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authorchaos-lord <dd4791.mariokarter@hotmail.co.uk>2017-07-23 19:45:29 +0100
committerchaos-lord <dd4791.mariokarter@hotmail.co.uk>2017-07-23 19:45:29 +0100
commit248861c859c92d16c1e9cb08c3c682743a6d4bfb (patch)
tree7339a2acd23bdf6754ba5cac46500247ea32490c /wram.asm
parent904194e9a9e7853c2de4e408010fe17038fec7f9 (diff)
Labeled the catch mode mystery data and catch mode "catch the mon" phase Variables
Diffstat (limited to 'wram.asm')
-rw-r--r--wram.asm24
1 files changed, 12 insertions, 12 deletions
diff --git a/wram.asm b/wram.asm
index c906633..d5bf850 100644
--- a/wram.asm
+++ b/wram.asm
@@ -577,7 +577,7 @@ wInSpecialMode:: ; 0xd54b
wSpecialModeCollisionID:: ; 0xd54c 10000 sets it to a input, records what the ball has collided with see constants/special_collision_constants.asm for more info
ds $1
-wd54d:: ; 0xd54d catch mode progress? used for all 3 special modes
+wd54d:: ; 0xd54d catch mode progress? used for all 3 special modes. incremented when mon in catch mode is hit 3 times
ds $1
wd54e:: ; 0xd54e
@@ -700,23 +700,23 @@ wTimerDigits:: ; 0xd582
; fourth byte = unused, but still written to
ds $4
-wd586:: ; 0xd586
+wd586:: ; 0xd586 something to do with catch mode billboard flipping
ds $30
-wd5b6:: ; 0xd5b6 a 24 wide block starts here and is filled before catch mode. used in catch and evo mode. first step of catch mode only passes if it is 24
+NumberOfCatchModeTilesFlipped:: ; 0xd5b6 a 24 wide block starts here and is filled before catch mode. first step of catch mode only passes if it is 24. top byte records the number of tiles flipped
ds $5
wWildMonIsHittable:: ; 0xd5bb
; Set to 1 when the wild pokemon is animated and hittable with the pinball.
ds $1
-wd5bc:: ; 0xd5bc
+wCurrentAnimatedMonSpriteType:: ; 0xd5bc
ds $1
-wd5bd:: ; 0xd5bd
+wCurrentAnimatedMonSpriteFrame:: ; 0xd5bd
ds $1
-wd5be:: ; 0xd5be
+wLoopsUntilNextCatchSpriteAnimationChange:: ; 0xd5be
ds $1
wBallHitWildMon:: ; 0xd5bf
@@ -725,16 +725,16 @@ wBallHitWildMon:: ; 0xd5bf
wNumMonHits:: ; 0xd5c0
ds $1
-wd5c1:: ; 0xd5c1
- ds $1
+CurrentCatchMonIdleFrame1Duration:: ; 0xd5c1 sets wLoopsUntilNextCatchSpriteAnimationChange if wCurrentAnimatedMonSpriteFrame - wCurrentAnimatedMonSpriteType < 1 holds animatedSpriteType
+ ds $1 ;mystery data byte 1
-wd5c2:: ; 0xd5c2
- ds $1
+CurrentCatchMonIdleFrame2Duration:: ; 0xd5c2 sets wLoopsUntilNextCatchSpriteAnimationChange if wCurrentAnimatedMonSpriteFrame - wCurrentAnimatedMonSpriteType >= 1
+ ds $1 ;mystery data byte 2
-wd5c3:: ; 0xd5c3
+CurrentCatchMonHitFrameDuration:: ; 0xd5c3
ds $1
-wd5c4:: ; 0xd5c4
+wCatchModeMonUpdateTimer:: ; 0xd5c4 increments while the caught mon is active once per frame(?), ensuring that the code only checks for the mon being hit every 4 frames or when the animation changes....for some reason (performance?)
ds $1
wNumMewHitsLow:: ; 0xd5c5