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-rwxr-xr-xwram.asm88
1 files changed, 76 insertions, 12 deletions
diff --git a/wram.asm b/wram.asm
index 468e776e..b98372f0 100755
--- a/wram.asm
+++ b/wram.asm
@@ -287,8 +287,16 @@ wTrainerHeaderFlagBit:: ; cc55
ds 1
-wcc57:: ds 1
-wcc58:: ds 3
+wNPCMovementScriptPointerTableNum:: ; cc57
+; which NPC movement script pointer is being used
+; 0 if an NPC movement script is not running
+ ds 1
+
+wNPCMovementScriptBank:: ; cc58
+; ROM bank of current NPC movement script
+ ds 1
+
+ ds 2
wHallOfFame:: ; cc5b
wcc5b:: ds 1
@@ -298,12 +306,23 @@ wcc5e:: ds 13
wcc6b:: ds 14
wcc79:: ds 30
-wcc97:: ds 10
+
+wNPCMovementDirections2:: ; cc97
+
+wSwitchPartyMonTempBuffer:: ; cc97
+; temporary buffer when swapping party mon data
+ ds 10
+
wcca1:: ds 49
wRLEByteCount:: ; ccd2
ds 1
+wSimulatedJoypadStatesEnd:: ; ccd3
+; this is the end of the joypad states
+; the list starts above this address and extends downwards in memory until here
+; overloaded with below labels
+
wccd3:: ds 1
wccd4:: ds 1
wccd5:: ds 2
@@ -452,11 +471,30 @@ wEnemyMonEvasionMod:: ; cd33
ds 1
wcd34:: ds 3
+
+wNPCMovementDirections2Index:: ; cd37
+
wcd37:: ds 1
-wcd38:: ds 1
-wcd39:: ds 1
-wcd3a:: ds 1
-wcd3b:: ds 2
+
+wSimulatedJoypadStatesIndex:: ; cd38
+; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1
+; 0 if the joypad state is not being simulated
+ ds 1
+
+wWastedByteCD39:: ; cd39
+; written to but nothing ever reads it
+ ds 1
+
+wWastedByteCD3A:: ; cd3a
+; written to but nothing ever reads it
+ ds 1
+
+wOverrideSimulatedJoypadStatesMask:: ; cd3b
+; mask indicating which real button presses can override simulated ones
+; XXX is it ever not 0?
+ ds 1
+
+ ds 1
wWhichTrade:: ; cd3d
; which entry from TradeMons to select
@@ -499,6 +537,8 @@ wcd5f:: ds 1
wFlags_0xcd60:: ; cd60
; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaneously)
+; bit 1: boulder dust animation (from using Strength) pending
+; bit 6: tried pushing against boulder once (you need to push twice before it will move)
ds 1
ds 9
@@ -557,7 +597,12 @@ wcf0c:: ds 1
wcf0d:: ds 1
wcf0e:: ds 1
wcf0f:: ds 1
-wcf10:: ds 1
+
+wNPCMovementScriptFunctionNum:: ; cf10
+; which script function within the pointer table indicated by
+; wNPCMovementScriptPointerTableNum
+ ds 1
+
wcf11:: ds 1
wPredefParentBank:: ; cf12
@@ -571,7 +616,10 @@ wCurSpriteMovement2:: ; cf14
ds 2
-wcf17:: ds 1
+wNPCMovementScriptSpriteOffset:: ; cf17
+; sprite offset of sprite being controlled by NPC movement script
+ ds 1
+
wcf18:: ds 2
wGBC:: ; cf1a
@@ -1657,12 +1705,24 @@ wd71c:: ds 1
wd71d:: ds 1
wd71e:: ds 1
wd71f:: ds 9
-wd728:: ds 2
+
+wd728::
+; bit 0: using Strength outside of battle
+ ds 1
+
+ ds 1
+
wd72a:: ds 2
wd72c:: ds 1
wd72d:: ds 1
wd72e:: ds 2
-wd730:: ds 2
+
+wd730::
+; bit 7: set if joypad states are being simulated in the overworld
+ ds 1
+
+ ds 1
+
wd732:: ds 1
W_FLAGS_D733:: ; d733
@@ -1670,7 +1730,11 @@ W_FLAGS_D733:: ; d733
ds 1
wd734:: ds 2
-wd736:: ds 1
+
+wd736:: ; d736
+; bit 0: check if the player is standing on a door and make him walk down a step if so
+ ds 1
+
wd737:: ds 4
wd73b:: ds 1
wd73c:: ds 3