ref: fe8d3c51a4056f0dd61dbef332ad9e714b82089a
dir: /wram.asm/
INCLUDE "constants.asm" INCLUDE "macros/wram.asm" INCLUDE "vram.asm" SECTION "Audio RAM", WRAM0 wUnusedC000:: db wSoundID:: db ; 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. wMuteAudioAndPauseMusic:: db wDisableChannelOutputWhenSfxEnds:: db wStereoPanning:: db wSavedVolume:: db wChannelCommandPointers:: ds NUM_CHANNELS * 2 wChannelReturnAddresses:: ds NUM_CHANNELS * 2 wChannelSoundIDs:: ds NUM_CHANNELS wChannelFlags1:: ds NUM_CHANNELS wChannelFlags2:: ds NUM_CHANNELS wChannelDutyCycles:: ds NUM_CHANNELS wChannelDutyCyclePatterns:: ds NUM_CHANNELS ; reloaded at the beginning of a note. counts down until the vibrato begins. wChannelVibratoDelayCounters:: ds NUM_CHANNELS wChannelVibratoExtents:: ds NUM_CHANNELS ; high nybble is rate (counter reload value) and low nybble is counter. ; time between applications of vibrato. wChannelVibratoRates:: ds NUM_CHANNELS wChannelFrequencyLowBytes:: ds NUM_CHANNELS ; delay of the beginning of the vibrato from the start of the note wChannelVibratoDelayCounterReloadValues:: ds NUM_CHANNELS wChannelPitchSlideLengthModifiers:: ds NUM_CHANNELS wChannelPitchSlideFrequencySteps:: ds NUM_CHANNELS wChannelPitchSlideFrequencyStepsFractionalPart:: ds NUM_CHANNELS wChannelPitchSlideCurrentFrequencyFractionalPart:: ds NUM_CHANNELS wChannelPitchSlideCurrentFrequencyHighBytes:: ds NUM_CHANNELS wChannelPitchSlideCurrentFrequencyLowBytes:: ds NUM_CHANNELS wChannelPitchSlideTargetFrequencyHighBytes:: ds NUM_CHANNELS wChannelPitchSlideTargetFrequencyLowBytes:: ds NUM_CHANNELS ; Note delays are stored as 16-bit fixed-point numbers where the integer part ; is 8 bits and the fractional part is 8 bits. wChannelNoteDelayCounters:: ds NUM_CHANNELS wChannelLoopCounters:: ds NUM_CHANNELS wChannelNoteSpeeds:: ds NUM_CHANNELS wChannelNoteDelayCountersFractionalPart:: ds NUM_CHANNELS wChannelOctaves:: ds NUM_CHANNELS ; also includes fade for hardware channels that support it wChannelVolumes:: ds NUM_CHANNELS wMusicWaveInstrument:: db wSfxWaveInstrument:: db wMusicTempo:: dw wSfxTempo:: dw wSfxHeaderPointer:: dw wNewSoundID:: db wAudioROMBank:: db wAudioSavedROMBank:: db wFrequencyModifier:: db wTempoModifier:: db ds 13 SECTION "Sprite State Data", WRAM0 wSpriteDataStart:: ; data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each wSpriteStateData1:: ; struct fields: ; - 0: picture ID (fixed, loaded at map init) ; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving) ; - 2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset) ; - 3: Y screen position delta (-1,0 or 1; added to Y pixels on each walking animation update) ; - 4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile) ; - 5: X screen position delta (-1,0 or 1; added to field X pixels on each walking animation update) ; - 6: X screen position (in pixels, snaps to grid if not currently walking) ; - 7: intra-animation-frame counter (counting upwards to 4 until animation frame counter is incremented) ; - 8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames) ; - 9: facing direction ($0: down, $4: up, $8: left, $c: right) ; - A: adjusted Y coordinate ; - B: adjusted X coordinate ; - C: direction of collision ; - D ; - E ; - F wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 ; player is struct 0 ; wSprite02StateData1 - wSprite15StateData1 FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1 ENDR ; more data for all sprites on the current map ; holds info for 16 sprites with $10 bytes each wSpriteStateData2:: ; struct fields: ; - 0: walk animation counter (counting from $10 backwards when moving) ; - 1: ; - 2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) ; - 3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged) ; - 4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4) ; - 5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4) ; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown) ; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite) ; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0) ; - 9: original facing direction (backed up by DisplayTextIDInit, restored by CloseTextDisplay) ; - A ; - B ; - C ; - D: picture ID ; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index) ; - F wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 ; player is struct 0 ; wSprite02StateData2 - wSprite15StateData2 FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS wSprite{02d:n}StateData2:: spritestatedata2 wSprite{02d:n}StateData2 ENDR ; The high byte of a pointer to anywhere within wSpriteStateData1 can be incremented ; to reach within wSpriteStateData2, and vice-versa for decrementing. ASSERT HIGH(wSpriteStateData1) + 1 == HIGH(wSpriteStateData2) ASSERT LOW(wSpriteStateData1) == 0 && LOW(wSpriteStateData2) == 0 wSpriteDataEnd:: SECTION "OAM Buffer", WRAM0 ; 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} ENDR wOAMBufferEnd:: SECTION "Tilemap", WRAM0 ; buffer for tiles that are visible on screen (20 columns by 18 rows) wTileMap:: ds SCREEN_WIDTH * SCREEN_HEIGHT UNION ; buffer for temporarily saving and restoring current screen's tiles ; (e.g. if menus are drawn on top) wTileMapBackup:: ds SCREEN_WIDTH * SCREEN_HEIGHT NEXTU ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer wSerialPartyMonsPatchList:: ds 200 ; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer wSerialEnemyMonsPatchList:: ds 200 ENDU ds 80 SECTION "Overworld Map", WRAM0 UNION wOverworldMap:: ds 1300 wOverworldMapEnd:: NEXTU wTempPic:: ds 7 * 7 tiles ENDU SECTION "WRAM", WRAM0 ; the tiles of the row or column to be redrawn by RedrawRowOrColumn wRedrawRowOrColumnSrcTiles:: ds SCREEN_WIDTH * 2 ; coordinates of the position of the cursor for the top menu item (id 0) wTopMenuItemY:: db wTopMenuItemX:: db ; 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 wCurrentMenuItem:: db ; the tile that was behind the menu cursor's current location wTileBehindCursor:: db ; id of the bottom menu item wMaxMenuItem:: db ; bit mask of keys that the menu will respond to wMenuWatchedKeys:: db ; id of previously selected menu item wLastMenuItem:: db ; 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. wPartyAndBillsPCSavedMenuItem:: db ; It is used by the bag list to remember the cursor position while the menu ; isn't active. wBagSavedMenuItem:: db ; 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. wBattleAndStartSavedMenuItem:: db wPlayerMoveListIndex:: db ; index in party of currently battling mon wPlayerMonNumber:: db ; the address of the menu cursor's current location within wTileMap wMenuCursorLocation:: dw ds 2 ; how many times should HandleMenuInput poll the joypad state before it returns? wMenuJoypadPollCount:: db ; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping) wMenuItemToSwap:: db ; offset of the current top menu item from the beginning of the list ; keeps track of what section of the list is on screen wListScrollOffset:: db ; 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. wMenuWatchMovingOutOfBounds:: db wTradeCenterPointerTableIndex:: db ds 1 ; destination pointer for text output ; this variable is written to, but is never read from wTextDest:: dw ; if non-zero, skip waiting for a button press after displaying text in DisplayTextID wDoNotWaitForButtonPressAfterDisplayingText:: db UNION ; the received menu selection is stored twice wLinkMenuSelectionReceiveBuffer:: dw ds 3 ; the menu selection byte is stored twice before sending wLinkMenuSelectionSendBuffer:: dw ds 3 wEnteringCableClub:: wLinkTimeoutCounter:: db NEXTU ; temporary nybble used by Serial_ExchangeNybble wSerialExchangeNybbleTempReceiveData:: ; the final received nybble is stored here by Serial_SyncAndExchangeNybble wSerialSyncAndExchangeNybbleReceiveData:: db ; the final received nybble is stored here by Serial_ExchangeNybble wSerialExchangeNybbleReceiveData:: db ds 3 ; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble wSerialExchangeNybbleSendData:: db ds 4 wUnknownSerialCounter:: dw ENDU ; $00 = player mons ; $01 = enemy mons wWhichTradeMonSelectionMenu:: ; 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. wMonDataLocation:: db ; 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 wMenuWrappingEnabled:: db ; whether to check for 180-degree turn (0 = don't, 1 = do) wCheckFor180DegreeTurn:: db ds 1 wMissableObjectIndex:: db wPredefID:: db wPredefHL:: dw wPredefDE:: dw wPredefBC:: dw wTrainerHeaderFlagBit:: db ds 1 ; which NPC movement script pointer is being used ; 0 if an NPC movement script is not running wNPCMovementScriptPointerTableNum:: db ; ROM bank of current NPC movement script wNPCMovementScriptBank:: db ds 2 ; This union spans 180 bytes. UNION wVermilionDockTileMapBuffer:: ds 5 * BG_MAP_WIDTH + SCREEN_WIDTH wVermilionDockTileMapBufferEnd:: NEXTU wOaksAideRewardItemName:: ds ITEM_NAME_LENGTH NEXTU wElevatorWarpMaps:: ds 11 * 2 NEXTU ; List of bag items that has been filtered to a certain type of items, ; such as drinks or fossils. wFilteredBagItems:: ds 4 NEXTU ; Saved copy of OAM for the first frame of the animation to make it easy to ; flip back from the second frame. wMonPartySpritesSavedOAM:: ds $60 NEXTU wTrainerCardBlkPacket:: ds $40 NEXTU wHallOfFame:: ds HOF_TEAM NEXTU wNPCMovementDirections:: ds 180 NEXTU wDexRatingNumMonsSeen:: db wDexRatingNumMonsOwned:: db wDexRatingText:: db NEXTU ; 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:: db ds 2 ; ROM back to return to when the player is done with the slot machine wSlotMachineSavedROMBank:: db ds 166 wLuckySlotHiddenObjectIndex:: db NEXTU ; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon... wAnimationType:: db ds 29 wAnimPalette:: db NEXTU ds 60 ; temporary buffer when swapping party mon data wSwitchPartyMonTempBuffer:: ds 44 ; party_struct size NEXTU ds 120 ; 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:: NEXTU wBoostExpByExpAll:: wUnusedCC5B:: db ds 59 wNPCMovementDirections2:: ds 10 ; used in Pallet Town scripted movement wNumStepsToTake:: db ds 48 wRLEByteCount:: db wParentMenuItem:: ; 0 = not added ; 1 = added wAddedToParty:: ; 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. 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 wPlayerSubstituteHP:: db wEnemySubstituteHP:: db ; The player's selected move during a test battle. ; InitBattleVariables sets it to the move Pound. wTestBattlePlayerSelectedMove:: db ds 1 ; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..) wMoveMenuType:: db wPlayerSelectedMove:: db wEnemySelectedMove:: db wLinkBattleRandomNumberListIndex:: db ; number of times remaining that AI action can occur wAICount:: db ds 2 wEnemyMoveListIndex:: db ; 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. wLastSwitchInEnemyMonHP:: dw ; total amount of money made using Pay Day during the current battle wTotalPayDayMoney:: ds 3 wSafariEscapeFactor:: db wSafariBaitFactor:: db ds 1 wTransformedEnemyMonOriginalDVs:: dw wMonIsDisobedient:: db wPlayerDisabledMoveNumber:: db wEnemyDisabledMoveNumber:: db ; When running in the scope of HandlePlayerMonFainted, it equals 1. ; When running in the scope of HandleEnemyMonFainted, it equals 0. wInHandlePlayerMonFainted:: db wPlayerUsedMove:: db wEnemyUsedMove:: db wEnemyMonMinimized:: db wMoveDidntMiss:: db ; flags that indicate which party members have fought the current enemy mon wPartyFoughtCurrentEnemyFlags:: flag_array PARTY_LENGTH ; Whether the low health alarm has been disabled due to the player winning the ; battle. wLowHealthAlarmDisabled:: db wPlayerMonMinimized:: db ds 13 ; number of hits by enemy in attacks like Double Slap, etc. wEnemyNumHits:: ; db ; the amount of damage accumulated by the enemy while biding wEnemyBideAccumulatedDamage:: dw ds 8 ENDU ; This union spans 39 bytes. UNION wInGameTradeGiveMonSpecies:: db wInGameTradeTextPointerTablePointer:: dw wInGameTradeTextPointerTableIndex:: db wInGameTradeGiveMonName:: ds NAME_LENGTH wInGameTradeReceiveMonName:: ds NAME_LENGTH wInGameTradeMonNick:: ds NAME_LENGTH wInGameTradeReceiveMonSpecies:: db NEXTU wPlayerMonUnmodifiedLevel:: db wPlayerMonUnmodifiedMaxHP:: dw wPlayerMonUnmodifiedAttack:: dw wPlayerMonUnmodifiedDefense:: dw wPlayerMonUnmodifiedSpeed:: dw wPlayerMonUnmodifiedSpecial:: dw ; stat modifiers for the player's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wPlayerMonStatMods:: wPlayerMonAttackMod:: db wPlayerMonDefenseMod:: db wPlayerMonSpeedMod:: db wPlayerMonSpecialMod:: db wPlayerMonAccuracyMod:: db wPlayerMonEvasionMod:: db ds 2 wPlayerMonStatModsEnd:: ds 1 wEnemyMonUnmodifiedLevel:: db wEnemyMonUnmodifiedMaxHP:: dw wEnemyMonUnmodifiedAttack:: dw wEnemyMonUnmodifiedDefense:: dw wEnemyMonUnmodifiedSpeed:: dw wEnemyMonUnmodifiedSpecial:: dw ; stat modifiers for the enemy's current pokemon ; value can range from 1 - 13 ($1 to $D) ; 7 is normal wEnemyMonStatMods:: wEnemyMonAttackMod:: db wEnemyMonDefenseMod:: db wEnemyMonSpeedMod:: db wEnemyMonSpecialMod:: db wEnemyMonAccuracyMod:: db wEnemyMonEvasionMod:: db ds 2 wEnemyMonStatModsEnd:: NEXTU ds 30 wEngagedTrainerClass:: db wEngagedTrainerSet:: db ENDU ds 1 wNPCMovementDirections2Index:: wUnusedCD37:: ; number of items in wFilteredBagItems list wFilteredBagItemsCount:: db ; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1 ; 0 if the joypad state is not being simulated wSimulatedJoypadStatesIndex:: db ; written to but nothing ever reads it wWastedByteCD39:: db ; written to but nothing ever reads it wWastedByteCD3A:: db ; mask indicating which real button presses can override simulated ones ; XXX is it ever not 0? wOverrideSimulatedJoypadStatesMask:: db ds 1 ; This union spans 30 bytes. UNION wTradedPlayerMonSpecies:: db wTradedEnemyMonSpecies:: db ds 2 wTradedPlayerMonOT:: ds NAME_LENGTH wTradedPlayerMonOTID:: dw wTradedEnemyMonOT:: ds NAME_LENGTH wTradedEnemyMonOTID:: dw NEXTU wTradingWhichPlayerMon:: db wTradingWhichEnemyMon:: db wNameOfPlayerMonToBeTraded:: ds NAME_LENGTH NEXTU ; one byte for each falling object wFallingObjectsMovementData:: ds 20 NEXTU ; array of the number of mons in each box wBoxMonCounts:: ds NUM_BOXES NEXTU wPriceTemp:: ds 3 ; BCD NEXTU ; the current mon's field moves wFieldMoves:: ds NUM_MOVES wNumFieldMoves:: db wFieldMovesLeftmostXCoord:: db wLastFieldMoveID:: db ; unused NEXTU wBoxNumString:: ds 3 NEXTU ; 0 = upper half (Y < 9) ; 1 = lower half (Y >= 9) wBattleTransitionCircleScreenQuadrantY:: db wBattleTransitionCircleScreenQuadrantX:: db NEXTU ; after 1 row/column has been copied, the offset to the next one to copy from wBattleTransitionCopyTilesOffset:: dw NEXTU ; 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:: db ds 9 ; 0 = outward, 1 = inward wBattleTransitionSpiralDirection:: db NEXTU ; multiplied by 16 to get the number of times to go right by 2 pixels wSSAnneSmokeDriftAmount:: db ; 0 = left half (X < 10) ; 1 = right half (X >= 10) wSSAnneSmokeX:: db NEXTU wHoFMonSpecies:: wHoFTeamIndex:: db wHoFPartyMonIndex:: db wHoFMonLevel:: db ; 0 = mon, 1 = player wHoFMonOrPlayer:: db wHoFTeamIndex2:: db wHoFTeamNo:: db NEXTU wRivalStarterTemp:: db wRivalStarterBallSpriteIndex:: db NEXTU wFlyAnimUsingCoordList:: db ; $ff sentinel values at each end wFlyLocationsList:: ds NUM_CITY_MAPS + 2 NEXTU wWhichTownMapLocation:: db wFlyAnimCounter:: db wFlyAnimBirdSpriteImageIndex:: db NEXTU ds 1 ; difference in X between the next ball and the current one wHUDPokeballGfxOffsetX:: db wHUDGraphicsTiles:: ds 3 NEXTU ; the level of the mon at the time it entered day care wDayCareStartLevel:: db wDayCareNumLevelsGrown:: db wDayCareTotalCost:: dw ; BCD wDayCarePerLevelCost:: dw ; BCD (always $100) NEXTU ; which wheel the player is trying to stop ; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3 wStoppingWhichSlotMachineWheel:: db wSlotMachineWheel1Offset:: db wSlotMachineWheel2Offset:: db wSlotMachineWheel3Offset:: db ; the OAM tile number of the upper left corner of the winning symbol minus 2 wSlotMachineWinningSymbol:: wSlotMachineWheel1BottomTile:: db wSlotMachineWheel1MiddleTile:: db wSlotMachineWheel1TopTile:: db wSlotMachineWheel2BottomTile:: db wSlotMachineWheel2MiddleTile:: db wSlotMachineWheel2TopTile:: db wSlotMachineWheel3BottomTile:: db wSlotMachineWheel3MiddleTile:: db wSlotMachineWheel3TopTile:: db wPayoutCoins:: dw ; 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) wSlotMachineFlags:: db ; wheel 1 can "slip" while this is non-zero wSlotMachineWheel1SlipCounter:: db ; wheel 2 can "slip" while this is non-zero wSlotMachineWheel2SlipCounter:: db ; 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:: db ; how many coins the player bet on the slot machine (1 to 3) wSlotMachineBet:: db NEXTU wCanPlaySlots:: db ds 8 ; temporary variable used to add payout amount to the player's coins wTempCoins1:: dw ds 2 ; temporary variable used to subtract the bet amount from the player's coins wTempCoins2:: dw NEXTU wHiddenObjectFunctionArgument:: db wHiddenObjectFunctionRomBank:: db wHiddenObjectIndex:: db wHiddenObjectY:: db wHiddenItemOrCoinsIndex:: wHiddenObjectX:: db NEXTU wPlayerSpinInPlaceAnimFrameDelay:: db wPlayerSpinInPlaceAnimFrameDelayDelta:: db wPlayerSpinInPlaceAnimFrameDelayEndValue:: db wPlayerSpinInPlaceAnimSoundID:: db ds 6 db ; temporary space used when wFacingDirectionList is rotated ; used when spinning the player's sprite wFacingDirectionList:: ds 4 ds 3 wSavedPlayerScreenY:: db wSavedPlayerFacingDirection:: db NEXTU wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: db wPlayerSpinWhileMovingUpOrDownAnimMaxY:: db wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: db NEXTU wTrainerSpriteOffset:: db wTrainerEngageDistance:: db wTrainerFacingDirection:: db wTrainerScreenY:: db wTrainerScreenX:: db NEXTU wTrainerInfoTextBoxWidthPlus1:: db wTrainerInfoTextBoxWidth:: db wTrainerInfoTextBoxNextRowOffset:: db NEXTU wOptionsTextSpeedCursorX:: db wOptionsBattleAnimCursorX:: db wOptionsBattleStyleCursorX:: db wOptionsCancelCursorX:: db NEXTU ; tile ID of the badge number being drawn wBadgeNumberTile:: db ; first tile ID of the name being drawn wBadgeNameTile:: db ; 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 ; the byte after the list gets read when shifting back one byte wBadgeOrFaceTiles:: ds NUM_BADGES + 1 ds 1 ; temporary list created when displaying the badges on the trainer screen ; one byte for each badge; 0 = not obtained, 1 = obtained wTempObtainedBadgesBooleans:: ds NUM_BADGES NEXTU wUnusedCD3D:: db ; the number of credits mons that have been displayed so far wNumCreditsMonsDisplayed:: db NEXTU ds 1 db ; temporary space used when wJigglypuffFacingDirections is rotated wJigglypuffFacingDirections:: ds 4 NEXTU ds 16 ; $3d = tree tile, $52 = grass tile wCutTile:: db ds 2 ; 0 = cut animation, 1 = boulder dust animation wWhichAnimationOffsets:: db NEXTU ds 18 ; the index of the sprite the emotion bubble is to be displayed above wEmotionBubbleSpriteIndex:: db wWhichEmotionBubble:: db NEXTU wChangeBoxSavedMapTextPointer:: dw NEXTU wSavedY:: wTempSCX:: ; which entry from TradeMons to select wWhichTrade:: wDexMaxSeenMon:: wPPRestoreItem:: wWereAnyMonsAsleep:: wNumShakes:: wWhichBadge:: wTitleMonSpecies:: wPlayerCharacterOAMTile:: ; the number of small stars OAM entries to move down wMoveDownSmallStarsOAMCount:: wChargeMoveNum:: wCoordIndex:: wSwappedMenuItem:: ; 0 = no bite ; 1 = bite ; 2 = no fish on map wRodResponse:: db ENDU ; 0 = neither ; 1 = warp pad ; 2 = hole wStandingOnWarpPadOrHole:: wOAMBaseTile:: wGymTrashCanIndex:: db wSymmetricSpriteOAMAttributes:: db wMonPartySpriteSpecies:: db ; in the trade animation, the mon that leaves the left gameboy wLeftGBMonSpecies:: db ; in the trade animation, the mon that leaves the right gameboy wRightGBMonSpecies:: db ; 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) wFlags_0xcd60:: db ds 9 ; 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. wActionResultOrTookBattleTurn:: db ; Set buttons are ignored. wJoyIgnore:: db ; size of downscaled mon pic used in pokeball entering/exiting animation ; $00 = 5×5 ; $01 = 3×3 wDownscaledMonSize:: ; FormatMovesString stores the number of moves minus one here wNumMovesMinusOne:: db UNION wcd6d:: ds NAME_BUFFER_LENGTH ; buffer for various data NEXTU wEvosMoves:: ds MAX_EVOLUTIONS * EVOLUTION_SIZE + 1 wEvosMovesEnd:: NEXTU ds 4 ; temp variable used to print a move's current PP on the status screen wStatusScreenCurrentPP:: db ds 6 ; list of normal max PP (without PP up) values wNormalMaxPPList:: ds NUM_MOVES ds 5 ENDU UNION ; buffer for transferring the random number list generated by the other gameboy wSerialOtherGameboyRandomNumberListBlock:: ds $11 NEXTU ; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top) wTileMapBackup2:: ds SCREEN_WIDTH * SCREEN_HEIGHT ENDU ; This union spans 30 bytes. UNION ; Temporary storage area wBuffer:: ds 30 NEXTU wEvoOldSpecies:: db wEvoNewSpecies:: db wEvoMonTileOffset:: db wEvoCancelled:: db NEXTU wNamingScreenNameLength:: db ; non-zero when the player has chosen to submit the name wNamingScreenSubmitName:: db ; 0 = upper case ; 1 = lower case wAlphabetCase:: db ds 1 wNamingScreenLetter:: db NEXTU wChangeMonPicEnemyTurnSpecies:: db wChangeMonPicPlayerTurnSpecies:: db NEXTU wHPBarMaxHP:: dw wHPBarOldHP:: dw wHPBarNewHP:: dw wHPBarDelta:: db wHPBarTempHP:: dw ds 11 wHPBarHPDifference:: dw NEXTU ; lower nybble is x, upper nybble is y wTownMapCoords:: ; whether WriteMonMoves is being used to make a mon learn moves from day care ; non-zero if so wLearningMovesFromDayCare:: db ds 27 ; the item that the AI used wAIItem:: db wUsedItemOnWhichPokemon:: db ENDU ; sound ID during battle animations wAnimSoundID:: db ; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank) wBankswitchHomeSavedROMBank:: db ; used as a temp storage value for the bank to switch to wBankswitchHomeTemp:: db ; 0 = nothing bought or sold in pokemart ; 1 = bought or sold something in pokemart ; this value is not used for anything wBoughtOrSoldItemInMart:: db ; $00 - win ; $01 - lose ; $02 - draw wBattleResult:: db ; bit 0: if set, DisplayTextID automatically draws a text box wAutoTextBoxDrawingControl:: db wcf0d:: db ; used with some overworld scripts (not exactly sure what it's used for) ; used in CheckForTilePairCollisions2 to store the tile the player is on wTilePlayerStandingOn:: db wNPCNumScriptedSteps:: db ; which script function within the pointer table indicated by ; wNPCMovementScriptPointerTableNum wNPCMovementScriptFunctionNum:: db ; bit 0: set when printing a text predef so that DisplayTextID doesn't switch ; to the current map's bank wTextPredefFlag:: db wPredefParentBank:: db wSpriteIndex:: db ; movement byte 2 of current sprite wCurSpriteMovement2:: db ds 2 ; sprite offset of sprite being controlled by NPC movement script wNPCMovementScriptSpriteOffset:: db wScriptedNPCWalkCounter:: db ds 1 wGBC:: db ; if running on SGB, it's 1, else it's 0 wOnSGB:: db wDefaultPaletteCommand:: db UNION wPlayerHPBarColor:: dw NEXTU ; species of the mon whose palette is used for the whole screen wWholeScreenPaletteMonSpecies:: db wEnemyHPBarColor:: db ENDU ; 0: green ; 1: yellow ; 2: red wPartyMenuHPBarColors:: ds PARTY_LENGTH wStatusScreenHPBarColor:: db ds 7 wCopyingSGBTileData:: wWhichPartyMenuHPBar:: wPalPacket:: db ; This union spans 49 bytes. UNION wPartyMenuBlkPacket:: ds $30 NEXTU ds 29 ; storage buffer for various strings wStringBuffer:: ds 20 NEXTU ds 29 ; the total amount of exp a mon gained wExpAmountGained:: dw wGainBoostedExp:: db ENDU wGymCityName:: ds 17 wGymLeaderName:: ds NAME_LENGTH wItemList:: ds 16 wListPointer:: dw ; used to store pointers, but never read wUnusedCF8D:: dw wItemPrices:: dw wcf91:: db ; used with a lot of things (too much to list here) ; which pokemon you selected wWhichPokemon:: db ; if non-zero, then print item prices when displaying lists wPrintItemPrices:: db ; type of HP bar ; $00 = enemy HUD in battle ; $01 = player HUD in battle / status screen ; $02 = party menu wHPBarType:: ; ID used by DisplayListMenuID wListMenuID:: db ; if non-zero, RemovePokemon will remove the mon from the current box, ; else it will remove the mon from the party wRemoveMonFromBox:: ; 0 = move from box to party ; 1 = move from party to box ; 2 = move from daycare to party ; 3 = move from party to daycare wMoveMonType:: db wItemQuantity:: db wMaxItemQuantity:: db ; LoadMonData copies mon data here wLoadedMon:: party_struct wLoadedMon ; 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. wFontLoaded:: db ; walk animation counter wWalkCounter:: db ; background tile number in front of the player (either 1 or 2 steps ahead) wTileInFrontOfPlayer:: db ; 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. wAudioFadeOutControl:: db wAudioFadeOutCounterReloadValue:: db wAudioFadeOutCounter:: db ; 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). wLastMusicSoundID:: db ; $00 = causes sprites to be hidden and the value to change to $ff ; $01 = enabled ; $ff = disabled ; other values aren't used wUpdateSpritesEnabled:: db wEnemyMoveNum:: db wEnemyMoveEffect:: db wEnemyMovePower:: db wEnemyMoveType:: db wEnemyMoveAccuracy:: db wEnemyMoveMaxPP:: db wPlayerMoveNum:: db wPlayerMoveEffect:: db wPlayerMovePower:: db wPlayerMoveType:: db wPlayerMoveAccuracy:: db wPlayerMoveMaxPP:: db wEnemyMonSpecies2:: db wBattleMonSpecies2:: db wEnemyMonNick:: ds NAME_LENGTH wEnemyMon:: battle_struct wEnemyMon wEnemyMonBaseStats:: ds NUM_STATS wEnemyMonActualCatchRate:: db wEnemyMonBaseExp:: db wBattleMonNick:: ds NAME_LENGTH wBattleMon:: battle_struct wBattleMon wTrainerClass:: db ds 1 wTrainerPicPointer:: dw ds 1 UNION wTempMoveNameBuffer:: ds 14 NEXTU ; The name of the mon that is learning a move. wLearnMoveMonName:: ds NAME_LENGTH ENDU ds 2 ; money received after battle = base money × level of last enemy mon wTrainerBaseMoney:: dw ; BCD wMissableObjectCounter:: db ds 1 ; 13 bytes for the letters of the opposing trainer ; the name is terminated with $50 with possible ; unused trailing letters wTrainerName:: ds 13 ; lost battle, this is -1 ; no battle, this is 0 ; wild battle, this is 1 ; trainer battle, this is 2 wIsInBattle:: db ; flags that indicate which party members should be be given exp when GainExperience is called wPartyGainExpFlags:: flag_array PARTY_LENGTH ; in a wild battle, this is the species of pokemon ; in a trainer battle, this is the trainer class + OPP_ID_OFFSET wCurOpponent:: db ; in normal battle, this is 0 ; in old man battle, this is 1 ; in safari battle, this is 2 wBattleType:: db ; bits 0-6: Effectiveness ; $0 = immune ; $5 = not very effective ; $a = neutral ; $14 = super-effective ; bit 7: STAB wDamageMultipliers:: db ; which entry in LoneAttacks to use ; it's actually the same thing as ^ wLoneAttackNo:: wGymLeaderNo:: db ; which instance of [youngster, lass, etc] is this? wTrainerNo:: db ; $00 = normal attack ; $01 = critical hit ; $02 = successful OHKO ; $ff = failed OHKO wCriticalHitOrOHKO:: db wMoveMissed:: db ; always 0 wPlayerStatsToDouble:: db ; always 0 wPlayerStatsToHalve:: db ; 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 wPlayerBattleStatus1:: db ; 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 wPlayerBattleStatus2:: db ; bit 0 - toxic ; bit 1 - light screen ; bit 2 - reflect ; bit 3 - transformed wPlayerBattleStatus3:: db ; always 0 wEnemyStatsToDouble:: db ; always 0 wEnemyStatsToHalve:: db wEnemyBattleStatus1:: db wEnemyBattleStatus2:: db wEnemyBattleStatus3:: db ; when the player is attacking multiple times, the number of attacks left wPlayerNumAttacksLeft:: db wPlayerConfusedCounter:: db wPlayerToxicCounter:: db ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left wPlayerDisabledMove:: db ds 1 ; when the enemy is attacking multiple times, the number of attacks left wEnemyNumAttacksLeft:: db wEnemyConfusedCounter:: db wEnemyToxicCounter:: db ; high nibble: which move is disabled (1-4) ; low nibble: disable turns left wEnemyDisabledMove:: db ds 1 UNION ; the amount of damage accumulated by the player while biding wPlayerBideAccumulatedDamage:: dw NEXTU wUnknownSerialCounter2:: dw NEXTU ; number of hits by player in attacks like Double Slap, etc. wPlayerNumHits:: db ENDU ds 2 ; non-zero when an item or move that allows escape from battle was used wEscapedFromBattle:: db UNION wAmountMoneyWon:: ds 3 ; BCD NEXTU wObjectToHide:: db wObjectToShow:: db ENDU ; the map you will start at when the debug bit is set wDefaultMap:: wMenuItemOffset:: ; ID number of the current battle animation wAnimationID:: db wNamingScreenType:: wPartyMenuTypeOrMessageID:: ; temporary storage for the number of tiles in a tileset wTempTilesetNumTiles:: db ; 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 wSavedListScrollOffset:: db ds 2 ; base coordinates of frame block wBaseCoordX:: db wBaseCoordY:: db ; low health alarm counter/enable ; high bit = enable, others = timer to cycle frequencies wLowHealthAlarm:: db ; counts how many tiles of the current frame block have been drawn wFBTileCounter:: db wMovingBGTilesCounter2:: db ; duration of each frame of the current subanimation in terms of screen refreshes wSubAnimFrameDelay:: db ; counts the number of subentries left in the current subanimation wSubAnimCounter:: db ; 1 = no save file or save file is corrupted ; 2 = save file exists and no corruption has been detected wSaveFileStatus:: db ; number of tiles in current battle animation frame block wNumFBTiles:: db UNION wSpiralBallsBaseY:: db wSpiralBallsBaseX:: db NEXTU ; bits 0-6: index into FallingObjects_DeltaXs array (0 - 8) ; bit 7: direction; 0 = right, 1 = left wFallingObjectMovementByte:: db wNumFallingObjects:: db NEXTU wFlashScreenLongCounter:: wNumShootingBalls:: ; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa wTradedMonMovingRight:: wOptionsInitialized:: wNewSlotMachineBallTile:: ; how much to add to the X/Y coord wCoordAdjustmentAmount:: wUnusedD08A:: db wSlideMonDelay:: ; generic counter variable for various animations wAnimCounter:: ; 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 wSubAnimTransform:: db ENDU wEndBattleWinTextPointer:: dw wEndBattleLoseTextPointer:: dw ds 2 wEndBattleTextRomBank:: db ds 1 ; the address _of the address_ of the current subanimation entry wSubAnimAddrPtr:: dw UNION ; the address of the current subentry of the current subanimation wSubAnimSubEntryAddr:: dw NEXTU ; 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:: db ENDU ds 2 wOutwardSpiralTileMapPointer:: db wPartyMenuAnimMonEnabled:: ; 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 ; current destination address in OAM for frame blocks (big endian) wFBDestAddr:: dw ; 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 wFBMode:: db ; 0 = small ; 1 = big wLinkCableAnimBulgeToggle:: wIntroNidorinoBaseTile:: wOutwardSpiralCurrentDirection:: wDropletTile:: wNewTileBlockID:: wWhichBattleAnimTileset:: ; 0 = left ; 1 = right wSquishMonCurrentDirection:: ; the tile ID of the leftmost tile in the bottom row in AnimationSlideMonUp_ wSlideMonUpBottomRowLeftTile:: db wDisableVBlankWYUpdate:: db ; if non-zero, don't update WY during V-blank wSpriteCurPosX:: db wSpriteCurPosY:: db wSpriteWidth:: db wSpriteHeight:: db ; current input byte wSpriteInputCurByte:: db ; bit offset of last read input bit wSpriteInputBitCounter:: db ; 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 wSpriteOutputBitOffset:: db ; bit 0 determines used buffer (0 -> sSpriteBuffer1, 1 -> sSpriteBuffer2) ; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation) wSpriteLoadFlags:: db wSpriteUnpackMode:: db wSpriteFlipped:: db ; pointer to next input byte wSpriteInputPtr:: dw ; pointer to current output byte wSpriteOutputPtr:: dw ; used to revert pointer for different bit offsets wSpriteOutputPtrCached:: dw ; pointer to differential decoding table (assuming initial value 0) wSpriteDecodeTable0Ptr:: dw ; pointer to differential decoding table (assuming initial value 1) wSpriteDecodeTable1Ptr:: dw wd0b5:: db ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things wNameListType:: db wPredefBank:: db wMonHeader:: ; 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. wMonHIndex:: db wMonHBaseStats:: wMonHBaseHP:: db wMonHBaseAttack:: db wMonHBaseDefense:: db wMonHBaseSpeed:: db wMonHBaseSpecial:: db wMonHTypes:: wMonHType1:: db wMonHType2:: db wMonHCatchRate:: db wMonHBaseEXP:: db wMonHSpriteDim:: db wMonHFrontSprite:: dw wMonHBackSprite:: dw wMonHMoves:: ds NUM_MOVES wMonHGrowthRate:: db wMonHLearnset:: flag_array NUM_TMS + NUM_HMS ds 1 wMonHeaderEnd:: ; saved at the start of a battle and then written back at the end of the battle wSavedTileAnimations:: db ds 2 wDamage:: dw ds 2 wRepelRemainingSteps:: db ; list of moves for FormatMovesString wMoves:: ds NUM_MOVES wMoveNum:: db wMovesString:: ds 56 wUnusedD119:: db ; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything wWalkBikeSurfStateCopy:: db ; the type of list for InitList to init wInitListType:: db ; 0 if no mon was captured wCapturedMonSpecies:: db ; 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. wFirstMonsNotOutYet:: db wPokeBallCaptureCalcTemp:: ; lower nybble: number of shakes ; upper nybble: number of animations to play wPokeBallAnimData:: wUsingPPUp:: wMaxPP:: ; 0 for player, non-zero for enemy wCalculateWhoseStats:: wTypeEffectiveness:: wMoveType:: wNumSetBits:: ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits wd11e:: db ; When this value is non-zero, the player isn't allowed to exit the party menu ; by pressing B and not choosing a mon. wForcePlayerToChooseMon:: db ; number of times the player has tried to run from battle wNumRunAttempts:: db wEvolutionOccurred:: db wVBlankSavedROMBank:: db ds 1 wIsKeyItem:: db wTextBoxID:: db wCurrentMapScriptFlags:: db ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value wCurEnemyLVL:: db ; pointer to list of items terminated by $FF wItemListPointer:: dw ; number of entries in a list wListCount:: db wLinkState:: db wTwoOptionMenuID:: db ; the id of the menu item the player ultimately chose wChosenMenuItem:: ; non-zero when the whole party has fainted due to out-of-battle poison damage wOutOfBattleBlackout:: db ; 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 wMenuExitMethod:: db ; the size is always 6, so they didn't need a variable in RAM for this wDungeonWarpDataEntrySize:: ; 0 = museum guy ; 1 = gym guy wWhichPewterGuy:: ; there are 3 windows, from 0 to 2 wWhichPrizeWindow:: ; a horizontal or vertical gate block wGymGateTileBlock:: db wSavedSpriteScreenY:: db wSavedSpriteScreenX:: db wSavedSpriteMapY:: db wSavedSpriteMapX:: db ds 5 wWhichPrize:: db ; counts downward each frame ; when it hits 0, bit 5 (ignore input bit) of wd730 is reset wIgnoreInputCounter:: db ; counts down once every step wStepCounter:: db ; after a battle, you have at least 3 steps before a random battle can occur wNumberOfNoRandomBattleStepsLeft:: db wPrize1:: db wPrize2:: db wPrize3:: db ds 1 UNION wSerialRandomNumberListBlock:: ds $11 NEXTU wPrize1Price:: dw wPrize2Price:: dw wPrize3Price:: dw ds 1 ; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex wLinkBattleRandomNumberList:: ds 10 ENDU wSerialPlayerDataBlock:: ; ds $1a8 ; 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. wPseudoItemID:: db wUnusedD153:: db ds 2 wEvoStoneItemID:: db wSavedNPCMovementDirections2Index:: db wPlayerName:: ds NAME_LENGTH SECTION "Party Data", WRAM0 wPartyDataStart:: wPartyCount:: db wPartySpecies:: ds PARTY_LENGTH + 1 wPartyMons:: ; wPartyMon1 - wPartyMon6 FOR n, 1, PARTY_LENGTH + 1 wPartyMon{d:n}:: party_struct wPartyMon{d:n} ENDR wPartyMonOT:: ; wPartyMon1OT - wPartyMon6OT FOR n, 1, PARTY_LENGTH + 1 wPartyMon{d:n}OT:: ds NAME_LENGTH ENDR wPartyMonNicks:: ; wPartyMon1Nick - wPartyMon6Nick FOR n, 1, PARTY_LENGTH + 1 wPartyMon{d:n}Nick:: ds NAME_LENGTH ENDR wPartyMonNicksEnd:: wPartyDataEnd:: SECTION "Main Data", WRAM0 wMainDataStart:: wPokedexOwned:: flag_array NUM_POKEMON wPokedexOwnedEnd:: wPokedexSeen:: flag_array NUM_POKEMON wPokedexSeenEnd:: wNumBagItems:: db ; item, quantity wBagItems:: ds BAG_ITEM_CAPACITY * 2 + 1 wPlayerMoney:: ds 3 ; BCD wRivalName:: ds NAME_LENGTH ; 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 wOptions:: db wObtainedBadges:: flag_array NUM_BADGES ds 1 ; 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. wLetterPrintingDelayFlags:: db wPlayerID:: dw wMapMusicSoundID:: db wMapMusicROMBank:: db ; 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 wMapPalOffset:: db wCurMap:: db ; pointer to the upper left corner of the current view in the tile block map wCurrentTileBlockMapViewPointer:: dw ; player's position on the current map wYCoord:: db wXCoord:: db ; player's position (by block) wYBlockCoord:: db wXBlockCoord:: db wLastMap:: db wUnusedD366:: db wCurMapTileset:: db ; blocks wCurMapHeight:: db wCurMapWidth:: db wMapDataPtr:: dw wMapTextPtr:: dw wMapScriptPtr:: dw wMapConnections:: db wNorthConnectionHeader:: map_connection_struct wNorth wSouthConnectionHeader:: map_connection_struct wSouth wWestConnectionHeader:: map_connection_struct wWest wEastConnectionHeader:: map_connection_struct wEast ; sprite set for the current map (11 sprite picture ID's) wSpriteSet:: ds 11 ; sprite set ID for the current map wSpriteSetID:: db wObjectDataPointerTemp:: dw ds 2 ; the tile shown outside the boundaries of the map wMapBackgroundTile:: db ; number of warps in current map (up to 32) wNumberOfWarps:: db ; current map warp entries wWarpEntries:: ds 32 * 4 ; Y, X, warp ID, map ID ; if $ff, the player's coordinates are not updated when entering the map wDestinationWarpID:: db ds 128 ; number of signs in the current map (up to 16) wNumSigns:: db wSignCoords:: ds 16 * 2 ; Y, X wSignTextIDs:: ds 16 ; number of sprites on the current map (up to 16) 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 wYOffsetSinceLastSpecialWarp:: db wXOffsetSinceLastSpecialWarp:: db wMapSpriteData:: ds 16 * 2 ; movement byte 2, text ID wMapSpriteExtraData:: ds 16 * 2 ; trainer class/item ID, trainer set ID ; map height in 2x2 meta-tiles wCurrentMapHeight2:: db ; map width in 2x2 meta-tiles wCurrentMapWidth2:: db ; the address of the upper left corner of the visible portion of the BG tile map in VRAM wMapViewVRAMPointer:: dw ; In the comments for the player direction variables below, "moving" refers to ; both walking and changing facing direction without taking a step. ; 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 wPlayerMovingDirection:: db ; the direction in which the player was moving before the player last stopped wPlayerLastStopDirection:: db ; if the player is moving, the current direction ; if the player is not moving, the last the direction in which the player moved wPlayerDirection:: db wTilesetBank:: db ; maps blocks (4x4 tiles) to tiles wTilesetBlocksPtr:: dw wTilesetGfxPtr:: dw ; list of all walkable tiles wTilesetCollisionPtr:: dw wTilesetTalkingOverTiles:: ds 3 wGrassTile:: db ds 4 wNumBoxItems:: db ; item, quantity wBoxItems:: ds PC_ITEM_CAPACITY * 2 + 1 ; bits 0-6: box number ; bit 7: whether the player has changed boxes before wCurrentBoxNum:: dw ; number of HOF teams wNumHoFTeams:: db wUnusedD5A3:: db wPlayerCoins:: ds 2 ; BCD ; bit array of missable objects. set = removed wMissableObjectFlags:: flag_array $100 wMissableObjectFlagsEnd:: ds 7 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim) wd5cd:: db ; 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 wMissableObjectList:: ds 16 * 2 + 1 ds 1 wGameProgressFlags:: wOaksLabCurScript:: db wPalletTownCurScript:: db ds 1 wBluesHouseCurScript:: db wViridianCityCurScript:: db ds 2 wPewterCityCurScript:: db wRoute3CurScript:: db wRoute4CurScript:: db ds 1 wViridianGymCurScript:: db wPewterGymCurScript:: db wCeruleanGymCurScript:: db wVermilionGymCurScript:: db wCeladonGymCurScript:: db wRoute6CurScript:: db wRoute8CurScript:: db wRoute24CurScript:: db wRoute25CurScript:: db wRoute9CurScript:: db wRoute10CurScript:: db wMtMoon1FCurScript:: db wMtMoonB2FCurScript:: db wSSAnne1FRoomsCurScript:: db wSSAnne2FRoomsCurScript:: db wRoute22CurScript:: db ds 1 wRedsHouse2FCurScript:: db wViridianMartCurScript:: db wRoute22GateCurScript:: db wCeruleanCityCurScript:: db ds 7 wSSAnneBowCurScript:: db wViridianForestCurScript:: db wMuseum1FCurScript:: db wRoute13CurScript:: db wRoute14CurScript:: db wRoute17CurScript:: db wRoute19CurScript:: db wRoute21CurScript:: db wSafariZoneGateCurScript:: db wRockTunnelB1FCurScript:: db wRockTunnel1FCurScript:: db ds 1 wRoute11CurScript:: db wRoute12CurScript:: db wRoute15CurScript:: db wRoute16CurScript:: db wRoute18CurScript:: db wRoute20CurScript:: db wSSAnneB1FRoomsCurScript:: db wVermilionCityCurScript:: db wPokemonTower2FCurScript:: db wPokemonTower3FCurScript:: db wPokemonTower4FCurScript:: db wPokemonTower5FCurScript:: db wPokemonTower6FCurScript:: db wPokemonTower7FCurScript:: db wRocketHideoutB1FCurScript:: db wRocketHideoutB2FCurScript:: db wRocketHideoutB3FCurScript:: db wRocketHideoutB4FCurScript:: db ds 1 wRoute6GateCurScript:: db wRoute8GateCurScript:: db ds 1 wCinnabarIslandCurScript:: db wPokemonMansion1FCurScript:: db ds 1 wPokemonMansion2FCurScript:: db wPokemonMansion3FCurScript:: db wPokemonMansionB1FCurScript:: db wVictoryRoad2FCurScript:: db wVictoryRoad3FCurScript:: db ds 1 wFightingDojoCurScript:: db wSilphCo2FCurScript:: db wSilphCo3FCurScript:: db wSilphCo4FCurScript:: db wSilphCo5FCurScript:: db wSilphCo6FCurScript:: db wSilphCo7FCurScript:: db wSilphCo8FCurScript:: db wSilphCo9FCurScript:: db wHallOfFameCurScript:: db wChampionsRoomCurScript:: db wLoreleisRoomCurScript:: db wBrunosRoomCurScript:: db wAgathasRoomCurScript:: db wCeruleanCaveB1FCurScript:: db wVictoryRoad1FCurScript:: db ds 1 wLancesRoomCurScript:: db ds 4 wSilphCo10FCurScript:: db wSilphCo11FCurScript:: db ds 1 wFuchsiaGymCurScript:: db wSaffronGymCurScript:: db ds 1 wCinnabarGymCurScript:: db wGameCornerCurScript:: db wRoute16Gate1FCurScript:: db wBillsHouseCurScript:: db wRoute5GateCurScript:: db wPowerPlantCurScript:: ; overload wRoute7GateCurScript:: db ds 1 wSSAnne2FCurScript:: db wSeafoamIslandsB3FCurScript:: db wRoute23CurScript:: db wSeafoamIslandsB4FCurScript:: db wRoute18Gate1FCurScript:: db ds 78 wGameProgressFlagsEnd:: ds 56 wObtainedHiddenItemsFlags:: flag_array 112 wObtainedHiddenCoinsFlags:: flag_array 16 ; $00 = walking ; $01 = biking ; $02 = surfing wWalkBikeSurfState:: db ds 10 wTownVisitedFlag:: flag_array NUM_CITY_MAPS ; starts at 502 wSafariSteps:: dw ; item given to cinnabar lab wFossilItem:: db ; mon that will result from the item wFossilMon:: db ds 2 ; trainer classes start at OPP_ID_OFFSET wEnemyMonOrTrainerClass:: db wPlayerJumpingYScreenCoordsIndex:: db wRivalStarter:: db ds 1 wPlayerStarter:: db ; sprite index of the boulder the player is trying to push wBoulderSpriteIndex:: db wLastBlackoutMap:: db ; destination map (for certain types of special warps, not ordinary walking) wDestinationMap:: db wUnusedD71B:: db ; used to store the tile in front of the boulder when trying to push a boulder ; also used to store the result of the collision check ($ff for a collision and $00 for no collision) wTileInFrontOfBoulderAndBoulderCollisionResult:: db ; destination map for dungeon warps wDungeonWarpDestinationMap:: db ; which dungeon warp within the source map was used wWhichDungeonWarp:: db wUnusedD71F:: db ds 8 ; 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 wd728:: db ds 1 ; redundant because it matches wObtainedBadges ; used to determine whether to show name on statue and in two NPC text scripts wBeatGymFlags:: db ds 1 ; bit 0: if not set, the 3 minimum steps between random battles have passed ; bit 1: prevent audio fade out wd72c:: db ; 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). wd72d:: db ; 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 wd72e:: db ds 1 ; 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 wd730:: db ds 1 ; bit 0: play time being counted ; bit 1: remnant of debug mode; only set by the debug build. ; 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 ; furthermore, in the debug build: ; 4. allows trainers to be avoided by holding down B ; 5. skips Safari Zone step counter by holding down B ; 6. skips the NPC who blocks Route 3 before beating Brock by holding down B ; 7. skips Cerulean City rival battle by holding down B ; 8. skips Pokémon Tower rival battle 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) wd732:: db ; 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 wFlags_D733:: db ; 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 wBeatLorelei:: db ds 1 ; 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) wd736:: db wCompletedInGameTradeFlags:: dw ds 2 wWarpedFromWhichWarp:: db wWarpedFromWhichMap:: db ds 2 wCardKeyDoorY:: db wCardKeyDoorX:: db ds 2 wFirstLockTrashCanIndex:: db wSecondLockTrashCanIndex:: db ds 2 wEventFlags:: flag_array NUM_EVENTS UNION wGrassRate:: db wGrassMons:: ds 10 * 2 ds 8 wWaterRate:: db wWaterMons:: ds 10 * 2 NEXTU ; linked game's trainer name wLinkEnemyTrainerName:: ds NAME_LENGTH ds 1 wSerialEnemyDataBlock:: ; ds $1a8 ds 9 wEnemyPartyCount:: ds 1 wEnemyPartySpecies:: ds PARTY_LENGTH + 1 wEnemyMons:: ; wEnemyMon1 - wEnemyMon6 FOR n, 1, PARTY_LENGTH + 1 wEnemyMon{d:n}:: party_struct wEnemyMon{d:n} ENDR wEnemyMonOT:: ; wEnemyMon1OT - wEnemyMon6OT FOR n, 1, PARTY_LENGTH + 1 wEnemyMon{d:n}OT:: ds NAME_LENGTH ENDR wEnemyMonNicks:: ; wEnemyMon1Nick - wEnemyMon6Nick FOR n, 1, PARTY_LENGTH + 1 wEnemyMon{d:n}Nick:: ds NAME_LENGTH ENDR ENDU wTrainerHeaderPtr:: dw ds 6 ; the trainer the player must face after getting a wrong answer in the Cinnabar ; gym quiz wOpponentAfterWrongAnswer:: wUnusedDA38:: db ; 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 wCurMapScript:: db ds 7 wPlayTimeHours:: db wPlayTimeMaxed:: db wPlayTimeMinutes:: db wPlayTimeSeconds:: db wPlayTimeFrames:: db wSafariZoneGameOver:: db wNumSafariBalls:: db ; 0 if no pokemon is in the daycare ; 1 if pokemon is in the daycare wDayCareInUse:: db wDayCareMonName:: ds NAME_LENGTH wDayCareMonOT:: ds NAME_LENGTH wDayCareMon:: box_struct wDayCareMon wMainDataEnd:: SECTION "Current Box Data", WRAM0 wBoxDataStart:: wBoxCount:: db wBoxSpecies:: ds MONS_PER_BOX + 1 wBoxMons:: ; wBoxMon1 - wBoxMon20 FOR n, 1, MONS_PER_BOX + 1 wBoxMon{d:n}:: box_struct wBoxMon{d:n} ENDR wBoxMonOT:: ; wBoxMon1OT - wBoxMon20OT FOR n, 1, MONS_PER_BOX + 1 wBoxMon{d:n}OT:: ds NAME_LENGTH ENDR wBoxMonNicks:: ; wBoxMon1Nick - wBoxMon20Nick FOR n, 1, MONS_PER_BOX + 1 wBoxMon{d:n}Nick:: ds NAME_LENGTH ENDR wBoxMonNicksEnd:: wBoxDataEnd:: SECTION "Stack", WRAM0 ; the stack grows downward ds $100 - 1 wStack:: db INCLUDE "sram.asm" INCLUDE "hram.asm"