ref: f671ebc14350eb3fb9c2c9ea23b837ec7aa5c790
dir: /wram.asm/
SECTION "WRAM Bank 0", WRAM0 SECTION "Sprite State Data", WRAM0[$c100] wSpriteStateData1: ; c100 ; 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 ds $10 * $10 wSpriteStateData2: ; 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 ds $10 * $10 wOAMBuffer: ; c300 ; buffer for OAM data. Copied to OAM by DMA ds 4 * 40 SECTION "Tile Map", WRAM0[$c3a0] wTileMap: ; c3a0 ; buffer for tiles that are visible on screen (20 columns by 18 rows) ds 20 * 18 wTileMapBackup: ; c508 ; buffer for temporarily saving and restoring current screen's tiles ; (e.g. if menus are drawn on top) ds 20 * 18 ; c670 SECTION "Screen Edge Tiles", WRAM0[$cbfc] wScreenEdgeTiles: ; cbfc ; the tiles of the row or column to be redrawn by RedrawExposedScreenEdge ds 20 * 2 ; coordinates of the position of the cursor for the top menu item (id 0) wTopMenuItemY: ; cc24 ds 1 wTopMenuItemX: ; cc25 ds 1 wCurrentMenuItem: ; cc26 ; the id of the currently selected menu item ; the top item has id 0, the one below that has id 1, etc. ; note that the "top item" means the top item currently visible on the screen ; add this value to [wListScrollOffset] to get the item's position within the list ds 1 wTileBehindCursor: ; cc27 ; the tile that was behind the menu cursor's current location ds 1 wMaxMenuItem: ; cc28 ; id of the bottom menu item ds 1 wMenuWatchedKeys: ; cc29 ; bit mask of keys that the menu will respond to ds 1 wLastMenuItem: ; cc2a ; id of previously selected menu item ds 1 ; cc2b ds 3 wPlayerMoveListIndex: ; cc2e ds 1 wPlayerMonNumber: ; cc2f ds 1 wMenuCursorLocation: ; cc30 ; the address of the menu cursor's current location within wTileMap ds 2 ds 2 wMenuJoypadPollCount: ; cc34 ; how many times should HandleMenuInput poll the joypad state before it returns? ds 1 ds 1 wListScrollOffset: ; cc36 ; offset of the current top menu item from the beginning of the list ; keeps track of what section of the list is on screen ds 1 ds 19 wMenuWrappingEnabled: ; cc4a ; set to 1 if you can go from the bottom to the top or top to bottom of a menu ; set to 0 if you can't go past the top or bottom of the menu ds 1 ds 10 wTrainerHeaderFlagBit: ; cc55 ds 1 ; cc56 SECTION "RLE", WRAM0[$ccd2] wRLEByteCount: ; ccd2 ds 1 ds 4 ; current HP of player and enemy substitutes wPlayerSubstituteHP: ; ccd7 ds 1 wEnemySubstituteHP: ; ccd8 ds 1 ds 2 wMoveMenuType: ; ccdb ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..) ds 1 wPlayerSelectedMove: ; ccdc ds 1 wEnemySelectedMove: ; ccdd ds 1 ds 1 wAICount: ; ccdf ; number of times remaining that AI action can occur ds 1 ds 2 wEnemyMoveListIndex: ; cce2 ds 1 ; cce3 SECTION "Stat Modifiers", WRAM0[$cd1a] ; stat modifiers for the player's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wPlayerMonStatMods: wPlayerMonAttackMod: ; cd1a ds 1 wPlayerMonDefenseMod: ; cd1b ds 1 wPlayerMonSpeedMod: ; cd1c ds 1 wPlayerMonSpecialMod: ; cd1d ds 1 wPlayerMonAccuracyMod: ; cd1e ds 1 wPlayerMonEvasionMod: ; cd1f ds 1 ds 13 wEngagedTrainerClass: ; cd2d ds 1 wEngagedTrainerSet: ; cd2e ; ds 1 ; stat modifiers for the enemy's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wEnemyMonStatMods: wEnemyMonAttackMod: ; cd2e ds 1 wEnemyMonDefenseMod: ; cd2f ds 1 wEnemyMonSpeedMod: ; cd30 ds 1 wEnemyMonSpecialMod: ; cd31 ds 1 wEnemyMonAccuracyMod: ; cd32 ds 1 wEnemyMonEvasionMod: ; cd33 ds 1 ds 9 wWhichTrade: ; cd3d ; which entry from TradeMons to select ; ds 1 wTrainerSpriteOffset: ; cd3d ds 1 wTrainerEngageDistance: ; cd3e ds 1 wTrainerFacingDirection: ; cd3f ds 1 wTrainerScreenY: ; cd40 ds 1 wTrainerScreenX: ; cd41 ds 1 ds 30 wFlags_0xcd60: ; cd60 ; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaniously) ds 1 ds 10 wJoypadForbiddenButtonsMask: ; cd6b ; bit 1 means button presses will be ignored for that button ds 1 ds 21 wTileMapBackup2: ; cd81 ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) ds 20 * 18 wBuffer: ; cee9 ; used for temporary things wHPBarMaxHP: ; cee9 ds 2 wHPBarOldHP: ; ceeb ds 2 wHPBarNewHP: ; ceed ds 2 wHPBarDelta: ; ceef ds 1 ds 13 wHPBarHPDifference: ; cefd ds 1 ds 9 wAnimSoundID: ; cf07 ; sound ID during battle animations ds 1 ds 12 wCurSpriteMovement2: ; cf14 ; movement byte 2 of current sprite ds 1 ds 74 wGymCityName: ; cf5f wStringBuffer1: ; cf5f ds 16 + 1 wGymLeaderName: ; cf70 wStringBuffer2: ; cf70 ds 16 + 1 wStringBuffer3: ; cf81 ds 16 + 1 wWhichPokemon: ; cf92 ; which pokemon you selected ds 1 ds 1 wListMenuID: ; cf94 ; ID used by DisplayListMenuID ds 1 ds 48 wWalkCounter: ; cfc5 ; walk animation counter ds 1 ds 1 wMusicChannelPointer: ; cfc7 ; (the current music channel address - $4000) / 3 ds 1 ds 4 W_ENEMYMOVENUM: ; cfcc ds 1 W_ENEMYMOVEEFFECT: ; cfcd ds 1 W_ENEMYMOVEPOWER: ; cfce ds 1 W_ENEMYMOVETYPE: ; cfcf ds 1 W_ENEMYMOVEACCURACY: ; cfd0 ds 1 W_ENEMYMOVEMAXPP: ; cfd1 ds 1 W_PLAYERMOVENUM: ; cfd2 ds 1 W_PLAYERMOVEEFFECT: ; cfd3 ds 1 W_PLAYERMOVEPOWER: ; cfd4 ds 1 W_PLAYERMOVETYPE: ; cfd5 ds 1 W_PLAYERMOVEACCURACY: ; cfd6 ds 1 W_PLAYERMOVEMAXPP: ; cfd7 ds 1 W_ENEMYMONID: ; cfd8 ds 1 ds 1 W_ENEMYMONNAME: ; cfda ds 11 ds 1 W_ENEMYMONCURHP: ; cfe6 ; active opponent's hp (16 bits) ds 2 W_ENEMYMONNUMBER: ; cfe8 ; active opponent's position in team (0 to 5) ds 1 W_ENEMYMONSTATUS: ; cfe9 ; active opponent's status condition ds 1 W_ENEMYMONTYPES: ; cfea W_ENEMYMONTYPE1: ; cfea ds 1 W_ENEMYMONTYPE2: ; cfeb ds 1 ds 1 W_ENEMYMONMOVES: ; cfed ds 4 W_ENEMYMONATKDEFIV: ; cff1 ds 1 W_ENEMYMONSPDSPCIV: ; cff2 ds 1 W_ENEMYMONLEVEL: ; cff3 ds 1 W_ENEMYMONMAXHP: ; cff4 ds 2 W_ENEMYMONATTACK: ; cff6 ds 2 W_ENEMYMONDEFENSE: ; cff8 ds 2 W_ENEMYMONSPEED: ; cffa ds 2 W_ENEMYMONSPECIAL: ; cffc ds 2 W_ENEMYMONPP: ; cffe ; four moves (extends past $cfff) ds 2 SECTION "WRAM Bank 1", WRAMX, BANK[1] ds 2 ; W_ENEMYMONPP ds 7 W_PLAYERMONNAME: ; d009 ds 11 W_PLAYERMONID: ; d014 ds 1 W_PLAYERMONCURHP: ; d015 ds 2 ds 1 W_PLAYERMONSTATUS: ; d018 ; the status of the player’s current monster ds 1 W_PLAYERMONTYPES: ; d019 W_PLAYERMONTYPE1: ; d019 ds 1 W_PLAYERMONTYPE2: ; d01a ds 1 ds 1 W_PLAYERMONMOVES: ; d01c ds 4 W_PLAYERMONIVS: ; d020 ; 4x 4 bit: atk, def, spd, spc ds 2 W_PLAYERMONLEVEL: ; d022 ds 1 W_PLAYERMONMAXHP: ; d023 ds 2 W_PLAYERMONATK: ; d025 ds 2 W_PLAYERMONDEF: ; d027 ds 2 W_PLAYERMONSPEED: ; d029 ds 2 W_PLAYERMONSPECIAL: ; d02b ds 2 W_PLAYERMONPP: ; d02d ds 4 W_TRAINERCLASS: ; d031 ds 1 ds 37 W_ISINBATTLE: ; d057 ; no battle, this is 0 ; wild battle, this is 1 ; trainer battle, this is 2 ds 1 W_PLAYERMONSALIVEFLAGS: ; d058 ; 6 bit array, 1 if player mon is alive ds 1 W_CUROPPONENT: ; d059 ; in a wild battle, this is the species of pokemon ; in a trainer battle, this is the trainer class + $C8 ds 1 W_BATTLETYPE: ; d05a ; in normal battle, this is 0 ; in old man battle, this is 1 ; in safari battle, this is 2 ds 1 ds 1 W_LONEATTACKNO: ; d05c ; which entry in LoneAttacks to use W_GYMLEADERNO: ; d05c ; it's actually the same thing as ^ ds 1 W_TRAINERNO: ; d05d ; which instance of [youngster, lass, etc] is this? ds 1 ds 1 W_MOVEMISSED: ; d05f ds 1 ds 2 W_PLAYERBATTSTATUS1: ; d062 ; 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 W_PLAYERBATTSTATUS2: ; d063 ; 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 W_PLAYERBATTSTATUS3: ; d064 ; bit 0 - toxic ; bit 1 - light screen ; bit 2 - reflect ; bit 3 - tranformed ds 1 ds 2 W_ENEMYBATTSTATUS1: ; d067 ds 1 W_ENEMYBATTSTATUS2: ; d068 ds 1 W_ENEMYBATTSTATUS3: ; d069 ds 1 ds 2 W_PLAYERTOXICCOUNTER: ; d06c ds 1 W_PLAYERDISABLEDMOVE: ; d06d ds 1 ds 3 W_ENEMYTOXICCOUNTER: ; d071 ds 1 W_ENEMYDISABLEDMOVE: ; d072 ds 1 ds 1 W_NUMHITS: ; d074 ; number of hits in attacks like Doubleslap, etc. ds 1 ds 7 W_ANIMATIONID: ; d07c ; ID number of the current battle animation ds 1 ds 4 ; base coordinates of frame block W_BASECOORDX: ; d081 ds 1 W_BASECOORDY: ; d082 ds 1 ds 1 W_FBTILECOUNTER: ; d084 ; counts how many tiles of the current frame block have been drawn ds 1 ds 1 W_SUBANIMFRAMEDELAY: ; d086 ; duration of each frame of the current subanimation in terms of screen refreshes ds 1 W_SUBANIMCOUNTER: ; d087 ; counts the number of subentries left in the current subanimation ds 1 ds 1 W_NUMFBTILES: ; d089 ; number of tiles in current battle animation frame block ds 1 ds 1 W_SUBANIMTRANSFORM: ; 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 ds 1 W_PBSTOREDREGISTERH: ; d08c ds 1 W_PBSTOREDREGISTERL: ; d08d ds 1 W_PBSTOREDREGISTERD: ; d08e ds 1 W_PBSTOREDREGISTERE: ; d08f ds 1 ds 2 W_PBSTOREDROMBANK: ; d092 ds 1 ds 1 W_SUBANIMADDRPTR: ; d094 ; the address _of the address_ of the current subanimation entry ds 2 W_SUBANIMSUBENTRYADDR: ; d096 ; the address of the current subentry of the current subanimation ds 2 ds 4 W_FBDESTADDR: ; d09c ; current destination address in OAM for frame blocks (big endian) ds 2 W_FBMODE: ; 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 ds 1 SECTION "Sprite Buffers", SRAM SPRITEBUFFERSIZE EQU 7*7 * 8 ; 7 * 7 (tiles) * 8 (bytes per tile) S_SPRITEBUFFER0: ; a000 ds SPRITEBUFFERSIZE S_SPRITEBUFFER1: ; a188 ds SPRITEBUFFERSIZE S_SPRITEBUFFER2: ; a310 ds SPRITEBUFFERSIZE SECTION "Sprites", WRAMX[$d0a1], BANK[1] W_SPRITECURPOSX: ; d0a1 ds 1 W_SPRITECURPOSY: ; d0a2 ds 1 W_SPRITEWITDH: ; d0a3 ds 1 W_SPRITEHEIGHT: ; d0a4 ds 1 W_SPRITEINPUTCURBYTE: ; d0a5 ; current input byte ds 1 W_SPRITEINPUTBITCOUNTER: ; d0a6 ; bit offset of last read input bit ds 1 W_SPRITEOUTPUTBITOFFSET: ; d0a7; 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 W_SPRITELOADFLAGS: ; d0a8 ; 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 W_SPRITEUNPACKMODE: ; d0a9 ds 1 W_SPRITEFLIPPED: ; d0aa ds 1 W_SPRITEINPUTPTR: ; d0ab ; pointer to next input byte ds 2 W_SPRITEOUTPUTPTR: ; d0ad ; pointer to current output byte ds 2 W_SPRITEOUTPUTPTRCACHED: ; d0af ; used to revert pointer for different bit offsets ds 2 W_SPRITEDECODETABLE0PTR: ; d0b1 ; pointer to differential decoding table (assuming initial value 0) ds 2 W_SPRITEDECODETABLE1PTR: ; d0b3 ; pointer to differential decoding table (assuming initial value 1) ds 2 ds 1 W_LISTTYPE: ; d0b6 ds 1 ds 1 W_MONHEADER: ; d0b8 W_MONHDEXNUM: ; d0b8 ds 1 W_MONHBASESTATS: ; d0b9 W_MONHBASEHP: ; d0b9 ds 1 W_MONHBASEATTACK: ; d0ba ds 1 W_MONHBASEDEFENSE: ; d0bb ds 1 W_MONHBASESPEED: ; d0bc ds 1 W_MONHBASESPECIAL: ; d0bd ds 1 W_MONHTYPES: ; d0be W_MONHTYPE1: ; d0be ds 1 W_MONHTYPE2: ; d0bf ds 1 W_MONHCATCHRATE: ; d0c0 ds 1 W_MONHBASEXP: ; d0c1 ds 1 W_MONHSPRITEDIM: ; d0c2 ds 1 W_MONHFRONTSPRITE: ; d0c3 ds 2 W_MONHBACKSPRITE: ; d0c5 ds 2 W_MONHMOVES: ; d0c7 ds 4 W_MONHGROWTHRATE: ; d0cb ds 1 W_MONHLEARNSET: ; d0cc ; bit field ds 7 ds 4 W_MONHPADDING: ; d0d7 W_DAMAGE: ; d0d7 ds 1 ds 79 W_CURENEMYLVL: ; d127 ds 1 ds 3 W_ISLINKBATTLE: ; d12b ds 1 ds 17 W_PRIZE1: ; d13d ds 1 W_PRIZE2: ; d13e ds 1 W_PRIZE3: ; d13f ds 1 ds 24 W_PLAYERNAME: ; d158 ds 11 W_NUMINPARTY: ; d163 ds 1 W_PARTYMON1: ; d164 ds 1 W_PARTYMON2: ; d165 ds 1 W_PARTYMON3: ; d166 ds 1 W_PARTYMON4: ; d167 ds 1 W_PARTYMON5: ; d168 ds 1 W_PARTYMON6: ; d169 ds 1 W_PARTYMONEND: ; d16a ds 1 W_PARTYMON1DATA: ; d16b W_PARTYMON1_NUM: ; d16b ds 1 W_PARTYMON1_HP: ; d16c ds 2 W_PARTYMON1_BOXLEVEL: ; d16e ds 1 W_PARTYMON1_STATUS: ; d16f ds 1 W_PARTYMON1_TYPE1: ; d170 ds 1 W_PARTYMON1_TYPE2: ; d171 ds 1 W_PARTYMON1_CRATE: ; d172 ds 1 W_PARTYMON1_MOVE1: ; d173 ds 1 W_PARTYMON1_MOVE2: ; d174 ds 1 W_PARTYMON1_MOVE3: ; d175 ds 1 W_PARTYMON1_MOVE4: ; d176 ds 1 W_PARTYMON1_OTID: ; d177 ds 2 W_PARTYMON1_EXP: ; d179 ds 3 W_PARTYMON1_EVHP: ; d17c ds 2 W_PARTYMON1_EVATTACK: ; d17e ds 2 W_PARTYMON1_EVDEFENSE: ; d180 ds 2 W_PARTYMON1_EVSPEED: ; d182 ds 2 W_PARTYMON1_EVSECIAL: ; d184 ds 2 W_PARTYMON1_IV: ; d186 ds 2 W_PARTYMON1_MOVE1PP: ; d188 ds 1 W_PARTYMON1_MOVE2PP: ; d189 ds 1 W_PARTYMON1_MOVE3PP: ; d18a ds 1 W_PARTYMON1_MOVE4PP: ; d18b ds 1 W_PARTYMON1_LEVEL: ; d18c ds 1 W_PARTYMON1_MAXHP: ; d18d ds 2 W_PARTYMON1_ATACK: ; d18f ds 2 W_PARTYMON1_DEFENSE: ; d191 ds 2 W_PARTYMON1_SPEED: ; d193 ds 2 W_PARTYMON1_SPECIAL: ; d195 ds 2 W_PARTYMON2DATA: ; d197 ds 44 W_PARTYMON3DATA: ; d1c3 ds 44 W_PARTYMON4DATA: ; d1ef ds 44 W_PARTYMON5DATA: ; d21b ds 44 W_PARTYMON6DATA: ; d247 ds 44 W_PARTYMON1OT: ; d273 ds 11 W_PARTYMON2OT: ; d27e ds 11 W_PARTYMON3OT: ; d289 ds 11 W_PARTYMON4OT: ; d294 ds 11 W_PARTYMON5OT: ; d29f ds 11 W_PARTYMON6OT: ; d2aa ds 11 W_PARTYMON1NAME: ; d2b5 ds 11 W_PARTYMON2NAME: ; d2c0 ds 11 W_PARTYMON3NAME: ; d2cb ds 11 W_PARTYMON4NAME: ; d2d6 ds 11 W_PARTYMON5NAME: ; d2e1 ds 11 W_PARTYMON6NAME: ; d2ec ds 11 SECTION "Pokedex", WRAMX[$d2f7], BANK[1] wPokedexOwned: ; d2f7 ds (150 / 8) + 1 wPokedexOwnedEnd: wPokedexSeen: ; d30a ds (150 / 8) + 1 wPokedexSeenEnd: wNumBagItems: ; d31d ds 1 wBagItems: ; d31e ; item, quantity ds 20 * 2 ds 1 ; end ; money is in decimal wPlayerMoney: ; d347 ds 3 W_RIVALNAME: ; d34a ds 11 W_OPTIONS: ; 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 ds 1 W_OBTAINEDBADGES: ; d356 ds 1 ds 2 wPlayerID: ; d359 ds 2 ds 3 W_CURMAP: ; d35e ds 1 ds 2 W_YCOORD: ; d361 ; player’s position on the current map ds 1 W_XCOORD: ; d362 ds 1 W_YBLOCKCOORD: ; d363 ; player's y position (by block) ds 1 W_XBLOCKCOORD: ; d364 ds 3 W_CURMAPTILESET: ; d367 ds 1 W_CURMAPHEIGHT: ; d368 ; blocks ds 1 W_CURMAPWIDTH: ; d369 ; blocks ds 1 W_MAPDATAPTR: ; d36a ds 2 W_MAPTEXTPTR: ; d36c ds 2 W_MAPSCRIPTPTR: ; d36e ds 2 W_MAPCONNECTIONS: ; d370 ; connection byte ds 1 W_MAPCONN1PTR: ; d371 ds 2 ds 9 W_MAPCONN2PTR: ; d37c ds 2 ds 9 W_MAPCONN3PTR: ; d387 ds 2 ds 9 W_MAPCONN4PTR: ; d392 ds 2 ds 9 W_SPRITESET: ; d39d ; sprite set for the current map (11 sprite picture ID's) ds 11 W_SPRITESETID: ; d3a8 ; sprite set ID for the current map ds 1 ds 312 W_NUMSPRITES: ; d4e1 ; number of sprites on the current map ; two bytes per sprite (movement byte 2 , text ID) ds 3 W_MAPSPRITEDATA: ; d4e4 ; two bytes per sprite (trainer class/item ID , trainer set ID) ds 32 W_MAPSPRITEEXTRADATA: ; d504 ds 39 W_TILESETBANK: ; d52b ds 1 W_TILESETBLOCKSPTR: ; d52c ; maps blocks (4x4 tiles) to tiles ds 2 W_TILESETGFXPTR: ; d52e ds 2 W_TILESETCOLLISIONPTR: ; d530 ; list of all walkable tiles ds 2 W_TILESETTALKINGOVERTILES: ; d532 ds 3 W_GRASSTILE: ; d535 ds 1 SECTION "Items", WRAMX[$d53a], BANK[1] wNumBoxItems: ; d53a ds 1 wBoxItems: ; d53b ; item, quantity ds 50 * 2 ds 1 ; end ds 4 ; coins are in decimal wPlayerCoins: ; d5a4 ds 2 W_MISSABLEOBJECTFLAGS: ; d5a6 ; bit array of missable objects. set = removed ds 40 W_MISSABLEOBJECTLIST: ; d5ce ; 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 ds 17 * 2 W_GAMEPROGRESSFLAGS: ; d5f0 ; $c8 bytes ds 0 W_OAKSLABCURSCRIPT: ; d5f0 ds 1 W_PALLETTOWNCURSCRIPT: ; d5f1 ds 1 ds 1 W_BLUESHOUSECURSCRIPT: ; d5f3 ds 1 W_VIRIDIANCITYCURSCRIPT: ; d5f4 ds 1 ds 2 W_PEWTERCITYCURSCRIPT: ; d5f7 ds 1 W_ROUTE3CURSCRIPT: ; d5f8 ds 1 W_ROUTE4CURSCRIPT: ; d5f9 ds 1 ds 1 W_VIRIDIANGYMCURSCRIPT: ; d5fb ds 1 W_PEWTERGYMCURSCRIPT: ; d5fc ds 1 W_CERULEANGYMCURSCRIPT: ; d5fd ds 1 W_VERMILIONGYMCURSCRIPT: ; d5fe ds 1 W_CELADONGYMCURSCRIPT: ; d5ff ds 1 W_ROUTE6CURSCRIPT: ; d600 ds 1 W_ROUTE8CURSCRIPT: ; d601 ds 1 W_ROUTE24CURSCRIPT: ; d602 ds 1 W_ROUTE25CURSCRIPT: ; d603 ds 1 W_ROUTE9CURSCRIPT: ; d604 ds 1 W_ROUTE10CURSCRIPT: ; d605 ds 1 W_MTMOON1CURSCRIPT: ; d606 ds 1 W_MTMOON3CURSCRIPT: ; d607 ds 1 W_SSANNE8CURSCRIPT: ; d608 ds 1 W_SSANNE9CURSCRIPT: ; d609 ds 1 W_ROUTE22CURSCRIPT: ; d60a ds 1 ds 1 W_REDSHOUSE2CURSCRIPT: ; d60c ds 1 W_VIRIDIANMARKETCURSCRIPT: ; d60d ds 1 W_ROUTE22GATECURSCRIPT: ; d60e ds 1 W_CERULEANCITYCURSCRIPT: ; d60f ds 1 ds 7 W_SSANNE5CURSCRIPT: ; d617 ds 1 W_VIRIDIANFORESTCURSCRIPT: ; d618 ds 1 W_MUSEUMF1CURSCRIPT: ; d619 ds 1 W_ROUTE13CURSCRIPT: ; d61a ds 1 W_ROUTE14CURSCRIPT: ; d61b ds 1 W_ROUTE17CURSCRIPT: ; d61c ds 1 W_ROUTE19CURSCRIPT: ; d61d ds 1 W_ROUTE21CURSCRIPT: ; d61e ds 1 W_SAFARIZONEENTRANCECURSCRIPT: ; d61f ds 1 W_ROCKTUNNEL2CURSCRIPT: ; d620 ds 1 W_ROCKTUNNEL1CURSCRIPT: ; d621 ds 1 ds 1 W_ROUTE11CURSCRIPT: ; d623 ds 1 W_ROUTE12CURSCRIPT: ; d624 ds 1 W_ROUTE15CURSCRIPT: ; d625 ds 1 W_ROUTE16CURSCRIPT: ; d626 ds 1 W_ROUTE18CURSCRIPT: ; d627 ds 1 W_ROUTE20CURSCRIPT: ; d628 ds 1 W_SSANNE10CURSCRIPT: ; d629 ds 1 W_VERMILIONCITYCURSCRIPT: ; d62a ds 1 W_POKEMONTOWER2CURSCRIPT: ; d62b ds 1 W_POKEMONTOWER3CURSCRIPT: ; d62c ds 1 W_POKEMONTOWER4CURSCRIPT: ; d62d ds 1 W_POKEMONTOWER5CURSCRIPT: ; d62e ds 1 W_POKEMONTOWER6CURSCRIPT: ; d62f ds 1 W_POKEMONTOWER7CURSCRIPT: ; d630 ds 1 W_ROCKETHIDEOUT1CURSCRIPT: ; d631 ds 1 W_ROCKETHIDEOUT2CURSCRIPT: ; d632 ds 1 W_ROCKETHIDEOUT3CURSCRIPT: ; d633 ds 1 W_ROCKETHIDEOUT4CURSCRIPT: ; d634 ds 2 W_ROUTE6GATECURSCRIPT: ; d636 ds 1 W_ROUTE8GATECURSCRIPT: ; d637 ds 2 W_CINNABARISLANDCURSCRIPT: ; d639 ds 1 W_MANSION1CURSCRIPT: ; d63a ds 2 W_MANSION2CURSCRIPT: ; d63c ds 1 W_MANSION3CURSCRIPT: ; d63d ds 1 W_MANSION4CURSCRIPT: ; d63e ds 1 W_VICTORYROAD2CURSCRIPT: ; d63f ds 1 W_VICTORYROAD3CURSCRIPT: ; d640 ds 2 W_FIGHTINGDOJOCURSCRIPT: ; d642 ds 1 W_SILPHCO2CURSCRIPT: ; d643 ds 1 W_SILPHCO3CURSCRIPT: ; d644 ds 1 W_SILPHCO4CURSCRIPT: ; d645 ds 1 W_SILPHCO5CURSCRIPT: ; d646 ds 1 W_SILPHCO6CURSCRIPT: ; d647 ds 1 W_SILPHCO7CURSCRIPT: ; d648 ds 1 W_SILPHCO8CURSCRIPT: ; d649 ds 1 W_SILPHCO9CURSCRIPT: ; d64a ds 1 W_HALLOFFAMEROOMCURSCRIPT: ; d64b ds 1 W_GARYCURSCRIPT: ; d64c ds 1 W_LORELEICURSCRIPT: ; d64d ds 1 W_BRUNOCURSCRIPT: ; d64e ds 1 W_AGATHACURSCRIPT: ; d64f ds 1 W_UNKNOWNDUNGEON3CURSCRIPT: ; d650 ds 1 W_VICTORYROAD1CURSCRIPT: ; d651 ds 1 ds 1 W_LANCECURSCRIPT: ; d653 ds 1 ds 4 W_SILPHCO10CURSCRIPT: ; d658 ds 1 W_SILPHCO11CURSCRIPT: ; d659 ds 1 ds 1 W_FUCHSIAGYMCURSCRIPT: ; d65b ds 1 W_SAFFRONGYMCURSCRIPT: ; d65c ds 1 ds 1 W_CINNABARGYMCURSCRIPT: ; d65e ds 1 W_CELADONGAMECORNERCURSCRIPT: ; d65f ds 1 W_ROUTE16GATECURSCRIPT: ; d660 ds 1 W_BILLSHOUSECURSCRIPT: ; d661 ds 1 W_ROUTE5GATECURSCRIPT: ; d662 ds 1 W_POWERPLANTCURSCRIPT: ; d663 ; overload ds 0 W_ROUTE7GATECURSCRIPT: ; d663 ; overload ds 1 ds 1 W_SSANNE2CURSCRIPT: ; d665 ds 1 W_SEAFOAMISLANDS4CURSCRIPT: ; d666 ds 1 W_ROUTE23CURSCRIPT: ; d667 ds 1 W_SEAFOAMISLANDS5CURSCRIPT: ; d668 ds 1 W_ROUTE18GATECURSCRIPT: ; d669 ds 1 ds 161 W_TOWNVISITEDFLAG: ; d70b ; 2 bytes bit array, 1 means visited ds 2 wSafariSteps: ; d70d ; starts at 502 ds 2 W_FOSSILITEM: ; d70f ; item given to cinnabar lab ds 1 W_FOSSILMON: ; d710 ; mon that will result from the item ds 1 ds 2 W_ENEMYMONORTRAINERCLASS: ; d713 ; trainer classes start at $c8 ds 1 ds 1 W_RIVALSTARTER: ; d715 ds 1 ds 1 W_PLAYERSTARTER: ; d717 ds 1 ds 27 ; 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