diff options
Diffstat (limited to 'wram.asm')
-rwxr-xr-x | wram.asm | 57 |
1 files changed, 44 insertions, 13 deletions
@@ -601,6 +601,14 @@ wOverrideSimulatedJoypadStatesMask:: ; cd3b ds 1 +wBadgeNumberTile:: ; cd3d +; tile ID of the badge number being drawn + +wRodResponse:: ; cd3d +; 0 = no bite +; 1 = bite +; 2 = no fish on map + wWhichTownMapLocation:: ; cd3d wStoppingWhichSlotMachineWheel:: ; cd3d @@ -630,6 +638,9 @@ wWhichTrade:: ; cd3d wTrainerSpriteOffset:: ; cd3d ds 1 +wBadgeNameTile:: ; cd3e +; first tile ID of the name being drawn + wFlyLocationsList:: ; cd3e ; 11 bytes plus $ff sentinel values at each end @@ -650,6 +661,11 @@ wHiddenObjectFunctionRomBank:: ; cd3e wTrainerEngageDistance:: ; cd3e ds 1 +wBadgeOrFaceTiles:: ; cd3f +; 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:: ; cd3f wNameOfPlayerMonToBeTraded:: ; cd3f @@ -709,17 +725,27 @@ wTempCoins1:: ; cd46 wSlotMachineWheel2TopTile:: ; cd46 ds 1 -wSlotMachineWheel3BottomTile:: ; cd47 +wBattleTransitionSpiralDirection:: ; cd47 +; 0 = outward, 1 = inward -wcd47:: ds 1 ; used in slot machine and spinning player sprite +wSlotMachineWheel3BottomTile:: ; cd47 + ds 1 wSlotMachineWheel3MiddleTile:: ; cd48 -wcd48:: ds 1 ; same as above +wFacingDirectionList:: ; cd48 +; 4 bytes (also, the byte before the start of the list (cd47) is used a temp +; variable when the list is rotated) +; used when spinning the player's sprite + ds 1 wSlotMachineWheel3TopTile:: ; cd49 -wcd49:: ds 1 ; used in slot machine, displaying the gym leaders/badges on the trainer card, and displaying the town map +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:: ; cd4a ; 2 bytes @@ -727,11 +753,7 @@ wTempCoins2:: ; cd4a wPayoutCoins:: ; cd4a ; 2 bytes - ds 1 - -wcd4b:: ; cd4b -; used in player animations - ds 1 + ds 2 wTradedPlayerMonOTID:: ; cd4c @@ -750,19 +772,28 @@ wSlotMachineWheel2SlipCounter:: ; cd4e ; wheel 2 can "slip" while this is non-zero wTradedEnemyMonOT:: ; cd4e + ds 1 -wcd4e:: ds 1 ; used with in-game trades and slot machine +wSavedPlayerScreenY:: ; cd4f wSlotMachineRerollCounter:: ; cd4f ; 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. -wcd4f:: ds 1 ; used with in-game trades, emotion bubbles, and player animations +wEmotionBubbleSpriteIndex:: ; cd4f +; the index of the sprite the emotion bubble is to be displayed above + ds 1 + +wWhichEmotionBubble:: ; cd50 wSlotMachineBet:: ; cd50 ; how many coins the player bet on the slot machine (1 to 3) -wcd50:: ds 9 ; used with in-game trades, emotion bubbles, and player and miscellaneous sprite animations +wSavedPlayerFacingDirection:: ; cd50 + +wWhichAnimationOffsets:: ; cd50 +; 0 = cut animation, 1 = boulder dust animation + ds 9 wTradedEnemyMonOTID:: ; cd59 ds 2 @@ -2219,7 +2250,7 @@ wd736:: ; d736 ; 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 +; bit 6: jumping down a ledge / fishing animation ds 1 wCompletedInGameTradeFlags:: ; d737 |