: ds 1 wMonHLearnset:: ; bit field flag_array 50 + 5 ds 1 wSavedTilesetType:: ; saved at the start of a battle and then written back at the end of the battle ds 1 ds 2 wDamage:: ds 2 ds 2 wRepelRemainingSteps:: ds 1 wMoves:: ; list of moves for FormatMovesString ds 4 wMoveNum:: ds 1 wMovesString:: ds 56 wUnusedD119:: ds 1 wWalkBikeSurfStateCopy:: ; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything ds 1 wInitListType:: ; the type of list for InitList to init ds 1 wCapturedMonSpecies:: ; 0 if no mon was captured ds 1 wFirstMonsNotOutYet:: ; Non-zero when the first player mon and enemy mon haven't been sent out yet. ; It prevents the game from asking if the player wants to choose another mon ; when the enemy sends out their first mon and suppresses the "no will to fight" ; message when the game searches for the first non-fainted mon in the party, ; which will be the first mon sent out. ds 1 wPokeBallCaptureCalcTemp:: ; lower nybble: number of shakes ; upper nybble: number of animations to play wPokeBallAnimData:: wUsingPPUp:: wMaxPP:: ; 0 for player, non-zero for enemy wCalculateWhoseStats:: wTypeEffectiveness:: wMoveType:: wNumSetBits:: wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits wForcePlayerToChooseMon:: ; When this value is non-zero, the player isn't allowed to exit the party menu ; by pressing B and not choosing a mon. ds 1 wNumRunAttempts:: ; number of times the player has tried to run from battle ds 1 wEvolutionOccurred:: ds 1 wVBlankSavedROMBank:: ds 1 ds 1 wIsKeyItem:: ds 1 wTextBoxID:: ds 1 wCurrentMapScriptFlags:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value wCurEnemyLVL:: ds 1 wItemListPointer:: ; pointer to list of items terminated by $FF ds 2 wListCount:: ; number of entries in a list ds 1 wLinkState:: ds 1 wTwoOptionMenuID:: ds 1 wChosenMenuItem:: ; the id of the menu item the player ultimately chose wOutOfBattleBlackout:: ; non-zero when the whole party has fainted due to out-of-battle poison damage ds 1 wMenuExitMethod:: ; the way the user exited a menu ; for list menus and the buy/sell/quit menu: ; $01 = the user pressed A to choose a menu item ; $02 = the user pressed B to cancel ; for two-option menus: ; $01 = the user pressed A with the first menu item selected ; $02 = the user pressed B or pressed A with the second menu item selected ds 1 wDungeonWarpDataEntrySize:: ; the size is always 6, so they didn't need a variable in RAM for this wWhichPewterGuy:: ; 0 = museum guy ; 1 = gym guy wWhichPrizeWindow:: ; there are 3 windows, from 0 to 2 wGymGateTileBlock:: ; a horizontal or vertical gate block ds 1 wSavedSpriteScreenY:: ds 1 wSavedSpriteScreenX:: ds 1 wSavedSpriteMapY:: ds 1 wSavedSpriteMapX:: ds 1 ds 5 wWhichPrize:: ds 1 wIgnoreInputCounter:: ; counts downward each frame ; when it hits 0, bit 5 (ignore input bit) of wd730 is reset ds 1 wStepCounter:: ; counts down once every step ds 1 wNumberOfNoRandomBattleStepsLeft:: ; after a battle, you have at least 3 steps before a random battle can occur ds 1 wPrize1:: ds 1 wPrize2:: ds 1 wPrize3:: ds 1 ds 1 wSerialRandomNumberListBlock:: ; the first 7 bytes are the preamble wPrize1Price:: ds 2 wPrize2Price:: ds 2 wPrize3Price:: ds 2 ds 1 wLinkBattleRandomNumberList:: ; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex ds 10 wSerialPlayerDataBlock:: ; the first 6 bytes are the preamble wPseudoItemID:: ; When a real item is being used, this is 0. ; When a move is acting as an item, this is the ID of the item it's acting as. ; For example, out-of-battle Dig is executed using a fake Escape Rope item. In ; that case, this would be ESCAPE_ROPE. ds 1 wUnusedD153:: ds 1 ds 2 wEvoStoneItemID:: ds 1 wSavedNPCMovementDirections2Index:: ds 1 wPlayerName:: ds NAME_LENGTH wPartyDataStart:: wPartyCount:: ds 1 wPartySpecies:: ds PARTY_LENGTH wPartyEnd:: ds 1 wPartyMons:: 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 wPartyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH wPartyDataEnd:: wMainDataStart:: wPokedexOwned:: flag_array NUM_POKEMON wPokedexOwnedEnd:: wPokedexSeen:: flag_array NUM_POKEMON wPokedexSeenEnd:: wNumBagItems:: ds 1 wBagItems:: ; item, quantity ds BAG_ITEM_CAPACITY * 2 ds 1 ; end wPlayerMoney:: ds 3 ; BCD wRivalName:: ds NAME_LENGTH wOptions:: ; bit 7 = battle animation ; 0: On ; 1: Off ; bit 6 = battle style ; 0: Shift ; 1: Set ; bits 0-3 = text speed (number of frames to delay after printing a letter) ; 1: Fast ; 3: Medium ; 5: Slow ds 1 wObtainedBadges:: flag_array 8 ds 1 wLetterPrintingDelayFlags:: ; bit 0: If 0, limit the delay to 1 frame. Note that this has no effect if ; the delay has been disabled entirely through bit 1 of this variable ; or bit 6 of wd730. ; bit 1: If 0, no delay. ds 1 wPlayerID:: ds 2 wMapMusicSoundID:: ds 1 wMapMusicROMBank:: ds 1 wMapPalOffset:: ; offset subtracted from FadePal4 to get the background and object palettes for the current map ; normally, it is 0. it is 6 when Flash is needed, causing FadePal2 to be used instead of FadePal4 ds 1 wCurMap:: ds 1 wCurrentTileBlockMapViewPointer:: ; pointer to the upper left corner of the current view in the tile block map ds 2 wYCoord:: ; player’s position on the current map ds 1 wXCoord:: ds 1 wYBlockCoord:: ; player's y position (by block) ds 1 wXBlockCoord:: ds 1 wLastMap:: ds 1 wUnusedD366:: ds 1 wCurMapTileset:: ds 1 wCurMapHeight:: ; blocks ds 1 wCurMapWidth:: ; blocks ds 1 wMapDataPtr:: ds 2 wMapTextPtr:: ds 2 wMapScriptPtr:: ds 2 wMapConnections:: ; connection byte ds 1 wMapConn1Ptr:: ds 1 wNorthConnectionStripSrc:: ds 2 wNorthConnectionStripDest:: ds 2 wNorthConnectionStripWidth:: ds 1 wNorthConnectedMapWidth:: ds 1 wNorthConnectedMapYAlignment:: ds 1 wNorthConnectedMapXAlignment:: ds 1 wNorthConnectedMapViewPointer:: ds 2 wMapConn2Ptr:: ds 1 wSouthConnectionStripSrc:: ds 2 wSouthConnectionStripDest:: ds 2 wSouthConnectionStripWidth:: ds 1 wSouthConnectedMapWidth:: ds 1 wSouthConnectedMapYAlignment:: ds 1 wSouthConnectedMapXAlignment:: ds 1 wSouthConnectedMapViewPointer:: ds 2 wMapConn3Ptr:: ds 1 wWestConnectionStripSrc:: ds 2 wWestConnectionStripDest:: ds 2 wWestConnectionStripHeight:: ds 1 wWestConnectedMapWidth:: ds 1 wWestConnectedMapYAlignment:: ds 1 wWestConnectedMapXAlignment:: ds 1 wWestConnectedMapViewPointer:: ds 2 wMapConn4Ptr:: ds 1 wEastConnectionStripSrc:: ds 2 wEastConnectionStripDest:: ds 2 wEastConnectionStripHeight:: ds 1 wEastConnectedMapWidth:: ds 1 wEastConnectedMapYAlignment:: ds 1 wEastConnectedMapXAlignment:: ds 1 wEastConnectedMapViewPointer:: ds 2 wSpriteSet:: ; sprite set for the current map (11 sprite picture ID's) ds 11 wSpriteSetID:: ; sprite set ID for the current map ds 1 wObjectDataPointerTemp:: ds 2 ds 2 wMapBackgroundTile:: ; the tile shown outside the boundaries of the map ds 1 wNumberOfWarps:: ; number of warps in current map ds 1 wWarpEntries:: ; current map warp entries ds 128 wDestinationWarpID:: ; if $ff, the player's coordinates are not updated when entering the map ds 1 ds 128 wNumSigns:: ; number of signs in the current map (up to 16) ds 1 wSignCoords:: ; 2 bytes each ; Y, X ds 32 wSignTextIDs:: ds 16 wNumSprites:: ; number of sprites on the current map ds 1 ; these two variables track the X and Y offset in blocks from the last special warp used ; they don't seem to be used for anything wYOffsetSinceLastSpecialWarp:: ds 1 wXOffsetSinceLastSpecialWarp:: ds 1 wMapSpriteData:: ; two bytes per sprite (movement byte 2, text ID) ds 32 wMapSpriteExtraData:: ; two bytes per sprite (trainer class/item ID, trainer set ID) ds 32 wCurrentMapHeight2:: ; map height in 2x2 meta-tiles ds 1 wCurrentMapWidth2:: ; map width in 2x2 meta-tiles ds 1 wMapViewVRAMPointer:: ; the address of the upper left corner of the visible portion of the BG tile map in VRAM ds 2 ; In the comments for the player direction variables below, "moving" refers to ; both walking and changing facing direction without taking a step. wPlayerMovingDirection:: ; if the player is moving, the current direction ; if the player is not moving, zero ; map scripts write to this in order to change the player's facing direction ds 1 wPlayerLastStopDirection:: ; the direction in which the player was moving before the player last stopped ds 1 wPlayerDirection:: ; if the player is moving, the current direction ; if the player is not moving, the last the direction in which the player moved ds 1 wTilesetBank:: ds 1 wTilesetBlocksPtr:: ; maps blocks (4x4 tiles) to tiles ds 2 wTilesetGfxPtr:: ds 2 wTilesetCollisionPtr:: ; list of all walkable tiles ds 2 wTilesetTalkingOverTiles:: ds 3 wGrassTile:: ds 1 ds 4 wNumBoxItems:: ds 1 wBoxItems:: ; item, quantity ds PC_ITEM_CAPACITY * 2 ds 1 ; end wCurrentBoxNum:: ; bits 0-6: box number ; bit 7: whether the player has changed boxes before ds 2 wNumHoFTeams:: ; number of HOF teams ds 1 wUnusedD5A3:: ds 1 wPlayerCoins:: ds 2 ; BCD wMissableObjectFlags:: ; bit array of missable objects. set = removed ds 32 wMissableObjectFlagsEnd:: ds 7 wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim) wMissableObjectList:: ; each entry consists of 2 bytes ; * the sprite ID (depending on the current map) ; * the missable object index (global, used for wMissableObjectFlags) ; terminated with $FF ds 17 * 2 wGameProgressFlags:: ; $c8 bytes wOaksLabCurScript:: ds 1 wPalletTownCurScript:: ds 1 ds 1 wBluesHouseCurScript:: ds 1 wViridianCityCurScript:: ds 1 ds 2 wPewterCityCurScript:: ds 1 wRoute3CurScript:: ds 1 wRoute4CurScript:: ds 1 ds 1 wViridianGymCurScript:: ds 1 wPewterGymCurScript:: ds 1 wCeruleanGymCurScript:: ds 1 wVermilionGymCurScript:: ds 1 wCeladonGymCurScript:: ds 1 wRoute6CurScript:: ds 1 wRoute8CurScript:: ds 1 wRoute24CurScript:: ds 1 wRoute25CurScript:: ds 1 wRoute9CurScript:: ds 1 wRoute10CurScript:: ds 1 wMtMoon1FCurScript:: ds 1 wMtMoonB2FCurScript:: ds 1 wSSAnne1FRoomsCurScript:: ds 1 wSSAnne2FRoomsCurScript:: ds 1 wRoute22CurScript:: ds 1 ds 1 wRedsHouse2FCurScript:: ds 1 wViridianMartCurScript:: ds 1 wRoute22GateCurScript:: ds 1 wCeruleanCityCurScript:: ds 1 ds 7 wSSAnneBowCurScript:: ds 1 wViridianForestCurScript:: ds 1 wMuseum1FCurScript:: ds 1 wRoute13CurScript:: ds 1 wRoute14CurScript:: ds 1 wRoute17CurScript:: ds 1 wRoute19CurScript:: ds 1 wRoute21CurScript:: ds 1 wSafariZoneGateCurScript:: ds 1 wRockTunnelB1FCurScript:: ds 1 wRockTunnel1FCurScript:: ds 1 ds 1 wRoute11CurScript:: ds 1 wRoute12CurScript:: ds 1 wRoute15CurScript:: ds 1 wRoute16CurScript:: ds 1 wRoute18CurScript:: ds 1 wRoute20CurScript:: ds 1 wSSAnneB1FRoomsCurScript:: ds 1 wVermilionCityCurScript:: ds 1 wPokemonTower2FCurScript:: ds 1 wPokemonTower3FCurScript:: ds 1 wPokemonTower4FCurScript:: ds 1 wPokemonTower5FCurScript:: ds 1 wPokemonTower6FCurScript:: ds 1 wPokemonTower7FCurScript:: ds 1 wRocketHideoutB1FCurScript:: ds 1 wRocketHideoutB2FCurScript:: ds 1 wRocketHideoutB3FCurScript:: ds 1 wRocketHideoutB4FCurScript:: ds 2 wRoute6GateCurScript:: ds 1 wRoute8GateCurScript:: ds 2 wCinnabarIslandCurScript:: ds 1 wPokemonMansion1FCurScript:: ds 2 wPokemonMansion2FCurScript:: ds 1 wPokemonMansion3FCurScript:: ds 1 wPokemonMansionB1FCurScript:: ds 1 wVictoryRoad2FCurScript:: ds 1 wVictoryRoad3FCurScript:: ds 2 wFightingDojoCurScript:: ds 1 wSilphCo2FCurScript:: ds 1 wSilphCo3FCurScript:: ds 1 wSilphCo4FCurScript:: ds 1 wSilphCo5FCurScript:: ds 1 wSilphCo6FCurScript:: ds 1 wSilphCo7FCurScript:: ds 1 wSilphCo8FCurScript:: ds 1 wSilphCo9FCurScript:: ds 1 wHallOfFameCurScript:: ds 1 wChampionsRoomCurScript:: ds 1 wLoreleisRoomCurScript:: ds 1 wBrunosRoomCurScript:: ds 1 wAgathasRoomCurScript:: ds 1 wCeruleanCaveB1FCurScript:: ds 1 wVictoryRoad1FCurScript:: ds 1 ds 1 wLancesRoomCurScript:: ds 1 ds 4 wSilphCo10FCurScript:: ds 1 wSilphCo11FCurScript:: ds 1 ds 1 wFuchsiaGymCurScript:: ds 1 wSaffronGymCurScript:: ds 1 ds 1 wCinnabarGymCurScript:: ds 1 wGameCornerCurScript:: ds 1 wRoute16Gate1FCurScript:: ds 1 wBillsHouseCurScript:: ds 1 wRoute5GateCurScript:: ds 1 wPowerPlantCurScript:: wRoute7GateCurScript:: ; overload ds 1 ds 1 wSSAnne2FCurScript:: ds 1 wSeafoamIslandsB3FCurScript:: ds 1 wRoute23CurScript:: ds 1 wSeafoamIslandsB4FCurScript:: ds 1 wRoute18Gate1FCurScript:: ds 1 ds 78 wGameProgressFlagsEnd:: ds 56 wObtainedHiddenItemsFlags:: ds 14 wObtainedHiddenCoinsFlags:: ds 2 wWalkBikeSurfState:: ; $00 = walking ; $01 = biking ; $02 = surfing ds 1 ds 10 wTownVisitedFlag:: flag_array 13 wSafariSteps:: ; starts at 502 ds 2 wFossilItem:: ; item given to cinnabar lab ds 1 wFossilMon:: ; mon that will result from the item ds 1 ds 2 wEnemyMonOrTrainerClass:: ; trainer classes start at OPP_ID_OFFSET ds 1 wPlayerJumpingYScreenCoordsIndex:: ds 1 wRivalStarter:: ds 1 ds 1 wPlayerStarter:: ds 1 wBoulderSpriteIndex:: ; sprite index of the boulder the player is trying to push ds 1 wLastBlackoutMap:: ds 1 wDestinationMap:: ; destination map (for certain types of special warps, not ordinary walking) ds 1 wUnusedD71B:: ds 1 wTileInFrontOfBoulderAndBoulderCollisionResult:: ; used to store the tile in front of the boulder when trying to push a boulder ; also used to store the result of the collision check ($ff for a collision and $00 for no collision) ds 1 wDungeonWarpDestinationMap:: ; destination map for dungeon warps ds 1 wWhichDungeonWarp:: ; which dungeon warp within the source map was used ds 1 wUnusedD71F:: ds 1 ds 8 wd728:: ; bit 0: using Strength outside of battle ; bit 1: set by IsSurfingAllowed when surfing's allowed, but the caller resets it after checking the result ; bit 3: received Old Rod ; bit 4: received Good Rod ; bit 5: received Super Rod ; bit 6: gave one of the Saffron guards a drink ; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key ds 1 ds 1 wBeatGymFlags:: ; redundant because it matches wObtainedBadges ; used to determine whether to show name on statue and in two NPC text scripts ds 1 ds 1 wd72c:: ; bit 0: if not set, the 3 minimum steps between random battles have passed ; bit 1: prevent audio fade out ds 1 wd72d:: ; This variable is used for temporary flags and as the destination map when ; warping to the Trade Center or Colosseum. ; bit 0: sprite facing directions have been initialised in the Trade Center ; bit 3: do scripted warp (used to warp back to Lavender Town from the top of the pokemon tower) ; bit 4: on a dungeon warp ; bit 5: don't make NPCs face the player when spoken to ; Bits 6 and 7 are set by scripts when starting major battles in the storyline, ; but they do not appear to affect anything. Bit 6 is reset after all battles ; and bit 7 is reset after trainer battles (but it's only set before trainer ; battles anyway). ds 1 wd72e:: ; bit 0: the player has received Lapras in the Silph Co. building ; bit 1: set in various places, but doesn't appear to have an effect ; bit 2: the player has healed pokemon at a pokemon center at least once ; bit 3: the player has a received a pokemon from Prof. Oak ; bit 4: disable battles ; bit 5: set when a battle ends and when the player blacks out in the overworld due to poison ; bit 6: using the link feature ; bit 7: set if scripted NPC movement has been initialised ds 1 ds 1 wd730:: ; bit 0: NPC sprite being moved by script ; bit 5: ignore joypad input ; bit 6: print text with no delay between each letter ; bit 7: set if joypad states are being simulated in the overworld or an NPC's movement is being scripted ds 1 ds 1 wd732:: ; bit 0: play time being counted ; bit 1: remnant of debug mode? not set by the game code. ; if it is set ; 1. skips most of Prof. Oak's speech, and uses NINTEN as the player's name and SONY as the rival's name ; 2. does not have the player start in floor two of the player's house (instead sending them to [wLastMap]) ; 3. allows wild battles to be avoided by holding down B ; bit 2: the target warp is a fly warp (bit 3 set or blacked out) or a dungeon warp (bit 4 set) ; bit 3: used warp pad, escape rope, dig, teleport, or fly, so the target warp is a "fly warp" ; bit 4: jumped into hole (Pokemon Mansion, Seafoam Islands, Victory Road) or went down waterfall (Seafoam Islands), so the target warp is a "dungeon warp" ; bit 5: currently being forced to ride bike (cycling road) ; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house) ds 1 wFlags_D733:: ; bit 0: running a test battle ; bit 1: prevent music from changing when entering new map ; bit 2: skip the joypad check in CheckWarpsNoCollision (used for the forced warp down the waterfall in the Seafoam Islands) ; bit 3: trainer wants to battle ; bit 4: use variable [wCurMapScript] instead of the provided index for next frame's map script (used to start battle when talking to trainers) ; bit 7: used fly out of battle ds 1 wBeatLorelei:: ; bit 1: set when you beat Lorelei and reset in Indigo Plateau lobby ; the game uses this to tell when Elite 4 events need to be reset ds 2 wd736:: ; bit 0: check if the player is standing on a door and make him walk down a step if so ; bit 1: the player is currently stepping down from a door ; bit 2: standing on a warp ; bit 6: jumping down a ledge / fishing animation ; bit 7: player sprite spinning due to spin tiles (Rocket hideout / Viridian Gym) ds 1 wCompletedInGameTradeFlags:: ds 2 ds 2 wWarpedFromWhichWarp:: ds 1 wWarpedFromWhichMap:: ds 1 ds 2 wCardKeyDoorY:: ds 1 wCardKeyDoorX:: ds 1 ds 2 wFirstLockTrashCanIndex:: ds 1 wSecondLockTrashCanIndex:: ds 1 ds 2 wEventFlags:: ds 320 wLinkEnemyTrainerName:: ; linked game's trainer name wGrassRate:: ds 1 wGrassMons:: ;ds 20 ds 11 ; Overload wGrassMons wSerialEnemyDataBlock:: ds 9 wEnemyPartyCount:: ds 1 wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; Overload enemy party data UNION wWaterRate:: db wWaterMons:: db NEXTU wEnemyMons:: wEnemyMon1:: party_struct wEnemyMon1 wEnemyMon2:: party_struct wEnemyMon2 wEnemyMon3:: party_struct wEnemyMon3 wEnemyMon4:: party_struct wEnemyMon4 wEnemyMon5:: party_struct wEnemyMon5 wEnemyMon6:: party_struct wEnemyMon6 wEnemyMonOT:: ds NAME_LENGTH * PARTY_LENGTH wEnemyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ENDU wTrainerHeaderPtr:: ds 2 ds 6 wOpponentAfterWrongAnswer:: ; the trainer the player must face after getting a wrong answer in the Cinnabar ; gym quiz wUnusedDA38:: ds 1 wCurMapScript:: ; index of current map script, mostly used as index for function pointer array ; mostly copied from map-specific map script pointer and written back later ds 1 ds 7 wPlayTimeHours:: ds 1 wPlayTimeMaxed:: ds 1 wPlayTimeMinutes:: ds 1 wPlayTimeSeconds:: ds 1 wPlayTimeFrames:: ds 1 wSafariZoneGameOver:: ds 1 wNumSafariBalls:: ds 1 wDayCareInUse:: ; 0 if no pokemon is in the daycare ; 1 if pokemon is in the daycare ds 1 wDayCareMonName:: ds NAME_LENGTH wDayCareMonOT:: ds NAME_LENGTH wDayCareMon:: box_struct wDayCareMon wMainDataEnd:: wBoxDataStart:: wNumInBox:: ds 1 wBoxSpecies:: ds MONS_PER_BOX + 1 wBoxMons:: wBoxMon1:: box_struct wBoxMon1 wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) wBoxMonOT:: ds NAME_LENGTH * MONS_PER_BOX wBoxMonNicks:: ds NAME_LENGTH * MONS_PER_BOX wBoxMonNicksEnd:: wBoxDataEnd:: SECTION "Stack", WRAM0 wStack:: INCLUDE "sram.asm"