diff options
Diffstat (limited to 'wram.asm')
-rwxr-xr-x | wram.asm | 109 |
1 files changed, 98 insertions, 11 deletions
@@ -357,6 +357,13 @@ wNPCMovementScriptBank:: ; cc58 ds 2 +wSlotMachineSevenAndBarModeChance:: ; cc5b +; 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. + wHallOfFame:: ; cc5b wBoostExpByExpAll:: ; cc5b wAnimationType:: ; cc5b @@ -365,7 +372,12 @@ wAnimationType:: ; cc5b wcc5b:: ds 1 ; these upcoming values below are miscellaneous storage values wcc5c:: ds 1 ; used in pokedex evaluation as well wcc5d:: ds 1 ; used in pokedex evaluation -wcc5e:: ds 13 ; as well as used as miscellaneous storage value, this is also used for the game corner slots + +wSlotMachineSavedROMBank:: ; cc5e +; ROM back to return to when the player is done with the slot machine + ds 1 + + ds 12 wcc6b:: ds 14 ; doesn't seem to be used for anything, probably just more storage wcc79:: ds 30 ; used in battle animations @@ -463,7 +475,7 @@ wPlayerMonMinimized:: ds 1 ; ccf7 ds 13 -wUnknownSlotVar:: ; cd05 +wLuckySlotHiddenObjectIndex:: ; cd05 wEnemyNumHits:: ; cd05 ; number of hits by enemy in attacks like Double Slap, etc. @@ -588,6 +600,10 @@ wOverrideSimulatedJoypadStatesMask:: ; cd3b ds 1 +wStoppingWhichSlotMachineWheel:: ; cd3d +; which wheel the player is trying to stop +; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3 + wTradedPlayerMonSpecies:: ; cd3d wTradingWhichPlayerMon:: ; cd3d @@ -611,6 +627,8 @@ wWhichTrade:: ; cd3d wTrainerSpriteOffset:: ; cd3d ds 1 +wSlotMachineWheel1Offset:: ; cd3e + wTradedEnemyMonSpecies:: ; cd3e wTradingWhichEnemyMon:: ; cd3e @@ -626,6 +644,8 @@ wHiddenObjectFunctionRomBank:: ; cd3e wTrainerEngageDistance:: ; cd3e ds 1 +wSlotMachineWheel2Offset:: ; cd3f + wNameOfPlayerMonToBeTraded:: ; cd3f wFlyAnimBirdSpriteImageIndex:: ; cd3f @@ -640,6 +660,8 @@ wTrainerFacingDirection:: ; cd3f wcd3f:: ; used with daycare text for money amount ds 1 +wSlotMachineWheel3Offset:: ; cd40 + wPlayerSpinInPlaceAnimSoundID:: ; cd40 wHiddenObjectY:: ; cd40 @@ -651,30 +673,89 @@ wTradedPlayerMonOT:: ; cd41 wHiddenObjectX:: ; cd41 +wSlotMachineWinningSymbol:: ; cd42 +; the OAM tile number of the upper left corner of the winning symbol minus 2 + +wSlotMachineWheel1BottomTile:: ; cd41 + wTrainerScreenX:: ; cd41 ds 1 ; a lot of the uses for these values use more than the said address +wSlotMachineWheel1MiddleTile:: ; cd42 + wcd42:: ds 1 ; used in pewter center script, printing field mon moves, slot machines and HoF PC + +wSlotMachineWheel1TopTile:: ; cd43 + wcd43:: ds 1 ; slot machine stuff and GetMonFieldMoves -wcd44:: ds 1 ; just slot machine -wcd45:: ds 1 ; slot machine... -wcd46:: ds 1 ; slot machine... + +wSlotMachineWheel2BottomTile:: ; cd44 + ds 1 + +wSlotMachineWheel2MiddleTile:: ; cd45 + ds 1 + +wTempCoins1:: ; cd46 +; 2 bytes +; temporary variable used to add payout amount to the player's coins + +wSlotMachineWheel2TopTile:: ; cd46 + ds 1 + +wSlotMachineWheel3BottomTile:: ; cd47 + wcd47:: ds 1 ; used in slot machine and spinning player sprite + +wSlotMachineWheel3MiddleTile:: ; cd48 + wcd48:: ds 1 ; same as above + +wSlotMachineWheel3TopTile:: ; cd49 + wcd49:: ds 1 ; used in slot machine, displaying the gym leaders/badges on the trainer card, and displaying the town map -wcd4a:: ds 1 ; probably used in one of the above mentioned functions -wcd4b:: ds 1 ; same as above + +wTempCoins2:: ; cd4a +; 2 bytes +; temporary variable used to subtract the bet amount from the player's coins + +wPayoutCoins:: ; cd4a +; 2 bytes + ds 1 + +wcd4b:: ; cd4b +; used in player animations + ds 1 wTradedPlayerMonOTID:: ; cd4c -wcd4c:: ds 1 ; slot machine and probably other above stuff +wSlotMachineFlags:: ; cd4c +; 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 + +wSlotMachineWheel1SlipCounter:: ; cd4d +; wheel 1 can "slip" while this is non-zero + wcd4d:: ds 1 ; used with cut and slot machine +wSlotMachineWheel2SlipCounter:: ; cd4e +; wheel 2 can "slip" while this is non-zero + wTradedEnemyMonOT:: ; cd4e wcd4e:: ds 1 ; used with in-game trades and slot machine + +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 + +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 wTradedEnemyMonOTID:: ; cd59 @@ -1194,9 +1275,8 @@ wTradedMonMovingRight:: ; d08a wd08a:: ds 1 ; used with sprites and displaying the option menu on the main menu screen? -wTownMapSpriteBlinkingCounter:: ; d08b - -wPartyMonAnimCounter:: ; d08b +wAnimCounter:: ; d08b +; generic counter variable for various animations W_SUBANIMTRANSFORM:: ; d08b ; controls what transformations are applied to the subanimation @@ -1222,6 +1302,13 @@ wEndBattleTextRomBank:: ; d092 W_SUBANIMADDRPTR:: ; d094 ; the address _of the address_ of the current subanimation entry ds 2 + +wSlotMachineAllowMatchesCounter:: ; d096 +; 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. + W_SUBANIMSUBENTRYADDR:: ; d096 ; the address of the current subentry of the current subanimation ds 2 |