diff options
Diffstat (limited to 'wram.asm')
-rw-r--r-- | wram.asm | 2629 |
1 files changed, 860 insertions, 1769 deletions
@@ -8,144 +8,73 @@ INCLUDE "vram.asm" SECTION "WRAM", WRAM0 -wUnusedC000:: - ds 1 +wUnusedC000:: db -wSoundID:: - ds 1 +wSoundID:: db -wMuteAudioAndPauseMusic:: ; bit 7: whether sound has been muted ; all bits: whether the effective is active ; Store 1 to activate effect (any value in the range [1, 127] works). ; All audio is muted and music is paused. Sfx continues playing until it ; ends normally. ; Store 0 to resume music. - ds 1 - -wDisableChannelOutputWhenSfxEnds:: - ds 1 - -wStereoPanning:: - ds 1 - -wSavedVolume:: - ds 1 +wMuteAudioAndPauseMusic:: db -wChannelCommandPointers:: - ds 16 +wDisableChannelOutputWhenSfxEnds:: db -wChannelReturnAddresses:: - ds 16 +wStereoPanning:: db -wChannelSoundIDs:: - ds 8 +wSavedVolume:: db -wChannelFlags1:: - ds 8 +wChannelCommandPointers:: ds NUM_CHANNELS * 2 +wChannelReturnAddresses:: ds NUM_CHANNELS * 2 -wChannelFlags2:: - ds 8 - -wChannelDutyCycles:: - ds 8 - -wChannelDutyCyclePatterns:: - ds 8 +wChannelSoundIDs:: ds NUM_CHANNELS -wChannelVibratoDelayCounters:: +wChannelFlags1:: ds NUM_CHANNELS +wChannelFlags2:: ds NUM_CHANNELS +wChannelDutyCycles:: ds NUM_CHANNELS +wChannelDutyCyclePatterns:: ds NUM_CHANNELS ; reloaded at the beginning of a note. counts down until the vibrato begins. - ds 8 - -wChannelVibratoExtents:: - ds 8 - -wChannelVibratoRates:: +wChannelVibratoDelayCounters:: ds NUM_CHANNELS +wChannelVibratoExtents:: ds NUM_CHANNELS ; high nybble is rate (counter reload value) and low nybble is counter. ; time between applications of vibrato. - ds 8 - -wChannelFrequencyLowBytes:: - ds 8 - -wChannelVibratoDelayCounterReloadValues:: +wChannelVibratoRates:: ds NUM_CHANNELS +wChannelFrequencyLowBytes:: ds NUM_CHANNELS ; delay of the beginning of the vibrato from the start of the note - ds 8 - -wChannelPitchSlideLengthModifiers:: - ds 8 - -wChannelPitchSlideFrequencySteps:: - ds 8 - -wChannelPitchSlideFrequencyStepsFractionalPart:: - ds 8 - -wChannelPitchSlideCurrentFrequencyFractionalPart:: - ds 8 - -wChannelPitchSlideCurrentFrequencyHighBytes:: - ds 8 - -wChannelPitchSlideCurrentFrequencyLowBytes:: - ds 8 - -wChannelPitchSlideTargetFrequencyHighBytes:: - ds 8 - -wChannelPitchSlideTargetFrequencyLowBytes:: - ds 8 - -wChannelNoteDelayCounters:: +wChannelVibratoDelayCounterReloadValues:: ds NUM_CHANNELS +wChannelPitchSlideLengthModifiers:: ds NUM_CHANNELS +wChannelPitchSlideFrequencySteps:: ds NUM_CHANNELS +wChannelPitchSlideFrequencyStepsFractionalPart:: ds NUM_CHANNELS +wChannelPitchSlideCurrentFrequencyFractionalPart:: ds NUM_CHANNELS +wChannelPitchSlideCurrentFrequencyHighBytes:: ds NUM_CHANNELS +wChannelPitchSlideCurrentFrequencyLowBytes:: ds NUM_CHANNELS +wChannelPitchSlideTargetFrequencyHighBytes:: ds NUM_CHANNELS +wChannelPitchSlideTargetFrequencyLowBytes:: ds NUM_CHANNELS ; Note delays are stored as 16-bit fixed-point numbers where the integer part ; is 8 bits and the fractional part is 8 bits. - ds 8 - -wChannelLoopCounters:: - ds 8 - -wChannelNoteSpeeds:: - ds 8 - -wChannelNoteDelayCountersFractionalPart:: - ds 8 - -wChannelOctaves:: - ds 8 - -wChannelVolumes:: +wChannelNoteDelayCounters:: ds NUM_CHANNELS +wChannelLoopCounters:: ds NUM_CHANNELS +wChannelNoteSpeeds:: ds NUM_CHANNELS +wChannelNoteDelayCountersFractionalPart:: ds NUM_CHANNELS +wChannelOctaves:: ds NUM_CHANNELS ; also includes fade for hardware channels that support it - ds 8 +wChannelVolumes:: ds NUM_CHANNELS -wMusicWaveInstrument:: - ds 1 +wMusicWaveInstrument:: db +wSfxWaveInstrument:: db +wMusicTempo:: dw +wSfxTempo:: dw +wSfxHeaderPointer:: dw -wSfxWaveInstrument:: - ds 1 - -wMusicTempo:: - ds 2 - -wSfxTempo:: - ds 2 - -wSfxHeaderPointer:: - ds 2 - -wNewSoundID:: - ds 1 - -wAudioROMBank:: - ds 1 - -wAudioSavedROMBank:: - ds 1 +wNewSoundID:: db -wFrequencyModifier:: - ds 1 +wAudioROMBank:: db +wAudioSavedROMBank:: db -wTempoModifier:: - ds 1 +wFrequencyModifier:: db +wTempoModifier:: db ds 13 @@ -154,10 +83,9 @@ SECTION "Sprite State Data", WRAM0 wSpriteDataStart:: -wSpriteStateData1:: ; data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each -; player sprite is always sprite 0 +wSpriteStateData1:: ; struct fields: ; - 0: picture ID (fixed, loaded at map init) ; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving) @@ -177,14 +105,13 @@ wSpriteStateData1:: ; - F wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 ; player is struct 0 ; wSprite02StateData1 - wSprite15StateData1 -for n, 1, NUM_SPRITESTATEDATA_STRUCTS +FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1 -endr +ENDR -wSpriteStateData2:: ; more data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each -; player sprite is always sprite 0 +wSpriteStateData2:: ; struct fields: ; - 0: walk animation counter (counting from $10 backwards when moving) ; - 1: @@ -204,202 +131,161 @@ wSpriteStateData2:: ; - F wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 ; player is struct 0 ; wSprite02StateData2 - wSprite15StateData2 -for n, 1, NUM_SPRITESTATEDATA_STRUCTS +FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS wSprite{02d:n}StateData2:: spritestatedata2 wSprite{02d:n}StateData2 -endr +ENDR ; The high byte of a pointer to anywhere within wSpriteStateData1 can be incremented ; to reach within wSpriteStateData2, and vice-versa for decrementing. -assert HIGH(wSpriteStateData1) + 1 == HIGH(wSpriteStateData2) -assert LOW(wSpriteStateData1) == 0 +ASSERT HIGH(wSpriteStateData1) + 1 == HIGH(wSpriteStateData2) +ASSERT LOW(wSpriteStateData1) == 0 wSpriteDataEnd:: SECTION "OAM Buffer", WRAM0 -wOAMBuffer:: ; buffer for OAM data. Copied to OAM by DMA +wOAMBuffer:: ; wOAMBufferSprite00 - wOAMBufferSprite39 -for n, NUM_SPRITE_OAM_STRUCTS -wOAMBufferSprite{02d:n}:: ds 4 -endr +FOR n, NUM_SPRITE_OAM_STRUCTS +wOAMBufferSprite{02d:n}:: sprite_oam_struct wOAMBufferSprite{02d:n} +ENDR wOAMBufferEnd:: -wTileMap:: ; buffer for tiles that are visible on screen (20 columns by 18 rows) - ds SCREEN_WIDTH * SCREEN_HEIGHT +wTileMap:: ds SCREEN_WIDTH * SCREEN_HEIGHT UNION -wTileMapBackup:: ; buffer for temporarily saving and restoring current screen's tiles ; (e.g. if menus are drawn on top) - ds SCREEN_WIDTH * SCREEN_HEIGHT +wTileMapBackup:: ds SCREEN_WIDTH * SCREEN_HEIGHT NEXTU -wSerialPartyMonsPatchList:: ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer - ds 200 +wSerialPartyMonsPatchList:: ds 200 -wSerialEnemyMonsPatchList:: ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer - ds 200 +wSerialEnemyMonsPatchList:: ds 200 ENDU ds 80 UNION -wOverworldMap:: - ds 1300 +wOverworldMap:: ds 1300 wOverworldMapEnd:: NEXTU -wTempPic:: - ds 7 * 7 tiles +wTempPic:: ds 7 * 7 tiles ENDU -wRedrawRowOrColumnSrcTiles:: ; the tiles of the row or column to be redrawn by RedrawRowOrColumn - ds SCREEN_WIDTH * 2 +wRedrawRowOrColumnSrcTiles:: ds SCREEN_WIDTH * 2 ; coordinates of the position of the cursor for the top menu item (id 0) -wTopMenuItemY:: - ds 1 -wTopMenuItemX:: - ds 1 +wTopMenuItemY:: db +wTopMenuItemX:: db -wCurrentMenuItem:: ; 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 [wListScrollOffset] to get the item's position within the list - ds 1 +wCurrentMenuItem:: db -wTileBehindCursor:: ; the tile that was behind the menu cursor's current location - ds 1 +wTileBehindCursor:: db -wMaxMenuItem:: ; id of the bottom menu item - ds 1 +wMaxMenuItem:: db -wMenuWatchedKeys:: ; bit mask of keys that the menu will respond to - ds 1 +wMenuWatchedKeys:: db -wLastMenuItem:: ; id of previously selected menu item - ds 1 +wLastMenuItem:: db -wPartyAndBillsPCSavedMenuItem:: ; It is mainly used by the party menu to remember the cursor position while the ; menu isn't active. ; It is also used to remember the cursor position of mon lists (for the ; withdraw/deposit/release actions) in Bill's PC so that it doesn't get lost ; when you choose a mon from the list and a sub-menu is shown. It's reset when ; you return to the main Bill's PC menu. - ds 1 +wPartyAndBillsPCSavedMenuItem:: db -wBagSavedMenuItem:: ; It is used by the bag list to remember the cursor position while the menu ; isn't active. - ds 1 +wBagSavedMenuItem:: db -wBattleAndStartSavedMenuItem:: ; It is used by the start menu to remember the cursor position while the menu ; isn't active. ; The battle menu uses it so that the cursor position doesn't get lost when ; a sub-menu is shown. It's reset at the start of each battle. - ds 1 +wBattleAndStartSavedMenuItem:: db -wPlayerMoveListIndex:: - ds 1 +wPlayerMoveListIndex:: db -wPlayerMonNumber:: ; index in party of currently battling mon - ds 1 +wPlayerMonNumber:: db -wMenuCursorLocation:: ; the address of the menu cursor's current location within wTileMap - ds 2 +wMenuCursorLocation:: dw ds 2 -wMenuJoypadPollCount:: ; how many times should HandleMenuInput poll the joypad state before it returns? - ds 1 +wMenuJoypadPollCount:: db -wMenuItemToSwap:: ; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping) - ds 1 +wMenuItemToSwap:: db -wListScrollOffset:: ; offset of the current top menu item from the beginning of the list ; keeps track of what section of the list is on screen - ds 1 +wListScrollOffset:: db -wMenuWatchMovingOutOfBounds:: ; If non-zero, then when wrapping is disabled and the player tries to go past ; the top or bottom of the menu, return from HandleMenuInput. This is useful for ; menus that have too many items to display at once on the screen because it ; allows the caller to scroll the entire menu up or down when this happens. - ds 1 +wMenuWatchMovingOutOfBounds:: db -wTradeCenterPointerTableIndex:: - ds 1 +wTradeCenterPointerTableIndex:: db ds 1 -wTextDest:: ; destination pointer for text output ; this variable is written to, but is never read from - ds 2 +wTextDest:: dw -wDoNotWaitForButtonPressAfterDisplayingText:: ; if non-zero, skip waiting for a button press after displaying text in DisplayTextID - ds 1 - -wSerialSyncAndExchangeNybbleReceiveData:: -; the final received nybble is stored here by Serial_SyncAndExchangeNybble - -wSerialExchangeNybbleTempReceiveData:: -; temporary nybble used by Serial_ExchangeNybble +wDoNotWaitForButtonPressAfterDisplayingText:: db -wLinkMenuSelectionReceiveBuffer:: -; two byte buffer +UNION ; the received menu selection is stored twice - ds 1 +wLinkMenuSelectionReceiveBuffer:: dw + ds 3 +; the menu selection byte is stored twice before sending +wLinkMenuSelectionSendBuffer:: dw + ds 3 +wEnteringCableClub:: +wLinkTimeoutCounter:: db -wSerialExchangeNybbleReceiveData:: +NEXTU +; temporary nybble used by Serial_ExchangeNybble +wSerialExchangeNybbleTempReceiveData:: +; the final received nybble is stored here by Serial_SyncAndExchangeNybble +wSerialSyncAndExchangeNybbleReceiveData:: db ; the final received nybble is stored here by Serial_ExchangeNybble - ds 1 - +wSerialExchangeNybbleReceiveData:: db ds 3 - -wSerialExchangeNybbleSendData:: ; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble +wSerialExchangeNybbleSendData:: db + ds 4 +wUnknownSerialCounter:: dw +ENDU -wLinkMenuSelectionSendBuffer:: -; two byte buffer -; the menu selection byte is stored twice before sending - - ds 5 - -wLinkTimeoutCounter:: -; 1 byte - -wUnknownSerialCounter:: -; 2 bytes - -wEnteringCableClub:: -; 1 byte - ds 2 - -wWhichTradeMonSelectionMenu:: ; $00 = player mons ; $01 = enemy mons - -wMonDataLocation:: +wWhichTradeMonSelectionMenu:: ; 0 = player's party ; 1 = enemy party ; 2 = current box @@ -409,729 +295,528 @@ wMonDataLocation:: ; AddPartyMon uses it slightly differently. ; If the lower nybble is 0, the mon is added to the player's party, else the enemy's. ; If the entire value is 0, then the player is allowed to name the mon. - ds 1 +wMonDataLocation:: db -wMenuWrappingEnabled:: ; 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 - ds 1 +wMenuWrappingEnabled:: db -wCheckFor180DegreeTurn:: ; whether to check for 180-degree turn (0 = don't, 1 = do) - ds 1 +wCheckFor180DegreeTurn:: db ds 1 -wMissableObjectIndex:: - ds 1 +wMissableObjectIndex:: db -wPredefID:: - ds 1 -wPredefRegisters:: - ds 6 +wPredefID:: db +wPredefHL:: dw +wPredefDE:: dw +wPredefBC:: dw -wTrainerHeaderFlagBit:: - ds 1 +wTrainerHeaderFlagBit:: db ds 1 -wNPCMovementScriptPointerTableNum:: ; which NPC movement script pointer is being used ; 0 if an NPC movement script is not running - ds 1 +wNPCMovementScriptPointerTableNum:: db -wNPCMovementScriptBank:: ; ROM bank of current NPC movement script - ds 1 +wNPCMovementScriptBank:: db ds 2 -wUnusedCC5B:: - -wVermilionDockTileMapBuffer:: -; 180 bytes +wVermilionDockTileMapBuffer:: ; ds 5 * BG_MAP_WIDTH + SCREEN_WIDTH -wOaksAideRewardItemName:: +wOaksAideRewardItemName:: ; ds ITEM_NAME_LENGTH -wDexRatingNumMonsSeen:: +wElevatorWarpMaps:: ; ds 11 * 2 -wFilteredBagItems:: ; List of bag items that has been filtered to a certain type of items, ; such as drinks or fossils. +wFilteredBagItems:: ; ds 3 + 1 -wElevatorWarpMaps:: - -wMonPartySpritesSavedOAM:: ; Saved copy of OAM for the first frame of the animation to make it easy to ; flip back from the second frame. -; $60 bytes +wMonPartySpritesSavedOAM:: ; ds $60 -wTrainerCardBlkPacket:: -; $40 bytes +wTrainerCardBlkPacket:: ; ds $40 -wSlotMachineSevenAndBarModeChance:: +wHallOfFame:: ; ds HOF_TEAM + +wNPCMovementDirections:: ; ds $ff + +wBoostExpByExpAll:: +; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon... +wAnimationType:: ; If a random number greater than this value is generated, then the player is ; allowed to have three 7 symbols or bar symbols line up. ; So, this value is actually the chance of NOT entering that mode. ; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance. ; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance. +wSlotMachineSevenAndBarModeChance:: +wUnusedCC5B:: +wDexRatingNumMonsSeen:: db -wHallOfFame:: -wBoostExpByExpAll:: -wAnimationType:: -; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon... - -wNPCMovementDirections:: - ds 1 +wDexRatingNumMonsOwned:: db -wDexRatingNumMonsOwned:: - ds 1 +wDexRatingText:: db -wDexRatingText:: - ds 1 - -wSlotMachineSavedROMBank:: ; ROM back to return to when the player is done with the slot machine - ds 1 +wSlotMachineSavedROMBank:: db ds 26 -wAnimPalette:: - ds 1 +wAnimPalette:: db ds 29 UNION -wNPCMovementDirections2:: - ds 10 +wNPCMovementDirections2:: ds 10 +; used in Pallet Town scripted movement +wNumStepsToTake:: db NEXTU -wSwitchPartyMonTempBuffer:: ; temporary buffer when swapping party mon data - ds 49 - -NEXTU - ds 10 - -wNumStepsToTake:: -; used in Pallet Town scripted movement - ds 1 +wSwitchPartyMonTempBuffer:: ds 44 ; party_struct size ENDU - ds 10 + ds 15 -wRLEByteCount:: - ds 1 +wRLEByteCount:: db -wAddedToParty:: -; 0 = not added -; 1 = added - -wSimulatedJoypadStatesEnd:: ; 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 +wSimulatedJoypadStatesEnd:: wParentMenuItem:: - -wCanEvolveFlags:: +; 0 = not added +; 1 = added +wAddedToParty:: ; 1 flag for each party member indicating whether it can evolve ; The purpose of these flags is to track which mons levelled up during the ; current battle at the end of the battle when evolution occurs. ; Other methods of evolution simply set it by calling TryEvolvingMon. - ds 1 +wCanEvolveFlags:: db -wForceEvolution:: - ds 1 +wForceEvolution:: db ; if [wAILayer2Encouragement] != 1, the second AI layer is not applied -wAILayer2Encouragement:: - ds 1 +wAILayer2Encouragement:: db + ds 1 ; current HP of player and enemy substitutes -wPlayerSubstituteHP:: - ds 1 -wEnemySubstituteHP:: - ds 1 +wPlayerSubstituteHP:: db +wEnemySubstituteHP:: db -wTestBattlePlayerSelectedMove:: ; The player's selected move during a test battle. ; InitBattleVariables sets it to the move Pound. - ds 1 +wTestBattlePlayerSelectedMove:: db ds 1 -wMoveMenuType:: ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..) - ds 1 +wMoveMenuType:: db -wPlayerSelectedMove:: - ds 1 -wEnemySelectedMove:: - ds 1 +wPlayerSelectedMove:: db +wEnemySelectedMove:: db -wLinkBattleRandomNumberListIndex:: - ds 1 +wLinkBattleRandomNumberListIndex:: db -wAICount:: ; number of times remaining that AI action can occur - ds 1 +wAICount:: db ds 2 -wEnemyMoveListIndex:: - ds 1 +wEnemyMoveListIndex:: db -wLastSwitchInEnemyMonHP:: ; The enemy mon's HP when it was switched in or when the current player mon ; was switched in, which was more recent. ; It's used to determine the message to print when switching out the player mon. - ds 2 +wLastSwitchInEnemyMonHP:: dw -wTotalPayDayMoney:: ; total amount of money made using Pay Day during the current battle - ds 3 +wTotalPayDayMoney:: ds 3 -wSafariEscapeFactor:: - ds 1 -wSafariBaitFactor:: - ds 1 +wSafariEscapeFactor:: db +wSafariBaitFactor:: db ds 1 -wTransformedEnemyMonOriginalDVs:: - ds 2 +wTransformedEnemyMonOriginalDVs:: dw -wMonIsDisobedient:: ds 1 +wMonIsDisobedient:: db -wPlayerDisabledMoveNumber:: ds 1 -wEnemyDisabledMoveNumber:: ds 1 +wPlayerDisabledMoveNumber:: db +wEnemyDisabledMoveNumber:: db -wInHandlePlayerMonFainted:: ; When running in the scope of HandlePlayerMonFainted, it equals 1. ; When running in the scope of HandleEnemyMonFainted, it equals 0. - ds 1 +wInHandlePlayerMonFainted:: db -wPlayerUsedMove:: ds 1 -wEnemyUsedMove:: ds 1 +wPlayerUsedMove:: db +wEnemyUsedMove:: db -wEnemyMonMinimized:: ds 1 +wEnemyMonMinimized:: db -wMoveDidntMiss:: ds 1 +wMoveDidntMiss:: db -wPartyFoughtCurrentEnemyFlags:: ; flags that indicate which party members have fought the current enemy mon - flag_array 6 +wPartyFoughtCurrentEnemyFlags:: flag_array PARTY_LENGTH -wLowHealthAlarmDisabled:: ; Whether the low health alarm has been disabled due to the player winning the ; battle. - ds 1 +wLowHealthAlarmDisabled:: db -wPlayerMonMinimized:: - ds 1 +wPlayerMonMinimized:: db ds 13 +UNION wLuckySlotHiddenObjectIndex:: - -wEnemyNumHits:: ; number of hits by enemy in attacks like Double Slap, etc. +wEnemyNumHits:: db -wEnemyBideAccumulatedDamage:: +NEXTU ; the amount of damage accumulated by the enemy while biding (2 bytes) +wEnemyBideAccumulatedDamage:: dw +ENDU - ds 10 - -wInGameTradeGiveMonSpecies:: - -wPlayerMonUnmodifiedLevel:: - ds 1 - -wInGameTradeTextPointerTablePointer:: + ds 8 -wPlayerMonUnmodifiedMaxHP:: - ds 2 +wVermilionDockTileMapBufferEnd:: -wInGameTradeTextPointerTableIndex:: +UNION +wInGameTradeGiveMonSpecies:: db +wInGameTradeTextPointerTablePointer:: dw +wInGameTradeTextPointerTableIndex:: db +wInGameTradeGiveMonName:: ds NAME_LENGTH +wInGameTradeReceiveMonName:: ds NAME_LENGTH +wInGameTradeMonNick:: ds NAME_LENGTH +wInGameTradeReceiveMonSpecies:: db -wPlayerMonUnmodifiedAttack:: - ds 1 -wInGameTradeGiveMonName:: - ds 1 -wPlayerMonUnmodifiedDefense:: - ds 2 -wPlayerMonUnmodifiedSpeed:: - ds 2 -wPlayerMonUnmodifiedSpecial:: - ds 2 +NEXTU +wPlayerMonUnmodifiedLevel:: db +wPlayerMonUnmodifiedMaxHP:: dw +wPlayerMonUnmodifiedAttack:: dw +wPlayerMonUnmodifiedDefense:: dw +wPlayerMonUnmodifiedSpeed:: dw +wPlayerMonUnmodifiedSpecial:: dw ; stat modifiers for the player's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal - wPlayerMonStatMods:: -wPlayerMonAttackMod:: - ds 1 -wPlayerMonDefenseMod:: - ds 1 -wPlayerMonSpeedMod:: - ds 1 -wPlayerMonSpecialMod:: - ds 1 - -wInGameTradeReceiveMonName:: - -wPlayerMonAccuracyMod:: - ds 1 -wPlayerMonEvasionMod:: - ds 1 - +wPlayerMonAttackMod:: db +wPlayerMonDefenseMod:: db +wPlayerMonSpeedMod:: db +wPlayerMonSpecialMod:: db +wPlayerMonAccuracyMod:: db +wPlayerMonEvasionMod:: db ds 2 wPlayerMonStatModsEnd:: ds 1 -wEnemyMonUnmodifiedLevel:: - ds 1 -wEnemyMonUnmodifiedMaxHP:: - ds 2 -wEnemyMonUnmodifiedAttack:: - ds 2 -wEnemyMonUnmodifiedDefense:: - ds 1 - -wInGameTradeMonNick:: - ds 1 - -wEnemyMonUnmodifiedSpeed:: - ds 2 -wEnemyMonUnmodifiedSpecial:: - ds 1 - -wEngagedTrainerClass:: - ds 1 -wEngagedTrainerSet:: -; ds 1 +wEnemyMonUnmodifiedLevel:: db +wEnemyMonUnmodifiedMaxHP:: dw +wEnemyMonUnmodifiedAttack:: dw +wEnemyMonUnmodifiedDefense:: dw +wEnemyMonUnmodifiedSpeed:: dw +wEnemyMonUnmodifiedSpecial:: dw ; stat modifiers for the enemy's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal - wEnemyMonStatMods:: -wEnemyMonAttackMod:: - ds 1 -wEnemyMonDefenseMod:: - ds 1 -wEnemyMonSpeedMod:: - ds 1 -wEnemyMonSpecialMod:: - ds 1 -wEnemyMonAccuracyMod:: - ds 1 -wEnemyMonEvasionMod:: - ds 1 - -wInGameTradeReceiveMonSpecies:: - ds 1 - - ds 1 +wEnemyMonAttackMod:: db +wEnemyMonDefenseMod:: db +wEnemyMonSpeedMod:: db +wEnemyMonSpecialMod:: db +wEnemyMonAccuracyMod:: db +wEnemyMonEvasionMod:: db + ds 2 wEnemyMonStatModsEnd:: +NEXTU + ds 30 +wEngagedTrainerClass:: db +wEngagedTrainerSet:: db +ENDU + ds 1 wNPCMovementDirections2Index:: - wUnusedCD37:: - -wFilteredBagItemsCount:: ; number of items in wFilteredBagItems list - ds 1 +wFilteredBagItemsCount:: db -wSimulatedJoypadStatesIndex:: ; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1 ; 0 if the joypad state is not being simulated - ds 1 +wSimulatedJoypadStatesIndex:: db -wWastedByteCD39:: ; written to but nothing ever reads it - ds 1 +wWastedByteCD39:: db -wWastedByteCD3A:: ; written to but nothing ever reads it - ds 1 +wWastedByteCD3A:: db -wOverrideSimulatedJoypadStatesMask:: ; mask indicating which real button presses can override simulated ones ; XXX is it ever not 0? - ds 1 +wOverrideSimulatedJoypadStatesMask:: db ds 1 -wFallingObjectsMovementData:: -; up to 20 bytes (one byte for each falling object) +; one byte for each falling object +wFallingObjectsMovementData:: ; ds 20 -wSavedY:: +; array of the number of mons in each box +wBoxMonCounts:: ; ds NUM_BOXES -wTempSCX:: +; BCD number +wPriceTemp:: ; ds 3 -wBattleTransitionCircleScreenQuadrantY:: +; the current mon's field moves +wFieldMoves:: ; ds NUM_MOVES + +wBoxNumString:: ; ds 3 + +wSavedY:: +wTempSCX:: ; 0 = upper half (Y < 9) ; 1 = lower half (Y >= 9) - -wBattleTransitionCopyTilesOffset:: +wBattleTransitionCircleScreenQuadrantY:: ; 2 bytes ; after 1 row/column has been copied, the offset to the next one to copy from - -wInwardSpiralUpdateScreenCounter:: +wBattleTransitionCopyTilesOffset:: ; counts down from 7 so that every time 7 more tiles of the spiral have been ; placed, the tile map buffer is copied to VRAM so that progress is visible - +wInwardSpiralUpdateScreenCounter:: wHoFTeamIndex:: - -wSSAnneSmokeDriftAmount:: ; multiplied by 16 to get the number of times to go right by 2 pixels - +wSSAnneSmokeDriftAmount:: wRivalStarterTemp:: - -wBoxMonCounts:: -; 12 bytes -; array of the number of mons in each box - wDexMaxSeenMon:: - wPPRestoreItem:: - wWereAnyMonsAsleep:: - wCanPlaySlots:: - wNumShakes:: - -wDayCareStartLevel:: ; the level of the mon at the time it entered day care - +wDayCareStartLevel:: wWhichBadge:: - -wPriceTemp:: -; 3-byte BCD number - wTitleMonSpecies:: - wPlayerCharacterOAMTile:: - -wMoveDownSmallStarsOAMCount:: ; the number of small stars OAM entries to move down - +wMoveDownSmallStarsOAMCount:: wChargeMoveNum:: - wCoordIndex:: - wOptionsTextSpeedCursorX:: - wTrainerInfoTextBoxWidthPlus1:: - wSwappedMenuItem:: - wHoFMonSpecies:: - -wFieldMoves:: -; 4 bytes -; the current mon's field moves - -wBadgeNumberTile:: ; tile ID of the badge number being drawn - -wRodResponse:: +wBadgeNumberTile:: ; 0 = no bite ; 1 = bite ; 2 = no fish on map - +wRodResponse:: wWhichTownMapLocation:: - -wStoppingWhichSlotMachineWheel:: ; which wheel the player is trying to stop ; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3 - +wStoppingWhichSlotMachineWheel:: wTradedPlayerMonSpecies:: - wTradingWhichPlayerMon:: - wChangeBoxSavedMapTextPointer:: - wFlyAnimUsingCoordList:: - wPlayerSpinInPlaceAnimFrameDelay:: - wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: - -wBoxNumString:: - wHiddenObjectFunctionArgument:: - -wWhichTrade:: ; which entry from TradeMons to select - +wWhichTrade:: wTrainerSpriteOffset:: - wUnusedCD3D:: - ds 1 + db -wHUDPokeballGfxOffsetX:: -; difference in X between the next ball and the current one +; $ff sentinel values at each end +wFlyLocationsList:: ; ds NUM_CITY_MAPS + 2 -wBattleTransitionCircleScreenQuadrantX:: +; difference in X between the next ball and the current one +wHUDPokeballGfxOffsetX:: ; 0 = left half (X < 10) ; 1 = right half (X >= 10) - +wBattleTransitionCircleScreenQuadrantX:: wSSAnneSmokeX:: - wRivalStarterBallSpriteIndex:: - wDayCareNumLevelsGrown:: - wOptionsBattleAnimCursorX:: - wTrainerInfoTextBoxWidth:: - wHoFPartyMonIndex:: - -wNumCreditsMonsDisplayed:: ; the number of credits mons that have been displayed so far - -wBadgeNameTile:: +wNumCreditsMonsDisplayed:: ; first tile ID of the name being drawn - -wFlyLocationsList:: -; NUM_CITY_MAPS bytes plus $ff sentinel values at each end - +wBadgeNameTile:: wSlotMachineWheel1Offset:: - wTradedEnemyMonSpecies:: - wTradingWhichEnemyMon:: - wFlyAnimCounter:: - wPlayerSpinInPlaceAnimFrameDelayDelta:: - wPlayerSpinWhileMovingUpOrDownAnimMaxY:: - wHiddenObjectFunctionRomBank:: - wTrainerEngageDistance:: - ds 1 + db -wHUDGraphicsTiles:: -; 3 bytes +wHUDGraphicsTiles:: ; ds 3 -wDayCareTotalCost:: -; 2-byte BCD number +; BCD number +wDayCareTotalCost:: ; ds 2 -wJigglypuffFacingDirections:: +; 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 +wBadgeOrFaceTiles:: ; ds NUM_BADGES -wOptionsBattleStyleCursorX:: +wNameOfPlayerMonToBeTraded:: ; ds NAME_LENGTH +wJigglypuffFacingDirections:: +wOptionsBattleStyleCursorX:: wTrainerInfoTextBoxNextRowOffset:: - wHoFMonLevel:: - -wBadgeOrFaceTiles:: -; 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:: - -wNameOfPlayerMonToBeTraded:: - wFlyAnimBirdSpriteImageIndex:: - wPlayerSpinInPlaceAnimFrameDelayEndValue:: - wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: - wHiddenObjectIndex:: - wTrainerFacingDirection:: - ds 1 + db -wHoFMonOrPlayer:: ; show mon or show player? ; 0 = mon ; 1 = player - +wHoFMonOrPlayer:: wSlotMachineWheel3Offset:: - wPlayerSpinInPlaceAnimSoundID:: - wHiddenObjectY:: - wTrainerScreenY:: - wOptionsCancelCursorX:: - ds 1 + db -wDayCarePerLevelCost:: -; 2-byte BCD number (always set to $100) +; BCD number (always set to $100) +wDayCarePerLevelCost:: ; ds 2 -wHoFTeamIndex2:: +wTradedPlayerMonOT:: ; ds NAME_LENGTH +wHoFTeamIndex2:: wHiddenItemOrCoinsIndex:: - -wTradedPlayerMonOT:: - wHiddenObjectX:: - -wSlotMachineWinningSymbol:: ; the OAM tile number of the upper left corner of the winning symbol minus 2 - +wSlotMachineWinningSymbol:: wNumFieldMoves:: - wSlotMachineWheel1BottomTile:: - wTrainerScreenX:: - ds 1 -; a lot of the uses for these values use more than the said address + db wHoFTeamNo:: - wSlotMachineWheel1MiddleTile:: - wFieldMovesLeftmostXCoord:: - ds 1 - -wLastFieldMoveID:: -; unused + db +wLastFieldMoveID:: ; unused wSlotMachineWheel1TopTile:: - ds 1 + db -wSlotMachineWheel2BottomTile:: - ds 1 +wSlotMachineWheel2BottomTile:: db -wSlotMachineWheel2MiddleTile:: - ds 1 +wSlotMachineWheel2MiddleTile:: db -wTempCoins1:: -; 2 bytes ; temporary variable used to add payout amount to the player's coins +wTempCoins1:: ; ds 2 -wSlotMachineWheel2TopTile:: - ds 1 +wSlotMachineWheel2TopTile:: db -wBattleTransitionSpiralDirection:: ; 0 = outward, 1 = inward +wBattleTransitionSpiralDirection:: +wSlotMachineWheel3BottomTile:: db -wSlotMachineWheel3BottomTile:: - ds 1 - -wSlotMachineWheel3MiddleTile:: - -wFacingDirectionList:: -; 4 bytes (also, the byte before the start of the list (wSlotMachineWheel3BottomTile) -; is used a temp variable when the list is rotated) ; used when spinning the player's sprite - ds 1 +; also, the byte before the start of the list is +; used as a temp variable when the list is rotated +wFacingDirectionList:: ; ds 4 -wSlotMachineWheel3TopTile:: +wSlotMachineWheel3MiddleTile:: db -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 +wTempObtainedBadgesBooleans:: ; ds NUM_BADGES -wTempCoins2:: -; 2 bytes -; temporary variable used to subtract the bet amount from the player's coins +wSlotMachineWheel3TopTile:: db -wPayoutCoins:: -; 2 bytes - ds 2 +; temporary variable used to subtract the bet amount from the player's coins +wTempCoins2:: +wPayoutCoins:: dw -wTradedPlayerMonOTID:: +wTradedPlayerMonOTID:: ; dw -wSlotMachineFlags:: ; These flags are set randomly and control when the wheels stop. ; bit 6: allow the player to win in general ; bit 7: allow the player to win with 7 or bar (plus the effect of bit 6) - ds 1 +wSlotMachineFlags:: db -wSlotMachineWheel1SlipCounter:: ; wheel 1 can "slip" while this is non-zero - -wCutTile:: +wSlotMachineWheel1SlipCounter:: ; $3d = tree tile ; $52 = grass tile - ds 1 +wCutTile:: db -wSlotMachineWheel2SlipCounter:: -; wheel 2 can "slip" while this is non-zero +wTradedEnemyMonOT:: ; ds NAME_LENGTH -wTradedEnemyMonOT:: - ds 1 +; wheel 2 can "slip" while this is non-zero +wSlotMachineWheel2SlipCounter:: db wSavedPlayerScreenY:: - -wSlotMachineRerollCounter:: ; 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. - -wEmotionBubbleSpriteIndex:: +wSlotMachineRerollCounter:: ; the index of the sprite the emotion bubble is to be displayed above - ds 1 +wEmotionBubbleSpriteIndex:: db wWhichEmotionBubble:: - -wSlotMachineBet:: ; how many coins the player bet on the slot machine (1 to 3) - +wSlotMachineBet:: wSavedPlayerFacingDirection:: - -wWhichAnimationOffsets:: ; 0 = cut animation, 1 = boulder dust animation - ds 9 +wWhichAnimationOffsets:: db -wTradedEnemyMonOTID:: - ds 2 + ds 8 + +wTradedEnemyMonOTID:: dw -wStandingOnWarpPadOrHole:: ; 0 = neither ; 1 = warp pad ; 2 = hole - +wStandingOnWarpPadOrHole:: wOAMBaseTile:: +wGymTrashCanIndex:: db -wGymTrashCanIndex:: - ds 1 +wSymmetricSpriteOAMAttributes:: db -wSymmetricSpriteOAMAttributes:: - ds 1 +wMonPartySpriteSpecies:: db -wMonPartySpriteSpecies:: - ds 1 - -wLeftGBMonSpecies:: ; in the trade animation, the mon that leaves the left gameboy - ds 1 +wLeftGBMonSpecies:: db -wRightGBMonSpecies:: ; in the trade animation, the mon that leaves the right gameboy - ds 1 +wRightGBMonSpecies:: db -wFlags_0xcd60:: ; 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 3: using generic PC ; bit 5: don't play sound when A or B is pressed in menu ; bit 6: tried pushing against boulder once (you need to push twice before it will move) - ds 1 +wFlags_0xcd60:: db ds 9 -wActionResultOrTookBattleTurn:: ; This has overlapping related uses. ; When the player tries to use an item or use certain field moves, 0 is stored ; when the attempt fails and 1 is stored when the attempt succeeds. @@ -1141,311 +826,240 @@ wActionResultOrTookBattleTurn:: ; something other than a move (e.g. using an item or switching pokemon). ; So, when an item is successfully used in battle, this value becomes non-zero ; and the player is not allowed to make a move and the two uses are compatible. - ds 1 +wActionResultOrTookBattleTurn:: db -wJoyIgnore:: ; Set buttons are ignored. - ds 1 +wJoyIgnore:: db -wDownscaledMonSize:: ; size of downscaled mon pic used in pokeball entering/exiting animation ; $00 = 5×5 ; $01 = 3×3 - -wNumMovesMinusOne:: +wDownscaledMonSize:: ; FormatMovesString stores the number of moves minus one here - ds 1 +wNumMovesMinusOne:: db UNION - wcd6d:: ds NAME_BUFFER_LENGTH ; buffer for various data NEXTU +wEvosMoves:: ds MAX_EVOLUTIONS * EVOLUTION_SIZE + 1 +wEvosMovesEnd:: +NEXTU ds 4 - -wStatusScreenCurrentPP:: ; temp variable used to print a move's current PP on the status screen - ds 1 - +wStatusScreenCurrentPP:: db ds 6 - -wNormalMaxPPList:: ; list of normal max PP (without PP up) values - ds 9 - -NEXTU - -wEvosMoves:: ds MAX_EVOLUTIONS * EVOLUTION_SIZE + 1 -.end:: - +wNormalMaxPPList:: ds NUM_MOVES + ds 5 ENDU -wSerialOtherGameboyRandomNumberListBlock:: ; buffer for transferring the random number list generated by the other gameboy +wSerialOtherGameboyRandomNumberListBlock:: ; ds $11 -wTileMapBackup2:: ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) - ds 20 * 18 +wTileMapBackup2:: ds 20 * 18 -wNamingScreenNameLength:: +; Temporary storage area +wBuffer:: ; ds 30 +wNamingScreenNameLength:: wEvoOldSpecies:: - -wBuffer:: -; Temporary storage area of 30 bytes. - -wTownMapCoords:: ; lower nybble is x, upper nybble is y - -wLearningMovesFromDayCare:: +wTownMapCoords:: ; whether WriteMonMoves is being used to make a mon learn moves from day care ; non-zero if so - +wLearningMovesFromDayCare:: wChangeMonPicEnemyTurnSpecies:: - wHPBarMaxHP:: - ds 1 + db -wNamingScreenSubmitName:: ; non-zero when the player has chosen to submit the name - +wNamingScreenSubmitName:: wChangeMonPicPlayerTurnSpecies:: - wEvoNewSpecies:: - ds 1 + db -wAlphabetCase:: +UNION +wHPBarOldHP:: dw +wHPBarNewHP:: dw +wHPBarDelta:: db +wHPBarTempHP:: dw + ds 11 +wHPBarHPDifference:: db + +NEXTU ; 0 = upper case ; 1 = lower case - +wAlphabetCase:: wEvoMonTileOffset:: + db -wHPBarOldHP:: - ds 1 - -wEvoCancelled:: - ds 1 - -wNamingScreenLetter:: - -wHPBarNewHP:: - ds 2 -wHPBarDelta:: - ds 1 +wEvoCancelled:: db -wHPBarTempHP:: - ds 2 - - ds 11 +wNamingScreenLetter:: db +ENDU -wHPBarHPDifference:: - ds 1 ds 7 -wAIItem:: ; the item that the AI used - ds 1 +wAIItem:: db -wUsedItemOnWhichPokemon:: - ds 1 +wUsedItemOnWhichPokemon:: db -wAnimSoundID:: ; sound ID during battle animations - ds 1 +wAnimSoundID:: db -wBankswitchHomeSavedROMBank:: ; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank) - ds 1 +wBankswitchHomeSavedROMBank:: db -wBankswitchHomeTemp:: ; used as a temp storage value for the bank to switch to - ds 1 +wBankswitchHomeTemp:: db -wBoughtOrSoldItemInMart:: ; 0 = nothing bought or sold in pokemart ; 1 = bought or sold something in pokemart ; this value is not used for anything - ds 1 +wBoughtOrSoldItemInMart:: db -wBattleResult:: ; $00 - win ; $01 - lose ; $02 - draw - ds 1 +wBattleResult:: db -wAutoTextBoxDrawingControl:: ; bit 0: if set, DisplayTextID automatically draws a text box - ds 1 +wAutoTextBoxDrawingControl:: db -wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for) +wcf0d:: db ; used with some overworld scripts (not exactly sure what it's used for) -wTilePlayerStandingOn:: ; used in CheckForTilePairCollisions2 to store the tile the player is on - ds 1 +wTilePlayerStandingOn:: db -wNPCNumScriptedSteps:: ds 1 +wNPCNumScriptedSteps:: db -wNPCMovementScriptFunctionNum:: ; which script function within the pointer table indicated by ; wNPCMovementScriptPointerTableNum - ds 1 +wNPCMovementScriptFunctionNum:: db -wTextPredefFlag:: ; bit 0: set when printing a text predef so that DisplayTextID doesn't switch ; to the current map's bank - ds 1 +wTextPredefFlag:: db -wPredefParentBank:: - ds 1 +wPredefParentBank:: db -wSpriteIndex:: ds 1 +wSpriteIndex:: db -wCurSpriteMovement2:: ; movement byte 2 of current sprite - ds 1 +wCurSpriteMovement2:: db ds 2 -wNPCMovementScriptSpriteOffset:: ; sprite offset of sprite being controlled by NPC movement script - ds 1 +wNPCMovementScriptSpriteOffset:: db -wScriptedNPCWalkCounter:: - ds 1 +wScriptedNPCWalkCounter:: db ds 1 -wGBC:: - ds 1 +wGBC:: db -wOnSGB:: ; if running on SGB, it's 1, else it's 0 - ds 1 +wOnSGB:: db -wDefaultPaletteCommand:: - ds 1 +wDefaultPaletteCommand:: db -wPlayerHPBarColor:: +wPlayerHPBarColor:: ; dw -wWholeScreenPaletteMonSpecies:: ; species of the mon whose palette is used for the whole screen - ds 1 +wWholeScreenPaletteMonSpecies:: db -wEnemyHPBarColor:: - ds 1 +wEnemyHPBarColor:: db ; 0: green ; 1: yellow ; 2: red -wPartyMenuHPBarColors:: - ds 6 +wPartyMenuHPBarColors:: ds PARTY_LENGTH -wStatusScreenHPBarColor:: - ds 1 +wStatusScreenHPBarColor:: db ds 7 wCopyingSGBTileData:: - wWhichPartyMenuHPBar:: - wPalPacket:: - ds 1 + db -wPartyMenuBlkPacket:: -; $30 bytes - ds 29 +wPartyMenuBlkPacket:: ; ds $30 -wExpAmountGained:: -; 2-byte big-endian number -; the total amount of exp a mon gained + ds 29 -wcf4b:: ; storage buffer for various strings - ds 2 +wcf4b:: ; ds 20 -wGainBoostedExp:: - ds 1 +; the total amount of exp a mon gained +wExpAmountGained:: dw - ds 17 +wGainBoostedExp:: db -wGymCityName:: ds 17 -wGymLeaderName:: - ds NAME_LENGTH +wGymCityName:: ds 17 -wItemList:: - ds 16 +wGymLeaderName:: ds NAME_LENGTH -wListPointer:: - ds 2 +wItemList:: ds 16 + +wListPointer:: dw -wUnusedCF8D:: -; 2 bytes ; used to store pointers, but never read - ds 2 +wUnusedCF8D:: dw -wItemPrices:: - ds 2 +wItemPrices:: dw -wcf91:: ds 1 ; used with a lot of things (too much to list here) +wcf91:: db ; used with a lot of things (too much to list here) -wWhichPokemon:: ; which pokemon you selected - ds 1 +wWhichPokemon:: db -wPrintItemPrices:: ; if non-zero, then print item prices when displaying lists - ds 1 +wPrintItemPrices:: db -wHPBarType:: ; type of HP bar ; $00 = enemy HUD in battle ; $01 = player HUD in battle / status screen ; $02 = party menu - -wListMenuID:: +wHPBarType:: ; ID used by DisplayListMenuID - ds 1 +wListMenuID:: db -wRemoveMonFromBox:: ; if non-zero, RemovePokemon will remove the mon from the current box, ; else it will remove the mon from the party - -wMoveMonType:: +wRemoveMonFromBox:: ; 0 = move from box to party ; 1 = move from party to box ; 2 = move from daycare to party ; 3 = move from party to daycare - ds 1 +wMoveMonType:: db -wItemQuantity:: - ds 1 +wItemQuantity:: db -wMaxItemQuantity:: - ds 1 +wMaxItemQuantity:: db ; LoadMonData copies mon data here wLoadedMon:: party_struct wLoadedMon -wFontLoaded:: ; bit 0: The space in VRAM that is used to store walk animation tile patterns ; for the player and NPCs is in use for font tile patterns. ; This means that NPC movement must be disabled. ; The other bits are unused. - ds 1 +wFontLoaded:: db -wWalkCounter:: ; walk animation counter - ds 1 +wWalkCounter:: db -wTileInFrontOfPlayer:: ; background tile number in front of the player (either 1 or 2 steps ahead) - ds 1 +wTileInFrontOfPlayer:: db -wAudioFadeOutControl:: ; The desired fade counter reload value is stored here prior to calling ; PlaySound in order to cause the current music to fade out before the new ; music begins playing. Storing 0 causes no fade out to occur and the new music @@ -1455,15 +1069,12 @@ wAudioFadeOutControl:: ; in this variable. FadeOutAudio checks if it's non-zero every V-Blank and ; fades out the current audio if it is. Once it has finished fading out the ; audio, it zeroes this variable and starts playing the sound ID stored in it. - ds 1 +wAudioFadeOutControl:: db -wAudioFadeOutCounterReloadValue:: - ds 1 +wAudioFadeOutCounterReloadValue:: db -wAudioFadeOutCounter:: - ds 1 +wAudioFadeOutCounter:: db -wLastMusicSoundID:: ; This is used to determine whether the default music is already playing when ; attempting to play the default music (in order to avoid restarting the same ; music) and whether the music has already been stopped when attempting to @@ -1473,148 +1084,117 @@ wLastMusicSoundID:: ; contain $ff (if the music has been stopped) or 0 (because some routines zero ; it in order to prevent assumptions from being made about the current state of ; the music). - ds 1 +wLastMusicSoundID:: db -wUpdateSpritesEnabled:: ; $00 = causes sprites to be hidden and the value to change to $ff ; $01 = enabled ; $ff = disabled ; other values aren't used - ds 1 - -wEnemyMoveNum:: - ds 1 -wEnemyMoveEffect:: - ds 1 -wEnemyMovePower:: - ds 1 -wEnemyMoveType:: - ds 1 -wEnemyMoveAccuracy:: - ds 1 -wEnemyMoveMaxPP:: - ds 1 -wPlayerMoveNum:: - ds 1 -wPlayerMoveEffect:: - ds 1 -wPlayerMovePower:: - ds 1 -wPlayerMoveType:: - ds 1 -wPlayerMoveAccuracy:: - ds 1 -wPlayerMoveMaxPP:: - ds 1 - - -wEnemyMonSpecies2:: - ds 1 -wBattleMonSpecies2:: - ds 1 +wUpdateSpritesEnabled:: db + +wEnemyMoveNum:: db +wEnemyMoveEffect:: db +wEnemyMovePower:: db +wEnemyMoveType:: db +wEnemyMoveAccuracy:: db +wEnemyMoveMaxPP:: db +wPlayerMoveNum:: db +wPlayerMoveEffect:: db +wPlayerMovePower:: db +wPlayerMoveType:: db +wPlayerMoveAccuracy:: db +wPlayerMoveMaxPP:: db + +wEnemyMonSpecies2:: db +wBattleMonSpecies2:: db wEnemyMonNick:: ds NAME_LENGTH wEnemyMon:: battle_struct wEnemyMon -wEnemyMonBaseStats:: ds 5 -wEnemyMonActualCatchRate:: ds 1 -wEnemyMonBaseExp:: ds 1 +wEnemyMonBaseStats:: ds NUM_STATS +wEnemyMonActualCatchRate:: db +wEnemyMonBaseExp:: db wBattleMonNick:: ds NAME_LENGTH wBattleMon:: battle_struct wBattleMon -wTrainerClass:: - ds 1 +wTrainerClass:: db ds 1 -wTrainerPicPointer:: - ds 2 +wTrainerPicPointer:: dw + ds 1 -wTempMoveNameBuffer:: +wTempMoveNameBuffer:: ; ds 14 -wLearnMoveMonName:: ; The name of the mon that is learning a move. +wLearnMoveMonName:: ; ds NAME_LENGTH + ds 16 -wTrainerBaseMoney:: -; 2-byte BCD number +; BCD number ; money received after battle = base money × level of highest-level enemy mon - ds 2 +wTrainerBaseMoney:: dw -wMissableObjectCounter:: - ds 1 +wMissableObjectCounter:: db ds 1 -wTrainerName:: ; 13 bytes for the letters of the opposing trainer ; the name is terminated with $50 with possible ; unused trailing letters - ds 13 +wTrainerName:: ds 13 -wIsInBattle:: ; lost battle, this is -1 ; no battle, this is 0 ; wild battle, this is 1 ; trainer battle, this is 2 - ds 1 +wIsInBattle:: db -wPartyGainExpFlags:: ; flags that indicate which party members should be be given exp when GainExperience is called - flag_array 6 +wPartyGainExpFlags:: flag_array PARTY_LENGTH -wCurOpponent:: ; in a wild battle, this is the species of pokemon ; in a trainer battle, this is the trainer class + OPP_ID_OFFSET - ds 1 +wCurOpponent:: db -wBattleType:: ; in normal battle, this is 0 ; in old man battle, this is 1 ; in safari battle, this is 2 - ds 1 +wBattleType:: db -wDamageMultipliers:: ; bits 0-6: Effectiveness ; $0 = immune ; $5 = not very effective ; $a = neutral ; $14 = super-effective ; bit 7: STAB - ds 1 +wDamageMultipliers:: db -wLoneAttackNo:: ; which entry in LoneAttacks to use -wGymLeaderNo:: ; it's actually the same thing as ^ - ds 1 -wTrainerNo:: +wLoneAttackNo:: +wGymLeaderNo:: db ; which instance of [youngster, lass, etc] is this? - ds 1 +wTrainerNo:: db -wCriticalHitOrOHKO:: ; $00 = normal attack ; $01 = critical hit ; $02 = successful OHKO ; $ff = failed OHKO - ds 1 +wCriticalHitOrOHKO:: db -wMoveMissed:: - ds 1 +wMoveMissed:: db -wPlayerStatsToDouble:: ; always 0 - ds 1 +wPlayerStatsToDouble:: db -wPlayerStatsToHalve:: ; always 0 - ds 1 +wPlayerStatsToHalve:: db -wPlayerBattleStatus1:: ; bit 0 - bide ; bit 1 - thrash / petal dance ; bit 2 - attacking multiple times (e.g. double kick) @@ -1623,9 +1203,8 @@ wPlayerBattleStatus1:: ; bit 5 - using multi-turn move (e.g. wrap) ; bit 6 - invulnerable to normal attack (using fly/dig) ; bit 7 - confusion - ds 1 +wPlayerBattleStatus1:: db -wPlayerBattleStatus2:: ; bit 0 - X Accuracy effect ; bit 1 - protected by "mist" ; bit 2 - focus energy effect @@ -1633,487 +1212,352 @@ wPlayerBattleStatus2:: ; bit 5 - need to recharge ; bit 6 - rage ; bit 7 - leech seeded - ds 1 +wPlayerBattleStatus2:: db -wPlayerBattleStatus3:: ; bit 0 - toxic ; bit 1 - light screen ; bit 2 - reflect ; bit 3 - transformed - ds 1 +wPlayerBattleStatus3:: db -wEnemyStatsToDouble:: ; always 0 - ds 1 +wEnemyStatsToDouble:: db -wEnemyStatsToHalve:: ; always 0 - ds 1 +wEnemyStatsToHalve:: db -wEnemyBattleStatus1:: - ds 1 -wEnemyBattleStatus2:: - ds 1 -wEnemyBattleStatus3:: - ds 1 +wEnemyBattleStatus1:: db +wEnemyBattleStatus2:: db +wEnemyBattleStatus3:: db -wPlayerNumAttacksLeft:: ; when the player is attacking multiple times, the number of attacks left - ds 1 +wPlayerNumAttacksLeft:: db -wPlayerConfusedCounter:: - ds 1 +wPlayerConfusedCounter:: db -wPlayerToxicCounter:: - ds 1 +wPlayerToxicCounter:: db -wPlayerDisabledMove:: ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left - ds 1 +wPlayerDisabledMove:: db ds 1 -wEnemyNumAttacksLeft:: ; when the enemy is attacking multiple times, the number of attacks left - ds 1 +wEnemyNumAttacksLeft:: db -wEnemyConfusedCounter:: - ds 1 +wEnemyConfusedCounter:: db -wEnemyToxicCounter:: - ds 1 +wEnemyToxicCounter:: db -wEnemyDisabledMove:: ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left - ds 1 +wEnemyDisabledMove:: db ds 1 -wPlayerNumHits:: -; number of hits by player in attacks like Double Slap, etc. +; the amount of damage accumulated by the player while biding +wPlayerBideAccumulatedDamage:: ; dw -wPlayerBideAccumulatedDamage:: -; the amount of damage accumulated by the player while biding (2 bytes) +wUnknownSerialCounter2:: ; dw -wUnknownSerialCounter2:: -; 2 bytes +; number of hits by player in attacks like Double Slap, etc. +wPlayerNumHits:: db - ds 4 + ds 3 -wEscapedFromBattle:: ; non-zero when an item or move that allows escape from battle was used - ds 1 +wEscapedFromBattle:: db -wAmountMoneyWon:: -; 3-byte BCD number +; BCD number +wAmountMoneyWon:: ; ds 3 -wObjectToHide:: - ds 1 +wObjectToHide:: db -wObjectToShow:: - ds 1 +wObjectToShow:: db ds 1 -wDefaultMap:: ; the map you will start at when the debug bit is set - +wDefaultMap:: wMenuItemOffset:: - -wAnimationID:: ; ID number of the current battle animation - ds 1 +wAnimationID:: db wNamingScreenType:: - wPartyMenuTypeOrMessageID:: - -wTempTilesetNumTiles:: ; temporary storage for the number of tiles in a tileset - ds 1 +wTempTilesetNumTiles:: db -wSavedListScrollOffset:: ; used by the pokemart code to save the existing value of wListScrollOffset ; so that it can be restored when the player is done with the pokemart NPC - ds 1 +wSavedListScrollOffset:: db ds 2 ; base coordinates of frame block -wBaseCoordX:: - ds 1 -wBaseCoordY:: - ds 1 +wBaseCoordX:: db +wBaseCoordY:: db ; low health alarm counter/enable ; high bit = enable, others = timer to cycle frequencies -wLowHealthAlarm:: ds 1 +wLowHealthAlarm:: db -wFBTileCounter:: ; counts how many tiles of the current frame block have been drawn - ds 1 +wFBTileCounter:: db -wMovingBGTilesCounter2:: - ds 1 +wMovingBGTilesCounter2:: db -wSubAnimFrameDelay:: ; duration of each frame of the current subanimation in terms of screen refreshes - ds 1 -wSubAnimCounter:: +wSubAnimFrameDelay:: db ; counts the number of subentries left in the current subanimation - ds 1 +wSubAnimCounter:: db -wSaveFileStatus:: ; 1 = no save file or save file is corrupted ; 2 = save file exists and no corruption has been detected - ds 1 +wSaveFileStatus:: db -wNumFBTiles:: ; number of tiles in current battle animation frame block - ds 1 +wNumFBTiles:: db wFlashScreenLongCounter:: - wSpiralBallsBaseY:: - -wFallingObjectMovementByte:: ; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8) ; bit 7: direction; 0 = right, 1 = left - +wFallingObjectMovementByte:: wNumShootingBalls:: - -wTradedMonMovingRight:: ; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa - +wTradedMonMovingRight:: wOptionsInitialized:: - wNewSlotMachineBallTile:: - -wCoordAdjustmentAmount:: ; how much to add to the X/Y coord - +wCoordAdjustmentAmount:: wUnusedD08A:: - ds 1 + db wSpiralBallsBaseX:: - wNumFallingObjects:: - wSlideMonDelay:: - -wAnimCounter:: ; generic counter variable for various animations - -wSubAnimTransform:: +wAnimCounter:: ; 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 - ds 1 +wSubAnimTransform:: + db -wEndBattleWinTextPointer:: - ds 2 +wEndBattleWinTextPointer:: dw -wEndBattleLoseTextPointer:: - ds 2 +wEndBattleLoseTextPointer:: dw ds 2 -wEndBattleTextRomBank:: - ds 1 +wEndBattleTextRomBank:: db ds 1 -wSubAnimAddrPtr:: ; the address _of the address_ of the current subanimation entry - ds 2 +wSubAnimAddrPtr:: dw + +; the address of the current subentry of the current subanimation +wSubAnimSubEntryAddr:: ; dw -wSlotMachineAllowMatchesCounter:: ; If non-zero, the allow matches flag is always set. ; There is a 1/256 (~0.4%) chance that this value will be set to 60, which is ; the only way it can increase. Winning certain payout amounts will decrement it ; or zero it. +wSlotMachineAllowMatchesCounter:: db -wSubAnimSubEntryAddr:: -; the address of the current subentry of the current subanimation - ds 2 + ds 3 - ds 2 - -wOutwardSpiralTileMapPointer:: - ds 1 +wOutwardSpiralTileMapPointer:: db wPartyMenuAnimMonEnabled:: - -wTownMapSpriteBlinkingEnabled:: ; non-zero when enabled. causes nest locations to blink on and off. ; the town selection cursor will blink regardless of what this value is +wTownMapSpriteBlinkingEnabled:: +wUnusedD09B:: db -wUnusedD09B:: - ds 1 - -wFBDestAddr:: ; current destination address in OAM for frame blocks (big endian) - ds 2 +wFBDestAddr:: dw -wFBMode:: ; 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 [wFBDestAddr], so that the next frame block will overwrite this one - ds 1 +wFBMode:: db -wLinkCableAnimBulgeToggle:: ; 0 = small ; 1 = big - +wLinkCableAnimBulgeToggle:: wIntroNidorinoBaseTile:: - wOutwardSpiralCurrentDirection:: - wDropletTile:: - wNewTileBlockID:: - wWhichBattleAnimTileset:: - -wSquishMonCurrentDirection:: ; 0 = left ; 1 = right - -wSlideMonUpBottomRowLeftTile:: +wSquishMonCurrentDirection:: ; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_ - ds 1 +wSlideMonUpBottomRowLeftTile:: + db -wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank +wDisableVBlankWYUpdate:: db ; if non-zero, don't update WY during V-blank -wSpriteCurPosX:: - ds 1 -wSpriteCurPosY:: - ds 1 -wSpriteWidth:: - ds 1 -wSpriteHeight:: - ds 1 -wSpriteInputCurByte:: +wSpriteCurPosX:: db +wSpriteCurPosY:: db +wSpriteWidth:: db +wSpriteHeight:: db ; current input byte - ds 1 -wSpriteInputBitCounter:: +wSpriteInputCurByte:: db ; bit offset of last read input bit - ds 1 +wSpriteInputBitCounter:: db -wSpriteOutputBitOffset:: ; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data) +; 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 - ds 1 +wSpriteOutputBitOffset:: db -wSpriteLoadFlags:: ; bit 0 determines used buffer (0 -> sSpriteBuffer1, 1 -> sSpriteBuffer2) ; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation) - ds 1 -wSpriteUnpackMode:: - ds 1 -wSpriteFlipped:: - ds 1 +wSpriteLoadFlags:: db +wSpriteUnpackMode:: db +wSpriteFlipped:: db -wSpriteInputPtr:: ; pointer to next input byte - ds 2 -wSpriteOutputPtr:: +wSpriteInputPtr:: dw ; pointer to current output byte - ds 2 -wSpriteOutputPtrCached:: +wSpriteOutputPtr:: dw ; used to revert pointer for different bit offsets - ds 2 -wSpriteDecodeTable0Ptr:: +wSpriteOutputPtrCached:: dw ; pointer to differential decoding table (assuming initial value 0) - ds 2 -wSpriteDecodeTable1Ptr:: +wSpriteDecodeTable0Ptr:: dw ; pointer to differential decoding table (assuming initial value 1) - ds 2 +wSpriteDecodeTable1Ptr:: dw -wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things +wd0b5:: db ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things -wNameListType:: - ds 1 +wNameListType:: db -wPredefBank:: - ds 1 +wPredefBank:: db wMonHeader:: - -wMonHIndex:: ; In the ROM base stats data structure, this is the dex number, but it is ; overwritten with the internal index number after the header is copied to WRAM. - ds 1 - +wMonHIndex:: db wMonHBaseStats:: -wMonHBaseHP:: - ds 1 -wMonHBaseAttack:: - ds 1 -wMonHBaseDefense:: - ds 1 -wMonHBaseSpeed:: - ds 1 -wMonHBaseSpecial:: - ds 1 - +wMonHBaseHP:: db +wMonHBaseAttack:: db +wMonHBaseDefense:: db +wMonHBaseSpeed:: db +wMonHBaseSpecial:: db wMonHTypes:: -wMonHType1:: - ds 1 -wMonHType2:: - ds 1 - -wMonHCatchRate:: - ds 1 -wMonHBaseEXP:: - ds 1 -wMonHSpriteDim:: - ds 1 -wMonHFrontSprite:: - ds 2 -wMonHBackSprite:: - ds 2 - -wMonHMoves:: - ds NUM_MOVES - -wMonHGrowthRate:: - ds 1 - -wMonHLearnset:: -; bit field - flag_array NUM_TMS + NUM_HMS - +wMonHType1:: db +wMonHType2:: db +wMonHCatchRate:: db +wMonHBaseEXP:: db +wMonHSpriteDim:: db +wMonHFrontSprite:: dw +wMonHBackSprite:: dw +wMonHMoves:: ds NUM_MOVES +wMonHGrowthRate:: db +wMonHLearnset:: flag_array NUM_TMS + NUM_HMS ds 1 wMonHeaderEnd:: -wSavedTileAnimations:: ; saved at the start of a battle and then written back at the end of the battle - ds 1 +wSavedTileAnimations:: db ds 2 -wDamage:: - ds 2 +wDamage:: dw ds 2 -wRepelRemainingSteps:: - ds 1 +wRepelRemainingSteps:: db -wMoves:: ; list of moves for FormatMovesString - ds NUM_MOVES +wMoves:: ds NUM_MOVES -wMoveNum:: - ds 1 +wMoveNum:: db -wMovesString:: - ds 56 +wMovesString:: ds 56 -wUnusedD119:: - ds 1 +wUnusedD119:: db -wWalkBikeSurfStateCopy:: ; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything - ds 1 +wWalkBikeSurfStateCopy:: db -wInitListType:: ; the type of list for InitList to init - ds 1 +wInitListType:: db -wCapturedMonSpecies:: ; 0 if no mon was captured - ds 1 +wCapturedMonSpecies:: db -wFirstMonsNotOutYet:: ; Non-zero when the first player mon and enemy mon haven't been sent out yet. ; It prevents the game from asking if the player wants to choose another mon ; when the enemy sends out their first mon and suppresses the "no will to fight" ; message when the game searches for the first non-fainted mon in the party, ; which will be the first mon sent out. - ds 1 +wFirstMonsNotOutYet:: db wPokeBallCaptureCalcTemp:: - ; lower nybble: number of shakes ; upper nybble: number of animations to play wPokeBallAnimData:: - wUsingPPUp:: - wMaxPP:: - ; 0 for player, non-zero for enemy wCalculateWhoseStats:: - wTypeEffectiveness:: - wMoveType:: - wNumSetBits:: +; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits +wd11e:: + db -wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits - -wForcePlayerToChooseMon:: ; When this value is non-zero, the player isn't allowed to exit the party menu ; by pressing B and not choosing a mon. - ds 1 +wForcePlayerToChooseMon:: db -wNumRunAttempts:: ; number of times the player has tried to run from battle - ds 1 +wNumRunAttempts:: db -wEvolutionOccurred:: - ds 1 +wEvolutionOccurred:: db -wVBlankSavedROMBank:: - ds 1 +wVBlankSavedROMBank:: db ds 1 -wIsKeyItem:: - ds 1 +wIsKeyItem:: db -wTextBoxID:: - ds 1 +wTextBoxID:: db -wCurrentMapScriptFlags:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value +wCurrentMapScriptFlags:: db ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value -wCurEnemyLVL:: - ds 1 +wCurEnemyLVL:: db -wItemListPointer:: ; pointer to list of items terminated by $FF - ds 2 +wItemListPointer:: dw -wListCount:: ; number of entries in a list - ds 1 +wListCount:: db -wLinkState:: - ds 1 +wLinkState:: db -wTwoOptionMenuID:: - ds 1 +wTwoOptionMenuID:: db -wChosenMenuItem:: ; the id of the menu item the player ultimately chose - -wOutOfBattleBlackout:: +wChosenMenuItem:: ; non-zero when the whole party has fainted due to out-of-battle poison damage - ds 1 +wOutOfBattleBlackout:: db -wMenuExitMethod:: ; the way the user exited a menu ; for list menus and the buy/sell/quit menu: ; $01 = the user pressed A to choose a menu item @@ -2121,126 +1565,96 @@ wMenuExitMethod:: ; for two-option menus: ; $01 = the user pressed A with the first menu item selected ; $02 = the user pressed B or pressed A with the second menu item selected - ds 1 +wMenuExitMethod:: db -wDungeonWarpDataEntrySize:: ; the size is always 6, so they didn't need a variable in RAM for this - -wWhichPewterGuy:: +wDungeonWarpDataEntrySize:: ; 0 = museum guy ; 1 = gym guy - -wWhichPrizeWindow:: +wWhichPewterGuy:: ; there are 3 windows, from 0 to 2 - -wGymGateTileBlock:: +wWhichPrizeWindow:: ; a horizontal or vertical gate block - ds 1 - -wSavedSpriteScreenY:: - ds 1 - -wSavedSpriteScreenX:: - ds 1 - -wSavedSpriteMapY:: - ds 1 +wGymGateTileBlock:: db -wSavedSpriteMapX:: - ds 1 +wSavedSpriteScreenY:: db +wSavedSpriteScreenX:: db +wSavedSpriteMapY:: db +wSavedSpriteMapX:: db ds 5 -wWhichPrize:: - ds 1 +wWhichPrize:: db -wIgnoreInputCounter:: ; counts downward each frame ; when it hits 0, bit 5 (ignore input bit) of wd730 is reset - ds 1 +wIgnoreInputCounter:: db -wStepCounter:: ; counts down once every step - ds 1 +wStepCounter:: db -wNumberOfNoRandomBattleStepsLeft:: ; after a battle, you have at least 3 steps before a random battle can occur - ds 1 +wNumberOfNoRandomBattleStepsLeft:: db -wPrize1:: - ds 1 -wPrize2:: - ds 1 -wPrize3:: - ds 1 +wPrize1:: db +wPrize2:: db +wPrize3:: db ds 1 -wSerialRandomNumberListBlock:: ; the first 7 bytes are the preamble +wSerialRandomNumberListBlock:: -wPrize1Price:: - ds 2 - -wPrize2Price:: - ds 2 - -wPrize3Price:: - ds 2 +wPrize1Price:: dw +wPrize2Price:: dw +wPrize3Price:: dw ds 1 -wLinkBattleRandomNumberList:: ; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex - ds 10 +wLinkBattleRandomNumberList:: ds 10 -wSerialPlayerDataBlock:: -; the first 6 bytes are the preamble +wSerialPlayerDataBlock:: ; ds ... -wPseudoItemID:: ; When a real item is being used, this is 0. ; When a move is acting as an item, this is the ID of the item it's acting as. ; For example, out-of-battle Dig is executed using a fake Escape Rope item. In ; that case, this would be ESCAPE_ROPE. - ds 1 +wPseudoItemID:: db -wUnusedD153:: - ds 1 +wUnusedD153:: db ds 2 -wEvoStoneItemID:: - ds 1 +wEvoStoneItemID:: db -wSavedNPCMovementDirections2Index:: - ds 1 +wSavedNPCMovementDirections2Index:: db -wPlayerName:: - ds NAME_LENGTH +wPlayerName:: ds NAME_LENGTH wPartyDataStart:: -wPartyCount:: ds 1 +wPartyCount:: db wPartySpecies:: ds PARTY_LENGTH + 1 wPartyMons:: ; wPartyMon1 - wPartyMon6 -for n, 1, PARTY_LENGTH + 1 +FOR n, 1, PARTY_LENGTH + 1 wPartyMon{d:n}:: party_struct wPartyMon{d:n} -endr +ENDR wPartyMonOT:: ; wPartyMon1OT - wPartyMon6OT -for n, 1, PARTY_LENGTH + 1 +FOR n, 1, PARTY_LENGTH + 1 wPartyMon{d:n}OT:: ds NAME_LENGTH -endr +ENDR wPartyMonNicks:: ; wPartyMon1Nick - wPartyMon6Nick -for n, 1, PARTY_LENGTH + 1 +FOR n, 1, PARTY_LENGTH + 1 wPartyMon{d:n}Nick:: ds NAME_LENGTH -endr +ENDR wPartyMonNicksEnd:: wPartyDataEnd:: @@ -2248,29 +1662,20 @@ wPartyDataEnd:: wMainDataStart:: -wPokedexOwned:: - flag_array NUM_POKEMON +wPokedexOwned:: flag_array NUM_POKEMON wPokedexOwnedEnd:: -wPokedexSeen:: - flag_array NUM_POKEMON +wPokedexSeen:: flag_array NUM_POKEMON wPokedexSeenEnd:: - -wNumBagItems:: - ds 1 -wBagItems:: +wNumBagItems:: db ; item, quantity - ds BAG_ITEM_CAPACITY * 2 - ds 1 ; end +wBagItems:: ds BAG_ITEM_CAPACITY * 2 + 1 -wPlayerMoney:: - ds 3 ; BCD +wPlayerMoney:: ds 3 ; BCD -wRivalName:: - ds NAME_LENGTH +wRivalName:: ds NAME_LENGTH -wOptions:: ; bit 7 = battle animation ; 0: On ; 1: Off @@ -2281,628 +1686,349 @@ wOptions:: ; 1: Fast ; 3: Medium ; 5: Slow - ds 1 +wOptions:: db -wObtainedBadges:: - flag_array 8 +wObtainedBadges:: flag_array NUM_BADGES ds 1 -wLetterPrintingDelayFlags:: ; bit 0: If 0, limit the delay to 1 frame. Note that this has no effect if ; the delay has been disabled entirely through bit 1 of this variable ; or bit 6 of wd730. ; bit 1: If 0, no delay. - ds 1 +wLetterPrintingDelayFlags:: db -wPlayerID:: - ds 2 +wPlayerID:: dw -wMapMusicSoundID:: - ds 1 +wMapMusicSoundID:: db +wMapMusicROMBank:: db -wMapMusicROMBank:: - ds 1 - -wMapPalOffset:: ; offset subtracted from FadePal4 to get the background and object palettes for the current map ; normally, it is 0. it is 6 when Flash is needed, causing FadePal2 to be used instead of FadePal4 - ds 1 +wMapPalOffset:: db -wCurMap:: - ds 1 +wCurMap:: db -wCurrentTileBlockMapViewPointer:: ; pointer to the upper left corner of the current view in the tile block map - ds 2 +wCurrentTileBlockMapViewPointer:: dw -wYCoord:: ; player's position on the current map - ds 1 - -wXCoord:: - ds 1 +wYCoord:: db +wXCoord:: db -wYBlockCoord:: -; player's y position (by block) - ds 1 +; player's position (by block) +wYBlockCoord:: db +wXBlockCoord:: db -wXBlockCoord:: - ds 1 +wLastMap:: db -wLastMap:: - ds 1 - -wUnusedD366:: - ds 1 +wUnusedD366:: db -wCurMapTileset:: - ds 1 - -wCurMapHeight:: -; blocks - ds 1 +wCurMapTileset:: db -wCurMapWidth:: ; blocks - ds 1 +wCurMapHeight:: db +wCurMapWidth:: db -wMapDataPtr:: - ds 2 +wMapDataPtr:: dw +wMapTextPtr:: dw +wMapScriptPtr:: dw -wMapTextPtr:: - ds 2 - -wMapScriptPtr:: - ds 2 - -wMapConnections:: -; connection byte - ds 1 - -wMapConn1Ptr:: - ds 1 +wMapConnections:: db +wNorthConnectionHeader:: map_connection_struct wNorth +wSouthConnectionHeader:: map_connection_struct wSouth +wWestConnectionHeader:: map_connection_struct wWest +wEastConnectionHeader:: map_connection_struct wEast -wNorthConnectionStripSrc:: - ds 2 - -wNorthConnectionStripDest:: - ds 2 - -wNorthConnectionStripWidth:: - ds 1 - -wNorthConnectedMapWidth:: - ds 1 - -wNorthConnectedMapYAlignment:: - ds 1 - -wNorthConnectedMapXAlignment:: - ds 1 - -wNorthConnectedMapViewPointer:: - ds 2 - -wMapConn2Ptr:: - ds 1 - -wSouthConnectionStripSrc:: - ds 2 - -wSouthConnectionStripDest:: - ds 2 - -wSouthConnectionStripWidth:: - ds 1 - -wSouthConnectedMapWidth:: - ds 1 - -wSouthConnectedMapYAlignment:: - ds 1 - -wSouthConnectedMapXAlignment:: - ds 1 - -wSouthConnectedMapViewPointer:: - ds 2 - -wMapConn3Ptr:: - ds 1 - -wWestConnectionStripSrc:: - ds 2 - -wWestConnectionStripDest:: - ds 2 - -wWestConnectionStripHeight:: - ds 1 - -wWestConnectedMapWidth:: - ds 1 - -wWestConnectedMapYAlignment:: - ds 1 - -wWestConnectedMapXAlignment:: - ds 1 - -wWestConnectedMapViewPointer:: - ds 2 - -wMapConn4Ptr:: - ds 1 - -wEastConnectionStripSrc:: - ds 2 - -wEastConnectionStripDest:: - ds 2 - -wEastConnectionStripHeight:: - ds 1 - -wEastConnectedMapWidth:: - ds 1 - -wEastConnectedMapYAlignment:: - ds 1 - -wEastConnectedMapXAlignment:: - ds 1 - -wEastConnectedMapViewPointer:: - ds 2 - -wSpriteSet:: ; sprite set for the current map (11 sprite picture ID's) - ds 11 - -wSpriteSetID:: +wSpriteSet:: ds 11 ; sprite set ID for the current map - ds 1 +wSpriteSetID:: db -wObjectDataPointerTemp:: - ds 2 +wObjectDataPointerTemp:: dw ds 2 -wMapBackgroundTile:: ; the tile shown outside the boundaries of the map - ds 1 +wMapBackgroundTile:: db -wNumberOfWarps:: -; number of warps in current map - ds 1 +; number of warps in current map (up to 32) +wNumberOfWarps:: db -wWarpEntries:: ; current map warp entries - ds 128 +wWarpEntries:: ds 32 * 4 ; Y, X, warp ID, map ID -wDestinationWarpID:: ; if $ff, the player's coordinates are not updated when entering the map - ds 1 +wDestinationWarpID:: db ds 128 -wNumSigns:: ; number of signs in the current map (up to 16) - ds 1 +wNumSigns:: db -wSignCoords:: -; 2 bytes each -; Y, X - ds 32 +wSignCoords:: ds 16 * 2 ; Y, X +wSignTextIDs:: ds 16 -wSignTextIDs:: - ds 16 - -wNumSprites:: -; number of sprites on the current map - ds 1 +; number of sprites on the current map (up to 16) +wNumSprites:: db ; these two variables track the X and Y offset in blocks from the last special warp used ; they don't seem to be used for anything -wYOffsetSinceLastSpecialWarp:: - ds 1 -wXOffsetSinceLastSpecialWarp:: - ds 1 - -wMapSpriteData:: -; two bytes per sprite (movement byte 2, text ID) - ds 32 +wYOffsetSinceLastSpecialWarp:: db +wXOffsetSinceLastSpecialWarp:: db -wMapSpriteExtraData:: -; two bytes per sprite (trainer class/item ID, trainer set ID) - ds 32 +wMapSpriteData:: ds 16 * 2 ; movement byte 2, text ID +wMapSpriteExtraData:: ds 16 * 2 ; trainer class/item ID, trainer set ID -wCurrentMapHeight2:: ; map height in 2x2 meta-tiles - ds 1 +wCurrentMapHeight2:: db -wCurrentMapWidth2:: ; map width in 2x2 meta-tiles - ds 1 +wCurrentMapWidth2:: db -wMapViewVRAMPointer:: ; the address of the upper left corner of the visible portion of the BG tile map in VRAM - ds 2 +wMapViewVRAMPointer:: dw ; In the comments for the player direction variables below, "moving" refers to ; both walking and changing facing direction without taking a step. -wPlayerMovingDirection:: ; if the player is moving, the current direction ; if the player is not moving, zero ; map scripts write to this in order to change the player's facing direction - ds 1 +wPlayerMovingDirection:: db -wPlayerLastStopDirection:: ; the direction in which the player was moving before the player last stopped - ds 1 +wPlayerLastStopDirection:: db -wPlayerDirection:: ; if the player is moving, the current direction ; if the player is not moving, the last the direction in which the player moved - ds 1 +wPlayerDirection:: db -wTilesetBank:: - ds 1 +wTilesetBank:: db -wTilesetBlocksPtr:: ; maps blocks (4x4 tiles) to tiles - ds 2 +wTilesetBlocksPtr:: dw -wTilesetGfxPtr:: - ds 2 +wTilesetGfxPtr:: dw -wTilesetCollisionPtr:: ; list of all walkable tiles - ds 2 +wTilesetCollisionPtr:: dw -wTilesetTalkingOverTiles:: - ds 3 +wTilesetTalkingOverTiles:: ds 3 -wGrassTile:: - ds 1 +wGrassTile:: db ds 4 -wNumBoxItems:: - ds 1 -wBoxItems:: +wNumBoxItems:: db ; item, quantity - ds PC_ITEM_CAPACITY * 2 - ds 1 ; end +wBoxItems:: ds PC_ITEM_CAPACITY * 2 + 1 -wCurrentBoxNum:: ; bits 0-6: box number ; bit 7: whether the player has changed boxes before - ds 2 +wCurrentBoxNum:: dw -wNumHoFTeams:: ; number of HOF teams - ds 1 +wNumHoFTeams:: db -wUnusedD5A3:: - ds 1 +wUnusedD5A3:: db -wPlayerCoins:: - ds 2 ; BCD +wPlayerCoins:: ds 2 ; BCD -wMissableObjectFlags:: ; bit array of missable objects. set = removed - ds 32 +wMissableObjectFlags:: flag_array $100 wMissableObjectFlagsEnd:: ds 7 -wd5cd:: ds 1 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim) +; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim) +wd5cd:: db -wMissableObjectList:: ; each entry consists of 2 bytes ; * the sprite ID (depending on the current map) ; * the missable object index (global, used for wMissableObjectFlags) ; terminated with $FF - ds 17 * 2 +wMissableObjectList:: ds 16 * 2 + 1 -wGameProgressFlags:: -; $c8 bytes -wOaksLabCurScript:: - ds 1 -wPalletTownCurScript:: - ds 1 - ds 1 -wBluesHouseCurScript:: - ds 1 -wViridianCityCurScript:: - ds 1 - ds 2 -wPewterCityCurScript:: - ds 1 -wRoute3CurScript:: - ds 1 -wRoute4CurScript:: - ds 1 - ds 1 -wViridianGymCurScript:: - ds 1 -wPewterGymCurScript:: - ds 1 -wCeruleanGymCurScript:: - ds 1 -wVermilionGymCurScript:: - ds 1 -wCeladonGymCurScript:: - ds 1 -wRoute6CurScript:: - ds 1 -wRoute8CurScript:: - ds 1 -wRoute24CurScript:: - ds 1 -wRoute25CurScript:: - ds 1 -wRoute9CurScript:: - ds 1 -wRoute10CurScript:: - ds 1 -wMtMoon1FCurScript:: - ds 1 -wMtMoonB2FCurScript:: - ds 1 -wSSAnne1FRoomsCurScript:: - ds 1 -wSSAnne2FRoomsCurScript:: - ds 1 -wRoute22CurScript:: - ds 1 - ds 1 -wRedsHouse2FCurScript:: - ds 1 -wViridianMartCurScript:: - ds 1 -wRoute22GateCurScript:: - ds 1 -wCeruleanCityCurScript:: ds 1 + +wGameProgressFlags:: +wOaksLabCurScript:: db +wPalletTownCurScript:: db + ds 1 +wBluesHouseCurScript:: db +wViridianCityCurScript:: db + ds 2 +wPewterCityCurScript:: db +wRoute3CurScript:: db +wRoute4CurScript:: db + ds 1 +wViridianGymCurScript:: db +wPewterGymCurScript:: db +wCeruleanGymCurScript:: db +wVermilionGymCurScript:: db +wCeladonGymCurScript:: db +wRoute6CurScript:: db +wRoute8CurScript:: db +wRoute24CurScript:: db +wRoute25CurScript:: db +wRoute9CurScript:: db +wRoute10CurScript:: db +wMtMoon1FCurScript:: db +wMtMoonB2FCurScript:: db +wSSAnne1FRoomsCurScript:: db +wSSAnne2FRoomsCurScript:: db +wRoute22CurScript:: db + ds 1 +wRedsHouse2FCurScript:: db +wViridianMartCurScript:: db +wRoute22GateCurScript:: db +wCeruleanCityCurScript:: db ds 7 -wSSAnneBowCurScript:: - ds 1 -wViridianForestCurScript:: - ds 1 -wMuseum1FCurScript:: - ds 1 -wRoute13CurScript:: - ds 1 -wRoute14CurScript:: - ds 1 -wRoute17CurScript:: - ds 1 -wRoute19CurScript:: - ds 1 -wRoute21CurScript:: - ds 1 -wSafariZoneGateCurScript:: - ds 1 -wRockTunnelB1FCurScript:: - ds 1 -wRockTunnel1FCurScript:: - ds 1 - ds 1 -wRoute11CurScript:: - ds 1 -wRoute12CurScript:: - ds 1 -wRoute15CurScript:: - ds 1 -wRoute16CurScript:: - ds 1 -wRoute18CurScript:: - ds 1 -wRoute20CurScript:: - ds 1 -wSSAnneB1FRoomsCurScript:: - ds 1 -wVermilionCityCurScript:: - ds 1 -wPokemonTower2FCurScript:: - ds 1 -wPokemonTower3FCurScript:: - ds 1 -wPokemonTower4FCurScript:: - ds 1 -wPokemonTower5FCurScript:: - ds 1 -wPokemonTower6FCurScript:: - ds 1 -wPokemonTower7FCurScript:: - ds 1 -wRocketHideoutB1FCurScript:: - ds 1 -wRocketHideoutB2FCurScript:: - ds 1 -wRocketHideoutB3FCurScript:: - ds 1 -wRocketHideoutB4FCurScript:: - ds 2 -wRoute6GateCurScript:: - ds 1 -wRoute8GateCurScript:: - ds 2 -wCinnabarIslandCurScript:: - ds 1 -wPokemonMansion1FCurScript:: - ds 2 -wPokemonMansion2FCurScript:: - ds 1 -wPokemonMansion3FCurScript:: - ds 1 -wPokemonMansionB1FCurScript:: - ds 1 -wVictoryRoad2FCurScript:: - ds 1 -wVictoryRoad3FCurScript:: - ds 1 - ds 1 -wFightingDojoCurScript:: - ds 1 -wSilphCo2FCurScript:: - ds 1 -wSilphCo3FCurScript:: - ds 1 -wSilphCo4FCurScript:: - ds 1 -wSilphCo5FCurScript:: - ds 1 -wSilphCo6FCurScript:: - ds 1 -wSilphCo7FCurScript:: - ds 1 -wSilphCo8FCurScript:: - ds 1 -wSilphCo9FCurScript:: - ds 1 -wHallOfFameCurScript:: - ds 1 -wChampionsRoomCurScript:: - ds 1 -wLoreleisRoomCurScript:: - ds 1 -wBrunosRoomCurScript:: - ds 1 -wAgathasRoomCurScript:: - ds 1 -wCeruleanCaveB1FCurScript:: - ds 1 -wVictoryRoad1FCurScript:: - ds 1 - ds 1 -wLancesRoomCurScript:: - ds 1 +wSSAnneBowCurScript:: db +wViridianForestCurScript:: db +wMuseum1FCurScript:: db +wRoute13CurScript:: db +wRoute14CurScript:: db +wRoute17CurScript:: db +wRoute19CurScript:: db +wRoute21CurScript:: db +wSafariZoneGateCurScript:: db +wRockTunnelB1FCurScript:: db +wRockTunnel1FCurScript:: db + ds 1 +wRoute11CurScript:: db +wRoute12CurScript:: db +wRoute15CurScript:: db +wRoute16CurScript:: db +wRoute18CurScript:: db +wRoute20CurScript:: db +wSSAnneB1FRoomsCurScript:: db +wVermilionCityCurScript:: db +wPokemonTower2FCurScript:: db +wPokemonTower3FCurScript:: db +wPokemonTower4FCurScript:: db +wPokemonTower5FCurScript:: db +wPokemonTower6FCurScript:: db +wPokemonTower7FCurScript:: db +wRocketHideoutB1FCurScript:: db +wRocketHideoutB2FCurScript:: db +wRocketHideoutB3FCurScript:: db +wRocketHideoutB4FCurScript:: db + ds 1 +wRoute6GateCurScript:: db +wRoute8GateCurScript:: db + ds 1 +wCinnabarIslandCurScript:: db +wPokemonMansion1FCurScript:: db + ds 1 +wPokemonMansion2FCurScript:: db +wPokemonMansion3FCurScript:: db +wPokemonMansionB1FCurScript:: db +wVictoryRoad2FCurScript:: db +wVictoryRoad3FCurScript:: db + ds 1 +wFightingDojoCurScript:: db +wSilphCo2FCurScript:: db +wSilphCo3FCurScript:: db +wSilphCo4FCurScript:: db +wSilphCo5FCurScript:: db +wSilphCo6FCurScript:: db +wSilphCo7FCurScript:: db +wSilphCo8FCurScript:: db +wSilphCo9FCurScript:: db +wHallOfFameCurScript:: db +wChampionsRoomCurScript:: db +wLoreleisRoomCurScript:: db +wBrunosRoomCurScript:: db +wAgathasRoomCurScript:: db +wCeruleanCaveB1FCurScript:: db +wVictoryRoad1FCurScript:: db + ds 1 +wLancesRoomCurScript:: db ds 4 -wSilphCo10FCurScript:: - ds 1 -wSilphCo11FCurScript:: - ds 1 - ds 1 -wFuchsiaGymCurScript:: - ds 1 -wSaffronGymCurScript:: - ds 1 - ds 1 -wCinnabarGymCurScript:: - ds 1 -wGameCornerCurScript:: - ds 1 -wRoute16Gate1FCurScript:: - ds 1 -wBillsHouseCurScript:: - ds 1 -wRoute5GateCurScript:: - ds 1 -wPowerPlantCurScript:: -wRoute7GateCurScript:: -; overload - ds 1 - ds 1 -wSSAnne2FCurScript:: - ds 1 -wSeafoamIslandsB3FCurScript:: - ds 1 -wRoute23CurScript:: - ds 1 -wSeafoamIslandsB4FCurScript:: - ds 1 -wRoute18Gate1FCurScript:: - ds 1 - +wSilphCo10FCurScript:: db +wSilphCo11FCurScript:: db + ds 1 +wFuchsiaGymCurScript:: db +wSaffronGymCurScript:: db + ds 1 +wCinnabarGymCurScript:: db +wGameCornerCurScript:: db +wRoute16Gate1FCurScript:: db +wBillsHouseCurScript:: db +wRoute5GateCurScript:: db +wPowerPlantCurScript:: ; overload +wRoute7GateCurScript:: db + ds 1 +wSSAnne2FCurScript:: db +wSeafoamIslandsB3FCurScript:: db +wRoute23CurScript:: db +wSeafoamIslandsB4FCurScript:: db +wRoute18Gate1FCurScript:: db ds 78 wGameProgressFlagsEnd:: ds 56 -wObtainedHiddenItemsFlags:: - ds 14 +wObtainedHiddenItemsFlags:: flag_array 112 -wObtainedHiddenCoinsFlags:: - ds 2 +wObtainedHiddenCoinsFlags:: flag_array 16 -wWalkBikeSurfState:: ; $00 = walking ; $01 = biking ; $02 = surfing - ds 1 +wWalkBikeSurfState:: db ds 10 -wTownVisitedFlag:: - flag_array NUM_CITY_MAPS +wTownVisitedFlag:: flag_array NUM_CITY_MAPS -wSafariSteps:: ; starts at 502 - ds 2 +wSafariSteps:: dw -wFossilItem:: ; item given to cinnabar lab - ds 1 - -wFossilMon:: +wFossilItem:: db ; mon that will result from the item - ds 1 +wFossilMon:: db ds 2 -wEnemyMonOrTrainerClass:: ; trainer classes start at OPP_ID_OFFSET - ds 1 +wEnemyMonOrTrainerClass:: db -wPlayerJumpingYScreenCoordsIndex:: - ds 1 +wPlayerJumpingYScreenCoordsIndex:: db -wRivalStarter:: - ds 1 +wRivalStarter:: db ds 1 -wPlayerStarter:: - ds 1 +wPlayerStarter:: db -wBoulderSpriteIndex:: ; sprite index of the boulder the player is trying to push - ds 1 +wBoulderSpriteIndex:: db -wLastBlackoutMap:: - ds 1 +wLastBlackoutMap:: db -wDestinationMap:: ; destination map (for certain types of special warps, not ordinary walking) - ds 1 +wDestinationMap:: db -wUnusedD71B:: - ds 1 +wUnusedD71B:: db -wTileInFrontOfBoulderAndBoulderCollisionResult:: ; used to store the tile in front of the boulder when trying to push a boulder ; also used to store the result of the collision check ($ff for a collision and $00 for no collision) - ds 1 +wTileInFrontOfBoulderAndBoulderCollisionResult:: db -wDungeonWarpDestinationMap:: ; destination map for dungeon warps - ds 1 +wDungeonWarpDestinationMap:: db -wWhichDungeonWarp:: ; which dungeon warp within the source map was used - ds 1 +wWhichDungeonWarp:: db -wUnusedD71F:: - ds 1 +wUnusedD71F:: db ds 8 -wd728:: ; bit 0: using Strength outside of battle ; bit 1: set by IsSurfingAllowed when surfing's allowed, but the caller resets it after checking the result ; bit 3: received Old Rod @@ -2910,23 +2036,20 @@ wd728:: ; bit 5: received Super Rod ; bit 6: gave one of the Saffron guards a drink ; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key - ds 1 +wd728:: db ds 1 -wBeatGymFlags:: ; redundant because it matches wObtainedBadges ; used to determine whether to show name on statue and in two NPC text scripts - ds 1 +wBeatGymFlags:: db ds 1 -wd72c:: ; bit 0: if not set, the 3 minimum steps between random battles have passed ; bit 1: prevent audio fade out - ds 1 +wd72c:: db -wd72d:: ; This variable is used for temporary flags and as the destination map when ; warping to the Trade Center or Colosseum. ; bit 0: sprite facing directions have been initialised in the Trade Center @@ -2937,9 +2060,8 @@ wd72d:: ; but they do not appear to affect anything. Bit 6 is reset after all battles ; and bit 7 is reset after trainer battles (but it's only set before trainer ; battles anyway). - ds 1 +wd72d:: db -wd72e:: ; bit 0: the player has received Lapras in the Silph Co. building ; bit 1: set in various places, but doesn't appear to have an effect ; bit 2: the player has healed pokemon at a pokemon center at least once @@ -2948,20 +2070,18 @@ wd72e:: ; bit 5: set when a battle ends and when the player blacks out in the overworld due to poison ; bit 6: using the link feature ; bit 7: set if scripted NPC movement has been initialised - ds 1 +wd72e:: db ds 1 -wd730:: ; bit 0: NPC sprite being moved by script ; bit 5: ignore joypad input ; bit 6: print text with no delay between each letter ; bit 7: set if joypad states are being simulated in the overworld or an NPC's movement is being scripted - ds 1 +wd730:: db ds 1 -wd732:: ; bit 0: play time being counted ; bit 1: remnant of debug mode; only set by the debug build. ; if it is set: @@ -2979,85 +2099,67 @@ wd732:: ; bit 4: jumped into hole (Pokemon Mansion, Seafoam Islands, Victory Road) or went down waterfall (Seafoam Islands), so the target warp is a "dungeon warp" ; bit 5: currently being forced to ride bike (cycling road) ; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house) - ds 1 +wd732:: db -wFlags_D733:: ; bit 0: running a test battle ; bit 1: prevent music from changing when entering new map ; bit 2: skip the joypad check in CheckWarpsNoCollision (used for the forced warp down the waterfall in the Seafoam Islands) ; bit 3: trainer wants to battle ; bit 4: use variable [wCurMapScript] instead of the provided index for next frame's map script (used to start battle when talking to trainers) ; bit 7: used fly out of battle - ds 1 +wFlags_D733:: db -wBeatLorelei:: ; bit 1: set when you beat Lorelei and reset in Indigo Plateau lobby ; the game uses this to tell when Elite 4 events need to be reset - ds 1 +wBeatLorelei:: db ds 1 -wd736:: ; 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 / fishing animation ; bit 7: player sprite spinning due to spin tiles (Rocket hideout / Viridian Gym) - ds 1 +wd736:: db -wCompletedInGameTradeFlags:: - ds 2 +wCompletedInGameTradeFlags:: dw ds 2 -wWarpedFromWhichWarp:: - ds 1 - -wWarpedFromWhichMap:: - ds 1 +wWarpedFromWhichWarp:: db +wWarpedFromWhichMap:: db ds 2 -wCardKeyDoorY:: - ds 1 - -wCardKeyDoorX:: - ds 1 +wCardKeyDoorY:: db +wCardKeyDoorX:: db ds 2 -wFirstLockTrashCanIndex:: - ds 1 - -wSecondLockTrashCanIndex:: - ds 1 +wFirstLockTrashCanIndex:: db +wSecondLockTrashCanIndex:: db ds 2 -wEventFlags:: - flag_array NUM_EVENTS +wEventFlags:: flag_array NUM_EVENTS UNION wGrassRate:: db -wGrassMons:: - ds 10 * 2 +wGrassMons:: ds 10 * 2 ds 8 wWaterRate:: db -wWaterMons:: - ds 10 * 2 +wWaterMons:: ds 10 * 2 NEXTU -wLinkEnemyTrainerName:: ; linked game's trainer name - ds NAME_LENGTH +wLinkEnemyTrainerName:: ds NAME_LENGTH ds 1 -wSerialEnemyDataBlock:: -; ds $1a8 +wSerialEnemyDataBlock:: ; ds $1a8 ds 9 @@ -3066,66 +2168,54 @@ wEnemyPartySpecies:: ds PARTY_LENGTH + 1 wEnemyMons:: ; wEnemyMon1 - wEnemyMon6 -for n, 1, PARTY_LENGTH + 1 +FOR n, 1, PARTY_LENGTH + 1 wEnemyMon{d:n}:: party_struct wEnemyMon{d:n} -endr +ENDR wEnemyMonOT:: ; wEnemyMon1OT - wEnemyMon6OT -for n, 1, PARTY_LENGTH + 1 +FOR n, 1, PARTY_LENGTH + 1 wEnemyMon{d:n}OT:: ds NAME_LENGTH -endr +ENDR wEnemyMonNicks:: ; wEnemyMon1Nick - wEnemyMon6Nick -for n, 1, PARTY_LENGTH + 1 +FOR n, 1, PARTY_LENGTH + 1 wEnemyMon{d:n}Nick:: ds NAME_LENGTH -endr +ENDR ENDU -wTrainerHeaderPtr:: - ds 2 +wTrainerHeaderPtr:: dw ds 6 -wOpponentAfterWrongAnswer:: ; the trainer the player must face after getting a wrong answer in the Cinnabar ; gym quiz +wOpponentAfterWrongAnswer:: +wUnusedDA38:: db -wUnusedDA38:: - ds 1 - -wCurMapScript:: ; index of current map script, mostly used as index for function pointer array ; mostly copied from map-specific map script pointer and written back later - ds 1 +wCurMapScript:: db ds 7 -wPlayTimeHours:: - ds 1 -wPlayTimeMaxed:: - ds 1 -wPlayTimeMinutes:: - ds 1 -wPlayTimeSeconds:: - ds 1 -wPlayTimeFrames:: - ds 1 +wPlayTimeHours:: db +wPlayTimeMaxed:: db +wPlayTimeMinutes:: db +wPlayTimeSeconds:: db +wPlayTimeFrames:: db -wSafariZoneGameOver:: - ds 1 +wSafariZoneGameOver:: db -wNumSafariBalls:: - ds 1 +wNumSafariBalls:: db -wDayCareInUse:: ; 0 if no pokemon is in the daycare ; 1 if pokemon is in the daycare - ds 1 +wDayCareInUse:: db wDayCareMonName:: ds NAME_LENGTH wDayCareMonOT:: ds NAME_LENGTH @@ -3137,27 +2227,26 @@ wMainDataEnd:: wBoxDataStart:: -wBoxCount:: ds 1 +wBoxCount:: db wBoxSpecies:: ds MONS_PER_BOX + 1 wBoxMons:: - ; wBoxMon1 - wBoxMon20 -for n, 1, MONS_PER_BOX + 1 +FOR n, 1, MONS_PER_BOX + 1 wBoxMon{d:n}:: box_struct wBoxMon{d:n} -endr +ENDR wBoxMonOT:: ; wBoxMon1OT - wBoxMon20OT -for n, 1, MONS_PER_BOX + 1 +FOR n, 1, MONS_PER_BOX + 1 wBoxMon{d:n}OT:: ds NAME_LENGTH -endr +ENDR wBoxMonNicks:: ; wBoxMon1Nick - wBoxMon20Nick -for n, 1, MONS_PER_BOX + 1 +FOR n, 1, MONS_PER_BOX + 1 wBoxMon{d:n}Nick:: ds NAME_LENGTH -endr +ENDR wBoxMonNicksEnd:: wBoxDataEnd:: @@ -3165,7 +2254,9 @@ wBoxDataEnd:: SECTION "Stack", WRAM0 -wStack:: +; the stack grows downward + ds $100 - 1 +wStack:: db INCLUDE "sram.asm" |