diff options
Diffstat (limited to 'constants.asm')
-rw-r--r-- | constants.asm | 1157 |
1 files changed, 2 insertions, 1155 deletions
diff --git a/constants.asm b/constants.asm index fa0f3afc..8345cbbe 100644 --- a/constants.asm +++ b/constants.asm @@ -103,396 +103,15 @@ PREDEF_JUMP: MACRO 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_BUFFER EQU $CEE9 ; used for temporary things - -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_CURCHANNELPOINTER EQU $CFC7 ; (the current music channel pointer - $4000) / 3 - -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 +INCLUDE "hram.asm" + ; 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 @@ -501,778 +120,6 @@ 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 |