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INCLUDE "constants.asm"
flag_array: MACRO
ds ((\1) + 7) / 8
ENDM
box_struct_length EQU 25 + NUM_MOVES * 2
box_struct: MACRO
\1Species:: db
\1HP:: dw
\1BoxLevel:: db
\1Status:: db
\1Type::
\1Type1:: db
\1Type2:: db
\1CatchRate:: db
\1Moves:: ds NUM_MOVES
\1OTID:: dw
\1Exp:: ds 3
\1HPExp:: dw
\1AttackExp:: dw
\1DefenseExp:: dw
\1SpeedExp:: dw
\1SpecialExp:: dw
\1DVs:: ds 2
\1PP:: ds NUM_MOVES
ENDM
party_struct: MACRO
box_struct \1
\1Level:: db
\1Stats::
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
\1Speed:: dw
\1Special:: dw
ENDM
battle_struct: MACRO
\1Species:: db
\1HP:: dw
\1PartyPos::
\1BoxLevel:: db
\1Status:: db
\1Type::
\1Type1:: db
\1Type2:: db
\1CatchRate:: db
\1Moves:: ds NUM_MOVES
\1DVs:: ds 2
\1Level:: db
\1Stats::
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
\1Speed:: dw
\1Special:: dw
\1PP:: ds NUM_MOVES
ENDM
SECTION "WRAM Bank 0", WRAM0
wUnusedC000:: ; c000
ds 1
wSoundID:: ; c001
ds 1
wMuteAudioAndPauseMusic:: ; c002
; 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:: ; c003
ds 1
wStereoPanning:: ; c004
ds 1
wSavedVolume:: ; c005
ds 1
wChannelCommandPointers:: ; c006
ds 16
wChannelReturnAddresses:: ; c016
ds 16
wChannelSoundIDs:: ; c026
ds 8
wChannelFlags1:: ; c02e
ds 8
wChannelFlags2:: ; c036
ds 8
wChannelDuties:: ; c03e
ds 8
wChannelDutyCycles:: ; c046
ds 8
wChannelVibratoDelayCounters:: ; c04e
; reloaded at the beginning of a note. counts down until the vibrato begins.
ds 8
wChannelVibratoExtents:: ; c056
ds 8
wChannelVibratoRates:: ; c05e
; high nybble is rate (counter reload value) and low nybble is counter.
; time between applications of vibrato.
ds 8
wChannelFrequencyLowBytes:: ; c066
ds 8
wChannelVibratoDelayCounterReloadValues:: ; c06e
; delay of the beginning of the vibrato from the start of the note
ds 8
wChannelPitchBendLengthModifiers:: ; c076
ds 8
wChannelPitchBendFrequencySteps:: ; c07e
ds 8
wChannelPitchBendFrequencyStepsFractionalPart:: ; c086
ds 8
wChannelPitchBendCurrentFrequencyFractionalPart:: ; c08e
ds 8
wChannelPitchBendCurrentFrequencyHighBytes:: ; c096
ds 8
wChannelPitchBendCurrentFrequencyLowBytes:: ; c09e
ds 8
wChannelPitchBendTargetFrequencyHighBytes:: ; c0a6
ds 8
wChannelPitchBendTargetFrequencyLowBytes:: ; c0ae
ds 8
wChannelNoteDelayCounters:: ; c0b6
; 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:: ; c0be
ds 8
wChannelNoteSpeeds:: ; c0c6
ds 8
wChannelNoteDelayCountersFractionalPart:: ; c0ce
ds 8
wChannelOctaves:: ; c0d6
ds 8
wChannelVolumes:: ; c0de
; also includes fade for hardware channels that support it
ds 8
wMusicWaveInstrument::
ds 1
wSfxWaveInstrument::
ds 1
wMusicTempo:: ; c0e8
ds 2
wSfxTempo:: ; c0ea
ds 2
wSfxHeaderPointer:: ; c0ec
ds 2
wNewSoundID:: ; c0ee
ds 1
wAudioROMBank:: ; c0ef
ds 1
wAudioSavedROMBank:: ; c0f0
ds 1
wFrequencyModifier:: ; c0f1
ds 1
wTempoModifier:: ; c0f2
ds 1
ds 13
SECTION "Sprite State Data", WRAM0[$c100]
wSpriteDataStart::
wSpriteStateData1:: ; c100
; data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C1x0: picture ID (fixed, loaded at map init)
; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update)
; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update)
; C1x6: X screen position (in pixels, snaps to grid if not currently walking)
; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented)
; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
; C1x9: facing direction (0: down, 4: up, 8: left, $c: right)
; C1xA
; C1xB
; C1xC
; C1xD
; C1xE
; C1xF
spritestatedata1: MACRO
\1SpriteStateData1::
\1PictureID:: db
\1MovementStatus:: db
\1SpriteImageIdx:: db
\1YStepVector:: db
\1YPixels:: db
\1XStepVector:: db
\1XPixels:: db
\1IntraAnimFrameCounter:: db
\1AnimFrameCounter:: db
\1FacingDirection:: db
ds 6
\1SpriteStateData1End::
endm
spritestatedata1 Player
spritestatedata1 Sprite01
spritestatedata1 Sprite02
spritestatedata1 Sprite03
spritestatedata1 Sprite04
spritestatedata1 Sprite05
spritestatedata1 Sprite06
spritestatedata1 Sprite07
spritestatedata1 Sprite08
spritestatedata1 Sprite09
spritestatedata1 Sprite10
spritestatedata1 Sprite11
spritestatedata1 Sprite12
spritestatedata1 Sprite13
spritestatedata1 Sprite14
spritestatedata1 Sprite15
; ds $10 * $10
;SECTION "Sprite State Data 2", WRAM0[$c200]
wSpriteStateData2:: ; c200
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C2x0: walk animation counter (counting from $10 backwards when moving)
; C2x1:
; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)
; C2x9
; C2xA
; C2xB
; C2xC
; C2xD
; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
; C2xF
spritestatedata2: MACRO
\1SpriteStateData2::
\1WalkAnimationCounter:: db
ds 1
\1YDisplacement:: db
\1XDisplacement:: db
\1MapY:: db
\1MapX:: db
\1MovementByte1:: db
\1GrassPriority:: db
\1MovementDelay:: db
ds 5
\1SpriteImageBaseOffset:: db
ds 1
\1SpriteStateData2End::
endm
spritestatedata2 Player
spritestatedata2 Sprite01
spritestatedata2 Sprite02
spritestatedata2 Sprite03
spritestatedata2 Sprite04
spritestatedata2 Sprite05
spritestatedata2 Sprite06
spritestatedata2 Sprite07
spritestatedata2 Sprite08
spritestatedata2 Sprite09
spritestatedata2 Sprite10
spritestatedata2 Sprite11
spritestatedata2 Sprite12
spritestatedata2 Sprite13
spritestatedata2 Sprite14
spritestatedata2 Sprite15
; ds $10 * $10
wSpriteDataEnd::
SECTION "OAM Buffer", WRAM0[$c300]
wOAMBuffer:: ; c300
; buffer for OAM data. Copied to OAM by DMA
ds 4 * 40
wTileMap:: ; c3a0
; buffer for tiles that are visible on screen (20 columns by 18 rows)
ds 20 * 18
wSerialPartyMonsPatchList:: ; c508
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
wTileMapBackup:: ; c508
; buffer for temporarily saving and restoring current screen's tiles
; (e.g. if menus are drawn on top)
; ds 20 * 18
ds 200
wSerialEnemyMonsPatchList:: ; c5d0
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
ds 200
ds 80
wTempPic::
wOverworldMap:: ; c6e8
ds 1300
wRedrawRowOrColumnSrcTiles:: ; cbfc
; the tiles of the row or column to be redrawn by RedrawRowOrColumn
ds SCREEN_WIDTH * 2
; coordinates of the position of the cursor for the top menu item (id 0)
wTopMenuItemY:: ; cc24
ds 1
wTopMenuItemX:: ; cc25
ds 1
wCurrentMenuItem:: ; cc26
; 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
wTileBehindCursor:: ; cc27
; the tile that was behind the menu cursor's current location
ds 1
wMaxMenuItem:: ; cc28
; id of the bottom menu item
ds 1
wMenuWatchedKeys:: ; cc29
; bit mask of keys that the menu will respond to
ds 1
wLastMenuItem:: ; cc2a
; id of previously selected menu item
ds 1
wPartyAndBillsPCSavedMenuItem:: ; cc2b
; 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
wBagSavedMenuItem:: ; cc2c
; It is used by the bag list to remember the cursor position while the menu
; isn't active.
ds 1
wBattleAndStartSavedMenuItem:: ; cc2d
; 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
wPlayerMoveListIndex:: ; cc2e
ds 1
wPlayerMonNumber:: ; cc2f
; index in party of currently battling mon
ds 1
wMenuCursorLocation:: ; cc30
; the address of the menu cursor's current location within wTileMap
ds 2
ds 2
wMenuJoypadPollCount:: ; cc34
; how many times should HandleMenuInput poll the joypad state before it returns?
ds 1
wMenuItemToSwap:: ; cc35
; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
ds 1
wListScrollOffset:: ; cc36
; 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
wMenuWatchMovingOutOfBounds:: ; cc37
; 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
wTradeCenterPointerTableIndex:: ; cc38
ds 1
ds 1
wTextDest:: ; cc3a
; destination pointer for text output
; this variable is written to, but is never read from
ds 2
wDoNotWaitForButtonPressAfterDisplayingText:: ; cc3c
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
ds 1
wSerialSyncAndExchangeNybbleReceiveData:: ; cc3d
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
wSerialExchangeNybbleTempReceiveData:: ; cc3d
; temporary nybble used by Serial_ExchangeNybble
wLinkMenuSelectionReceiveBuffer:: ; cc3d
; two byte buffer
; the received menu selection is stored twice
ds 1
wSerialExchangeNybbleReceiveData:: ; cc3e
; the final received nybble is stored here by Serial_ExchangeNybble
ds 1
ds 3
wSerialExchangeNybbleSendData:: ; cc42
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
wLinkMenuSelectionSendBuffer:: ; cc42
; two byte buffer
; the menu selection byte is stored twice before sending
ds 5
wLinkTimeoutCounter:: ; cc47
; 1 byte
wUnknownSerialCounter:: ; cc47
; 2 bytes
wEnteringCableClub:: ; cc47
ds 1
ds 1
wWhichTradeMonSelectionMenu:: ; cc49
; $00 = player mons
; $01 = enemy mons
wMonDataLocation:: ; cc49
; 0 = player's party
; 1 = enemy party
; 2 = current box
; 3 = daycare
; 4 = in-battle mon
;
; 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
wMenuWrappingEnabled:: ; cc4a
; 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
wCheckFor180DegreeTurn:: ; cc4b
; whether to check for 180-degree turn (0 = don't, 1 = do)
ds 1
ds 1
wMissableObjectIndex:: ; cc4d
ds 1
wPredefID:: ; cc4e
ds 1
wPredefRegisters:: ; cc4f
ds 6
wTrainerHeaderFlagBit:: ; cc55
ds 1
ds 1
wNPCMovementScriptPointerTableNum:: ; cc57
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
ds 1
wNPCMovementScriptBank:: ; cc58
; ROM bank of current NPC movement script
ds 1
ds 2
wUnusedCC5B:: ; cc5b
wVermilionDockTileMapBuffer:: ; cc5b
; 180 bytes
wOaksAideRewardItemName:: ; cc5b
wDexRatingNumMonsSeen:: ; cc5b
wFilteredBagItems:: ; cc5b
; List of bag items that has been filtered to a certain type of items,
; such as drinks or fossils.
wElevatorWarpMaps:: ; cc5b
wMonPartySpritesSavedOAM:: ; cc5b
; Saved copy of OAM for the first frame of the animation to make it easy to
; flip back from the second frame.
; $60 bytes
wTrainerCardBlkPacket:: ; cc5b
; $40 bytes
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
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wNPCMovementDirections:: ; cc5b
ds 1
wDexRatingNumMonsOwned:: ; cc5c
ds 1
wDexRatingText:: ; cc5d
ds 1
wSlotMachineSavedROMBank:: ; cc5e
; ROM back to return to when the player is done with the slot machine
ds 1
ds 26
wAnimPalette:: ; cc79
ds 1
ds 29
wNPCMovementDirections2:: ; cc97
wSwitchPartyMonTempBuffer:: ; cc97
; temporary buffer when swapping party mon data
ds 10
wNumStepsToTake:: ; cca1
; used in Pallet Town scripted movement
ds 49
wRLEByteCount:: ; ccd2
ds 1
wAddedToParty:: ; ccd3
; 0 = not added
; 1 = added
wSimulatedJoypadStatesEnd:: ; ccd3
; this is the end of the joypad states
; the list starts above this address and extends downwards in memory until here
; overloaded with below labels
wParentMenuItem:: ; ccd3
wCanEvolveFlags:: ; ccd3
; 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
wForceEvolution:: ; ccd4
ds 1
; if [ccd5] != 1, the second AI layer is not applied
wAILayer2Encouragement:: ; ccd5
ds 1
ds 1
; current HP of player and enemy substitutes
wPlayerSubstituteHP:: ; ccd7
ds 1
wEnemySubstituteHP:: ; ccd8
ds 1
wTestBattlePlayerSelectedMove:: ; ccd9
; The player's selected move during a test battle.
; InitBattleVariables sets it to the move Pound.
ds 1
ds 1
wMoveMenuType:: ; ccdb
; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
ds 1
wPlayerSelectedMove:: ; ccdc
ds 1
wEnemySelectedMove:: ; ccdd
ds 1
wLinkBattleRandomNumberListIndex:: ; ccde
ds 1
wAICount:: ; ccdf
; number of times remaining that AI action can occur
ds 1
ds 2
wEnemyMoveListIndex:: ; cce2
ds 1
wLastSwitchInEnemyMonHP:: ; cce3
; 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
wTotalPayDayMoney:: ; cce5
; total amount of money made using Pay Day during the current battle
ds 3
wSafariEscapeFactor:: ; cce8
ds 1
wSafariBaitFactor:: ; cce9
ds 1;
ds 1
wTransformedEnemyMonOriginalDVs:: ; cceb
ds 2
wMonIsDisobedient:: ds 1 ; cced
wPlayerDisabledMoveNumber:: ds 1 ; ccee
wEnemyDisabledMoveNumber:: ds 1 ; ccef
wInHandlePlayerMonFainted:: ; ccf0
; When running in the scope of HandlePlayerMonFainted, it equals 1.
; When running in the scope of HandleEnemyMonFainted, it equals 0.
ds 1
wPlayerUsedMove:: ds 1 ; ccf1
wEnemyUsedMove:: ds 1 ; ccf2
wEnemyMonMinimized:: ds 1 ; ccf3
wMoveDidntMiss:: ds 1 ; ccf4
wPartyFoughtCurrentEnemyFlags:: ; ccf5
; flags that indicate which party members have fought the current enemy mon
flag_array 6
wLowHealthAlarmDisabled:: ; ccf6
; Whether the low health alarm has been disabled due to the player winning the
; battle.
ds 1
wPlayerMonMinimized:: ; ccf7
ds 1
ds 13
wLuckySlotHiddenObjectIndex:: ; cd05
wEnemyNumHits:: ; cd05
; number of hits by enemy in attacks like Double Slap, etc.
wEnemyBideAccumulatedDamage:: ; cd05
; the amount of damage accumulated by the enemy while biding (2 bytes)
ds 10
wInGameTradeGiveMonSpecies:: ; cd0f
wPlayerMonUnmodifiedLevel:: ; cd0f
ds 1
wInGameTradeTextPointerTablePointer:: ; cd10
wPlayerMonUnmodifiedMaxHP:: ; cd10
ds 2
wInGameTradeTextPointerTableIndex:: ; cd12
wPlayerMonUnmodifiedAttack:: ; cd12
ds 1
wInGameTradeGiveMonName:: ; cd13
ds 1
wPlayerMonUnmodifiedDefense:: ; cd14
ds 2
wPlayerMonUnmodifiedSpeed:: ; cd16
ds 2
wPlayerMonUnmodifiedSpecial:: ; cd18
ds 2
; stat modifiers for the player's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wPlayerMonStatMods::
wPlayerMonAttackMod:: ; cd1a
ds 1
wPlayerMonDefenseMod:: ; cd1b
ds 1
wPlayerMonSpeedMod:: ; cd1c
ds 1
wPlayerMonSpecialMod:: ; cd1d
ds 1
wInGameTradeReceiveMonName:: ; cd1e
wPlayerMonAccuracyMod:: ; cd1e
ds 1
wPlayerMonEvasionMod:: ; cd1f
ds 1
ds 3
wEnemyMonUnmodifiedLevel:: ; cd23
ds 1
wEnemyMonUnmodifiedMaxHP:: ; cd24
ds 2
wEnemyMonUnmodifiedAttack:: ; cd26
ds 2
wEnemyMonUnmodifiedDefense:: ; cd28
ds 1
wInGameTradeMonNick:: ; cd29
ds 1
wEnemyMonUnmodifiedSpeed:: ; cd2a
ds 2
wEnemyMonUnmodifiedSpecial:: ; cd2c
ds 1
wEngagedTrainerClass:: ; cd2d
ds 1
wEngagedTrainerSet:: ; cd2e
; ds 1
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wEnemyMonStatMods::
wEnemyMonAttackMod:: ; cd2e
ds 1
wEnemyMonDefenseMod:: ; cd2f
ds 1
wEnemyMonSpeedMod:: ; cd30
ds 1
wEnemyMonSpecialMod:: ; cd31
ds 1
wEnemyMonAccuracyMod:: ; cd32
ds 1
wEnemyMonEvasionMod:: ; cd33
ds 1
wInGameTradeReceiveMonSpecies::
ds 1
ds 2
wNPCMovementDirections2Index:: ; cd37
wUnusedCD37:: ; cd37
wFilteredBagItemsCount:: ; cd37
; number of items in wFilteredBagItems list
ds 1
wSimulatedJoypadStatesIndex:: ; cd38
; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1
; 0 if the joypad state is not being simulated
ds 1
wWastedByteCD39:: ; cd39
; written to but nothing ever reads it
ds 1
wWastedByteCD3A:: ; cd3a
; written to but nothing ever reads it
ds 1
wOverrideSimulatedJoypadStatesMask:: ; cd3b
; mask indicating which real button presses can override simulated ones
; XXX is it ever not 0?
ds 1
ds 1
wFallingObjectsMovementData:: ; cd3d
; up to 20 bytes (one byte for each falling object)
wSavedY:: ; cd3d
wTempSCX:: ; cd3d
wBattleTransitionCircleScreenQuadrantY:: ; cd3d
; 0 = upper half (Y < 9)
; 1 = lower half (Y >= 9)
wBattleTransitionCopyTilesOffset:: ; cd3d
; 2 bytes
; after 1 row/column has been copied, the offset to the next one to copy from
wInwardSpiralUpdateScreenCounter:: ; cd3d
; 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
wHoFTeamIndex:: ; cd3d
wSSAnneSmokeDriftAmount:: ; cd3d
; multiplied by 16 to get the number of times to go right by 2 pixels
wRivalStarterTemp:: ; cd3d
wBoxMonCounts:: ; cd3d
; 12 bytes
; array of the number of mons in each box
wDexMaxSeenMon:: ; cd3d
wPPRestoreItem:: ; cd3d
wWereAnyMonsAsleep:: ; cd3d
wCanPlaySlots:: ; cd3d
wNumShakes:: ; cd3d
wDayCareStartLevel:: ; cd3d
; the level of the mon at the time it entered day care
wWhichBadge:: ; cd3d
wPriceTemp:: ; cd3d
; 3-byte BCD number
wTitleMonSpecies:: ; cd3d
wPlayerCharacterOAMTile:: ; cd3d
wMoveDownSmallStarsOAMCount:: ; cd3d
; the number of small stars OAM entries to move down
wChargeMoveNum:: ; cd3d
wCoordIndex:: ; cd3d
wOptionsTextSpeedCursorX:: ; cd3d
wBoxNumString:: ; cd3d
wTrainerInfoTextBoxWidthPlus1:: ; cd3d
wSwappedMenuItem:: ; cd3d
wHoFMonSpecies:: ; cd3d
wFieldMoves:: ; cd3d
; 4 bytes
; the current mon's field moves
wBadgeNumberTile:: ; cd3d
; tile ID of the badge number being drawn
wRodResponse:: ; cd3d
; 0 = no bite
; 1 = bite
; 2 = no fish on map
wWhichTownMapLocation:: ; cd3d
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
wChangeBoxSavedMapTextPointer:: ; cd3d
wFlyAnimUsingCoordList:: ; cd3d
wPlayerSpinInPlaceAnimFrameDelay:: ; cd3d
wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: ; cd3d
wHiddenObjectFunctionArgument:: ; cd3d
wWhichTrade:: ; cd3d
; which entry from TradeMons to select
wTrainerSpriteOffset:: ; cd3d
wUnusedCD3D:: ; cd3d
ds 1
wHUDPokeballGfxOffsetX:: ; cd3e
; difference in X between the next ball and the current one
wBattleTransitionCircleScreenQuadrantX:: ; cd3e
; 0 = left half (X < 10)
; 1 = right half (X >= 10)
wSSAnneSmokeX:: ; cd3e
wRivalStarterBallSpriteIndex:: ; cd3e
wDayCareNumLevelsGrown:: ; cd3e
wOptionsBattleAnimCursorX:: ; cd3e
wTrainerInfoTextBoxWidth:: ; cd3e
wHoFPartyMonIndex:: ; cd3e
wNumCreditsMonsDisplayed:: ; cd3e
; the number of credits mons that have been displayed so far
wBadgeNameTile:: ; cd3e
; first tile ID of the name being drawn
wFlyLocationsList:: ; cd3e
; 11 bytes plus $ff sentinel values at each end
wSlotMachineWheel1Offset:: ; cd3e
wTradedEnemyMonSpecies:: ; cd3e
wTradingWhichEnemyMon:: ; cd3e
wFlyAnimCounter:: ; cd3e
wPlayerSpinInPlaceAnimFrameDelayDelta:: ; cd3e
wPlayerSpinWhileMovingUpOrDownAnimMaxY:: ; cd3e
wHiddenObjectFunctionRomBank:: ; cd3e
wTrainerEngageDistance:: ; cd3e
ds 1
wHUDGraphicsTiles:: ; cd3f
; 3 bytes
wDayCareTotalCost:: ; cd3f
; 2-byte BCD number
wJigglypuffFacingDirections:: ; cd3f
wOptionsBattleStyleCursorX:: ; cd3f
wTrainerInfoTextBoxNextRowOffset:: ; cd3f
wHoFMonLevel:: ; cd3f
wBadgeOrFaceTiles:: ; cd3f
; 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:: ; cd3f
wNameOfPlayerMonToBeTraded:: ; cd3f
wFlyAnimBirdSpriteImageIndex:: ; cd3f
wPlayerSpinInPlaceAnimFrameDelayEndValue:: ; cd3f
wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: ; cd3f
wHiddenObjectIndex:: ; cd3f
wTrainerFacingDirection:: ; cd3f
ds 1
wHoFMonOrPlayer:: ; cd40
; show mon or show player?
; 0 = mon
; 1 = player
wSlotMachineWheel3Offset:: ; cd40
wPlayerSpinInPlaceAnimSoundID:: ; cd40
wHiddenObjectY:: ; cd40
wTrainerScreenY:: ; cd40
wUnusedCD40:: ; cd40
ds 1
wDayCarePerLevelCost:: ; cd41
; 2-byte BCD number (always set to $0100)
wHoFTeamIndex2:: ; cd41
wHiddenItemOrCoinsIndex:: ; cd41
wTradedPlayerMonOT:: ; cd41
wHiddenObjectX:: ; cd41
wSlotMachineWinningSymbol:: ; cd41
; the OAM tile number of the upper left corner of the winning symbol minus 2
wNumFieldMoves:: ; cd41
wSlotMachineWheel1BottomTile:: ; cd41
wTrainerScreenX:: ; cd41
ds 1
; a lot of the uses for these values use more than the said address
wHoFTeamNo:: ; cd42
wSlotMachineWheel1MiddleTile:: ; cd42
wFieldMovesLeftmostXCoord:: ; cd42
ds 1
wLastFieldMoveID:: ; cd43
; unused
wSlotMachineWheel1TopTile:: ; cd43
ds 1
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
wBattleTransitionSpiralDirection:: ; cd47
; 0 = outward, 1 = inward
wSlotMachineWheel3BottomTile:: ; cd47
ds 1
wSlotMachineWheel3MiddleTile:: ; cd48
wFacingDirectionList:: ; cd48
; 4 bytes (also, the byte before the start of the list (cd47) is used a temp
; variable when the list is rotated)
; used when spinning the player's sprite
ds 1
wSlotMachineWheel3TopTile:: ; cd49
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
wTempCoins2:: ; cd4a
; 2 bytes
; temporary variable used to subtract the bet amount from the player's coins
wPayoutCoins:: ; cd4a
; 2 bytes
ds 2
wTradedPlayerMonOTID:: ; cd4c
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
wCutTile:: ; cd4d
; $3d = tree tile
; $52 = grass tile
ds 1
wSlotMachineWheel2SlipCounter:: ; cd4e
; wheel 2 can "slip" while this is non-zero
wTradedEnemyMonOT:: ; cd4e
ds 1
wSavedPlayerScreenY:: ; cd4f
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.
wEmotionBubbleSpriteIndex:: ; cd4f
; the index of the sprite the emotion bubble is to be displayed above
ds 1
wWhichEmotionBubble:: ; cd50
wSlotMachineBet:: ; cd50
; how many coins the player bet on the slot machine (1 to 3)
wSavedPlayerFacingDirection:: ; cd50
wWhichAnimationOffsets:: ; cd50
; 0 = cut animation, 1 = boulder dust animation
ds 9
wTradedEnemyMonOTID:: ; cd59
ds 2
wStandingOnWarpPadOrHole:: ; cd5b
; 0 = neither
; 1 = warp pad
; 2 = hole
wOAMBaseTile:: ; cd5b
wGymTrashCanIndex:: ; cd5b
ds 1
wSymmetricSpriteOAMAttributes:: ; cd5c
ds 1
wMonPartySpriteSpecies:: ; cd5d
ds 1
wLeftGBMonSpecies:: ; cd5e
; in the trade animation, the mon that leaves the left gameboy
ds 1
wRightGBMonSpecies:: ; cd5f
; in the trade animation, the mon that leaves the right gameboy
ds 1
wFlags_0xcd60:: ; cd60
; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaneously)
; bit 1: boulder dust animation (from using Strength) pending
; bit 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
ds 9
wActionResultOrTookBattleTurn:: ; cd6a
; 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.
; In addition, some items store 2 for certain types of failures, but this
; cannot happen in battle.
; In battle, a non-zero value indicates the player has taken their turn using
; 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
wJoyIgnore:: ; cd6b
; Set buttons are ignored.
ds 1
wDownscaledMonSize:: ; cd6c
; size of downscaled mon pic used in pokeball entering/exiting animation
; $00 = 5×5
; $01 = 3×3
wNumMovesMinusOne:: ; cd6c
; FormatMovesString stores the number of moves minus one here
ds 1
UNION
wcd6d:: ds 4 ; buffer for various data
wStatusScreenCurrentPP:: ; cd71
; temp variable used to print a move's current PP on the status screen
ds 1
ds 6
wNormalMaxPPList:: ; cd78
; list of normal max PP (without PP up) values
ds 9
NEXTU
wEvosMoves:: ds MAX_EVOLUTIONS * EVOLUTION_SIZE + 1
.end::
ENDU
wSerialOtherGameboyRandomNumberListBlock:: ; cd81
; buffer for transferring the random number list generated by the other gameboy
wTileMapBackup2:: ; cd81
; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
ds 20 * 18
wNamingScreenNameLength:: ; cee9
wEvoOldSpecies:: ; cee9
wBuffer:: ; cee9
; Temporary storage area of 30 bytes.
wTownMapCoords:: ; cee9
; lower nybble is x, upper nybble is y
wLearningMovesFromDayCare:: ; cee9
; whether WriteMonMoves is being used to make a mon learn moves from day care
; non-zero if so
wChangeMonPicEnemyTurnSpecies:: ; cee9
wHPBarMaxHP:: ; cee9
ds 1
wNamingScreenSubmitName:: ; ceea
; non-zero when the player has chosen to submit the name
wChangeMonPicPlayerTurnSpecies:: ; ceea
wEvoNewSpecies:: ; ceea
ds 1
wAlphabetCase:: ; ceeb
; 0 = upper case
; 1 = lower case
wEvoMonTileOffset:: ; ceeb
wHPBarOldHP:: ; ceeb
ds 1
wEvoCancelled:: ; ceec
ds 1
wNamingScreenLetter:: ; ceed
wHPBarNewHP:: ; ceed
ds 2
wHPBarDelta:: ; ceef
ds 1
wHPBarTempHP:: ; cef0
ds 2
ds 11
wHPBarHPDifference:: ; cefd
ds 1
ds 7
wAIItem:: ; cf05
; the item that the AI used
ds 1
wUsedItemOnWhichPokemon:: ; cf05
ds 1
wAnimSoundID:: ; cf07
; sound ID during battle animations
ds 1
wBankswitchHomeSavedROMBank:: ; cf08
; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank)
ds 1
wBankswitchHomeTemp:: ; cf09
; used as a temp storage value for the bank to switch to
ds 1
wBoughtOrSoldItemInMart:: ; cf0a
; 0 = nothing bought or sold in pokemart
; 1 = bought or sold something in pokemart
; this value is not used for anything
ds 1
wBattleResult:: ; cf0b
; $00 - win
; $01 - lose
; $02 - draw
ds 1
wAutoTextBoxDrawingControl:: ; cf0c
; bit 0: if set, DisplayTextID automatically draws a text box
ds 1
wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for)
wTilePlayerStandingOn:: ; cf0e
; used in CheckForTilePairCollisions2 to store the tile the player is on
ds 1
wNPCNumScriptedSteps:: ds 1 ; cf0f
wNPCMovementScriptFunctionNum:: ; cf10
; which script function within the pointer table indicated by
; wNPCMovementScriptPointerTableNum
ds 1
wTextPredefFlag:: ; cf11
; bit 0: set when printing a text predef so that DisplayTextID doesn't switch
; to the current map's bank
ds 1
wPredefParentBank:: ; cf12
ds 1
wSpriteIndex:: ds 1
wCurSpriteMovement2:: ; cf14
; movement byte 2 of current sprite
ds 1
ds 2
wNPCMovementScriptSpriteOffset:: ; cf17
; sprite offset of sprite being controlled by NPC movement script
ds 1
wScriptedNPCWalkCounter:: ; cf18
ds 1
ds 1
wGBC:: ; cf1a
ds 1
wOnSGB:: ; cf1b
; if running on SGB, it's 1, else it's 0
ds 1
wDefaultPaletteCommand:: ; cf1c
ds 1
wPlayerHPBarColor:: ; cf1d
wWholeScreenPaletteMonSpecies:: ; cf1d
; species of the mon whose palette is used for the whole screen
ds 1
wEnemyHPBarColor:: ; cf1e
ds 1
; 0: green
; 1: yellow
; 2: red
wPartyMenuHPBarColors:: ; cf1f
ds 6
wStatusScreenHPBarColor:: ; cf25
ds 1
ds 7
wCopyingSGBTileData:: ; cf2d
wWhichPartyMenuHPBar:: ; cf2d
wPalPacket:: ; cf2d
ds 1
wPartyMenuBlkPacket:: ; cf2e
; $30 bytes
ds 29
wExpAmountGained:: ; cf4b
; 2-byte big-endian number
; the total amount of exp a mon gained
wcf4b:: ds 2 ; storage buffer for various strings
wGainBoostedExp:: ; cf4d
ds 1
ds 17
wGymCityName:: ; cf5f
ds 17
wGymLeaderName:: ; cf70
ds NAME_LENGTH
wItemList:: ; cf7b
ds 16
wListPointer:: ; cf8b
ds 2
wUnusedCF8D:: ; cf8d
; 2 bytes
; used to store pointers, but never read
ds 2
wItemPrices:: ; cf8f
ds 2
wcf91:: ds 1 ; used with a lot of things (too much to list here)
wWhichPokemon:: ; cf92
; which pokemon you selected
ds 1
wPrintItemPrices:: ; cf93
; if non-zero, then print item prices when displaying lists
ds 1
wHPBarType:: ; cf94
; type of HP bar
; $00 = enemy HUD in battle
; $01 = player HUD in battle / status screen
; $02 = party menu
wListMenuID:: ; cf94
; ID used by DisplayListMenuID
ds 1
wRemoveMonFromBox:: ; cf95
; if non-zero, RemovePokemon will remove the mon from the current box,
; else it will remove the mon from the party
wMoveMonType:: ; cf95
; 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
ds 1
wMaxItemQuantity:: ; cf97
ds 1
; LoadMonData copies mon data here
wLoadedMon:: party_struct wLoadedMon ; cf98
wFontLoaded:: ; cfc4
; 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
wWalkCounter:: ; cfc5
; walk animation counter
ds 1
wTileInFrontOfPlayer:: ; cfc6
; background tile number in front of the player (either 1 or 2 steps ahead)
ds 1
wAudioFadeOutControl:: ; cfc7
; 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
; to begin immediately.
; This variable has another use related to fade-out, as well. PlaySound stores
; the sound ID of the music that should be played after the fade-out is finished
; 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
wAudioFadeOutCounterReloadValue:: ; cfc8
ds 1
wAudioFadeOutCounter:: ; cfc9
ds 1
wLastMusicSoundID:: ; cfca
; 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
; fade out the current music (so that the new music can be begin immediately
; instead of waiting).
; It sometimes contains the sound ID of the last music played, but it may also
; 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
wUpdateSpritesEnabled:: ; cfcb
; $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:: ; cfcc
ds 1
wEnemyMoveEffect:: ; cfcd
ds 1
wEnemyMovePower:: ; cfce
ds 1
wEnemyMoveType:: ; cfcf
ds 1
wEnemyMoveAccuracy:: ; cfd0
ds 1
wEnemyMoveMaxPP:: ; cfd1
ds 1
wPlayerMoveNum:: ; cfd2
ds 1
wPlayerMoveEffect:: ; cfd3
ds 1
wPlayerMovePower:: ; cfd4
ds 1
wPlayerMoveType:: ; cfd5
ds 1
wPlayerMoveAccuracy:: ; cfd6
ds 1
wPlayerMoveMaxPP:: ; cfd7
ds 1
wEnemyMonSpecies2:: ; cfd8
ds 1
wBattleMonSpecies2:: ; cfd9
ds 1
wEnemyMonNick:: ds NAME_LENGTH ; cfda
wEnemyMon:: battle_struct wEnemyMon ; cfe5
wEnemyMonBaseStats:: ds 5
wEnemyMonActualCatchRate:: ds 1
wEnemyMonBaseExp:: ds 1
wBattleMonNick:: ds NAME_LENGTH ; d009
wBattleMon:: battle_struct wBattleMon ; d014
wTrainerClass:: ; d031
ds 1
ds 1
wTrainerPicPointer:: ; d033
ds 2
ds 1
wTempMoveNameBuffer:: ; d036
wLearnMoveMonName:: ; d036
; The name of the mon that is learning a move.
ds 16
wTrainerBaseMoney:: ; d046
; 2-byte BCD number
; money received after battle = base money × level of highest-level enemy mon
ds 2
wMissableObjectCounter:: ; d048
ds 1
ds 1
wTrainerName:: ; d04a
; 13 bytes for the letters of the opposing trainer
; the name is terminated with $50 with possible
; unused trailing letters
ds 13
wIsInBattle:: ; d057
; lost battle, this is -1
; no battle, this is 0
; wild battle, this is 1
; trainer battle, this is 2
ds 1
wPartyGainExpFlags:: ; d058
; flags that indicate which party members should be be given exp when GainExperience is called
flag_array 6
wCurOpponent:: ; d059
; in a wild battle, this is the species of pokemon
; in a trainer battle, this is the trainer class + 200
ds 1
wBattleType:: ; d05a
; in normal battle, this is 0
; in old man battle, this is 1
; in safari battle, this is 2
ds 1
wDamageMultipliers:: ; d05b
; bits 0-6: Effectiveness
; $0 = immune
; $5 = not very effective
; $a = neutral
; $14 = super-effective
; bit 7: STAB
ds 1
wLoneAttackNo:: ; d05c
; which entry in LoneAttacks to use
wGymLeaderNo:: ; d05c
; it's actually the same thing as ^
ds 1
wTrainerNo:: ; d05d
; which instance of [youngster, lass, etc] is this?
ds 1
wCriticalHitOrOHKO:: ; d05e
; $00 = normal attack
; $01 = critical hit
; $02 = successful OHKO
; $ff = failed OHKO
ds 1
wMoveMissed:: ; d05f
ds 1
wPlayerStatsToDouble:: ; d060
; always 0
ds 1
wPlayerStatsToHalve:: ; d061
; always 0
ds 1
wPlayerBattleStatus1:: ; d062
; bit 0 - bide
; bit 1 - thrash / petal dance
; bit 2 - attacking multiple times (e.g. double kick)
; bit 3 - flinch
; bit 4 - charging up for attack
; bit 5 - using multi-turn move (e.g. wrap)
; bit 6 - invulnerable to normal attack (using fly/dig)
; bit 7 - confusion
ds 1
wPlayerBattleStatus2:: ; d063
; bit 0 - X Accuracy effect
; bit 1 - protected by "mist"
; bit 2 - focus energy effect
; bit 4 - has a substitute
; bit 5 - need to recharge
; bit 6 - rage
; bit 7 - leech seeded
ds 1
wPlayerBattleStatus3:: ; d064
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - transformed
ds 1
wEnemyStatsToDouble:: ; d065
; always 0
ds 1
wEnemyStatsToHalve:: ; d066
; always 0
ds 1
wEnemyBattleStatus1:: ; d067
ds 1
wEnemyBattleStatus2:: ; d068
ds 1
wEnemyBattleStatus3:: ; d069
ds 1
wPlayerNumAttacksLeft::
; when the player is attacking multiple times, the number of attacks left
ds 1
wPlayerConfusedCounter:: ; d06b
ds 1
wPlayerToxicCounter:: ; d06c
ds 1
wPlayerDisabledMove:: ; d06d
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
wEnemyNumAttacksLeft:: ; d06f
; when the enemy is attacking multiple times, the number of attacks left
ds 1
wEnemyConfusedCounter:: ; d070
ds 1
wEnemyToxicCounter:: ; d071
ds 1
wEnemyDisabledMove:: ; d072
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
wPlayerNumHits:: ; d074
; number of hits by player in attacks like Double Slap, etc.
wPlayerBideAccumulatedDamage:: ; d074
; the amount of damage accumulated by the player while biding (2 bytes)
wUnknownSerialCounter2:: ; d075
; 2 bytes
ds 4
wEscapedFromBattle::
; non-zero when an item or move that allows escape from battle was used
ds 1
wAmountMoneyWon:: ; d079
; 3-byte BCD number
wObjectToHide:: ; d079
ds 1
wObjectToShow:: ; d07a
ds 1
ds 1
wDefaultMap:: ; d07c
; the map you will start at when the debug bit is set
wMenuItemOffset:: ; d07c
wAnimationID:: ; d07c
; ID number of the current battle animation
ds 1
wNamingScreenType:: ; d07d
wPartyMenuTypeOrMessageID:: ; d07d
wTempTilesetNumTiles:: ; d07d
; temporary storage for the number of tiles in a tileset
ds 1
wSavedListScrollOffset:: ; d07e
; 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
ds 2
; base coordinates of frame block
wBaseCoordX:: ; d081
ds 1
wBaseCoordY:: ; d082
ds 1
; low health alarm counter/enable
; high bit = enable, others = timer to cycle frequencies
wLowHealthAlarm:: ds 1 ; d083
wFBTileCounter:: ; d084
; counts how many tiles of the current frame block have been drawn
ds 1
wMovingBGTilesCounter2:: ; d085
ds 1
wSubAnimFrameDelay:: ; d086
; duration of each frame of the current subanimation in terms of screen refreshes
ds 1
wSubAnimCounter:: ; d087
; counts the number of subentries left in the current subanimation
ds 1
wSaveFileStatus:: ; d088
; 1 = no save file or save file is corrupted
; 2 = save file exists and no corruption has been detected
ds 1
wNumFBTiles:: ; d089
; number of tiles in current battle animation frame block
ds 1
wFlashScreenLongCounter:: ; d08a
wSpiralBallsBaseY:: ; d08a
wFallingObjectMovementByte:: ; d08a
; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8)
; bit 7: direction; 0 = right, 1 = left
wNumShootingBalls:: ; d08a
wTradedMonMovingRight:: ; d08a
; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
wOptionsInitialized:: ; d08a
wNewSlotMachineBallTile:: ; d08a
wCoordAdjustmentAmount:: ; d08a
; how much to add to the X/Y coord
wUnusedD08A:: ; d08a
ds 1
wSpiralBallsBaseX:: ; d08b
wNumFallingObjects:: ; d08b
wSlideMonDelay:: ; d08b
wAnimCounter:: ; d08b
; generic counter variable for various animations
wSubAnimTransform:: ; d08b
; 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
wEndBattleWinTextPointer:: ; d08c
ds 2
wEndBattleLoseTextPointer:: ; d08e
ds 2
ds 2
wEndBattleTextRomBank:: ; d092
ds 1
ds 1
wSubAnimAddrPtr:: ; 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.
wSubAnimSubEntryAddr:: ; d096
; the address of the current subentry of the current subanimation
ds 2
ds 2
wOutwardSpiralTileMapPointer:: ; d09a
ds 1
wPartyMenuAnimMonEnabled:: ; d09b
wTownMapSpriteBlinkingEnabled:: ; d09b
; 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
ds 1
wFBDestAddr:: ; d09c
; current destination address in OAM for frame blocks (big endian)
ds 2
wFBMode:: ; d09e
; 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
wLinkCableAnimBulgeToggle:: ; d09f
; 0 = small
; 1 = big
wIntroNidorinoBaseTile:: ; d09f
wOutwardSpiralCurrentDirection:: ; d09f
wDropletTile:: ; d09f
wNewTileBlockID:: ; d09f
wWhichBattleAnimTileset:: ; d09f
wSquishMonCurrentDirection:: ; d09f
; 0 = left
; 1 = right
wSlideMonUpBottomRowLeftTile:: ; d09f
; 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
wSpriteCurPosX:: ; d0a1
ds 1
wSpriteCurPosY:: ; d0a2
ds 1
wSpriteWidth:: ; d0a3
ds 1
wSpriteHeight:: ; d0a4
ds 1
wSpriteInputCurByte:: ; d0a5
; current input byte
ds 1
wSpriteInputBitCounter:: ; d0a6
; bit offset of last read input bit
ds 1
wSpriteOutputBitOffset:: ; d0a7; 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
wSpriteLoadFlags:: ; d0a8
; 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
wSpriteUnpackMode:: ; d0a9
ds 1
wSpriteFlipped:: ; d0aa
ds 1
wSpriteInputPtr:: ; d0ab
; pointer to next input byte
ds 2
wSpriteOutputPtr:: ; d0ad
; pointer to current output byte
ds 2
wSpriteOutputPtrCached:: ; d0af
; used to revert pointer for different bit offsets
ds 2
wSpriteDecodeTable0Ptr:: ; d0b1
; pointer to differential decoding table (assuming initial value 0)
ds 2
wSpriteDecodeTable1Ptr:: ; d0b3
; 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
wNameListType:: ; d0b6
ds 1
wPredefBank:: ; d0b7
ds 1
wMonHeader:: ; d0b8
wMonHIndex:: ; d0b8
; 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
wMonHBaseStats:: ; d0b9
wMonHBaseHP:: ; d0b9
ds 1
wMonHBaseAttack:: ; d0ba
ds 1
wMonHBaseDefense:: ; d0bb
ds 1
wMonHBaseSpeed:: ; d0bc
ds 1
wMonHBaseSpecial:: ; d0bd
ds 1
wMonHTypes:: ; d0be
wMonHType1:: ; d0be
ds 1
wMonHType2:: ; d0bf
ds 1
wMonHCatchRate:: ; d0c0
ds 1
wMonHBaseEXP:: ; d0c1
ds 1
wMonHSpriteDim:: ; d0c2
ds 1
wMonHFrontSprite:: ; d0c3
ds 2
wMonHBackSprite:: ; d0c5
ds 2
wMonHMoves:: ; d0c7
ds NUM_MOVES
wMonHGrowthRate:: ; d0cb
ds 1
wMonHLearnset:: ; d0cc
; bit field
flag_array 50 + 5
ds 1
wSavedTilesetType:: ; d0d4
; saved at the start of a battle and then written back at the end of the battle
ds 1
ds 2
wDamage:: ; d0d7
ds 2
ds 2
wRepelRemainingSteps:: ; d0db
ds 1
wMoves:: ; d0dc
; list of moves for FormatMovesString
ds 4
wMoveNum:: ; d0e0
ds 1
wMovesString:: ; d0e1
ds 56
wUnusedD119:: ; d119
ds 1
wWalkBikeSurfStateCopy:: ; d11a
; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
ds 1
wInitListType:: ; d11b
; the type of list for InitList to init
ds 1
wCapturedMonSpecies:: ; d11c
; 0 if no mon was captured
ds 1
wFirstMonsNotOutYet:: ; d11d
; 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
wPokeBallCaptureCalcTemp:: ; d11e
; lower nybble: number of shakes
; upper nybble: number of animations to play
wPokeBallAnimData:: ; d11e
wUsingPPUp:: ; d11e
wMaxPP:: ; d11e
; 0 for player, non-zero for enemy
wCalculateWhoseStats:: ; d11e
wTypeEffectiveness:: ; d11e
wMoveType:: ; d11e
wNumSetBits:: ; d11e
wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits
wForcePlayerToChooseMon:: ; d11f
; 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::
; number of times the player has tried to run from battle
ds 1
wEvolutionOccurred:: ; d121
ds 1
wVBlankSavedROMBank:: ; d122
ds 1
ds 1
wIsKeyItem:: ; d124
ds 1
wTextBoxID:: ; d125
ds 1
wCurrentMapScriptFlags:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value
wCurEnemyLVL:: ; d127
ds 1
wItemListPointer:: ; d128
; pointer to list of items terminated by $FF
ds 2
wListCount::
; number of entries in a list
ds 1
wLinkState:: ; d12b
ds 1
wTwoOptionMenuID:: ; d12c
ds 1
wChosenMenuItem:: ; d12d
; the id of the menu item the player ultimately chose
wOutOfBattleBlackout:: ; d12d
; non-zero when the whole party has fainted due to out-of-battle poison damage
ds 1
wMenuExitMethod:: ; d12e
; 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
; $02 = the user pressed B to cancel
; 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
wDungeonWarpDataEntrySize:: ; d12f
; the size is always 6, so they didn't need a variable in RAM for this
wWhichPewterGuy:: ; d12f
; 0 = museum guy
; 1 = gym guy
wWhichPrizeWindow:: ; d12f
; there are 3 windows, from 0 to 2
wGymGateTileBlock:: ; d12f
; a horizontal or vertical gate block
ds 1
wSavedSpriteScreenY:: ; d130
ds 1
wSavedSpriteScreenX:: ; d131
ds 1
wSavedSpriteMapY:: ; d132
ds 1
wSavedSpriteMapX:: ; d133
ds 1
ds 5
wWhichPrize:: ; d139
ds 1
wIgnoreInputCounter:: ; d13a
; counts downward each frame
; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
ds 1
wStepCounter:: ; d13b
; counts down once every step
ds 1
wNumberOfNoRandomBattleStepsLeft:: ; d13c
; after a battle, you have at least 3 steps before a random battle can occur
ds 1
wPrize1:: ; d13d
ds 1
wPrize2:: ; d13e
ds 1
wPrize3:: ; d13f
ds 1
ds 1
wSerialRandomNumberListBlock:: ; d141
; the first 7 bytes are the preamble
wPrize1Price:: ; d141
ds 2
wPrize2Price:: ; d143
ds 2
wPrize3Price:: ; d145
ds 2
ds 1
wLinkBattleRandomNumberList:: ; d148
; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
ds 10
wSerialPlayerDataBlock:: ; d152
; the first 6 bytes are the preamble
wPseudoItemID:: ; d152
; 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
ds 1
ds 2
wEvoStoneItemID:: ; d156
ds 1
wSavedNPCMovementDirections2Index:: ; d157
ds 1
wPlayerName:: ; d158
ds NAME_LENGTH
wPartyDataStart::
wPartyCount:: ds 1 ; d163
wPartySpecies:: ds PARTY_LENGTH ; d164
wPartyEnd:: ds 1 ; d16a
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
wPartyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d273
wPartyMonNicks:: ds NAME_LENGTH * PARTY_LENGTH ; d2b5
wPartyDataEnd::
wMainDataStart::
wPokedexOwned:: ; d2f7
flag_array NUM_POKEMON
wPokedexOwnedEnd::
wPokedexSeen:: ; d30a
flag_array NUM_POKEMON
wPokedexSeenEnd::
wNumBagItems:: ; d31d
ds 1
wBagItems:: ; d31e
; item, quantity
ds BAG_ITEM_CAPACITY * 2
ds 1 ; end
wPlayerMoney:: ; d347
ds 3 ; BCD
wRivalName:: ; d34a
ds NAME_LENGTH
wOptions:: ; d355
; bit 7 = battle animation
; 0: On
; 1: Off
; bit 6 = battle style
; 0: Shift
; 1: Set
; bits 0-3 = text speed (number of frames to delay after printing a letter)
; 1: Fast
; 3: Medium
; 5: Slow
ds 1
wObtainedBadges:: ; d356
flag_array 8
ds 1
wLetterPrintingDelayFlags:: ; d358
; 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
ds 2
wMapMusicSoundID:: ; d35b
ds 1
wMapMusicROMBank:: ; d35c
ds 1
wMapPalOffset:: ; d35d
; 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
ds 1
wCurrentTileBlockMapViewPointer:: ; d35f
; pointer to the upper left corner of the current view in the tile block map
ds 2
wYCoord:: ; d361
; player’s position on the current map
ds 1
wXCoord:: ; d362
ds 1
wYBlockCoord:: ; d363
; player's y position (by block)
ds 1
wXBlockCoord:: ; d364
ds 1
wLastMap:: ; d365
ds 1
wUnusedD366:: ; d366
ds 1
wCurMapTileset:: ; d367
ds 1
wCurMapHeight:: ; d368
; blocks
ds 1
wCurMapWidth:: ; d369
; blocks
ds 1
wMapDataPtr:: ; d36a
ds 2
wMapTextPtr:: ; d36c
ds 2
wMapScriptPtr:: ; d36e
ds 2
wMapConnections:: ; d370
; connection byte
ds 1
wMapConn1Ptr:: ; d371
ds 1
wNorthConnectionStripSrc:: ; d372
ds 2
wNorthConnectionStripDest:: ; d374
ds 2
wNorthConnectionStripWidth:: ; d376
ds 1
wNorthConnectedMapWidth:: ; d377
ds 1
wNorthConnectedMapYAlignment:: ; d378
ds 1
wNorthConnectedMapXAlignment:: ; d379
ds 1
wNorthConnectedMapViewPointer:: ; d37a
ds 2
wMapConn2Ptr:: ; d37c
ds 1
wSouthConnectionStripSrc:: ; d37d
ds 2
wSouthConnectionStripDest:: ; d37f:
ds 2
wSouthConnectionStripWidth:: ; d381
ds 1
wSouthConnectedMapWidth:: ; d382
ds 1
wSouthConnectedMapYAlignment:: ; d383
ds 1
wSouthConnectedMapXAlignment:: ; d384
ds 1
wSouthConnectedMapViewPointer:: ; d385
ds 2
wMapConn3Ptr:: ; d387
ds 1
wWestConnectionStripSrc:: ; d388
ds 2
wWestConnectionStripDest:: ; d38a
ds 2
wWestConnectionStripHeight:: ; d38c
ds 1
wWestConnectedMapWidth:: ; d38d
ds 1
wWestConnectedMapYAlignment:: ; d38e
ds 1
wWestConnectedMapXAlignment:: ; d38f
ds 1
wWestConnectedMapViewPointer:: ; d390
ds 2
wMapConn4Ptr:: ; d392
ds 1
wEastConnectionStripSrc:: ; d393
ds 2
wEastConnectionStripDest:: ; d395
ds 2
wEastConnectionStripHeight:: ; d397
ds 1
wEastConnectedMapWidth:: ; d398
ds 1
wEastConnectedMapYAlignment:: ; d399
ds 1
wEastConnectedMapXAlignment:: ; d39a
ds 1
wEastConnectedMapViewPointer:: ; d39b
ds 2
wSpriteSet:: ; d39d
; sprite set for the current map (11 sprite picture ID's)
ds 11
wSpriteSetID:: ; d3a8
; sprite set ID for the current map
ds 1
wObjectDataPointerTemp:: ; d3a9
ds 2
ds 2
wMapBackgroundTile:: ; d3ad
; the tile shown outside the boundaries of the map
ds 1
wNumberOfWarps:: ; d3ae
; number of warps in current map
ds 1
wWarpEntries:: ; d3af
; current map warp entries
ds 128
wDestinationWarpID:: ; d42f
; if $ff, the player's coordinates are not updated when entering the map
ds 1
ds 128
wNumSigns:: ; d4b0
; number of signs in the current map (up to 16)
ds 1
wSignCoords:: ; d4b1
; 2 bytes each
; Y, X
ds 32
wSignTextIDs:: ; d4d1
ds 16
wNumSprites:: ; d4e1
; 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
ds 1
wXOffsetSinceLastSpecialWarp:: ; d4e3
ds 1
wMapSpriteData:: ; d4e4
; two bytes per sprite (movement byte 2, text ID)
ds 32
wMapSpriteExtraData:: ; d504
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32
wCurrentMapHeight2:: ; d524
; map height in 2x2 meta-tiles
ds 1
wCurrentMapWidth2:: ; d525
; map width in 2x2 meta-tiles
ds 1
wMapViewVRAMPointer:: ; d526
; 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
; 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
; the direction in which the player was moving before the player last stopped
ds 1
wPlayerDirection:: ; d52a
; 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
ds 1
wTilesetBlocksPtr:: ; d52c
; maps blocks (4x4 tiles) to tiles
ds 2
wTilesetGfxPtr:: ; d52e
ds 2
wTilesetCollisionPtr:: ; d530
; list of all walkable tiles
ds 2
wTilesetTalkingOverTiles:: ; d532
ds 3
wGrassTile:: ; d535
ds 1
ds 4
wNumBoxItems:: ; d53a
ds 1
wBoxItems:: ; d53b
; item, quantity
ds PC_ITEM_CAPACITY * 2
ds 1 ; end
wCurrentBoxNum:: ; d5a0
; bits 0-6: box number
; bit 7: whether the player has changed boxes before
ds 2
wNumHoFTeams:: ; d5a2
; number of HOF teams
ds 1
wUnusedD5A3:: ; d5a3
ds 1
wPlayerCoins:: ; d5a4
ds 2 ; BCD
wMissableObjectFlags:: ; d5a6
; bit array of missable objects. set = removed
ds 32
wMissableObjectFlagsEnd::
ds 7
wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim)
wMissableObjectList:: ; d5ce
; 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
wGameProgressFlags:: ; d5f0
; $c8 bytes
ds 0
wOaksLabCurScript:: ; d5f0
ds 1
wPalletTownCurScript:: ; d5f1
ds 1
ds 1
wBluesHouseCurScript:: ; d5f3
ds 1
wViridianCityCurScript:: ; d5f4
ds 1
ds 2
wPewterCityCurScript:: ; d5f7
ds 1
wRoute3CurScript:: ; d5f8
ds 1
wRoute4CurScript:: ; d5f9
ds 1
ds 1
wViridianGymCurScript:: ; d5fb
ds 1
wPewterGymCurScript:: ; d5fc
ds 1
wCeruleanGymCurScript:: ; d5fd
ds 1
wVermilionGymCurScript:: ; d5fe
ds 1
wCeladonGymCurScript:: ; d5ff
ds 1
wRoute6CurScript:: ; d600
ds 1
wRoute8CurScript:: ; d601
ds 1
wRoute24CurScript:: ; d602
ds 1
wRoute25CurScript:: ; d603
ds 1
wRoute9CurScript:: ; d604
ds 1
wRoute10CurScript:: ; d605
ds 1
wMtMoon1CurScript:: ; d606
ds 1
wMtMoon3CurScript:: ; d607
ds 1
wSSAnne8CurScript:: ; d608
ds 1
wSSAnne9CurScript:: ; d609
ds 1
wRoute22CurScript:: ; d60a
ds 1
ds 1
wRedsHouse2CurScript:: ; d60c
ds 1
wViridianMarketCurScript:: ; d60d
ds 1
wRoute22GateCurScript:: ; d60e
ds 1
wCeruleanCityCurScript:: ; d60f
ds 1
ds 7
wSSAnne5CurScript:: ; d617
ds 1
wViridianForestCurScript:: ; d618
ds 1
wMuseum1fCurScript:: ; d619
ds 1
wRoute13CurScript:: ; d61a
ds 1
wRoute14CurScript:: ; d61b
ds 1
wRoute17CurScript:: ; d61c
ds 1
wRoute19CurScript:: ; d61d
ds 1
wRoute21CurScript:: ; d61e
ds 1
wSafariZoneEntranceCurScript:: ; d61f
ds 1
wRockTunnel2CurScript:: ; d620
ds 1
wRockTunnel1CurScript:: ; d621
ds 1
ds 1
wRoute11CurScript:: ; d623
ds 1
wRoute12CurScript:: ; d624
ds 1
wRoute15CurScript:: ; d625
ds 1
wRoute16CurScript:: ; d626
ds 1
wRoute18CurScript:: ; d627
ds 1
wRoute20CurScript:: ; d628
ds 1
wSSAnne10CurScript:: ; d629
ds 1
wVermilionCityCurScript:: ; d62a
ds 1
wPokemonTower2CurScript:: ; d62b
ds 1
wPokemonTower3CurScript:: ; d62c
ds 1
wPokemonTower4CurScript:: ; d62d
ds 1
wPokemonTower5CurScript:: ; d62e
ds 1
wPokemonTower6CurScript:: ; d62f
ds 1
wPokemonTower7CurScript:: ; d630
ds 1
wRocketHideout1CurScript:: ; d631
ds 1
wRocketHideout2CurScript:: ; d632
ds 1
wRocketHideout3CurScript:: ; d633
ds 1
wRocketHideout4CurScript:: ; d634
ds 2
wRoute6GateCurScript:: ; d636
ds 1
wRoute8GateCurScript:: ; d637
ds 2
wCinnabarIslandCurScript:: ; d639
ds 1
wMansion1CurScript:: ; d63a
ds 2
wMansion2CurScript:: ; d63c
ds 1
wMansion3CurScript:: ; d63d
ds 1
wMansion4CurScript:: ; d63e
ds 1
wVictoryRoad2CurScript:: ; d63f
ds 1
wVictoryRoad3CurScript:: ; d640
ds 2
wFightingDojoCurScript:: ; d642
ds 1
wSilphCo2CurScript:: ; d643
ds 1
wSilphCo3CurScript:: ; d644
ds 1
wSilphCo4CurScript:: ; d645
ds 1
wSilphCo5CurScript:: ; d646
ds 1
wSilphCo6CurScript:: ; d647
ds 1
wSilphCo7CurScript:: ; d648
ds 1
wSilphCo8CurScript:: ; d649
ds 1
wSilphCo9CurScript:: ; d64a
ds 1
wHallOfFameRoomCurScript:: ; d64b
ds 1
wGaryCurScript:: ; d64c
ds 1
wLoreleiCurScript:: ; d64d
ds 1
wBrunoCurScript:: ; d64e
ds 1
wAgathaCurScript:: ; d64f
ds 1
wUnknownDungeon3CurScript:: ; d650
ds 1
wVictoryRoad1CurScript:: ; d651
ds 1
ds 1
wLanceCurScript:: ; d653
ds 1
ds 4
wSilphCo10CurScript:: ; d658
ds 1
wSilphCo11CurScript:: ; d659
ds 1
ds 1
wFuchsiaGymCurScript:: ; d65b
ds 1
wSaffronGymCurScript:: ; d65c
ds 1
ds 1
wCinnabarGymCurScript:: ; d65e
ds 1
wCeladonGameCornerCurScript:: ; d65f
ds 1
wRoute16GateCurScript:: ; d660
ds 1
wBillsHouseCurScript:: ; d661
ds 1
wRoute5GateCurScript:: ; d662
ds 1
wPowerPlantCurScript:: ; d663
; overload
ds 0
wRoute7GateCurScript:: ; d663
; overload
ds 1
ds 1
wSSAnne2CurScript:: ; d665
ds 1
wSeafoamIslands4CurScript:: ; d666
ds 1
wRoute23CurScript:: ; d667
ds 1
wSeafoamIslands5CurScript:: ; d668
ds 1
wRoute18GateCurScript:: ; d669
ds 1
ds 78
wGameProgressFlagsEnd::
ds 56
wObtainedHiddenItemsFlags::
ds 14
wObtainedHiddenCoinsFlags::
ds 2
wWalkBikeSurfState:: ; d700
; $00 = walking
; $01 = biking
; $02 = surfing
ds 1
ds 10
wTownVisitedFlag:: ; d70b
flag_array 13
wSafariSteps:: ; d70d
; starts at 502
ds 2
wFossilItem:: ; d70f
; item given to cinnabar lab
ds 1
wFossilMon:: ; d710
; mon that will result from the item
ds 1
ds 2
wEnemyMonOrTrainerClass:: ; d713
; trainer classes start at 200
ds 1
wPlayerJumpingYScreenCoordsIndex:: ; d714
ds 1
wRivalStarter:: ; d715
ds 1
ds 1
wPlayerStarter:: ; d717
ds 1
wBoulderSpriteIndex:: ; d718
; sprite index of the boulder the player is trying to push
ds 1
wLastBlackoutMap:: ; d719
ds 1
wDestinationMap:: ; d71a
; destination map (for certain types of special warps, not ordinary walking)
ds 1
wUnusedD71B:: ; d71b
ds 1
wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71c
; used to store the tile in front of the boulder when trying to push a boulder
; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
ds 1
wDungeonWarpDestinationMap:: ; d71d
; destination map for dungeon warps
ds 1
wWhichDungeonWarp:: ; d71e
; which dungeon warp within the source map was used
ds 1
wUnusedD71F:: ; d71f
ds 1
ds 8
wd728:: ; d728
; 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
; bit 4: received Good Rod
; 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
ds 1
wBeatGymFlags:: ; d72a
; 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
; bit 0: if not set, the 3 minimum steps between random battles have passed
; bit 1: prevent audio fade out
ds 1
wd72d:: ; d72d
; 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
; bit 3: do scripted warp (used to warp back to Lavender Town from the top of the pokemon tower)
; bit 4: on a dungeon warp
; bit 5: don't make NPCs face the player when spoken to
; Bits 6 and 7 are set by scripts when starting major battles in the storyline,
; 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
wd72e:: ; d72e
; 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
; bit 3: the player has a received a pokemon from Prof. Oak
; bit 4: disable battles
; 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
ds 1
wd730:: ; d730
; 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
ds 1
wd732:: ; d732
; bit 0: play time being counted
; bit 1: remnant of debug mode? not set by the game code.
; if it is set
; 1. skips most of Prof. Oak's speech, and uses NINTEN as the player's name and SONY as the rival's name
; 2. does not have the player start in floor two of the player's house (instead sending them to [wLastMap])
; 3. allows wild battles to be avoided by holding down B
; bit 2: the target warp is a fly warp (bit 3 set or blacked out) or a dungeon warp (bit 4 set)
; bit 3: used warp pad, escape rope, dig, teleport, or fly, so the target warp is a "fly warp"
; 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
wFlags_D733:: ; 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
wBeatLorelei:: ; d734
; 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 2
wd736:: ; d736
; 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
wCompletedInGameTradeFlags:: ; d737
ds 2
ds 2
wWarpedFromWhichWarp:: ; d73b
ds 1
wWarpedFromWhichMap:: ; d73c
ds 1
ds 2
wCardKeyDoorY:: ; d73f
ds 1
wCardKeyDoorX:: ; d740
ds 1
ds 2
wFirstLockTrashCanIndex:: ; d743
ds 1
wSecondLockTrashCanIndex:: ; d743
ds 1
ds 2
wEventFlags:: ; d747
ds 320
wLinkEnemyTrainerName:: ; d887
; linked game's trainer name
wGrassRate:: ; d887
ds 1
wGrassMons:: ; d888
;ds 20
ds 11
; Overload wGrassMons
wSerialEnemyDataBlock:: ; d893
ds 9
wEnemyPartyCount:: ds 1 ; d89c
wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; d89d
; Overload enemy party data
UNION
wWaterRate:: db ; d8a4
wWaterMons:: db ; d8a5
NEXTU
wEnemyMons:: ; d8a4
wEnemyMon1:: party_struct wEnemyMon1
wEnemyMon2:: party_struct wEnemyMon2
wEnemyMon3:: party_struct wEnemyMon3
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
ENDU
wTrainerHeaderPtr:: ; da30
ds 2
ds 6
wOpponentAfterWrongAnswer:: ; da38
; the trainer the player must face after getting a wrong answer in the Cinnabar
; gym quiz
wUnusedDA38:: ; da38
ds 1
wCurMapScript:: ; da39
; 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
ds 7
wPlayTimeHours:: ; da41
ds 1
wPlayTimeMaxed:: ; da42
ds 1
wPlayTimeMinutes:: ; da43
ds 1
wPlayTimeSeconds:: ; da44
ds 1
wPlayTimeFrames:: ; da45
ds 1
wSafariZoneGameOver:: ; da46
ds 1
wNumSafariBalls:: ; da47
ds 1
wDayCareInUse:: ; da48
; 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
wDayCareMon:: box_struct wDayCareMon ; da5f
wMainDataEnd::
wBoxDataStart::
wNumInBox:: ds 1 ; da80
wBoxSpecies:: ds MONS_PER_BOX + 1
wBoxMons::
wBoxMon1:: box_struct wBoxMon1 ; da96
wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) ; dab7
wBoxMonOT:: ds NAME_LENGTH * MONS_PER_BOX ; dd2a
wBoxMonNicks:: ds NAME_LENGTH * MONS_PER_BOX ; de06
wBoxMonNicksEnd:: ; dee2
wBoxDataEnd::
SECTION "Stack", WRAM0[$df00]
ds $ff
wStack:: ; dfff
INCLUDE "sram.asm"