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@dannye @yenatch @xCrystal @luckytyphlosion @Rangi42 @PikalaxALT @iimarckus @huderlem @AntonioND @Pokechu22 @ISSOtm
executable file 3203 lines (2399 sloc) 66.6 KB
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
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
\1PictureID:: db
\1MovementStatus:: db
\1ImageIndex:: db
\1YStepVector:: db
\1YPixels:: db
\1XStepVector:: db
\1XPixels:: db
\1IntraAnimFrameCounter:: db
\1AnimFrameCounter:: db
\1FacingDirection:: db
ds 6
\1End::
endm
wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1
wSprite01StateData1:: spritestatedata1 wSprite01StateData1
wSprite02StateData1:: spritestatedata1 wSprite02StateData1
wSprite03StateData1:: spritestatedata1 wSprite03StateData1
wSprite04StateData1:: spritestatedata1 wSprite04StateData1
wSprite05StateData1:: spritestatedata1 wSprite05StateData1
wSprite06StateData1:: spritestatedata1 wSprite06StateData1
wSprite07StateData1:: spritestatedata1 wSprite07StateData1
wSprite08StateData1:: spritestatedata1 wSprite08StateData1
wSprite09StateData1:: spritestatedata1 wSprite09StateData1
wSprite10StateData1:: spritestatedata1 wSprite10StateData1
wSprite11StateData1:: spritestatedata1 wSprite11StateData1
wSprite12StateData1:: spritestatedata1 wSprite12StateData1
wSprite13StateData1:: spritestatedata1 wSprite13StateData1
wSprite14StateData1:: spritestatedata1 wSprite14StateData1
wSprite15StateData1:: spritestatedata1 wSprite15StateData1
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
\1WalkAnimationCounter:: db
ds 1
\1YDisplacement:: db
\1XDisplacement:: db
\1MapY:: db
\1MapX:: db
\1MovementByte1:: db
\1GrassPriority:: db
\1MovementDelay:: db
ds 5
\1ImageBaseOffset:: db
ds 1
\1End::
endm
wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2
wSprite01StateData2:: spritestatedata2 wSprite01StateData2
wSprite02StateData2:: spritestatedata2 wSprite02StateData2
wSprite03StateData2:: spritestatedata2 wSprite03StateData2
wSprite04StateData2:: spritestatedata2 wSprite04StateData2
wSprite05StateData2:: spritestatedata2 wSprite05StateData2
wSprite06StateData2:: spritestatedata2 wSprite06StateData2
wSprite07StateData2:: spritestatedata2 wSprite07StateData2
wSprite08StateData2:: spritestatedata2 wSprite08StateData2
wSprite09StateData2:: spritestatedata2 wSprite09StateData2
wSprite10StateData2:: spritestatedata2 wSprite10StateData2
wSprite11StateData2:: spritestatedata2 wSprite11StateData2
wSprite12StateData2:: spritestatedata2 wSprite12StateData2
wSprite13StateData2:: spritestatedata2 wSprite13StateData2
wSprite14StateData2:: spritestatedata2 wSprite14StateData2
wSprite15StateData2:: spritestatedata2 wSprite15StateData2
wSpriteDataEnd::
SECTION "OAM Buffer", WRAM0
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
wOverworldMapEnd::
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 + OPP_ID_OFFSET
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
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
wMtMoon1FCurScript:: ; d606
ds 1
wMtMoonB2FCurScript:: ; d607
ds 1
wSSAnne1FRoomsCurScript:: ; d608
ds 1
wSSAnne2FRoomsCurScript:: ; d609
ds 1
wRoute22CurScript:: ; d60a
ds 1
ds 1
wRedsHouse2FCurScript:: ; d60c
ds 1
wViridianMartCurScript:: ; d60d
ds 1
wRoute22GateCurScript:: ; d60e
ds 1
wCeruleanCityCurScript:: ; d60f
ds 1
ds 7
wSSAnneBowCurScript:: ; 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
wSafariZoneGateCurScript:: ; d61f
ds 1
wRockTunnelB1FCurScript:: ; d620
ds 1
wRockTunnel1FCurScript:: ; 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
wSSAnneB1FRoomsCurScript:: ; d629
ds 1
wVermilionCityCurScript:: ; d62a
ds 1
wPokemonTower2FCurScript:: ; d62b
ds 1
wPokemonTower3FCurScript:: ; d62c
ds 1
wPokemonTower4FCurScript:: ; d62d
ds 1
wPokemonTower5FCurScript:: ; d62e
ds 1
wPokemonTower6FCurScript:: ; d62f
ds 1
wPokemonTower7FCurScript:: ; d630
ds 1
wRocketHideoutB1FCurScript:: ; d631
ds 1
wRocketHideoutB2FCurScript:: ; d632
ds 1
wRocketHideoutB3FCurScript:: ; d633
ds 1
wRocketHideoutB4FCurScript:: ; d634
ds 2
wRoute6GateCurScript:: ; d636
ds 1
wRoute8GateCurScript:: ; d637
ds 2
wCinnabarIslandCurScript:: ; d639
ds 1
wPokemonMansion1FCurScript:: ; d63a
ds 2
wPokemonMansion2FCurScript:: ; d63c
ds 1
wPokemonMansion3FCurScript:: ; d63d
ds 1
wPokemonMansionB1FCurScript:: ; d63e
ds 1
wVictoryRoad2FCurScript:: ; d63f
ds 1
wVictoryRoad3FCurScript:: ; d640
ds 2
wFightingDojoCurScript:: ; d642
ds 1
wSilphCo2FCurScript:: ; d643
ds 1
wSilphCo3FCurScript:: ; d644
ds 1
wSilphCo4FCurScript:: ; d645
ds 1
wSilphCo5FCurScript:: ; d646
ds 1
wSilphCo6FCurScript:: ; d647
ds 1
wSilphCo7FCurScript:: ; d648
ds 1
wSilphCo8FCurScript:: ; d649
ds 1
wSilphCo9FCurScript:: ; d64a
ds 1
wHallOfFameCurScript:: ; d64b
ds 1
wChampionsRoomCurScript:: ; d64c
ds 1
wLoreleisRoomCurScript:: ; d64d
ds 1
wBrunosRoomCurScript:: ; d64e
ds 1
wAgathasRoomCurScript:: ; d64f
ds 1
wCeruleanCaveB1FCurScript:: ; d650
ds 1
wVictoryRoad1FCurScript:: ; d651
ds 1
ds 1
wLancesRoomCurScript:: ; d653
ds 1
ds 4
wSilphCo10FCurScript:: ; d658
ds 1
wSilphCo11FCurScript:: ; d659
ds 1
ds 1
wFuchsiaGymCurScript:: ; d65b
ds 1
wSaffronGymCurScript:: ; d65c
ds 1
ds 1
wCinnabarGymCurScript:: ; d65e
ds 1
wGameCornerCurScript:: ; d65f
ds 1
wRoute16Gate1FCurScript:: ; d660
ds 1
wBillsHouseCurScript:: ; d661
ds 1
wRoute5GateCurScript:: ; d662
ds 1
wPowerPlantCurScript:: ; d663
wRoute7GateCurScript:: ; d663
; overload
ds 1
ds 1
wSSAnne2FCurScript:: ; d665
ds 1
wSeafoamIslandsB3FCurScript:: ; d666
ds 1
wRoute23CurScript:: ; d667
ds 1
wSeafoamIslandsB4FCurScript:: ; d668
ds 1
wRoute18Gate1FCurScript:: ; d669
ds 1
ds 78
wGameProgressFlagsEnd::
ds 56
wObtainedHiddenItemsFlags::
ds 14
wObtainedHiddenCoinsFlags::
ds 2
wWalkBikeSurfState:: ; d700
; $00 = walking
; $01 = biking
; $02 = surfing
ds 1
ds 10
wTownVisitedFlag:: ; d70b
flag_array 13
wSafariSteps:: ; d70d
; starts at 502
ds 2
wFossilItem:: ; d70f
; item given to cinnabar lab
ds 1
wFossilMon:: ; d710
; mon that will result from the item
ds 1
ds 2
wEnemyMonOrTrainerClass:: ; d713
; trainer classes start at OPP_ID_OFFSET
ds 1
wPlayerJumpingYScreenCoordsIndex:: ; d714
ds 1
wRivalStarter:: ; d715
ds 1
ds 1
wPlayerStarter:: ; d717
ds 1
wBoulderSpriteIndex:: ; d718
; sprite index of the boulder the player is trying to push
ds 1
wLastBlackoutMap:: ; d719
ds 1
wDestinationMap:: ; d71a
; destination map (for certain types of special warps, not ordinary walking)
ds 1
wUnusedD71B:: ; d71b
ds 1
wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71c
; used to store the tile in front of the boulder when trying to push a boulder
; also used to store the result of the collision check ($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::
; dee2
SECTION "Stack", WRAM0
wStack:: ; dfff
INCLUDE "sram.asm"
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