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-rwxr-xr-xwram.asm811
1 files changed, 406 insertions, 405 deletions
diff --git a/wram.asm b/wram.asm
index 008d0d0c..f5a1188c 100755
--- a/wram.asm
+++ b/wram.asm
@@ -1636,26 +1636,26 @@ wScriptedNPCWalkCounter:: ; cf18
ds 1
-wOnSGB:: ; cf1b
+wOnSGB:: ; cf1a
; if running on SGB, it's 1, else it's 0
ds 1
-wDefaultPaletteCommand:: ; cf1c
+wDefaultPaletteCommand:: ; cf1b
ds 1
-wPlayerHPBarColor:: ; cf1d
+wPlayerHPBarColor:: ; cf1c
-wWholeScreenPaletteMonSpecies:: ; cf1d
+wWholeScreenPaletteMonSpecies:: ; cf1c
; species of the mon whose palette is used for the whole screen
ds 1
-wEnemyHPBarColor:: ; cf1e
+wEnemyHPBarColor:: ; cf1d
ds 1
; 0: green
; 1: yellow
; 2: red
-wPartyMenuHPBarColors:: ; cf1f
+wPartyMenuHPBarColors:: ; cf1e
ds 6
wStatusScreenHPBarColor:: ; cf25
@@ -1676,76 +1676,76 @@ wPartyMenuBlkPacket:: ; cf2e
wPartyHPBarAttributes:: ; cf36
ds 20
-wExpAmountGained:: ; cf4b
+wExpAmountGained:: ; cf4a
; 2-byte big-endian number
; the total amount of exp a mon gained
wcf4b:: ds 2 ; storage buffer for various strings
-wGainBoostedExp:: ; cf4d
+wGainBoostedExp:: ; cf4c
ds 1
ds 17
-wGymCityName:: ; cf5f
+wGymCityName:: ; cf5e
ds 17
-wGymLeaderName:: ; cf70
+wGymLeaderName:: ; cf6f
ds NAME_LENGTH
-wItemList:: ; cf7b
+wItemList:: ; cf7a
ds 16
-wListPointer:: ; cf8b
+wListPointer:: ; cf8a
ds 2
-wUnusedCF8D:: ; cf8d
+wUnusedCF8D:: ; cf8c
; 2 bytes
; used to store pointers, but never read
ds 2
-wItemPrices:: ; cf8f
+wItemPrices:: ; cf8e
ds 2
-wcf91:: ds 1 ; used with a lot of things (too much to list here)
+wcf91:: ds 1 ; used with a lot of things (too much to list here) ; cf90
-wWhichPokemon:: ; cf92
+wWhichPokemon:: ; cf91
; which pokemon you selected
ds 1
-wPrintItemPrices:: ; cf93
+wPrintItemPrices:: ; cf92
; if non-zero, then print item prices when displaying lists
ds 1
-wHPBarType:: ; cf94
+wHPBarType:: ; cf93
; type of HP bar
; $00 = enemy HUD in battle
; $01 = player HUD in battle / status screen
; $02 = party menu
-wListMenuID:: ; cf94
+wListMenuID:: ; cf93
; ID used by DisplayListMenuID
ds 1
-wRemoveMonFromBox:: ; cf95
+wRemoveMonFromBox:: ; cf94
; if non-zero, RemovePokemon will remove the mon from the current box,
; else it will remove the mon from the party
-wMoveMonType:: ; cf95
+wMoveMonType:: ; cf94
; 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
-wItemQuantity:: ; cf96
+wItemQuantity:: ; cf95
ds 1
-wMaxItemQuantity:: ; cf97
+wMaxItemQuantity:: ; cf96
ds 1
; LoadMonData copies mon data here
-wLoadedMon:: party_struct wLoadedMon ; cf98
+wLoadedMon:: party_struct wLoadedMon ; cf97
wFontLoaded:: ; cfc3
; bit 0: The space in VRAM that is used to store walk animation tile patterns
@@ -1832,7 +1832,7 @@ wBattleMonSpecies2:: ; cfd8
wEnemyMonNick:: ds NAME_LENGTH ; cfd9
-wEnemyMon:: ; cfe5
+wEnemyMon:: ; cfe4
; The wEnemyMon struct reaches past 0xcfff,
; the end of wram bank 0 on cgb.
; This has no significance on dmg, where wram
@@ -1868,64 +1868,64 @@ wEnemyMonBaseStats:: ds 5
wEnemyMonCatchRate:: ds 1
wEnemyMonBaseExp:: ds 1
-wBattleMonNick:: ds NAME_LENGTH ; d009
-wBattleMon:: battle_struct wBattleMon ; d014
+wBattleMonNick:: ds NAME_LENGTH ; d008
+wBattleMon:: battle_struct wBattleMon ; d013
-wTrainerClass:: ; d031
+wTrainerClass:: ; d030
ds 1
ds 1
-wTrainerPicPointer:: ; d033
+wTrainerPicPointer:: ; d032
ds 2
ds 1
-wTempMoveNameBuffer:: ; d036
+wTempMoveNameBuffer:: ; d035
-wLearnMoveMonName:: ; d036
+wLearnMoveMonName:: ; d035
; The name of the mon that is learning a move.
ds 16
-wTrainerBaseMoney:: ; d046
+wTrainerBaseMoney:: ; d045
; 2-byte BCD number
; money received after battle = base money × level of highest-level enemy mon
ds 2
-wMissableObjectCounter:: ; d048
+wMissableObjectCounter:: ; d047
ds 1
ds 1
-wTrainerName:: ; d04a
+wTrainerName:: ; d049
; 13 bytes for the letters of the opposing trainer
; the name is terminated with $50 with possible
; unused trailing letters
ds 13
-wIsInBattle:: ; d057
+wIsInBattle:: ; d056
; lost battle, this is -1
; no battle, this is 0
; wild battle, this is 1
; trainer battle, this is 2
ds 1
-wPartyGainExpFlags:: ; d058
+wPartyGainExpFlags:: ; d057
; flags that indicate which party members should be be given exp when GainExperience is called
flag_array 6
-wCurOpponent:: ; d059
+wCurOpponent:: ; d058
; in a wild battle, this is the species of pokemon
; in a trainer battle, this is the trainer class + 200
ds 1
-wBattleType:: ; d05a
+wBattleType:: ; d059
; in normal battle, this is 0
; in old man battle, this is 1
; in safari battle, this is 2
ds 1
-wDamageMultipliers:: ; d05b
+wDamageMultipliers:: ; d05a
; bits 0-6: Effectiveness
; $0 = immune
; $5 = not very effective
@@ -1934,34 +1934,34 @@ wDamageMultipliers:: ; d05b
; bit 7: STAB
ds 1
-wLoneAttackNo:: ; d05c
+wLoneAttackNo:: ; d05b
; which entry in LoneAttacks to use
-wGymLeaderNo:: ; d05c
+wGymLeaderNo:: ; d05b
; it's actually the same thing as ^
ds 1
-wTrainerNo:: ; d05d
+wTrainerNo:: ; d05c
; which instance of [youngster, lass, etc] is this?
ds 1
-wCriticalHitOrOHKO:: ; d05e
+wCriticalHitOrOHKO:: ; d05d
; $00 = normal attack
; $01 = critical hit
; $02 = successful OHKO
; $ff = failed OHKO
ds 1
-wMoveMissed:: ; d05f
+wMoveMissed:: ; d05e
ds 1
-wPlayerStatsToDouble:: ; d060
+wPlayerStatsToDouble:: ; d05f
; always 0
ds 1
-wPlayerStatsToHalve:: ; d061
+wPlayerStatsToHalve:: ; d060
; always 0
ds 1
-wPlayerBattleStatus1:: ; d062
+wPlayerBattleStatus1:: ; d061
; bit 0 - bide
; bit 1 - thrash / petal dance
; bit 2 - attacking multiple times (e.g. double kick)
@@ -1972,7 +1972,7 @@ wPlayerBattleStatus1:: ; d062
; bit 7 - confusion
ds 1
-wPlayerBattleStatus2:: ; d063
+wPlayerBattleStatus2:: ; d062
; bit 0 - X Accuracy effect
; bit 1 - protected by "mist"
; bit 2 - focus energy effect
@@ -1982,99 +1982,99 @@ wPlayerBattleStatus2:: ; d063
; bit 7 - leech seeded
ds 1
-wPlayerBattleStatus3:: ; d064
+wPlayerBattleStatus3:: ; d063
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - tranformed
ds 1
-wEnemyStatsToDouble:: ; d065
+wEnemyStatsToDouble:: ; d064
; always 0
ds 1
-wEnemyStatsToHalve:: ; d066
+wEnemyStatsToHalve:: ; d065
; always 0
ds 1
-wEnemyBattleStatus1:: ; d067
+wEnemyBattleStatus1:: ; d066
ds 1
-wEnemyBattleStatus2:: ; d068
+wEnemyBattleStatus2:: ; d067
ds 1
-wEnemyBattleStatus3:: ; d069
+wEnemyBattleStatus3:: ; d068
ds 1
-wPlayerNumAttacksLeft::
+wPlayerNumAttacksLeft:: ; d069
; when the player is attacking multiple times, the number of attacks left
ds 1
-W_PLAYERCONFUSEDCOUNTER:: ; d06b
+W_PLAYERCONFUSEDCOUNTER:: ; d06a
ds 1
-wPlayerToxicCounter:: ; d06c
+wPlayerToxicCounter:: ; d06b
ds 1
-wPlayerDisabledMove:: ; d06d
+wPlayerDisabledMove:: ; d06c
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
-wEnemyNumAttacksLeft:: ; d06f
+wEnemyNumAttacksLeft:: ; d06e
; when the enemy is attacking multiple times, the number of attacks left
ds 1
-W_ENEMYCONFUSEDCOUNTER:: ; d070
+W_ENEMYCONFUSEDCOUNTER:: ; d06f
ds 1
-wEnemyToxicCounter:: ; d071
+wEnemyToxicCounter:: ; d070
ds 1
-wEnemyDisabledMove:: ; d072
+wEnemyDisabledMove:: ; d071
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
-wPlayerNumHits:: ; d074
+wPlayerNumHits:: ; d073
; number of hits by player in attacks like Double Slap, etc.
-wPlayerBideAccumulatedDamage:: ; d074
+wPlayerBideAccumulatedDamage:: ; d073
; the amount of damage accumulated by the player while biding (2 bytes)
-wUnknownSerialCounter2:: ; d075
+wUnknownSerialCounter2:: ; d073
; 2 bytes
ds 4
-wEscapedFromBattle::
+wEscapedFromBattle:: ; d077
; non-zero when an item or move that allows escape from battle was used
ds 1
-wAmountMoneyWon:: ; d079
+wAmountMoneyWon:: ; d078
; 3-byte BCD number
-wObjectToHide:: ; d079
+wObjectToHide:: ; d078
ds 1
-wObjectToShow:: ; d07a
+wObjectToShow:: ; d079
ds 1
ds 1
-wAnimationID:: ; d07c
+wAnimationID:: ; d07b
; ID number of the current battle animation
ds 1
-wNamingScreenType:: ; d07d
+wNamingScreenType:: ; d07c
-wPartyMenuTypeOrMessageID:: ; d07d
+wPartyMenuTypeOrMessageID:: ; d07c
-wTempTilesetNumTiles:: ; d07d
+wTempTilesetNumTiles:: ; d07c
; temporary storage for the number of tiles in a tileset
ds 1
-wSavedListScrollOffset:: ; d07e
+wSavedListScrollOffset:: ; d07d
; 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
@@ -2082,71 +2082,71 @@ wSavedListScrollOffset:: ; d07e
ds 2
; base coordinates of frame block
-wBaseCoordX:: ; d081
+wBaseCoordX:: ; d080
ds 1
-wBaseCoordY:: ; d082
+wBaseCoordY:: ; d081
ds 1
; low health alarm counter/enable
; high bit = enable, others = timer to cycle frequencies
-wLowHealthAlarm:: ds 1 ; d083
+wLowHealthAlarm:: ds 1 ; d082
-wFBTileCounter:: ; d084
+wFBTileCounter:: ; d083
; counts how many tiles of the current frame block have been drawn
ds 1
-wMovingBGTilesCounter2:: ; d085
+wMovingBGTilesCounter2:: ; d084
ds 1
-wSubAnimFrameDelay:: ; d086
+wSubAnimFrameDelay:: ; d085
; duration of each frame of the current subanimation in terms of screen refreshes
ds 1
-wSubAnimCounter:: ; d087
+wSubAnimCounter:: ; d086
; counts the number of subentries left in the current subanimation
ds 1
-wSaveFileStatus:: ; d088
+wSaveFileStatus:: ; d087
; 1 = no save file or save file is corrupted
; 2 = save file exists and no corruption has been detected
ds 1
-wNumFBTiles:: ; d089
+wNumFBTiles:: ; d088
; number of tiles in current battle animation frame block
ds 1
-wFlashScreenLongCounter:: ; d08a
+wFlashScreenLongCounter:: ; d089
-wSpiralBallsBaseY:: ; d08a
+wSpiralBallsBaseY:: ; d089
-wFallingObjectMovementByte:: ; d08a
+wFallingObjectMovementByte:: ; d089
; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8)
; bit 7: direction; 0 = right, 1 = left
-wNumShootingBalls:: ; d08a
+wNumShootingBalls:: ; d089
-wTradedMonMovingRight:: ; d08a
+wTradedMonMovingRight:: ; d089
; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
-wOptionsInitialized:: ; d08a
+wOptionsInitialized:: ; d089
-wNewSlotMachineBallTile:: ; d08a
+wNewSlotMachineBallTile:: ; d089
-wCoordAdjustmentAmount:: ; d08a
+wCoordAdjustmentAmount:: ; d089
; how much to add to the X/Y coord
-wUnusedD08A:: ; d08a
+wUnusedD08A:: ; d089
ds 1
-wSpiralBallsBaseX:: ; d08b
+wSpiralBallsBaseX:: ; d08a
-wNumFallingObjects:: ; d08b
+wNumFallingObjects:: ; d08a
-wSlideMonDelay:: ; d08b
+wSlideMonDelay:: ; d08a
-wAnimCounter:: ; d08b
+wAnimCounter:: ; d08a
; generic counter variable for various animations
-wSubAnimTransform:: ; d08b
+wSubAnimTransform:: ; d08a
; controls what transformations are applied to the subanimation
; 01: flip horizontally and vertically
; 02: flip horizontally and translate downwards 40 pixels
@@ -2154,52 +2154,52 @@ wSubAnimTransform:: ; d08b
; 04: reverse the subanimation
ds 1
-wEndBattleWinTextPointer:: ; d08c
+wEndBattleWinTextPointer:: ; d08b
ds 2
-wEndBattleLoseTextPointer:: ; d08e
+wEndBattleLoseTextPointer:: ; d08d
ds 2
ds 2
-wEndBattleTextRomBank:: ; d092
+wEndBattleTextRomBank:: ; d091
ds 1
ds 1
-wSubAnimAddrPtr:: ; d094
+wSubAnimAddrPtr:: ; d093
; the address _of the address_ of the current subanimation entry
ds 2
-wSlotMachineAllowMatchesCounter:: ; d096
+wSlotMachineAllowMatchesCounter:: ; d095
; 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.
-wSubAnimSubEntryAddr:: ; d096
+wSubAnimSubEntryAddr:: ; d095
; the address of the current subentry of the current subanimation
ds 2
ds 2
-wOutwardSpiralTileMapPointer:: ; d09a
+wOutwardSpiralTileMapPointer:: ; d099
ds 1
-wPartyMenuAnimMonEnabled:: ; d09b
+wPartyMenuAnimMonEnabled:: ; d09a
-wTownMapSpriteBlinkingEnabled:: ; d09b
+wTownMapSpriteBlinkingEnabled:: ; d09a
; non-zero when enabled. causes nest locations to blink on and off.
; the town selection cursor will blink regardless of what this value is
-wUnusedD09B:: ; d09b
+wUnusedD09B:: ; d09a
ds 1
-wFBDestAddr:: ; d09c
+wFBDestAddr:: ; d09b
; current destination address in OAM for frame blocks (big endian)
ds 2
-wFBMode:: ; d09e
+wFBMode:: ; d09d
; 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
@@ -2208,172 +2208,172 @@ wFBMode:: ; d09e
; 04: delay, without cleaning OAM buffer, and do not advance [wFBDestAddr], so that the next frame block will overwrite this one
ds 1
-wLinkCableAnimBulgeToggle:: ; d09f
+wLinkCableAnimBulgeToggle:: ; d09e
; 0 = small
; 1 = big
-wIntroNidorinoBaseTile:: ; d09f
+wIntroNidorinoBaseTile:: ; d09e
-wOutwardSpiralCurrentDirection:: ; d09f
+wOutwardSpiralCurrentDirection:: ; d09e
-wDropletTile:: ; d09f
+wDropletTile:: ; d09e
-wNewTileBlockID:: ; d09f
+wNewTileBlockID:: ; d09e
-wWhichBattleAnimTileset:: ; d09f
+wWhichBattleAnimTileset:: ; d09e
-wSquishMonCurrentDirection:: ; d09f
+wSquishMonCurrentDirection:: ; d09e
; 0 = left
; 1 = right
-wSlideMonUpBottomRowLeftTile:: ; d09f
+wSlideMonUpBottomRowLeftTile:: ; d09e
; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_
ds 1
-wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank
+wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank ; d09f
-W_SPRITECURPOSX:: ; d0a1
+W_SPRITECURPOSX:: ; d0a0
ds 1
-W_SPRITECURPOSY:: ; d0a2
+W_SPRITECURPOSY:: ; d0a1
ds 1
-W_SPRITEWITDH:: ; d0a3
+W_SPRITEWITDH:: ; d0a2
ds 1
-W_SPRITEHEIGHT:: ; d0a4
+W_SPRITEHEIGHT:: ; d0a3
ds 1
-W_SPRITEINPUTCURBYTE:: ; d0a5
+W_SPRITEINPUTCURBYTE:: ; d0a4
; current input byte
ds 1
-W_SPRITEINPUTBITCOUNTER:: ; d0a6
+W_SPRITEINPUTBITCOUNTER:: ; d0a5
; bit offset of last read input bit
ds 1
-W_SPRITEOUTPUTBITOFFSET:: ; d0a7; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data)
+W_SPRITEOUTPUTBITOFFSET:: ; d0a6; 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
-W_SPRITELOADFLAGS:: ; d0a8
+W_SPRITELOADFLAGS:: ; d0a7
; bit 0 determines used buffer (0 -> $a188, 1 -> $a310)
; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation)
ds 1
-W_SPRITEUNPACKMODE:: ; d0a9
+W_SPRITEUNPACKMODE:: ; d0a8
ds 1
-wSpriteFlipped:: ; d0aa
+wSpriteFlipped:: ; d0a9
ds 1
-W_SPRITEINPUTPTR:: ; d0ab
+W_SPRITEINPUTPTR:: ; d0aa
; pointer to next input byte
ds 2
-W_SPRITEOUTPUTPTR:: ; d0ad
+W_SPRITEOUTPUTPTR:: ; d0ac
; pointer to current output byte
ds 2
-W_SPRITEOUTPUTPTRCACHED:: ; d0af
+W_SPRITEOUTPUTPTRCACHED:: ; d0ae
; used to revert pointer for different bit offsets
ds 2
-W_SPRITEDECODETABLE0PTR:: ; d0b1
+W_SPRITEDECODETABLE0PTR:: ; d0b0
; pointer to differential decoding table (assuming initial value 0)
ds 2
-W_SPRITEDECODETABLE1PTR:: ; d0b3
+W_SPRITEDECODETABLE1PTR:: ; d0b2
; pointer to differential decoding table (assuming initial value 1)
ds 2
-wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things
+wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things ; d0b4
-wNameListType:: ; d0b6
+wNameListType:: ; d0b5
ds 1
-wPredefBank:: ; d0b7
+wPredefBank:: ; d0b6
ds 1
-wMonHeader:: ; d0b8
+wMonHeader:: ; d0b7
-wMonHIndex:: ; d0b8
+wMonHIndex:: ; d0b7
; In the ROM base stats data stucture, this is the dex number, but it is
; overwritten with the internal index number after the header is copied to WRAM.
ds 1
-wMonHBaseStats:: ; d0b9
-W_MONHBASEHP:: ; d0b9
+wMonHBaseStats:: ; d0b8
+W_MONHBASEHP:: ; d0b8
ds 1
-wMonHBaseAttack:: ; d0ba
+wMonHBaseAttack:: ; d0b9
ds 1
-wMonHBaseDefense:: ; d0bb
+wMonHBaseDefense:: ; d0ba
ds 1
-wMonHBaseSpeed:: ; d0bc
+wMonHBaseSpeed:: ; d0bb
ds 1
-wMonHBaseSpecial:: ; d0bd
+wMonHBaseSpecial:: ; d0bc
ds 1
-wMonHTypes:: ; d0be
-wMonHType1:: ; d0be
+wMonHTypes:: ; d0bd
+wMonHType1:: ; d0bd
ds 1
-wMonHType2:: ; d0bf
+wMonHType2:: ; d0be
ds 1
-wMonHCatchRate:: ; d0c0
+wMonHCatchRate:: ; d0bf
ds 1
-wMonHBaseEXP:: ; d0c1
+wMonHBaseEXP:: ; d0c0
ds 1
-wMonHSpriteDim:: ; d0c2
+wMonHSpriteDim:: ; d0c1
ds 1
-wMonHFrontSprite:: ; d0c3
+wMonHFrontSprite:: ; d0c2
ds 2
-wMonHBackSprite:: ; d0c5
+wMonHBackSprite:: ; d0c4
ds 2
-wMonHMoves:: ; d0c7
+wMonHMoves:: ; d0c6
ds 4
-wMonHGrowthRate:: ; d0cb
+wMonHGrowthRate:: ; d0ca
ds 1
-wMonHLearnset:: ; d0cc
+wMonHLearnset:: ; d0cb
; bit field
flag_array 50 + 5
ds 1
-wSavedTilesetType:: ; d0d4
+wSavedTilesetType:: ; d0d3
; saved at the start of a battle and then written back at the end of the battle
ds 1
ds 2
-wDamage:: ; d0d7
+wDamage:: ; d0d6
ds 2
ds 2
-wRepelRemainingSteps:: ; d0db
+wRepelRemainingSteps:: ; d0da
ds 1
-wMoves:: ; d0dc
+wMoves:: ; d0db
; list of moves for FormatMovesString
ds 4
-wMoveNum:: ; d0e0
+wMoveNum:: ; d0df
ds 1
-wMovesString:: ; d0e1
+wMovesString:: ; d0e0
ds 56
-wUnusedD119:: ; d119
+wUnusedD119:: ; d118
ds 1
-wWalkBikeSurfStateCopy:: ; d11a
+wWalkBikeSurfStateCopy:: ; d119
; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
ds 1
-wInitListType:: ; d11b
+wInitListType:: ; d11a
; the type of list for InitList to init
ds 1
-wCapturedMonSpecies:: ; d11c
+wCapturedMonSpecies:: ; d11b
; 0 if no mon was captured
ds 1
-wFirstMonsNotOutYet:: ; d11d
+wFirstMonsNotOutYet:: ; d11c
; 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"
@@ -2383,74 +2383,74 @@ wFirstMonsNotOutYet:: ; d11d
; lower nybble: number of shakes
; upper nybble: number of animations to play
-wPokeBallAnimData:: ; d11e
+wPokeBallAnimData:: ; d11d
-wUsingPPUp:: ; d11e
+wUsingPPUp:: ; d11d
-wMaxPP:: ; d11e
+wMaxPP:: ; d11d
; 0 for player, non-zero for enemy
-wCalculateWhoseStats:: ; d11e
+wCalculateWhoseStats:: ; d11d
-wTypeEffectiveness:: ; d11e
+wTypeEffectiveness:: ; d11d
-wMoveType:: ; d11e
+wMoveType:: ; d11d
-wNumSetBits:: ; d11e
+wNumSetBits:: ; d11d
wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits
-wForcePlayerToChooseMon:: ; d11f
+wForcePlayerToChooseMon:: ; d11e
; 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
-wNumRunAttempts::
+wNumRunAttempts:: ; d11f
; number of times the player has tried to run from battle
ds 1
-wEvolutionOccurred:: ; d121
+wEvolutionOccurred:: ; d120
ds 1
-wVBlankSavedROMBank:: ; d122
+wVBlankSavedROMBank:: ; d121
ds 1
-wFarCopyDataSavedROMBank:: ; d123
+wFarCopyDataSavedROMBank:: ; d122
ds 1
-wIsKeyItem:: ; d124
+wIsKeyItem:: ; d123
ds 1
-wTextBoxID:: ; d125
+wTextBoxID:: ; d124
ds 1
-wd126:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value
+wd126:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value ; d125
-wCurEnemyLVL:: ; d127
+wCurEnemyLVL:: ; d126
ds 1
-wItemListPointer:: ; d128
+wItemListPointer:: ; d127
; pointer to list of items terminated by $FF
ds 2
-wListCount::
+wListCount:: ; d129
; number of entries in a list
ds 1
-wLinkState:: ; d12b
+wLinkState:: ; d12a
ds 1
-wTwoOptionMenuID:: ; d12c
+wTwoOptionMenuID:: ; d12b
ds 1
-wChosenMenuItem:: ; d12d
+wChosenMenuItem:: ; d12c
; the id of the menu item the player ultimately chose
-wOutOfBattleBlackout:: ; d12d
+wOutOfBattleBlackout:: ; d12c
; non-zero when the whole party has fainted due to out-of-battle poison damage
ds 1
-wMenuExitMethod:: ; d12e
+wMenuExitMethod:: ; d12d
; 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
@@ -2460,118 +2460,118 @@ wMenuExitMethod:: ; d12e
; $02 = the user pressed B or pressed A with the second menu item selected
ds 1
-wDungeonWarpDataEntrySize:: ; d12f
+wDungeonWarpDataEntrySize:: ; d12e
; the size is always 6, so they didn't need a variable in RAM for this
-wWhichPewterGuy:: ; d12f
+wWhichPewterGuy:: ; d12e
; 0 = museum guy
; 1 = gym guy
-wWhichPrizeWindow:: ; d12f
+wWhichPrizeWindow:: ; d12e
; there are 3 windows, from 0 to 2
-wGymGateTileBlock:: ; d12f
+wGymGateTileBlock:: ; d12e
; a horizontal or vertical gate block
ds 1
-wSavedSpriteScreenY:: ; d130
+wSavedSpriteScreenY:: ; d12f
ds 1
-wSavedSpriteScreenX:: ; d131
+wSavedSpriteScreenX:: ; d130
ds 1
-wSavedSpriteMapY:: ; d132
+wSavedSpriteMapY:: ; d131
ds 1
-wSavedSpriteMapX:: ; d133
+wSavedSpriteMapX:: ; d132
ds 1
ds 5
-wWhichPrize:: ; d139
+wWhichPrize:: ; d138
ds 1
-wIgnoreInputCounter:: ; d13a
+wIgnoreInputCounter:: ; d139
; counts downward each frame
; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
ds 1
-wStepCounter:: ; d13b
+wStepCounter:: ; d13a
; counts down once every step
ds 1
-wNumberOfNoRandomBattleStepsLeft:: ; d13c
+wNumberOfNoRandomBattleStepsLeft:: ; d13b
; after a battle, you have at least 3 steps before a random battle can occur
ds 1
-wPrize1:: ; d13d
+wPrize1:: ; d13c
ds 1
-wPrize2:: ; d13e
+wPrize2:: ; d13d
ds 1
-wPrize3:: ; d13f
+wPrize3:: ; d13e
ds 1
ds 1
-wSerialRandomNumberListBlock:: ; d141
+wSerialRandomNumberListBlock:: ; d140
; the first 7 bytes are the preamble
-wPrize1Price:: ; d141
+wPrize1Price:: ; d140
ds 2
-wPrize2Price:: ; d143
+wPrize2Price:: ; d142
ds 2
-wPrize3Price:: ; d145
+wPrize3Price:: ; d144
ds 2
ds 1
-wLinkBattleRandomNumberList:: ; d148
+wLinkBattleRandomNumberList:: ; d147
; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
ds 10
-wSerialPlayerDataBlock:: ; d152
+wSerialPlayerDataBlock:: ; d151
; the first 6 bytes are the preamble
-wPseudoItemID:: ; d152
+wPseudoItemID:: ; d151
; 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
-wUnusedD153:: ; d153
+wUnusedD153:: ; d152
ds 1
ds 2
-wEvoStoneItemID:: ; d156
+wEvoStoneItemID:: ; d155
ds 1
-wSavedNPCMovementDirections2Index:: ; d157
+wSavedNPCMovementDirections2Index:: ; d156
ds 1
-wPlayerName:: ; d158
+wPlayerName:: ; d157
ds NAME_LENGTH
wPartyDataStart::
-wPartyCount:: ds 1 ; d163
-wPartySpecies:: ds PARTY_LENGTH ; d164
-wPartyEnd:: ds 1 ; d16a
+wPartyCount:: ds 1 ; d162
+wPartySpecies:: ds PARTY_LENGTH ; d163
+wPartyEnd:: ds 1 ; d169
wPartyMons::
-wPartyMon1:: party_struct wPartyMon1 ; d16b
-wPartyMon2:: party_struct wPartyMon2 ; d197
-wPartyMon3:: party_struct wPartyMon3 ; d1c3
-wPartyMon4:: party_struct wPartyMon4 ; d1ef
-wPartyMon5:: party_struct wPartyMon5 ; d21b
-wPartyMon6:: party_struct wPartyMon6 ; d247
+wPartyMon1:: party_struct wPartyMon1 ; d16a
+wPartyMon2:: party_struct wPartyMon2 ; d196
+wPartyMon3:: party_struct wPartyMon3 ; d1c2
+wPartyMon4:: party_struct wPartyMon4 ; d1ee
+wPartyMon5:: party_struct wPartyMon5 ; d21a
+wPartyMon6:: party_struct wPartyMon6 ; d246
-wPartyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d273
-wPartyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d2b5
+wPartyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d272
+wPartyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d2b4
wPartyMonNicksEnd::
wPartyDataEnd::
@@ -2579,29 +2579,29 @@ wPartyDataEnd::
wMainDataStart::
-wPokedexOwned:: ; d2f6
+wPokedexOwned:: ; d2f5
flag_array NUM_POKEMON
wPokedexOwnedEnd::
-wPokedexSeen:: ; d30a
+wPokedexSeen:: ; d309
flag_array NUM_POKEMON
wPokedexSeenEnd::
-wNumBagItems:: ; d31d
+wNumBagItems:: ; d31c
ds 1
-wBagItems:: ; d31e
+wBagItems:: ; d31d
; item, quantity
ds 20 * 2
ds 1 ; end
-wPlayerMoney:: ; d347
+wPlayerMoney:: ; d346
ds 3 ; BCD
-wRivalName:: ; d34a
+wRivalName:: ; d349
ds NAME_LENGTH
-wOptions:: ; d355
+wOptions:: ; d354
; bit 7 = battle animation
; 0: On
; 1: Off
@@ -2614,205 +2614,205 @@ wOptions:: ; d355
; 5: Slow
ds 1
-wObtainedBadges:: ; d356
+wObtainedBadges:: ; d355
ds 1
ds 1
-wLetterPrintingDelayFlags:: ; d358
+wLetterPrintingDelayFlags:: ; d357
; 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
-wPlayerID:: ; d359
+wPlayerID:: ; d358
ds 2
-wMapMusicSoundID:: ; d35b
+wMapMusicSoundID:: ; d35a
ds 1
-wMapMusicROMBank:: ; d35c
+wMapMusicROMBank:: ; d35b
ds 1
-wMapPalOffset:: ; d35d
+wMapPalOffset:: ; d35c
; 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
-wCurMap:: ; d35e
+wCurMap:: ; d35d
ds 1
-wCurrentTileBlockMapViewPointer:: ; d35f
+wCurrentTileBlockMapViewPointer:: ; d35e
; pointer to the upper left corner of the current view in the tile block map
ds 2
-wYCoord:: ; d361
+wYCoord:: ; d360
; player’s position on the current map
ds 1
-wXCoord:: ; d362
+wXCoord:: ; d361
ds 1
-wYBlockCoord:: ; d363
+wYBlockCoord:: ; d362
; player's y position (by block)
ds 1
-wXBlockCoord:: ; d364
+wXBlockCoord:: ; d363
ds 1
-wLastMap:: ; d365
+wLastMap:: ; d364
ds 1
-wUnusedD366:: ; d366
+wUnusedD366:: ; d365
ds 1
-wCurMapTileset:: ; d367
+wCurMapTileset:: ; d366
ds 1
-wCurMapHeight:: ; d368
+wCurMapHeight:: ; d367
; blocks
ds 1
-wCurMapWidth:: ; d369
+wCurMapWidth:: ; d368
; blocks
ds 1
-W_MAPDATAPTR:: ; d36a
+W_MAPDATAPTR:: ; d369
ds 2
-wMapTextPtr:: ; d36c
+wMapTextPtr:: ; d36b
ds 2
-W_MAPSCRIPTPTR:: ; d36e
+W_MAPSCRIPTPTR:: ; d36d
ds 2
-W_MAPCONNECTIONS:: ; d370
+W_MAPCONNECTIONS:: ; d36f
; connection byte
ds 1
-W_MAPCONN1PTR:: ; d371
+W_MAPCONN1PTR:: ; d370
ds 1
-wNorthConnectionStripSrc:: ; d372
+wNorthConnectionStripSrc:: ; d371
ds 2
-wNorthConnectionStripDest:: ; d374
+wNorthConnectionStripDest:: ; d373
ds 2
-wNorthConnectionStripWidth:: ; d376
+wNorthConnectionStripWidth:: ; d375
ds 1
-wNorthConnectedMapWidth:: ; d377
+wNorthConnectedMapWidth:: ; d376
ds 1
-wNorthConnectedMapYAlignment:: ; d378
+wNorthConnectedMapYAlignment:: ; d377
ds 1
-wNorthConnectedMapXAlignment:: ; d379
+wNorthConnectedMapXAlignment:: ; d378
ds 1
-wNorthConnectedMapViewPointer:: ; d37a
+wNorthConnectedMapViewPointer:: ; d379
ds 2
-W_MAPCONN2PTR:: ; d37c
+W_MAPCONN2PTR:: ; d37b
ds 1
-wSouthConnectionStripSrc:: ; d37d
+wSouthConnectionStripSrc:: ; d37c
ds 2
-wSouthConnectionStripDest:: ; d37f:
+wSouthConnectionStripDest:: ; d37e
ds 2
-wSouthConnectionStripWidth:: ; d381
+wSouthConnectionStripWidth:: ; d380
ds 1
-wSouthConnectedMapWidth:: ; d382
+wSouthConnectedMapWidth:: ; d381
ds 1
-wSouthConnectedMapYAlignment:: ; d383
+wSouthConnectedMapYAlignment:: ; d382
ds 1
-wSouthConnectedMapXAlignment:: ; d384
+wSouthConnectedMapXAlignment:: ; d383
ds 1
-wSouthConnectedMapViewPointer:: ; d385
+wSouthConnectedMapViewPointer:: ; d384
ds 2
-W_MAPCONN3PTR:: ; d387
+W_MAPCONN3PTR:: ; d386
ds 1
-wWestConnectionStripSrc:: ; d388
+wWestConnectionStripSrc:: ; d387
ds 2
-wWestConnectionStripDest:: ; d38a
+wWestConnectionStripDest:: ; d389
ds 2
-wWestConnectionStripHeight:: ; d38c
+wWestConnectionStripHeight:: ; d38b
ds 1
-wWestConnectedMapWidth:: ; d38d
+wWestConnectedMapWidth:: ; d38c
ds 1
-wWestConnectedMapYAlignment:: ; d38e
+wWestConnectedMapYAlignment:: ; d38d
ds 1
-wWestConnectedMapXAlignment:: ; d38f
+wWestConnectedMapXAlignment:: ; d38e
ds 1
-wWestConnectedMapViewPointer:: ; d390
+wWestConnectedMapViewPointer:: ; d38f
ds 2
-W_MAPCONN4PTR:: ; d392
+W_MAPCONN4PTR:: ; d391
ds 1
-wEastConnectionStripSrc:: ; d393
+wEastConnectionStripSrc:: ; d392
ds 2
-wEastConnectionStripDest:: ; d395
+wEastConnectionStripDest:: ; d394
ds 2
-wEastConnectionStripHeight:: ; d397
+wEastConnectionStripHeight:: ; d396
ds 1
-wEastConnectedMapWidth:: ; d398
+wEastConnectedMapWidth:: ; d397
ds 1
-wEastConnectedMapYAlignment:: ; d399
+wEastConnectedMapYAlignment:: ; d398
ds 1
-wEastConnectedMapXAlignment:: ; d39a
+wEastConnectedMapXAlignment:: ; d399
ds 1
-wEastConnectedMapViewPointer:: ; d39b
+wEastConnectedMapViewPointer:: ; d39a
ds 2
-wSpriteSet:: ; d39d
+wSpriteSet:: ; d39c
; sprite set for the current map (11 sprite picture ID's)
ds 11
-wSpriteSetID:: ; d3a8
+wSpriteSetID:: ; d3a7
; sprite set ID for the current map
ds 1
-wObjectDataPointerTemp:: ; d3a9
+wObjectDataPointerTemp:: ; d3a8
ds 2
ds 2
-wMapBackgroundTile:: ; d3ad
+wMapBackgroundTile:: ; d3ac
; the tile shown outside the boundaries of the map
ds 1
-wNumberOfWarps:: ; d3ae
+wNumberOfWarps:: ; d3ad
; number of warps in current map
ds 1
-wWarpEntries:: ; d3af
+wWarpEntries:: ; d3ae
; current map warp entries
ds 128
-wDestinationWarpID:: ; d42f
+wDestinationWarpID:: ; d42e
; if $ff, the player's coordinates are not updated when entering the map
ds 1
@@ -2820,15 +2820,15 @@ wPikachuOverworldStateFlags:: ds 1 ; d42f
wPikachuSpawnState:: ds 1 ; d430
wd432:: ds 1 ; d431
wd433:: ds 1 ; d432
-wd434:: ds 1
-wd435:: ds 1
-wd436:: ds 1
-wPikachuFollowCommandBufferSize:: ds 1
-wPikachuFollowCommandBuffer:: ds 16
+wd434:: ds 1 ; d433
+wd435:: ds 1 ; d434
+wd436:: ds 1 ; d435
+wPikachuFollowCommandBufferSize:: ds 1 ; d436
+wPikachuFollowCommandBuffer:: ds 16 ; d437
wExpressionNumber:: ; d447
ds 1
-wExpressionNumber2::
+wExpressionNumber2:: ; d448
ds 1
wPikachuMovementScriptBank:: ds 1 ; d449
@@ -2849,24 +2849,24 @@ wd456:: ds 1 ; d456
wd457:: ds 1 ; d457
wd458:: ds 1 ; d458
wCurPikaPicAnimObject:: ; d459
-wCurPikaPicAnimObjectIndex:: ds 1
-wCurPikaPicAnimObjectGraphicID:: dw
+wCurPikaPicAnimObjectIndex:: ds 1 ; d459
+wCurPikaPicAnimObjectGraphicID:: dw ; d45a
ds 2
-wCurPikaMovementDataEnd::
+wCurPikaMovementDataEnd:: ; d45e
ds 17
wPikachuHappiness:: ds 1 ; d46f
wPikachuMood:: ds 1 ; d470
-wd472:: ds 1
-wd473:: ds 1
+wd472:: ds 1 ; d471
+wd473:: ds 1 ; d472
ds 1
-wd475:: ds 1
+wd475:: ds 1 ; d474
ds 4
-wd47a:: ds 1
+wd47a:: ds 1 ; d479
ds 24
@@ -2885,121 +2885,121 @@ wd49c:: ds 1 ; d49b
ds 19
-wNumSigns:: ; d4b0
+wNumSigns:: ; d4af
; number of signs in the current map (up to 16)
ds 1
-wSignCoords:: ; d4b1
+wSignCoords:: ; d4b0
; 2 bytes each
; Y, X
ds 32
-wSignTextIDs:: ; d4d1
+wSignTextIDs:: ; d4d0
ds 16
-wNumSprites:: ; d4e1
+wNumSprites:: ; d4e0
; number of sprites on the current map
ds 1
; 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:: ; d4e2
+wYOffsetSinceLastSpecialWarp:: ; d4e1
ds 1
-wXOffsetSinceLastSpecialWarp:: ; d4e3
+wXOffsetSinceLastSpecialWarp:: ; d4e2
ds 1
-wMapSpriteData:: ; d4e4
+wMapSpriteData:: ; d4e3
; two bytes per sprite (movement byte 2, text ID)
ds 32
-wMapSpriteExtraData:: ; d504
+wMapSpriteExtraData:: ; d503
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32
-wCurrentMapHeight2:: ; d524
+wCurrentMapHeight2:: ; d523
; map height in 2x2 meta-tiles
ds 1
-wCurrentMapWidth2:: ; d525
+wCurrentMapWidth2:: ; d524
; map width in 2x2 meta-tiles
ds 1
-wMapViewVRAMPointer:: ; d526
+wMapViewVRAMPointer:: ; d525
; the address of the upper left corner of the visible portion of the BG tile map in VRAM
ds 2
; In the comments for the player direction variables below, "moving" refers to
; both walking and changing facing direction without taking a step.
-wPlayerMovingDirection:: ; d528
+wPlayerMovingDirection:: ; d527
; 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
-wPlayerLastStopDirection:: ; d529
+wPlayerLastStopDirection:: ; d528
; the direction in which the player was moving before the player last stopped
ds 1
-wPlayerDirection:: ; d52a
+wPlayerDirection:: ; d529
; 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
-wTilesetBank:: ; d52b
+wTilesetBank:: ; d52a
ds 1
-W_TILESETBLOCKSPTR:: ; d52c
+W_TILESETBLOCKSPTR:: ; d52b
; maps blocks (4x4 tiles) to tiles
ds 2
-wTilesetGFXPtr:: ; d52e
+wTilesetGFXPtr:: ; d52d
ds 2
-wTilesetCollisionPtr:: ; d530
+wTilesetCollisionPtr:: ; d52f
; list of all walkable tiles
ds 2
-W_TILESETTALKINGOVERTILES:: ; d532
+W_TILESETTALKINGOVERTILES:: ; d531
ds 3
-wGrassTile:: ; d535
+wGrassTile:: ; d534
ds 1
ds 4
-wNumBoxItems:: ; d53a
+wNumBoxItems:: ; d539
ds 1
-wBoxItems:: ; d53b
+wBoxItems:: ; d53a
; item, quantity
ds 50 * 2
ds 1 ; end
-wCurrentBoxNum:: ; d5a0
+wCurrentBoxNum:: ; d59f
; bits 0-6: box number
; bit 7: whether the player has changed boxes before
ds 2
-wNumHoFTeams:: ; d5a2
+wNumHoFTeams:: ; d5a1
; number of HOF teams
ds 1
-wUnusedD5A3:: ; d5a3
+wUnusedD5A3:: ; d5a2
ds 1
-wPlayerCoins:: ; d5a4
+wPlayerCoins:: ; d5a3
ds 2 ; BCD
-wMissableObjectFlags:: ; d5a6
+wMissableObjectFlags:: ; d5a5
; bit array of missable objects. set = removed
ds 32
-wMissableObjectFlagsEnd::
+wMissableObjectFlagsEnd:: ; d5c5
ds 7
-wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim)
+wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim) ; d5cc
-wMissableObjectList:: ; d5ce
+wMissableObjectList:: ; d5cd
; each entry consists of 2 bytes
; * the sprite ID (depending on the current map)
; * the missable object index (global, used for wMissableObjectFlags)
@@ -3223,17 +3223,17 @@ W_ROUTE18GATECURSCRIPT:: ; d668
ds 1
ds 78
-wGameProgressFlagsEnd::
+wGameProgressFlagsEnd:: ; d6b7
ds 56
-wObtainedHiddenItemsFlags::
+wObtainedHiddenItemsFlags:: ; d6ef
ds 14
-wObtainedHiddenCoinsFlags::
+wObtainedHiddenCoinsFlags:: ; d6fd
ds 2
-wWalkBikeSurfState:: ; d700
+wWalkBikeSurfState:: ; d6ff
; $00 = walking
; $01 = biking
; $02 = surfing
@@ -3241,95 +3241,96 @@ wWalkBikeSurfState:: ; d700
ds 10
-wTownVisitedFlag:: ; d70b
+wTownVisitedFlag:: ; d70a
flag_array 13
-wSafariSteps:: ; d70d
+wSafariSteps:: ; d70c
; starts at 502
ds 2
-W_FOSSILITEM:: ; d70f
+W_FOSSILITEM:: ; d70e
; item given to cinnabar lab
ds 1
-W_FOSSILMON:: ; d710
+W_FOSSILMON:: ; d70f
; mon that will result from the item
ds 1
ds 2
-W_ENEMYMONORTRAINERCLASS:: ; d713
+W_ENEMYMONORTRAINERCLASS:: ; d712
; trainer classes start at 200
ds 1
-wPlayerJumpingYScreenCoordsIndex:: ; d714
+wPlayerJumpingYScreenCoordsIndex:: ; d713
ds 1
-W_RIVALSTARTER:: ; d715
+W_RIVALSTARTER:: ; d714
ds 1
ds 1
-W_PLAYERSTARTER:: ; d717
+W_PLAYERSTARTER:: ; d716
ds 1
-wBoulderSpriteIndex:: ; d718
+wBoulderSpriteIndex:: ; d717
; sprite index of the boulder the player is trying to push
ds 1
-wLastBlackoutMap:: ; d719
+wLastBlackoutMap:: ; d718
ds 1
-wDestinationMap:: ; d71a
+wDestinationMap:: ; d719
; destination map (for certain types of special warps, not ordinary walking)
ds 1
-wUnusedD71B:: ; d71b
+wUnusedD71B:: ; d71a
ds 1
-wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71c
+wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71b
; used to store the tile in front of the boulder when trying to push a boulder
; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
ds 1
-wDungeonWarpDestinationMap:: ; d71d
+wDungeonWarpDestinationMap:: ; d71c
; destination map for dungeon warps
ds 1
-wWhichDungeonWarp:: ; d71e
+wWhichDungeonWarp:: ; d71d
; which dungeon warp within the source map was used
ds 1
-wUnusedD71F:: ; d71f
+wUnusedD71F:: ; d71e
ds 1
ds 8
-wd728::
+wd728:: ; d727
; bit 0: using Strength outside of battle
ds 1
ds 1
-wBeatGymFlags:: ; d72a
+wBeatGymFlags:: ; d729
; redundant because it matches wObtainedBadges
; used to determine whether to show name on statue and in two NPC text scripts
ds 1
ds 1
-wd72c:: ; d72c
+wd72c:: ; d72b
; bit 0: if not set, the 3 minimum steps between random battles have passed
ds 1
wd72d:: ds 1 ; misc temp flags? (in some scripts, bit 6 and 7 set after a special battle (e.g. gym leaders) has been won)
; also used as a start menu flag
+ ; d72c
-wd72e::
+wd72e:: ; d72d
; bit 7: set if scripted NPC movement has been initialised
ds 2 ; more temp misc flags, used with npc movement, main menu and other stuff
-wd730::
+wd730:: ; d72f
; bit 0: NPC sprite being moved by script
; bit 5: ignore joypad input
; bit 6: print text with no delay between each letter
@@ -3338,7 +3339,7 @@ wd730::
ds 1
-wd732:: ; d732
+wd732:: ; d731
; bit 0: play time being counted
; bit 1: remnant of debug mode? not set by the game code.
; if it is set
@@ -3352,21 +3353,21 @@ wd732:: ; d732
; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house)
ds 1
-wFlags_D733:: ; d733
+wFlags_D733:: ; d732
; bit 0: running a test battle
; bit 4: use variable [W_CURMAPSCRIPT] 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
-wBeatLorelei:: ; d734
+wBeatLorelei:: ; d733
; 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
-wd735:: ; d735
+wd735:: ; d734
ds 1
-wd736:: ; d736
+wd736:: ; d735
; 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
@@ -3374,36 +3375,36 @@ wd736:: ; d736
; bit 7: player sprite spinning due to spin tiles (Rocket hidehout / Viridian Gym)
ds 1
-wCompletedInGameTradeFlags:: ; d737
+wCompletedInGameTradeFlags:: ; d736
ds 2
ds 2
-wWarpedFromWhichWarp:: ; d73b
+wWarpedFromWhichWarp:: ; d73a
ds 1
-wWarpedFromWhichMap:: ; d73c
+wWarpedFromWhichMap:: ; d73b
ds 1
ds 2
-wCardKeyDoorY:: ; d73f
+wCardKeyDoorY:: ; d73e
ds 1
-wCardKeyDoorX:: ; d740
+wCardKeyDoorX:: ; d73f
ds 1
ds 2
-wFirstLockTrashCanIndex:: ; d743
+wFirstLockTrashCanIndex:: ; d742
ds 1
-wSecondLockTrashCanIndex:: ; d744
+wSecondLockTrashCanIndex:: ; d743
ds 1
ds 2
-wEventFlags:: ; d747
+wEventFlags:: ; d746
; below here are mostly in game flags
; d74b
@@ -3415,29 +3416,29 @@ wEventFlags:: ; d747
; bit 5: received pokedex
flag_array NUM_EVENT_FLAGS
-wLinkEnemyTrainerName:: ; d887
+wLinkEnemyTrainerName:: ; d886
; linked game's trainer name
-wGrassRate:: ; d887
+wGrassRate:: ; d886
ds 1
-wGrassMons:: ; d888
+wGrassMons:: ; d887
; ds 20
ds 11
; Overload wGrassMons
-wSerialEnemyDataBlock:: ; d893
+wSerialEnemyDataBlock:: ; d892
ds 9
-wEnemyPartyCount:: ds 1 ; d89c
-wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; d89d
+wEnemyPartyCount:: ds 1 ; d89b
+wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; d89c
-wWaterRate:: db ; d8a4
-wWaterMons:: db ; d8a5
+wWaterRate:: db ; d8a3
+wWaterMons:: db ; d8a4
ds wWaterRate - @
-wEnemyMons:: ; d8a4
+wEnemyMons:: ; d8a3
wEnemyMon1:: party_struct wEnemyMon1
wEnemyMon2:: party_struct wEnemyMon2
wEnemyMon3:: party_struct wEnemyMon3
@@ -3445,69 +3446,69 @@ wEnemyMon4:: party_struct wEnemyMon4
wEnemyMon5:: party_struct wEnemyMon5
wEnemyMon6:: party_struct wEnemyMon6
-wEnemyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d9ac
-wEnemyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d9ee
+wEnemyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d9ab
+wEnemyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d9ed
-wTrainerHeaderPtr:: ; da30
+wTrainerHeaderPtr:: ; da2f
ds 2
ds 6
-wOpponentAfterWrongAnswer:: ; da38
+wOpponentAfterWrongAnswer:: ; da37
; the trainer the player must face after getting a wrong answer in the Cinnabar
; gym quiz
-wUnusedDA38:: ; da38
+wUnusedDA38:: ; da37
ds 1
-W_CURMAPSCRIPT:: ; da39
+W_CURMAPSCRIPT:: ; da38
; index of current map script, mostly used as index for function pointer array
; mostly copied from map-specific map script pointer and wirtten back later
ds 1
ds 6
-wPlayTimeHours:: ; da40
+wPlayTimeHours:: ; da3f
ds 2
-wPlayTimeMinutes:: ; da42
+wPlayTimeMinutes:: ; da41
ds 2
-wPlayTimeSeconds:: ; da44
+wPlayTimeSeconds:: ; da43
ds 1
-wPlayTimeFrames:: ; da45
+wPlayTimeFrames:: ; da44
ds 1
-wSafariZoneGameOver:: ; da46
+wSafariZoneGameOver:: ; da45
ds 1
-wNumSafariBalls:: ; da47
+wNumSafariBalls:: ; da46
ds 1
-wDayCareInUse:: ; da48
+wDayCareInUse:: ; da47
; 0 if no pokemon is in the daycare
; 1 if pokemon is in the daycare
ds 1
-wDayCareMonName:: ds NAME_LENGTH ; da49
-wDayCareMonOT:: ds NAME_LENGTH ; da54
+wDayCareMonName:: ds NAME_LENGTH ; da48
+wDayCareMonOT:: ds NAME_LENGTH ; da53
-wDayCareMon:: box_struct wDayCareMon ; da5f
+wDayCareMon:: box_struct wDayCareMon ; da5e
wMainDataEnd::
wBoxDataStart::
-wNumInBox:: ds 1 ; da80
-wBoxSpecies:: ds MONS_PER_BOX + 1
+wNumInBox:: ds 1 ; da7f
+wBoxSpecies:: ds MONS_PER_BOX + 1 ; da80
wBoxMons::
-wBoxMon1:: box_struct wBoxMon1 ; da96
-wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) ; dab7
+wBoxMon1:: box_struct wBoxMon1 ; da95
+wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) ; dab6
-wBoxMonOT:: ds NAME_LENGTH * MONS_PER_BOX ; dd2a
-wBoxMonNicks:: ds NAME_LENGTH * MONS_PER_BOX ; de06
+wBoxMonOT:: ds NAME_LENGTH * MONS_PER_BOX ; dd29
+wBoxMonNicks:: ds NAME_LENGTH * MONS_PER_BOX ; de05
wBoxMonNicksEnd:: ; dee1
wBoxDataEnd::