shithub: pokered

Download patch

ref: 5c73cffee6b854e4e08db04a776aa8a71d3a82cd
parent: 47c2d1a1a5e0c46fe9913179a944c2952c04fb4a
author: Rangi <remy.oukaour+rangi42@gmail.com>
date: Mon May 31 11:04:28 EDT 2021

Start reformatting WRAM labels

    wLabel::
    ; comment
        ds N

becomes

    ; comment
    wLabel:: ds N

--- a/wram.asm
+++ b/wram.asm
@@ -12,7 +12,6 @@
 
 wSoundID:: db
 
-wMuteAudioAndPauseMusic::
 ; bit 7: whether sound has been muted
 ; all bits: whether the effective is active
 ; Store 1 to activate effect (any value in the range [1, 127] works).
@@ -19,7 +18,7 @@
 ; All audio is muted and music is paused. Sfx continues playing until it
 ; ends normally.
 ; Store 0 to resume music.
-	ds 1
+wMuteAudioAndPauseMusic:: db
 
 wDisableChannelOutputWhenSfxEnds:: db
 
@@ -27,90 +26,64 @@
 
 wSavedVolume:: db
 
-wChannelCommandPointers::
-	ds 16
+wChannelCommandPointers:: ds 16
 
-wChannelReturnAddresses::
-	ds 16
+wChannelReturnAddresses:: ds 16
 
-wChannelSoundIDs::
-	ds 8
+wChannelSoundIDs:: ds 8
 
-wChannelFlags1::
-	ds 8
+wChannelFlags1:: ds 8
 
-wChannelFlags2::
-	ds 8
+wChannelFlags2:: ds 8
 
-wChannelDutyCycles::
-	ds 8
+wChannelDutyCycles:: ds 8
 
-wChannelDutyCyclePatterns::
-	ds 8
+wChannelDutyCyclePatterns:: ds 8
 
-wChannelVibratoDelayCounters::
 ; reloaded at the beginning of a note. counts down until the vibrato begins.
-	ds 8
+wChannelVibratoDelayCounters:: ds 8
 
-wChannelVibratoExtents::
-	ds 8
+wChannelVibratoExtents:: ds 8
 
-wChannelVibratoRates::
 ; high nybble is rate (counter reload value) and low nybble is counter.
 ; time between applications of vibrato.
-	ds 8
+wChannelVibratoRates:: ds 8
 
-wChannelFrequencyLowBytes::
-	ds 8
+wChannelFrequencyLowBytes:: ds 8
 
-wChannelVibratoDelayCounterReloadValues::
 ; delay of the beginning of the vibrato from the start of the note
-	ds 8
+wChannelVibratoDelayCounterReloadValues:: ds 8
 
-wChannelPitchSlideLengthModifiers::
-	ds 8
+wChannelPitchSlideLengthModifiers:: ds 8
 
-wChannelPitchSlideFrequencySteps::
-	ds 8
+wChannelPitchSlideFrequencySteps:: ds 8
 
-wChannelPitchSlideFrequencyStepsFractionalPart::
-	ds 8
+wChannelPitchSlideFrequencyStepsFractionalPart:: ds 8
 
-wChannelPitchSlideCurrentFrequencyFractionalPart::
-	ds 8
+wChannelPitchSlideCurrentFrequencyFractionalPart:: ds 8
 
-wChannelPitchSlideCurrentFrequencyHighBytes::
-	ds 8
+wChannelPitchSlideCurrentFrequencyHighBytes:: ds 8
 
-wChannelPitchSlideCurrentFrequencyLowBytes::
-	ds 8
+wChannelPitchSlideCurrentFrequencyLowBytes:: ds 8
 
-wChannelPitchSlideTargetFrequencyHighBytes::
-	ds 8
+wChannelPitchSlideTargetFrequencyHighBytes:: ds 8
 
-wChannelPitchSlideTargetFrequencyLowBytes::
-	ds 8
+wChannelPitchSlideTargetFrequencyLowBytes:: ds 8
 
-wChannelNoteDelayCounters::
 ; 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
+wChannelNoteDelayCounters:: ds 8
 
-wChannelLoopCounters::
-	ds 8
+wChannelLoopCounters:: ds 8
 
-wChannelNoteSpeeds::
-	ds 8
+wChannelNoteSpeeds:: ds 8
 
-wChannelNoteDelayCountersFractionalPart::
-	ds 8
+wChannelNoteDelayCountersFractionalPart:: ds 8
 
-wChannelOctaves::
-	ds 8
+wChannelOctaves:: ds 8
 
-wChannelVolumes::
 ; also includes fade for hardware channels that support it
-	ds 8
+wChannelVolumes:: ds 8
 
 wMusicWaveInstrument:: db
 
@@ -139,10 +112,9 @@
 
 wSpriteDataStart::
 
-wSpriteStateData1::
 ; data for all sprites on the current map
 ; holds info for 16 sprites with $10 bytes each
-; player sprite is always sprite 0
+wSpriteStateData1::
 ; struct fields:
 ; - 0: picture ID (fixed, loaded at map init)
 ; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
@@ -166,10 +138,9 @@
 wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1
 ENDR
 
-wSpriteStateData2::
 ; more data for all sprites on the current map
 ; holds info for 16 sprites with $10 bytes each
-; player sprite is always sprite 0
+wSpriteStateData2::
 ; struct fields:
 ; - 0: walk animation counter (counting from $10 backwards when moving)
 ; - 1:
@@ -203,8 +174,8 @@
 
 SECTION "OAM Buffer", WRAM0
 
-wOAMBuffer::
 ; buffer for OAM data. Copied to OAM by DMA
+wOAMBuffer::
 ; wOAMBufferSprite00 - wOAMBufferSprite39
 FOR n, NUM_SPRITE_OAM_STRUCTS
 wOAMBufferSprite{02d:n}:: sprite_oam_struct wOAMBufferSprite{02d:n}
@@ -211,70 +182,57 @@
 ENDR
 wOAMBufferEnd::
 
-wTileMap::
 ; buffer for tiles that are visible on screen (20 columns by 18 rows)
-	ds SCREEN_WIDTH * SCREEN_HEIGHT
+wTileMap:: ds SCREEN_WIDTH * SCREEN_HEIGHT
 
 UNION
-wTileMapBackup::
 ; buffer for temporarily saving and restoring current screen's tiles
 ; (e.g. if menus are drawn on top)
-	ds SCREEN_WIDTH * SCREEN_HEIGHT
+wTileMapBackup:: ds SCREEN_WIDTH * SCREEN_HEIGHT
 
 NEXTU
-wSerialPartyMonsPatchList::
 ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
-	ds 200
+wSerialPartyMonsPatchList:: ds 200
 
-wSerialEnemyMonsPatchList::
 ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
-	ds 200
+wSerialEnemyMonsPatchList:: ds 200
 ENDU
 
 	ds 80
 
 UNION
-wOverworldMap::
-	ds 1300
+wOverworldMap:: ds 1300
 wOverworldMapEnd::
 
 NEXTU
-wTempPic::
-	ds 7 * 7 tiles
+wTempPic:: ds 7 * 7 tiles
 ENDU
 
-wRedrawRowOrColumnSrcTiles::
 ; the tiles of the row or column to be redrawn by RedrawRowOrColumn
-	ds SCREEN_WIDTH * 2
+wRedrawRowOrColumnSrcTiles:: ds SCREEN_WIDTH * 2
 
 ; coordinates of the position of the cursor for the top menu item (id 0)
 wTopMenuItemY:: db
 wTopMenuItemX:: db
 
-wCurrentMenuItem::
 ; the id of the currently selected menu item
 ; the top item has id 0, the one below that has id 1, etc.
 ; note that the "top item" means the top item currently visible on the screen
 ; add this value to [wListScrollOffset] to get the item's position within the list
-	ds 1
+wCurrentMenuItem:: db
 
-wTileBehindCursor::
 ; the tile that was behind the menu cursor's current location
-	ds 1
+wTileBehindCursor:: db
 
-wMaxMenuItem::
 ; id of the bottom menu item
-	ds 1
+wMaxMenuItem:: db
 
-wMenuWatchedKeys::
 ; bit mask of keys that the menu will respond to
-	ds 1
+wMenuWatchedKeys:: db
 
-wLastMenuItem::
 ; id of previously selected menu item
-	ds 1
+wLastMenuItem:: db
 
-wPartyAndBillsPCSavedMenuItem::
 ; It is mainly used by the party menu to remember the cursor position while the
 ; menu isn't active.
 ; It is also used to remember the cursor position of mon lists (for the
@@ -281,106 +239,92 @@
 ; withdraw/deposit/release actions) in Bill's PC so that it doesn't get lost
 ; when you choose a mon from the list and a sub-menu is shown. It's reset when
 ; you return to the main Bill's PC menu.
-	ds 1
+wPartyAndBillsPCSavedMenuItem:: db
 
-wBagSavedMenuItem::
 ; It is used by the bag list to remember the cursor position while the menu
 ; isn't active.
-	ds 1
+wBagSavedMenuItem:: db
 
-wBattleAndStartSavedMenuItem::
 ; It is used by the start menu to remember the cursor position while the menu
 ; isn't active.
 ; The battle menu uses it so that the cursor position doesn't get lost when
 ; a sub-menu is shown. It's reset at the start of each battle.
-	ds 1
+wBattleAndStartSavedMenuItem:: db
 
 wPlayerMoveListIndex:: db
 
-wPlayerMonNumber::
 ; index in party of currently battling mon
-	ds 1
+wPlayerMonNumber:: db
 
-wMenuCursorLocation::
 ; the address of the menu cursor's current location within wTileMap
-	ds 2
+wMenuCursorLocation:: dw
 
 	ds 2
 
-wMenuJoypadPollCount::
 ; how many times should HandleMenuInput poll the joypad state before it returns?
-	ds 1
+wMenuJoypadPollCount:: db
 
-wMenuItemToSwap::
 ; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
-	ds 1
+wMenuItemToSwap:: db
 
-wListScrollOffset::
 ; offset of the current top menu item from the beginning of the list
 ; keeps track of what section of the list is on screen
-	ds 1
+wListScrollOffset:: db
 
-wMenuWatchMovingOutOfBounds::
 ; If non-zero, then when wrapping is disabled and the player tries to go past
 ; the top or bottom of the menu, return from HandleMenuInput. This is useful for
 ; menus that have too many items to display at once on the screen because it
 ; allows the caller to scroll the entire menu up or down when this happens.
-	ds 1
+wMenuWatchMovingOutOfBounds:: db
 
 wTradeCenterPointerTableIndex:: db
 
 	ds 1
 
-wTextDest::
 ; destination pointer for text output
 ; this variable is written to, but is never read from
-	ds 2
+wTextDest:: dw
 
-wDoNotWaitForButtonPressAfterDisplayingText::
 ; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
-	ds 1
+wDoNotWaitForButtonPressAfterDisplayingText:: db
 
-wSerialSyncAndExchangeNybbleReceiveData::
 ; the final received nybble is stored here by Serial_SyncAndExchangeNybble
+wSerialSyncAndExchangeNybbleReceiveData::
 
-wSerialExchangeNybbleTempReceiveData::
 ; temporary nybble used by Serial_ExchangeNybble
+wSerialExchangeNybbleTempReceiveData::
 
-wLinkMenuSelectionReceiveBuffer::
 ; two byte buffer
 ; the received menu selection is stored twice
-	ds 1
+wLinkMenuSelectionReceiveBuffer:: db
 
-wSerialExchangeNybbleReceiveData::
 ; the final received nybble is stored here by Serial_ExchangeNybble
-	ds 1
+wSerialExchangeNybbleReceiveData:: db
 
 	ds 3
 
-wSerialExchangeNybbleSendData::
 ; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
+wSerialExchangeNybbleSendData::
 
-wLinkMenuSelectionSendBuffer::
 ; two byte buffer
 ; the menu selection byte is stored twice before sending
+wLinkMenuSelectionSendBuffer::
 
 	ds 5
 
-wLinkTimeoutCounter::
 ; 1 byte
+wLinkTimeoutCounter::
 
-wUnknownSerialCounter::
 ; 2 bytes
+wUnknownSerialCounter::
 
-wEnteringCableClub::
 ; 1 byte
-	ds 2
+wEnteringCableClub:: dw
 
-wWhichTradeMonSelectionMenu::
 ; $00 = player mons
 ; $01 = enemy mons
+wWhichTradeMonSelectionMenu::
 
-wMonDataLocation::
 ; 0 = player's party
 ; 1 = enemy party
 ; 2 = current box
@@ -390,16 +334,14 @@
 ; AddPartyMon uses it slightly differently.
 ; If the lower nybble is 0, the mon is added to the player's party, else the enemy's.
 ; If the entire value is 0, then the player is allowed to name the mon.
-	ds 1
+wMonDataLocation:: db
 
-wMenuWrappingEnabled::
 ; set to 1 if you can go from the bottom to the top or top to bottom of a menu
 ; set to 0 if you can't go past the top or bottom of the menu
-	ds 1
+wMenuWrappingEnabled:: db
 
-wCheckFor180DegreeTurn::
 ; whether to check for 180-degree turn (0 = don't, 1 = do)
-	ds 1
+wCheckFor180DegreeTurn:: db
 
 	ds 1
 
@@ -406,58 +348,55 @@
 wMissableObjectIndex:: db
 
 wPredefID:: db
-wPredefRegisters::
-	ds 6
+wPredefRegisters:: ds 6
 
 wTrainerHeaderFlagBit:: db
 
 	ds 1
 
-wNPCMovementScriptPointerTableNum::
 ; which NPC movement script pointer is being used
 ; 0 if an NPC movement script is not running
-	ds 1
+wNPCMovementScriptPointerTableNum:: db
 
-wNPCMovementScriptBank::
 ; ROM bank of current NPC movement script
-	ds 1
+wNPCMovementScriptBank:: db
 
 	ds 2
 
 wUnusedCC5B::
 
-wVermilionDockTileMapBuffer::
 ; 180 bytes
+wVermilionDockTileMapBuffer::
 
 wOaksAideRewardItemName::
 
 wDexRatingNumMonsSeen::
 
-wFilteredBagItems::
 ; List of bag items that has been filtered to a certain type of items,
 ; such as drinks or fossils.
+wFilteredBagItems::
 
 wElevatorWarpMaps::
 
-wMonPartySpritesSavedOAM::
 ; Saved copy of OAM for the first frame of the animation to make it easy to
 ; flip back from the second frame.
 ; $60 bytes
+wMonPartySpritesSavedOAM::
 
-wTrainerCardBlkPacket::
 ; $40 bytes
+wTrainerCardBlkPacket::
 
-wSlotMachineSevenAndBarModeChance::
 ; If a random number greater than this value is generated, then the player is
 ; allowed to have three 7 symbols or bar symbols line up.
 ; So, this value is actually the chance of NOT entering that mode.
 ; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance.
 ; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance.
+wSlotMachineSevenAndBarModeChance::
 
+; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
 wHallOfFame::
 wBoostExpByExpAll::
 wAnimationType::
-; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
 
 wNPCMovementDirections:: db
 
@@ -465,9 +404,8 @@
 
 wDexRatingText:: db
 
-wSlotMachineSavedROMBank::
 ; ROM back to return to when the player is done with the slot machine
-	ds 1
+wSlotMachineSavedROMBank:: db
 
 	ds 26
 
@@ -476,20 +414,13 @@
 	ds 29
 
 UNION
-wNPCMovementDirections2::
-	ds 10
+wNPCMovementDirections2:: ds 10
+; used in Pallet Town scripted movement
+wNumStepsToTake:: db
 
 NEXTU
-wSwitchPartyMonTempBuffer::
 ; temporary buffer when swapping party mon data
-	ds 49
-
-NEXTU
-	ds 10
-
-wNumStepsToTake::
-; used in Pallet Town scripted movement
-	ds 1
+wSwitchPartyMonTempBuffer:: ds 49
 ENDU
 
 	ds 10
@@ -496,28 +427,28 @@
 
 wRLEByteCount:: db
 
-wAddedToParty::
 ; 0 = not added
 ; 1 = added
+wAddedToParty::
 
-wSimulatedJoypadStatesEnd::
 ; this is the end of the joypad states
 ; the list starts above this address and extends downwards in memory until here
 ; overloaded with below labels
+wSimulatedJoypadStatesEnd::
 
 wParentMenuItem::
 
-wCanEvolveFlags::
 ; 1 flag for each party member indicating whether it can evolve
 ; The purpose of these flags is to track which mons levelled up during the
 ; current battle at the end of the battle when evolution occurs.
 ; Other methods of evolution simply set it by calling TryEvolvingMon.
-	ds 1
+wCanEvolveFlags:: db
 
 wForceEvolution:: db
 
 ; if [wAILayer2Encouragement] != 1, the second AI layer is not applied
 wAILayer2Encouragement:: db
+
 	ds 1
 
 ; current HP of player and enemy substitutes
@@ -524,16 +455,14 @@
 wPlayerSubstituteHP:: db
 wEnemySubstituteHP:: db
 
-wTestBattlePlayerSelectedMove::
 ; The player's selected move during a test battle.
 ; InitBattleVariables sets it to the move Pound.
-	ds 1
+wTestBattlePlayerSelectedMove:: db
 
 	ds 1
 
-wMoveMenuType::
 ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
-	ds 1
+wMoveMenuType:: db
 
 wPlayerSelectedMove:: db
 wEnemySelectedMove:: db
@@ -540,23 +469,20 @@
 
 wLinkBattleRandomNumberListIndex:: db
 
-wAICount::
 ; number of times remaining that AI action can occur
-	ds 1
+wAICount:: db
 
 	ds 2
 
 wEnemyMoveListIndex:: db
 
-wLastSwitchInEnemyMonHP::
 ; The enemy mon's HP when it was switched in or when the current player mon
 ; was switched in, which was more recent.
 ; It's used to determine the message to print when switching out the player mon.
-	ds 2
+wLastSwitchInEnemyMonHP:: dw
 
-wTotalPayDayMoney::
 ; total amount of money made using Pay Day during the current battle
-	ds 3
+wTotalPayDayMoney:: ds 3
 
 wSafariEscapeFactor:: db
 wSafariBaitFactor:: db
@@ -570,10 +496,9 @@
 wPlayerDisabledMoveNumber:: ds 1
 wEnemyDisabledMoveNumber:: ds 1
 
-wInHandlePlayerMonFainted::
 ; When running in the scope of HandlePlayerMonFainted, it equals 1.
 ; When running in the scope of HandleEnemyMonFainted, it equals 0.
-	ds 1
+wInHandlePlayerMonFainted:: db
 
 wPlayerUsedMove:: ds 1
 wEnemyUsedMove:: ds 1
@@ -582,14 +507,12 @@
 
 wMoveDidntMiss:: ds 1
 
-wPartyFoughtCurrentEnemyFlags::
 ; flags that indicate which party members have fought the current enemy mon
-	flag_array 6
+wPartyFoughtCurrentEnemyFlags:: flag_array 6
 
-wLowHealthAlarmDisabled::
 ; Whether the low health alarm has been disabled due to the player winning the
 ; battle.
-	ds 1
+wLowHealthAlarmDisabled:: db
 
 wPlayerMonMinimized:: db
 
@@ -597,11 +520,11 @@
 
 wLuckySlotHiddenObjectIndex::
 
-wEnemyNumHits::
 ; number of hits by enemy in attacks like Double Slap, etc.
+wEnemyNumHits::
 
-wEnemyBideAccumulatedDamage::
 ; the amount of damage accumulated by the enemy while biding (2 bytes)
+wEnemyBideAccumulatedDamage::
 
 	ds 10
 
@@ -637,6 +560,7 @@
 wPlayerMonEvasionMod:: db
 
 	ds 2
+
 wPlayerMonStatModsEnd::
 
 	ds 1
@@ -646,6 +570,7 @@
 wEnemyMonUnmodifiedAttack:: dw
 wEnemyMonUnmodifiedDefense:: db
 
+; ds 11
 wInGameTradeMonNick:: db
 
 wEnemyMonUnmodifiedSpeed:: dw
@@ -652,8 +577,7 @@
 wEnemyMonUnmodifiedSpecial:: db
 
 wEngagedTrainerClass:: db
-wEngagedTrainerSet::
-;	ds 1
+wEngagedTrainerSet:: ; db
 
 ; stat modifiers for the enemy's current pokemon
 ; value can range from 1 - 13 ($1 to $D)
@@ -670,6 +594,7 @@
 wInGameTradeReceiveMonSpecies:: db
 
 	ds 1
+
 wEnemyMonStatModsEnd::
 
 	ds 1
@@ -678,59 +603,54 @@
 
 wUnusedCD37::
 
-wFilteredBagItemsCount::
 ; number of items in wFilteredBagItems list
-	ds 1
+wFilteredBagItemsCount:: db
 
-wSimulatedJoypadStatesIndex::
 ; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1
 ; 0 if the joypad state is not being simulated
-	ds 1
+wSimulatedJoypadStatesIndex:: db
 
-wWastedByteCD39::
 ; written to but nothing ever reads it
-	ds 1
+wWastedByteCD39:: db
 
-wWastedByteCD3A::
 ; written to but nothing ever reads it
-	ds 1
+wWastedByteCD3A:: db
 
-wOverrideSimulatedJoypadStatesMask::
 ; mask indicating which real button presses can override simulated ones
 ; XXX is it ever not 0?
-	ds 1
+wOverrideSimulatedJoypadStatesMask:: db
 
 	ds 1
 
-wFallingObjectsMovementData::
 ; up to 20 bytes (one byte for each falling object)
+wFallingObjectsMovementData::
 
 wSavedY::
 
 wTempSCX::
 
-wBattleTransitionCircleScreenQuadrantY::
 ; 0 = upper half (Y < 9)
 ; 1 = lower half (Y >= 9)
+wBattleTransitionCircleScreenQuadrantY::
 
-wBattleTransitionCopyTilesOffset::
 ; 2 bytes
 ; after 1 row/column has been copied, the offset to the next one to copy from
+wBattleTransitionCopyTilesOffset::
 
-wInwardSpiralUpdateScreenCounter::
 ; counts down from 7 so that every time 7 more tiles of the spiral have been
 ; placed, the tile map buffer is copied to VRAM so that progress is visible
+wInwardSpiralUpdateScreenCounter::
 
 wHoFTeamIndex::
 
-wSSAnneSmokeDriftAmount::
 ; multiplied by 16 to get the number of times to go right by 2 pixels
+wSSAnneSmokeDriftAmount::
 
 wRivalStarterTemp::
 
-wBoxMonCounts::
 ; 12 bytes
 ; array of the number of mons in each box
+wBoxMonCounts::
 
 wDexMaxSeenMon::
 
@@ -742,20 +662,20 @@
 
 wNumShakes::
 
-wDayCareStartLevel::
 ; the level of the mon at the time it entered day care
+wDayCareStartLevel::
 
 wWhichBadge::
 
-wPriceTemp::
 ; 3-byte BCD number
+wPriceTemp::
 
 wTitleMonSpecies::
 
 wPlayerCharacterOAMTile::
 
-wMoveDownSmallStarsOAMCount::
 ; the number of small stars OAM entries to move down
+wMoveDownSmallStarsOAMCount::
 
 wChargeMoveNum::
 
@@ -769,23 +689,23 @@
 
 wHoFMonSpecies::
 
-wFieldMoves::
 ; 4 bytes
 ; the current mon's field moves
+wFieldMoves::
 
-wBadgeNumberTile::
 ; tile ID of the badge number being drawn
+wBadgeNumberTile::
 
-wRodResponse::
 ; 0 = no bite
 ; 1 = bite
 ; 2 = no fish on map
+wRodResponse::
 
 wWhichTownMapLocation::
 
-wStoppingWhichSlotMachineWheel::
 ; which wheel the player is trying to stop
 ; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3
+wStoppingWhichSlotMachineWheel::
 
 wTradedPlayerMonSpecies::
 
@@ -803,19 +723,19 @@
 
 wHiddenObjectFunctionArgument::
 
-wWhichTrade::
 ; which entry from TradeMons to select
+wWhichTrade::
 
 wTrainerSpriteOffset::
 
 wUnusedCD3D:: db
 
-wHUDPokeballGfxOffsetX::
 ; difference in X between the next ball and the current one
+wHUDPokeballGfxOffsetX::
 
-wBattleTransitionCircleScreenQuadrantX::
 ; 0 = left half (X < 10)
 ; 1 = right half (X >= 10)
+wBattleTransitionCircleScreenQuadrantX::
 
 wSSAnneSmokeX::
 
@@ -829,14 +749,14 @@
 
 wHoFPartyMonIndex::
 
-wNumCreditsMonsDisplayed::
 ; the number of credits mons that have been displayed so far
+wNumCreditsMonsDisplayed::
 
-wBadgeNameTile::
 ; first tile ID of the name being drawn
+wBadgeNameTile::
 
-wFlyLocationsList::
 ; NUM_CITY_MAPS bytes plus $ff sentinel values at each end
+wFlyLocationsList::
 
 wSlotMachineWheel1Offset::
 
@@ -854,11 +774,11 @@
 
 wTrainerEngageDistance:: db
 
-wHUDGraphicsTiles::
 ; 3 bytes
+wHUDGraphicsTiles::
 
-wDayCareTotalCost::
 ; 2-byte BCD number
+wDayCareTotalCost::
 
 wJigglypuffFacingDirections::
 
@@ -868,10 +788,10 @@
 
 wHoFMonLevel::
 
-wBadgeOrFaceTiles::
 ; 8 bytes
 ; a list of the first tile IDs of each badge or face (depending on whether the
 ; badge is owned) to be drawn on the trainer screen
+wBadgeOrFaceTiles::
 
 wSlotMachineWheel2Offset::
 
@@ -887,10 +807,10 @@
 
 wTrainerFacingDirection:: db
 
-wHoFMonOrPlayer::
 ; show mon or show player?
 ; 0 = mon
 ; 1 = player
+wHoFMonOrPlayer::
 
 wSlotMachineWheel3Offset::
 
@@ -902,8 +822,8 @@
 
 wOptionsCancelCursorX:: db
 
-wDayCarePerLevelCost::
 ; 2-byte BCD number (always set to $100)
+wDayCarePerLevelCost::
 
 wHoFTeamIndex2::
 
@@ -913,8 +833,8 @@
 
 wHiddenObjectX::
 
-wSlotMachineWinningSymbol::
 ; the OAM tile number of the upper left corner of the winning symbol minus 2
+wSlotMachineWinningSymbol::
 
 wNumFieldMoves::
 
@@ -929,8 +849,8 @@
 
 wFieldMovesLeftmostXCoord:: db
 
-wLastFieldMoveID::
 ; unused
+wLastFieldMoveID::
 
 wSlotMachineWheel1TopTile:: db
 
@@ -938,89 +858,82 @@
 
 wSlotMachineWheel2MiddleTile:: db
 
-wTempCoins1::
 ; 2 bytes
 ; temporary variable used to add payout amount to the player's coins
+wTempCoins1::
 
 wSlotMachineWheel2TopTile:: db
 
-wBattleTransitionSpiralDirection::
 ; 0 = outward, 1 = inward
+wBattleTransitionSpiralDirection::
 
 wSlotMachineWheel3BottomTile:: db
 
 wSlotMachineWheel3MiddleTile::
 
-wFacingDirectionList::
 ; 4 bytes (also, the byte before the start of the list (wSlotMachineWheel3BottomTile)
 ;          is used a temp variable when the list is rotated)
 ; used when spinning the player's sprite
-	ds 1
+wFacingDirectionList:: db
 
 wSlotMachineWheel3TopTile::
 
-wTempObtainedBadgesBooleans::
 ; 8 bytes
 ; temporary list created when displaying the badges on the trainer screen
 ; one byte for each badge; 0 = not obtained, 1 = obtained
-	ds 1
+wTempObtainedBadgesBooleans:: db
 
-wTempCoins2::
 ; 2 bytes
 ; temporary variable used to subtract the bet amount from the player's coins
+wTempCoins2::
 
-wPayoutCoins::
 ; 2 bytes
-	ds 2
+wPayoutCoins:: dw
 
 wTradedPlayerMonOTID::
 
-wSlotMachineFlags::
 ; These flags are set randomly and control when the wheels stop.
 ; bit 6: allow the player to win in general
 ; bit 7: allow the player to win with 7 or bar (plus the effect of bit 6)
-	ds 1
+wSlotMachineFlags:: db
 
-wSlotMachineWheel1SlipCounter::
 ; wheel 1 can "slip" while this is non-zero
+wSlotMachineWheel1SlipCounter::
 
-wCutTile::
 ; $3d = tree tile
 ; $52 = grass tile
-	ds 1
+wCutTile:: db
 
-wSlotMachineWheel2SlipCounter::
 ; wheel 2 can "slip" while this is non-zero
+wSlotMachineWheel2SlipCounter::
 
 wTradedEnemyMonOT:: db
 
 wSavedPlayerScreenY::
 
-wSlotMachineRerollCounter::
 ; The remaining number of times wheel 3 will roll down a symbol until a match is
 ; found, when winning is enabled. It's initialized to 4 each bet.
+wSlotMachineRerollCounter::
 
-wEmotionBubbleSpriteIndex::
 ; the index of the sprite the emotion bubble is to be displayed above
-	ds 1
+wEmotionBubbleSpriteIndex:: db
 
 wWhichEmotionBubble::
 
-wSlotMachineBet::
 ; how many coins the player bet on the slot machine (1 to 3)
+wSlotMachineBet::
 
 wSavedPlayerFacingDirection::
 
-wWhichAnimationOffsets::
 ; 0 = cut animation, 1 = boulder dust animation
-	ds 9
+wWhichAnimationOffsets:: ds 9
 
 wTradedEnemyMonOTID:: dw
 
-wStandingOnWarpPadOrHole::
 ; 0 = neither
 ; 1 = warp pad
 ; 2 = hole
+wStandingOnWarpPadOrHole::
 
 wOAMBaseTile::
 
@@ -1030,25 +943,21 @@
 
 wMonPartySpriteSpecies:: db
 
-wLeftGBMonSpecies::
 ; in the trade animation, the mon that leaves the left gameboy
-	ds 1
+wLeftGBMonSpecies:: db
 
-wRightGBMonSpecies::
 ; in the trade animation, the mon that leaves the right gameboy
-	ds 1
+wRightGBMonSpecies:: db
 
-wFlags_0xcd60::
 ; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaneously)
 ; bit 1: boulder dust animation (from using Strength) pending
 ; bit 3: using generic PC
 ; bit 5: don't play sound when A or B is pressed in menu
 ; bit 6: tried pushing against boulder once (you need to push twice before it will move)
-	ds 1
+wFlags_0xcd60:: db
 
 	ds 9
 
-wActionResultOrTookBattleTurn::
 ; This has overlapping related uses.
 ; When the player tries to use an item or use certain field moves, 0 is stored
 ; when the attempt fails and 1 is stored when the attempt succeeds.
@@ -1058,20 +967,18 @@
 ; something other than a move (e.g. using an item or switching pokemon).
 ; So, when an item is successfully used in battle, this value becomes non-zero
 ; and the player is not allowed to make a move and the two uses are compatible.
-	ds 1
+wActionResultOrTookBattleTurn:: db
 
-wJoyIgnore::
 ; Set buttons are ignored.
-	ds 1
+wJoyIgnore:: db
 
-wDownscaledMonSize::
 ; size of downscaled mon pic used in pokeball entering/exiting animation
 ; $00 = 5×5
 ; $01 = 3×3
+wDownscaledMonSize::
 
-wNumMovesMinusOne::
 ; FormatMovesString stores the number of moves minus one here
-	ds 1
+wNumMovesMinusOne:: db
 
 UNION
 
@@ -1081,15 +988,13 @@
 
 	ds 4
 
-wStatusScreenCurrentPP::
 ; temp variable used to print a move's current PP on the status screen
-	ds 1
+wStatusScreenCurrentPP:: db
 
 	ds 6
 
-wNormalMaxPPList::
 ; list of normal max PP (without PP up) values
-	ds 9
+wNormalMaxPPList:: ds 9
 
 NEXTU
 
@@ -1098,41 +1003,40 @@
 
 ENDU
 
-wSerialOtherGameboyRandomNumberListBlock::
 ; buffer for transferring the random number list generated by the other gameboy
+wSerialOtherGameboyRandomNumberListBlock::
 
-wTileMapBackup2::
 ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
-	ds 20 * 18
+wTileMapBackup2:: ds 20 * 18
 
 wNamingScreenNameLength::
 
 wEvoOldSpecies::
 
-wBuffer::
 ; Temporary storage area of 30 bytes.
+wBuffer::
 
-wTownMapCoords::
 ; lower nybble is x, upper nybble is y
+wTownMapCoords::
 
-wLearningMovesFromDayCare::
 ; whether WriteMonMoves is being used to make a mon learn moves from day care
 ; non-zero if so
+wLearningMovesFromDayCare::
 
 wChangeMonPicEnemyTurnSpecies::
 
 wHPBarMaxHP:: db
 
-wNamingScreenSubmitName::
 ; non-zero when the player has chosen to submit the name
+wNamingScreenSubmitName::
 
 wChangeMonPicPlayerTurnSpecies::
 
 wEvoNewSpecies:: db
 
-wAlphabetCase::
 ; 0 = upper case
 ; 1 = lower case
+wAlphabetCase::
 
 wEvoMonTileOffset::
 
@@ -1150,73 +1054,62 @@
 	ds 11
 
 wHPBarHPDifference:: db
+
 	ds 7
 
-wAIItem::
 ; the item that the AI used
-	ds 1
+wAIItem:: db
 
 wUsedItemOnWhichPokemon:: db
 
-wAnimSoundID::
 ; sound ID during battle animations
-	ds 1
+wAnimSoundID:: db
 
-wBankswitchHomeSavedROMBank::
 ; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank)
-	ds 1
+wBankswitchHomeSavedROMBank:: db
 
-wBankswitchHomeTemp::
 ; used as a temp storage value for the bank to switch to
-	ds 1
+wBankswitchHomeTemp:: db
 
-wBoughtOrSoldItemInMart::
 ; 0 = nothing bought or sold in pokemart
 ; 1 = bought or sold something in pokemart
 ; this value is not used for anything
-	ds 1
+wBoughtOrSoldItemInMart:: db
 
-wBattleResult::
 ; $00 - win
 ; $01 - lose
 ; $02 - draw
-	ds 1
+wBattleResult:: db
 
-wAutoTextBoxDrawingControl::
 ; bit 0: if set, DisplayTextID automatically draws a text box
-	ds 1
+wAutoTextBoxDrawingControl:: db
 
 wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for)
 
-wTilePlayerStandingOn::
 ; used in CheckForTilePairCollisions2 to store the tile the player is on
-	ds 1
+wTilePlayerStandingOn:: db
 
 wNPCNumScriptedSteps:: ds 1
 
-wNPCMovementScriptFunctionNum::
 ; which script function within the pointer table indicated by
 ; wNPCMovementScriptPointerTableNum
-	ds 1
+wNPCMovementScriptFunctionNum:: db
 
-wTextPredefFlag::
 ; bit 0: set when printing a text predef so that DisplayTextID doesn't switch
 ;        to the current map's bank
-	ds 1
+wTextPredefFlag:: db
 
 wPredefParentBank:: db
 
 wSpriteIndex:: ds 1
 
-wCurSpriteMovement2::
 ; movement byte 2 of current sprite
-	ds 1
+wCurSpriteMovement2:: db
 
 	ds 2
 
-wNPCMovementScriptSpriteOffset::
 ; sprite offset of sprite being controlled by NPC movement script
-	ds 1
+wNPCMovementScriptSpriteOffset:: db
 
 wScriptedNPCWalkCounter:: db
 
@@ -1224,17 +1117,15 @@
 
 wGBC:: db
 
-wOnSGB::
 ; if running on SGB, it's 1, else it's 0
-	ds 1
+wOnSGB:: db
 
 wDefaultPaletteCommand:: db
 
 wPlayerHPBarColor::
 
-wWholeScreenPaletteMonSpecies::
 ; species of the mon whose palette is used for the whole screen
-	ds 1
+wWholeScreenPaletteMonSpecies:: db
 
 wEnemyHPBarColor:: db
 
@@ -1241,8 +1132,7 @@
 ; 0: green
 ; 1: yellow
 ; 2: red
-wPartyMenuHPBarColors::
-	ds 6
+wPartyMenuHPBarColors:: ds 6
 
 wStatusScreenHPBarColor:: db
 
@@ -1254,70 +1144,60 @@
 
 wPalPacket:: db
 
-wPartyMenuBlkPacket::
 ; $30 bytes
-	ds 29
+wPartyMenuBlkPacket:: ds 29
 
-wExpAmountGained::
 ; 2-byte big-endian number
 ; the total amount of exp a mon gained
+wExpAmountGained::
 
-wcf4b::
 ; storage buffer for various strings
-	ds 2
+wcf4b:: dw
 
 wGainBoostedExp:: db
 
 	ds 17
 
-wGymCityName::
-	ds 17
+wGymCityName:: ds 17
 
-wGymLeaderName::
-	ds NAME_LENGTH
+wGymLeaderName:: ds NAME_LENGTH
 
-wItemList::
-	ds 16
+wItemList:: ds 16
 
 wListPointer:: dw
 
-wUnusedCF8D::
 ; 2 bytes
 ; used to store pointers, but never read
-	ds 2
+wUnusedCF8D:: dw
 
 wItemPrices:: dw
 
 wcf91:: ds 1 ; used with a lot of things (too much to list here)
 
-wWhichPokemon::
 ; which pokemon you selected
-	ds 1
+wWhichPokemon:: db
 
-wPrintItemPrices::
 ; if non-zero, then print item prices when displaying lists
-	ds 1
+wPrintItemPrices:: db
 
-wHPBarType::
 ; type of HP bar
 ; $00 = enemy HUD in battle
 ; $01 = player HUD in battle / status screen
 ; $02 = party menu
+wHPBarType::
 
-wListMenuID::
 ; ID used by DisplayListMenuID
-	ds 1
+wListMenuID:: db
 
-wRemoveMonFromBox::
 ; if non-zero, RemovePokemon will remove the mon from the current box,
 ; else it will remove the mon from the party
+wRemoveMonFromBox::
 
-wMoveMonType::
 ; 0 = move from box to party
 ; 1 = move from party to box
 ; 2 = move from daycare to party
 ; 3 = move from party to daycare
-	ds 1
+wMoveMonType:: db
 
 wItemQuantity:: db
 
@@ -1326,22 +1206,18 @@
 ; LoadMonData copies mon data here
 wLoadedMon:: party_struct wLoadedMon
 
-wFontLoaded::
 ; bit 0: The space in VRAM that is used to store walk animation tile patterns
 ;        for the player and NPCs is in use for font tile patterns.
 ;        This means that NPC movement must be disabled.
 ; The other bits are unused.
-	ds 1
+wFontLoaded:: db
 
-wWalkCounter::
 ; walk animation counter
-	ds 1
+wWalkCounter:: db
 
-wTileInFrontOfPlayer::
 ; background tile number in front of the player (either 1 or 2 steps ahead)
-	ds 1
+wTileInFrontOfPlayer:: db
 
-wAudioFadeOutControl::
 ; The desired fade counter reload value is stored here prior to calling
 ; PlaySound in order to cause the current music to fade out before the new
 ; music begins playing. Storing 0 causes no fade out to occur and the new music
@@ -1351,13 +1227,12 @@
 ; in this variable. FadeOutAudio checks if it's non-zero every V-Blank and
 ; fades out the current audio if it is. Once it has finished fading out the
 ; audio, it zeroes this variable and starts playing the sound ID stored in it.
-	ds 1
+wAudioFadeOutControl:: db
 
 wAudioFadeOutCounterReloadValue:: db
 
 wAudioFadeOutCounter:: db
 
-wLastMusicSoundID::
 ; This is used to determine whether the default music is already playing when
 ; attempting to play the default music (in order to avoid restarting the same
 ; music) and whether the music has already been stopped when attempting to
@@ -1367,14 +1242,13 @@
 ; contain $ff (if the music has been stopped) or 0 (because some routines zero
 ; it in order to prevent assumptions from being made about the current state of
 ; the music).
-	ds 1
+wLastMusicSoundID:: db
 
-wUpdateSpritesEnabled::
 ; $00 = causes sprites to be hidden and the value to change to $ff
 ; $01 = enabled
 ; $ff = disabled
 ; other values aren't used
-	ds 1
+wUpdateSpritesEnabled:: db
 
 wEnemyMoveNum:: db
 wEnemyMoveEffect:: db
@@ -1410,52 +1284,45 @@
 	ds 1
 
 wTrainerPicPointer:: dw
+
 	ds 1
 
 wTempMoveNameBuffer::
 
-wLearnMoveMonName::
 ; The name of the mon that is learning a move.
-	ds 16
+wLearnMoveMonName:: ds 16
 
-wTrainerBaseMoney::
 ; 2-byte BCD number
 ; money received after battle = base money × level of highest-level enemy mon
-	ds 2
+wTrainerBaseMoney:: dw
 
 wMissableObjectCounter:: db
 
 	ds 1
 
-wTrainerName::
 ; 13 bytes for the letters of the opposing trainer
 ; the name is terminated with $50 with possible
 ; unused trailing letters
-	ds 13
+wTrainerName:: ds 13
 
-wIsInBattle::
 ; lost battle, this is -1
 ; no battle, this is 0
 ; wild battle, this is 1
 ; trainer battle, this is 2
-	ds 1
+wIsInBattle:: db
 
-wPartyGainExpFlags::
 ; flags that indicate which party members should be be given exp when GainExperience is called
-	flag_array 6
+wPartyGainExpFlags:: flag_array 6
 
-wCurOpponent::
 ; in a wild battle, this is the species of pokemon
 ; in a trainer battle, this is the trainer class + OPP_ID_OFFSET
-	ds 1
+wCurOpponent:: db
 
-wBattleType::
 ; in normal battle, this is 0
 ; in old man battle, this is 1
 ; in safari battle, this is 2
-	ds 1
+wBattleType:: db
 
-wDamageMultipliers::
 ; bits 0-6: Effectiveness
    ;  $0 = immune
    ;  $5 = not very effective
@@ -1462,35 +1329,29 @@
    ;  $a = neutral
    ; $14 = super-effective
 ; bit 7: STAB
-	ds 1
+wDamageMultipliers:: db
 
-wLoneAttackNo::
 ; which entry in LoneAttacks to use
-wGymLeaderNo::
 ; it's actually the same thing as ^
-	ds 1
-wTrainerNo::
+wLoneAttackNo::
+wGymLeaderNo:: db
 ; which instance of [youngster, lass, etc] is this?
-	ds 1
+wTrainerNo:: db
 
-wCriticalHitOrOHKO::
 ; $00 = normal attack
 ; $01 = critical hit
 ; $02 = successful OHKO
 ; $ff = failed OHKO
-	ds 1
+wCriticalHitOrOHKO:: db
 
 wMoveMissed:: db
 
-wPlayerStatsToDouble::
 ; always 0
-	ds 1
+wPlayerStatsToDouble:: db
 
-wPlayerStatsToHalve::
 ; always 0
-	ds 1
+wPlayerStatsToHalve:: db
 
-wPlayerBattleStatus1::
 ; bit 0 - bide
 ; bit 1 - thrash / petal dance
 ; bit 2 - attacking multiple times (e.g. double kick)
@@ -1499,9 +1360,8 @@
 ; bit 5 - using multi-turn move (e.g. wrap)
 ; bit 6 - invulnerable to normal attack (using fly/dig)
 ; bit 7 - confusion
-	ds 1
+wPlayerBattleStatus1:: db
 
-wPlayerBattleStatus2::
 ; bit 0 - X Accuracy effect
 ; bit 1 - protected by "mist"
 ; bit 2 - focus energy effect
@@ -1509,74 +1369,66 @@
 ; bit 5 - need to recharge
 ; bit 6 - rage
 ; bit 7 - leech seeded
-	ds 1
+wPlayerBattleStatus2:: db
 
-wPlayerBattleStatus3::
 ; bit 0 - toxic
 ; bit 1 - light screen
 ; bit 2 - reflect
 ; bit 3 - transformed
-	ds 1
+wPlayerBattleStatus3:: db
 
-wEnemyStatsToDouble::
 ; always 0
-	ds 1
+wEnemyStatsToDouble:: db
 
-wEnemyStatsToHalve::
 ; always 0
-	ds 1
+wEnemyStatsToHalve:: db
 
 wEnemyBattleStatus1:: db
 wEnemyBattleStatus2:: db
 wEnemyBattleStatus3:: db
 
-wPlayerNumAttacksLeft::
 ; when the player is attacking multiple times, the number of attacks left
-	ds 1
+wPlayerNumAttacksLeft:: db
 
 wPlayerConfusedCounter:: db
 
 wPlayerToxicCounter:: db
 
-wPlayerDisabledMove::
 ; high nibble: which move is disabled (1-4)
 ; low nibble: disable turns left
-	ds 1
+wPlayerDisabledMove:: db
 
 	ds 1
 
-wEnemyNumAttacksLeft::
 ; when the enemy is attacking multiple times, the number of attacks left
-	ds 1
+wEnemyNumAttacksLeft:: db
 
 wEnemyConfusedCounter:: db
 
 wEnemyToxicCounter:: db
 
-wEnemyDisabledMove::
 ; high nibble: which move is disabled (1-4)
 ; low nibble: disable turns left
-	ds 1
+wEnemyDisabledMove:: db
 
 	ds 1
 
-wPlayerNumHits::
 ; number of hits by player in attacks like Double Slap, etc.
+wPlayerNumHits::
 
-wPlayerBideAccumulatedDamage::
 ; the amount of damage accumulated by the player while biding (2 bytes)
+wPlayerBideAccumulatedDamage::
 
-wUnknownSerialCounter2::
 ; 2 bytes
+wUnknownSerialCounter2::
 
 	ds 4
 
-wEscapedFromBattle::
 ; non-zero when an item or move that allows escape from battle was used
-	ds 1
+wEscapedFromBattle:: db
 
-wAmountMoneyWon::
 ; 3-byte BCD number
+wAmountMoneyWon::
 
 wObjectToHide:: db
 
@@ -1584,27 +1436,24 @@
 
 	ds 1
 
-wDefaultMap::
 ; the map you will start at when the debug bit is set
+wDefaultMap::
 
 wMenuItemOffset::
 
-wAnimationID::
 ; ID number of the current battle animation
-	ds 1
+wAnimationID:: db
 
 wNamingScreenType::
 
 wPartyMenuTypeOrMessageID::
 
-wTempTilesetNumTiles::
 ; temporary storage for the number of tiles in a tileset
-	ds 1
+wTempTilesetNumTiles:: db
 
-wSavedListScrollOffset::
 ; used by the pokemart code to save the existing value of wListScrollOffset
 ; so that it can be restored when the player is done with the pokemart NPC
-	ds 1
+wSavedListScrollOffset:: db
 
 	ds 2
 
@@ -1616,47 +1465,42 @@
 ; high bit = enable, others = timer to cycle frequencies
 wLowHealthAlarm:: ds 1
 
-wFBTileCounter::
 ; counts how many tiles of the current frame block have been drawn
-	ds 1
+wFBTileCounter:: db
 
 wMovingBGTilesCounter2:: db
 
-wSubAnimFrameDelay::
 ; duration of each frame of the current subanimation in terms of screen refreshes
-	ds 1
-wSubAnimCounter::
+wSubAnimFrameDelay:: db
 ; counts the number of subentries left in the current subanimation
-	ds 1
+wSubAnimCounter:: db
 
-wSaveFileStatus::
 ; 1 = no save file or save file is corrupted
 ; 2 = save file exists and no corruption has been detected
-	ds 1
+wSaveFileStatus:: db
 
-wNumFBTiles::
 ; number of tiles in current battle animation frame block
-	ds 1
+wNumFBTiles:: db
 
 wFlashScreenLongCounter::
 
 wSpiralBallsBaseY::
 
-wFallingObjectMovementByte::
 ; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8)
 ; bit 7: direction; 0 = right, 1 = left
+wFallingObjectMovementByte::
 
 wNumShootingBalls::
 
-wTradedMonMovingRight::
 ; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
+wTradedMonMovingRight::
 
 wOptionsInitialized::
 
 wNewSlotMachineBallTile::
 
-wCoordAdjustmentAmount::
 ; how much to add to the X/Y coord
+wCoordAdjustmentAmount::
 
 wUnusedD08A:: db
 
@@ -1666,16 +1510,15 @@
 
 wSlideMonDelay::
 
-wAnimCounter::
 ; generic counter variable for various animations
+wAnimCounter::
 
-wSubAnimTransform::
 ; controls what transformations are applied to the subanimation
 ; 01: flip horizontally and vertically
 ; 02: flip horizontally and translate downwards 40 pixels
 ; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles
 ; 04: reverse the subanimation
-	ds 1
+wSubAnimTransform:: db
 
 wEndBattleWinTextPointer:: dw
 
@@ -1687,19 +1530,17 @@
 
 	ds 1
 
-wSubAnimAddrPtr::
 ; the address _of the address_ of the current subanimation entry
-	ds 2
+wSubAnimAddrPtr:: dw
 
-wSlotMachineAllowMatchesCounter::
 ; If non-zero, the allow matches flag is always set.
 ; There is a 1/256 (~0.4%) chance that this value will be set to 60, which is
 ; the only way it can increase. Winning certain payout amounts will decrement it
 ; or zero it.
+wSlotMachineAllowMatchesCounter::
 
-wSubAnimSubEntryAddr::
 ; the address of the current subentry of the current subanimation
-	ds 2
+wSubAnimSubEntryAddr:: dw
 
 	ds 2
 
@@ -1707,17 +1548,15 @@
 
 wPartyMenuAnimMonEnabled::
 
-wTownMapSpriteBlinkingEnabled::
 ; non-zero when enabled. causes nest locations to blink on and off.
 ; the town selection cursor will blink regardless of what this value is
+wTownMapSpriteBlinkingEnabled::
 
 wUnusedD09B:: db
 
-wFBDestAddr::
 ; current destination address in OAM for frame blocks (big endian)
-	ds 2
+wFBDestAddr:: dw
 
-wFBMode::
 ; controls how the frame blocks are put together to form frames
 ; specifically, after finishing drawing the frame block, the frame block's mode determines what happens
 ; 00: clean OAM buffer and delay
@@ -1724,11 +1563,11 @@
 ; 02: move onto the next frame block with no delay and no cleaning OAM buffer
 ; 03: delay, but don't clean OAM buffer
 ; 04: delay, without cleaning OAM buffer, and do not advance [wFBDestAddr], so that the next frame block will overwrite this one
-	ds 1
+wFBMode:: db
 
-wLinkCableAnimBulgeToggle::
 ; 0 = small
 ; 1 = big
+wLinkCableAnimBulgeToggle::
 
 wIntroNidorinoBaseTile::
 
@@ -1740,13 +1579,12 @@
 
 wWhichBattleAnimTileset::
 
-wSquishMonCurrentDirection::
 ; 0 = left
 ; 1 = right
+wSquishMonCurrentDirection::
 
-wSlideMonUpBottomRowLeftTile::
 ; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_
-	ds 1
+wSlideMonUpBottomRowLeftTile:: db
 
 wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank
 
@@ -1754,42 +1592,34 @@
 wSpriteCurPosY:: db
 wSpriteWidth:: db
 wSpriteHeight:: db
-wSpriteInputCurByte::
 ; current input byte
-	ds 1
-wSpriteInputBitCounter::
+wSpriteInputCurByte:: db
 ; bit offset of last read input bit
-	ds 1
+wSpriteInputBitCounter:: db
 
-wSpriteOutputBitOffset:: ; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data)
+; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data)
 ; 3 -> XX000000   1st column
 ; 2 -> 00XX0000   2nd column
 ; 1 -> 0000XX00   3rd column
 ; 0 -> 000000XX   4th column
-	ds 1
+wSpriteOutputBitOffset:: db
 
-wSpriteLoadFlags::
 ; bit 0 determines used buffer (0 -> sSpriteBuffer1, 1 -> sSpriteBuffer2)
 ; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation)
-	ds 1
+wSpriteLoadFlags:: db
 wSpriteUnpackMode:: db
 wSpriteFlipped:: db
 
-wSpriteInputPtr::
 ; pointer to next input byte
-	ds 2
-wSpriteOutputPtr::
+wSpriteInputPtr:: dw
 ; pointer to current output byte
-	ds 2
-wSpriteOutputPtrCached::
+wSpriteOutputPtr:: dw
 ; used to revert pointer for different bit offsets
-	ds 2
-wSpriteDecodeTable0Ptr::
+wSpriteOutputPtrCached:: dw
 ; pointer to differential decoding table (assuming initial value 0)
-	ds 2
-wSpriteDecodeTable1Ptr::
+wSpriteDecodeTable0Ptr:: dw
 ; pointer to differential decoding table (assuming initial value 1)
-	ds 2
+wSpriteDecodeTable1Ptr:: dw
 
 wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things
 
@@ -1799,10 +1629,9 @@
 
 wMonHeader::
 
-wMonHIndex::
 ; In the ROM base stats data structure, this is the dex number, but it is
 ; overwritten with the internal index number after the header is copied to WRAM.
-	ds 1
+wMonHIndex:: db
 
 wMonHBaseStats::
 wMonHBaseHP:: db
@@ -1821,21 +1650,19 @@
 wMonHFrontSprite:: dw
 wMonHBackSprite:: dw
 
-wMonHMoves::
-	ds NUM_MOVES
+wMonHMoves:: ds NUM_MOVES
 
 wMonHGrowthRate:: db
 
-wMonHLearnset::
 ; bit field
-	flag_array NUM_TMS + NUM_HMS
+wMonHLearnset:: flag_array NUM_TMS + NUM_HMS
 
 	ds 1
+
 wMonHeaderEnd::
 
-wSavedTileAnimations::
 ; saved at the start of a battle and then written back at the end of the battle
-	ds 1
+wSavedTileAnimations:: db
 
 	ds 2
 
@@ -1845,36 +1672,30 @@
 
 wRepelRemainingSteps:: db
 
-wMoves::
 ; list of moves for FormatMovesString
-	ds NUM_MOVES
+wMoves:: ds NUM_MOVES
 
 wMoveNum:: db
 
-wMovesString::
-	ds 56
+wMovesString:: ds 56
 
 wUnusedD119:: db
 
-wWalkBikeSurfStateCopy::
 ; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
-	ds 1
+wWalkBikeSurfStateCopy:: db
 
-wInitListType::
 ; the type of list for InitList to init
-	ds 1
+wInitListType:: db
 
-wCapturedMonSpecies::
 ; 0 if no mon was captured
-	ds 1
+wCapturedMonSpecies:: db
 
-wFirstMonsNotOutYet::
 ; Non-zero when the first player mon and enemy mon haven't been sent out yet.
 ; It prevents the game from asking if the player wants to choose another mon
 ; when the enemy sends out their first mon and suppresses the "no will to fight"
 ; message when the game searches for the first non-fainted mon in the party,
 ; which will be the first mon sent out.
-	ds 1
+wFirstMonsNotOutYet:: db
 
 wPokeBallCaptureCalcTemp::
 
@@ -1897,14 +1718,12 @@
 
 wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits
 
-wForcePlayerToChooseMon::
 ; When this value is non-zero, the player isn't allowed to exit the party menu
 ; by pressing B and not choosing a mon.
-	ds 1
+wForcePlayerToChooseMon:: db
 
-wNumRunAttempts::
 ; number of times the player has tried to run from battle
-	ds 1
+wNumRunAttempts:: db
 
 wEvolutionOccurred:: db
 
@@ -1920,26 +1739,22 @@
 
 wCurEnemyLVL:: db
 
-wItemListPointer::
 ; pointer to list of items terminated by $FF
-	ds 2
+wItemListPointer:: dw
 
-wListCount::
 ; number of entries in a list
-	ds 1
+wListCount:: db
 
 wLinkState:: db
 
 wTwoOptionMenuID:: db
 
-wChosenMenuItem::
 ; the id of the menu item the player ultimately chose
+wChosenMenuItem::
 
-wOutOfBattleBlackout::
 ; non-zero when the whole party has fainted due to out-of-battle poison damage
-	ds 1
+wOutOfBattleBlackout:: db
 
-wMenuExitMethod::
 ; the way the user exited a menu
 ; for list menus and the buy/sell/quit menu:
 ; $01 = the user pressed A to choose a menu item
@@ -1947,21 +1762,20 @@
 ; for two-option menus:
 ; $01 = the user pressed A with the first menu item selected
 ; $02 = the user pressed B or pressed A with the second menu item selected
-	ds 1
+wMenuExitMethod:: db
 
-wDungeonWarpDataEntrySize::
 ; the size is always 6, so they didn't need a variable in RAM for this
+wDungeonWarpDataEntrySize::
 
-wWhichPewterGuy::
 ; 0 = museum guy
 ; 1 = gym guy
+wWhichPewterGuy::
 
-wWhichPrizeWindow::
 ; there are 3 windows, from 0 to 2
+wWhichPrizeWindow::
 
-wGymGateTileBlock::
 ; a horizontal or vertical gate block
-	ds 1
+wGymGateTileBlock:: db
 
 wSavedSpriteScreenY:: db
 
@@ -1975,18 +1789,15 @@
 
 wWhichPrize:: db
 
-wIgnoreInputCounter::
 ; counts downward each frame
 ; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
-	ds 1
+wIgnoreInputCounter:: db
 
-wStepCounter::
 ; counts down once every step
-	ds 1
+wStepCounter:: db
 
-wNumberOfNoRandomBattleStepsLeft::
 ; after a battle, you have at least 3 steps before a random battle can occur
-	ds 1
+wNumberOfNoRandomBattleStepsLeft:: db
 
 wPrize1:: db
 wPrize2:: db
@@ -1994,8 +1805,8 @@
 
 	ds 1
 
-wSerialRandomNumberListBlock::
 ; the first 7 bytes are the preamble
+wSerialRandomNumberListBlock::
 
 wPrize1Price:: dw
 
@@ -2005,19 +1816,17 @@
 
 	ds 1
 
-wLinkBattleRandomNumberList::
 ; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
-	ds 10
+wLinkBattleRandomNumberList:: ds 10
 
-wSerialPlayerDataBlock::
 ; the first 6 bytes are the preamble
+wSerialPlayerDataBlock::
 
-wPseudoItemID::
 ; When a real item is being used, this is 0.
 ; When a move is acting as an item, this is the ID of the item it's acting as.
 ; For example, out-of-battle Dig is executed using a fake Escape Rope item. In
 ; that case, this would be ESCAPE_ROPE.
-	ds 1
+wPseudoItemID:: db
 
 wUnusedD153:: db
 
@@ -2027,8 +1836,7 @@
 
 wSavedNPCMovementDirections2Index:: db
 
-wPlayerName::
-	ds NAME_LENGTH
+wPlayerName:: ds NAME_LENGTH
 
 
 wPartyDataStart::
@@ -2060,28 +1868,21 @@
 
 wMainDataStart::
 
-wPokedexOwned::
-	flag_array NUM_POKEMON
+wPokedexOwned:: flag_array NUM_POKEMON
 wPokedexOwnedEnd::
 
-wPokedexSeen::
-	flag_array NUM_POKEMON
+wPokedexSeen:: flag_array NUM_POKEMON
 wPokedexSeenEnd::
 
 
 wNumBagItems:: db
-wBagItems::
 ; item, quantity
-	ds BAG_ITEM_CAPACITY * 2
-	ds 1 ; end
+wBagItems:: ds BAG_ITEM_CAPACITY * 2 + 1
 
-wPlayerMoney::
-	ds 3 ; BCD
+wPlayerMoney:: ds 3 ; BCD
 
-wRivalName::
-	ds NAME_LENGTH
+wRivalName:: ds NAME_LENGTH
 
-wOptions::
 ; bit 7 = battle animation
 ; 0: On
 ; 1: Off
@@ -2092,19 +1893,17 @@
 ; 1: Fast
 ; 3: Medium
 ; 5: Slow
-	ds 1
+wOptions:: db
 
-wObtainedBadges::
-	flag_array 8
+wObtainedBadges:: flag_array 8
 
 	ds 1
 
-wLetterPrintingDelayFlags::
 ; bit 0: If 0, limit the delay to 1 frame. Note that this has no effect if
 ;        the delay has been disabled entirely through bit 1 of this variable
 ;        or bit 6 of wd730.
 ; bit 1: If 0, no delay.
-	ds 1
+wLetterPrintingDelayFlags:: db
 
 wPlayerID:: dw
 
@@ -2112,26 +1911,22 @@
 
 wMapMusicROMBank:: db
 
-wMapPalOffset::
 ; offset subtracted from FadePal4 to get the background and object palettes for the current map
 ; normally, it is 0. it is 6 when Flash is needed, causing FadePal2 to be used instead of FadePal4
-	ds 1
+wMapPalOffset:: db
 
 wCurMap:: db
 
-wCurrentTileBlockMapViewPointer::
 ; pointer to the upper left corner of the current view in the tile block map
-	ds 2
+wCurrentTileBlockMapViewPointer:: dw
 
-wYCoord::
 ; player's position on the current map
-	ds 1
+wYCoord:: db
 
 wXCoord:: db
 
-wYBlockCoord::
 ; player's y position (by block)
-	ds 1
+wYBlockCoord:: db
 
 wXBlockCoord:: db
 
@@ -2141,13 +1936,11 @@
 
 wCurMapTileset:: db
 
-wCurMapHeight::
 ; blocks
-	ds 1
+wCurMapHeight:: db
 
-wCurMapWidth::
 ; blocks
-	ds 1
+wCurMapWidth:: db
 
 wMapDataPtr:: dw
 
@@ -2155,9 +1948,8 @@
 
 wMapScriptPtr:: dw
 
-wMapConnections::
 ; connection byte
-	ds 1
+wMapConnections:: db
 
 wMapConn1Ptr:: db
 
@@ -2223,51 +2015,41 @@
 
 wEastConnectedMapViewPointer:: dw
 
-wSpriteSet::
 ; sprite set for the current map (11 sprite picture ID's)
-	ds 11
+wSpriteSet:: ds 11
 
-wSpriteSetID::
 ; sprite set ID for the current map
-	ds 1
+wSpriteSetID:: db
 
 wObjectDataPointerTemp:: dw
 
 	ds 2
 
-wMapBackgroundTile::
 ; the tile shown outside the boundaries of the map
-	ds 1
+wMapBackgroundTile:: db
 
-wNumberOfWarps::
 ; number of warps in current map
-	ds 1
+wNumberOfWarps:: db
 
-wWarpEntries::
 ; current map warp entries
-	ds 128
+wWarpEntries:: ds 128
 
-wDestinationWarpID::
 ; if $ff, the player's coordinates are not updated when entering the map
-	ds 1
+wDestinationWarpID:: db
 
 	ds 128
 
-wNumSigns::
 ; number of signs in the current map (up to 16)
-	ds 1
+wNumSigns:: db
 
-wSignCoords::
 ; 2 bytes each
 ; Y, X
-	ds 32
+wSignCoords:: ds 32
 
-wSignTextIDs::
-	ds 16
+wSignTextIDs:: ds 16
 
-wNumSprites::
 ; number of sprites on the current map
-	ds 1
+wNumSprites:: db
 
 ; these two variables track the X and Y offset in blocks from the last special warp used
 ; they don't seem to be used for anything
@@ -2274,58 +2056,47 @@
 wYOffsetSinceLastSpecialWarp:: db
 wXOffsetSinceLastSpecialWarp:: db
 
-wMapSpriteData::
 ; two bytes per sprite (movement byte 2, text ID)
-	ds 32
+wMapSpriteData:: ds 32
 
-wMapSpriteExtraData::
 ; two bytes per sprite (trainer class/item ID, trainer set ID)
-	ds 32
+wMapSpriteExtraData:: ds 32
 
-wCurrentMapHeight2::
 ; map height in 2x2 meta-tiles
-	ds 1
+wCurrentMapHeight2:: db
 
-wCurrentMapWidth2::
 ; map width in 2x2 meta-tiles
-	ds 1
+wCurrentMapWidth2:: db
 
-wMapViewVRAMPointer::
 ; the address of the upper left corner of the visible portion of the BG tile map in VRAM
-	ds 2
+wMapViewVRAMPointer:: dw
 
 ; In the comments for the player direction variables below, "moving" refers to
 ; both walking and changing facing direction without taking a step.
 
-wPlayerMovingDirection::
 ; if the player is moving, the current direction
 ; if the player is not moving, zero
 ; map scripts write to this in order to change the player's facing direction
-	ds 1
+wPlayerMovingDirection:: db
 
-wPlayerLastStopDirection::
 ; the direction in which the player was moving before the player last stopped
-	ds 1
+wPlayerLastStopDirection:: db
 
-wPlayerDirection::
 ; if the player is moving, the current direction
 ; if the player is not moving, the last the direction in which the player moved
-	ds 1
+wPlayerDirection:: db
 
 wTilesetBank:: db
 
-wTilesetBlocksPtr::
 ; maps blocks (4x4 tiles) to tiles
-	ds 2
+wTilesetBlocksPtr:: dw
 
 wTilesetGfxPtr:: dw
 
-wTilesetCollisionPtr::
 ; list of all walkable tiles
-	ds 2
+wTilesetCollisionPtr:: dw
 
-wTilesetTalkingOverTiles::
-	ds 3
+wTilesetTalkingOverTiles:: ds 3
 
 wGrassTile:: db
 
@@ -2332,43 +2103,37 @@
 	ds 4
 
 wNumBoxItems:: db
-wBoxItems::
 ; item, quantity
-	ds PC_ITEM_CAPACITY * 2
-	ds 1 ; end
+wBoxItems:: ds PC_ITEM_CAPACITY * 2 + 1
 
-wCurrentBoxNum::
 ; bits 0-6: box number
 ; bit 7: whether the player has changed boxes before
-	ds 2
+wCurrentBoxNum:: dw
 
-wNumHoFTeams::
 ; number of HOF teams
-	ds 1
+wNumHoFTeams:: db
 
 wUnusedD5A3:: db
 
-wPlayerCoins::
-	ds 2 ; BCD
+wPlayerCoins:: ds 2 ; BCD
 
-wMissableObjectFlags::
 ; bit array of missable objects. set = removed
-	ds 32
+wMissableObjectFlags:: ds 32
 wMissableObjectFlagsEnd::
 
 	ds 7
 
-wd5cd:: ds 1 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim)
+; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim)
+wd5cd:: db
 
-wMissableObjectList::
 ; each entry consists of 2 bytes
 ; * the sprite ID (depending on the current map)
 ; * the missable object index (global, used for wMissableObjectFlags)
 ; terminated with $FF
-	ds 17 * 2
+wMissableObjectList:: ds 17 * 2
 
-wGameProgressFlags::
 ; $c8 bytes
+wGameProgressFlags::
 wOaksLabCurScript:: db
 wPalletTownCurScript:: db
 	ds 1
@@ -2487,39 +2252,32 @@
 
 	ds 56
 
-wObtainedHiddenItemsFlags::
-	ds 14
+wObtainedHiddenItemsFlags:: ds 14
 
 wObtainedHiddenCoinsFlags:: dw
 
-wWalkBikeSurfState::
 ; $00 = walking
 ; $01 = biking
 ; $02 = surfing
-	ds 1
+wWalkBikeSurfState:: db
 
 	ds 10
 
-wTownVisitedFlag::
-	flag_array NUM_CITY_MAPS
+wTownVisitedFlag:: flag_array NUM_CITY_MAPS
 
-wSafariSteps::
 ; starts at 502
-	ds 2
+wSafariSteps:: dw
 
-wFossilItem::
 ; item given to cinnabar lab
-	ds 1
+wFossilItem:: db
 
-wFossilMon::
 ; mon that will result from the item
-	ds 1
+wFossilMon:: db
 
 	ds 2
 
-wEnemyMonOrTrainerClass::
 ; trainer classes start at OPP_ID_OFFSET
-	ds 1
+wEnemyMonOrTrainerClass:: db
 
 wPlayerJumpingYScreenCoordsIndex:: db
 
@@ -2529,36 +2287,30 @@
 
 wPlayerStarter:: db
 
-wBoulderSpriteIndex::
 ; sprite index of the boulder the player is trying to push
-	ds 1
+wBoulderSpriteIndex:: db
 
 wLastBlackoutMap:: db
 
-wDestinationMap::
 ; destination map (for certain types of special warps, not ordinary walking)
-	ds 1
+wDestinationMap:: db
 
 wUnusedD71B:: db
 
-wTileInFrontOfBoulderAndBoulderCollisionResult::
 ; used to store the tile in front of the boulder when trying to push a boulder
-; also used to store the result of the collision check ($ff for a collision and $00 FOR no collision)
-	ds 1
+; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
+wTileInFrontOfBoulderAndBoulderCollisionResult:: db
 
-wDungeonWarpDestinationMap::
 ; destination map for dungeon warps
-	ds 1
+wDungeonWarpDestinationMap:: db
 
-wWhichDungeonWarp::
 ; which dungeon warp within the source map was used
-	ds 1
+wWhichDungeonWarp:: db
 
 wUnusedD71F:: db
 
 	ds 8
 
-wd728::
 ; bit 0: using Strength outside of battle
 ; bit 1: set by IsSurfingAllowed when surfing's allowed, but the caller resets it after checking the result
 ; bit 3: received Old Rod
@@ -2566,23 +2318,20 @@
 ; bit 5: received Super Rod
 ; bit 6: gave one of the Saffron guards a drink
 ; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key
-	ds 1
+wd728:: db
 
 	ds 1
 
-wBeatGymFlags::
 ; redundant because it matches wObtainedBadges
 ; used to determine whether to show name on statue and in two NPC text scripts
-	ds 1
+wBeatGymFlags:: db
 
 	ds 1
 
-wd72c::
 ; bit 0: if not set, the 3 minimum steps between random battles have passed
 ; bit 1: prevent audio fade out
-	ds 1
+wd72c:: db
 
-wd72d::
 ; This variable is used for temporary flags and as the destination map when
 ; warping to the Trade Center or Colosseum.
 ; bit 0: sprite facing directions have been initialised in the Trade Center
@@ -2593,9 +2342,8 @@
 ; but they do not appear to affect anything. Bit 6 is reset after all battles
 ; and bit 7 is reset after trainer battles (but it's only set before trainer
 ; battles anyway).
-	ds 1
+wd72d:: db
 
-wd72e::
 ; bit 0: the player has received Lapras in the Silph Co. building
 ; bit 1: set in various places, but doesn't appear to have an effect
 ; bit 2: the player has healed pokemon at a pokemon center at least once
@@ -2604,20 +2352,18 @@
 ; bit 5: set when a battle ends and when the player blacks out in the overworld due to poison
 ; bit 6: using the link feature
 ; bit 7: set if scripted NPC movement has been initialised
-	ds 1
+wd72e:: db
 
 	ds 1
 
-wd730::
 ; bit 0: NPC sprite being moved by script
 ; bit 5: ignore joypad input
 ; bit 6: print text with no delay between each letter
 ; bit 7: set if joypad states are being simulated in the overworld or an NPC's movement is being scripted
-	ds 1
+wd730:: db
 
 	ds 1
 
-wd732::
 ; bit 0: play time being counted
 ; bit 1: remnant of debug mode; only set by the debug build.
 ; if it is set:
@@ -2635,31 +2381,28 @@
 ; bit 4: jumped into hole (Pokemon Mansion, Seafoam Islands, Victory Road) or went down waterfall (Seafoam Islands), so the target warp is a "dungeon warp"
 ; bit 5: currently being forced to ride bike (cycling road)
 ; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house)
-	ds 1
+wd732:: db
 
-wFlags_D733::
 ; bit 0: running a test battle
 ; bit 1: prevent music from changing when entering new map
 ; bit 2: skip the joypad check in CheckWarpsNoCollision (used for the forced warp down the waterfall in the Seafoam Islands)
 ; bit 3: trainer wants to battle
-; bit 4: use variable [wCurMapScript] instead of the provided index FOR next frame's map script (used to start battle when talking to trainers)
+; bit 4: use variable [wCurMapScript] instead of the provided index for next frame's map script (used to start battle when talking to trainers)
 ; bit 7: used fly out of battle
-	ds 1
+wFlags_D733:: db
 
-wBeatLorelei::
 ; bit 1: set when you beat Lorelei and reset in Indigo Plateau lobby
 ; the game uses this to tell when Elite 4 events need to be reset
-	ds 1
+wBeatLorelei:: db
 
 	ds 1
 
-wd736::
 ; bit 0: check if the player is standing on a door and make him walk down a step if so
 ; bit 1: the player is currently stepping down from a door
 ; bit 2: standing on a warp
 ; bit 6: jumping down a ledge / fishing animation
 ; bit 7: player sprite spinning due to spin tiles (Rocket hideout / Viridian Gym)
-	ds 1
+wd736:: db
 
 wCompletedInGameTradeFlags:: dw
 
@@ -2683,30 +2426,25 @@
 
 	ds 2
 
-wEventFlags::
-	flag_array NUM_EVENTS
+wEventFlags:: flag_array NUM_EVENTS
 
 
 UNION
 wGrassRate:: db
-wGrassMons::
-	ds 10 * 2
+wGrassMons:: ds 10 * 2
 
 	ds 8
 
 wWaterRate:: db
-wWaterMons::
-	ds 10 * 2
+wWaterMons:: ds 10 * 2
 
 NEXTU
-wLinkEnemyTrainerName::
 ; linked game's trainer name
-	ds NAME_LENGTH
+wLinkEnemyTrainerName:: ds NAME_LENGTH
 
 	ds 1
 
-wSerialEnemyDataBlock::
-;	ds $1a8
+wSerialEnemyDataBlock:: ; ds $1a8
 
 	ds 9
 
@@ -2738,16 +2476,15 @@
 
 	ds 6
 
-wOpponentAfterWrongAnswer::
 ; the trainer the player must face after getting a wrong answer in the Cinnabar
 ; gym quiz
+wOpponentAfterWrongAnswer::
 
 wUnusedDA38:: db
 
-wCurMapScript::
 ; index of current map script, mostly used as index for function pointer array
 ; mostly copied from map-specific map script pointer and written back later
-	ds 1
+wCurMapScript:: db
 
 	ds 7
 
@@ -2762,10 +2499,9 @@
 wNumSafariBalls:: db
 
 
-wDayCareInUse::
 ; 0 if no pokemon is in the daycare
 ; 1 if pokemon is in the daycare
-	ds 1
+wDayCareInUse:: db
 
 wDayCareMonName:: ds NAME_LENGTH
 wDayCareMonOT::   ds NAME_LENGTH
@@ -2781,7 +2517,6 @@
 wBoxSpecies:: ds MONS_PER_BOX + 1
 
 wBoxMons::
-
 ; wBoxMon1 - wBoxMon20
 FOR n, 1, MONS_PER_BOX + 1
 wBoxMon{d:n}:: box_struct wBoxMon{d:n}
@@ -2807,8 +2542,7 @@
 
 ; the stack grows downward
 	ds $100 - 1
-wStack::
-	ds 1
+wStack:: db
 
 
 INCLUDE "sram.asm"