diff options
Diffstat (limited to 'wram.asm')
-rwxr-xr-x | wram.asm | 88 |
1 files changed, 76 insertions, 12 deletions
@@ -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 |