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-rwxr-xr-xwram.asm39
1 files changed, 25 insertions, 14 deletions
diff --git a/wram.asm b/wram.asm
index 193a119..0d300dc 100755
--- a/wram.asm
+++ b/wram.asm
@@ -77,33 +77,42 @@ wAddScoreQueue:: ; 0xd400
wAddScoreQueueEnd:: ; 0xd460
wNumPartyMons:: ; 0xd460
+; Number of pokemon caught in the current pinball game.
ds $1
-wd461:: ; 0xd461
+wCurSelectedPartyMon:: ; 0xd461
+; The index of the selected party pokemon.
+; This is mainly used during evolution mode, when the player selects which of their
+; caught pokemon to evolve.
ds $1
-wd462:: ; 0xd462
+wCurSelectedPartyMonScrollOffset:: ; 0xd462
+; Holds the scrolling offset for the pokemon list when choosing which
+; pokemon to evolve.
ds $1
-wd463:: ; 0xd463
+wPartySelectionCursorCounter:: ; 0xd463
+; Counter to animate the blinking cursor when choosing a pokemon to evolve.
ds $1
-wd464:: ; 0xd464
+wScoreToAdd:: ; 0xd464
+; Holds a 6-byte BCD value to add to the player's score.
ds $6
wScore:: ; 0xd46a
+; 6-byte BCD value that represents the player's score.
ds $6
-wd470:: ; 0xd470
- ds $1
-
-wd471:: ; 0xd471
- ds $1
-
-wd472:: ; 0xd472
- ds $1
+wPlayerName:: ; 0xd470
+; Player's 3-character name when entering High Scores.
+ ds $3
-wd473:: ; 0xd473
+wHighScoreId:: ; 0xd473
+; 4 randomly-generated bytes when a high score is achieved.
+; These 4 bytes are appended to the high score data structure.
+; See the high_scores macro.
+; These 4 bytes don't appear to be used by anything. It's possible they're used by the
+; "send high scores" capability, but haven't tested it.
ds $4
wAddScoreQueueOffset:: ; 0xd477
@@ -116,9 +125,11 @@ wd479:: ; 0xd479
ds $1
wd47a:: ; 0xd47a
+; BCD buffer
ds $4
wBallType:: ; 0xd47e
+; See constants/ball_types.asm
ds $1
wBallTypeCounter:: ; 0xd47f
@@ -2342,7 +2353,7 @@ wNumPokemonOwned:: ; 0xd9fb
high_scores: MACRO
\1Points:: ds 6
\1Name:: ds 3
-\1Unknown0x09:: ds 4
+\1Id:: ds 4
ENDM
wRedHighScores:: ; 0xd9fd