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-rwxr-xr-xwram.asm57
1 files changed, 44 insertions, 13 deletions
diff --git a/wram.asm b/wram.asm
index a5fed0f2..0fc5a9b6 100755
--- a/wram.asm
+++ b/wram.asm
@@ -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