pokered/wram.asm
2015-07-12 23:00:48 -07:00

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INCLUDE "constants.asm"
flag_array: MACRO
ds ((\1) + 7) / 8
ENDM
box_struct_length EQU 25 + NUM_MOVES * 2
box_struct: MACRO
\1Species:: db
\1HP:: dw
\1BoxLevel:: db
\1Status:: db
\1Type::
\1Type1:: db
\1Type2:: db
\1CatchRate:: db
\1Moves:: ds NUM_MOVES
\1OTID:: dw
\1Exp:: ds 3
\1HPExp:: dw
\1AttackExp:: dw
\1DefenseExp:: dw
\1SpeedExp:: dw
\1SpecialExp:: dw
\1DVs:: ds 2
\1PP:: ds NUM_MOVES
ENDM
party_struct: MACRO
box_struct \1
\1Level:: db
\1Stats::
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
\1Speed:: dw
\1Special:: dw
ENDM
battle_struct: MACRO
\1Species:: db
\1HP:: dw
\1BoxLevel:: db
\1Status:: db
\1Type::
\1Type1:: db
\1Type2:: db
\1CatchRate:: db
\1Moves:: ds NUM_MOVES
\1DVs:: ds 2
\1Level:: db
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
\1Speed:: dw
\1Special:: dw
\1PP:: ds NUM_MOVES
ENDM
SECTION "WRAM Bank 0", WRAM0
wc000:: ds 1
wc001:: ds 1
wc002:: ds 1
wc003:: ds 1
wc004:: ds 1
wc005:: ds 1
wc006:: ds 8
wc00e:: ds 4
wc012:: ds 4
wc016:: ds 16
wc026:: ds 1
wc027:: ds 1
wc028:: ds 2
wc02a:: ds 1
wc02b:: ds 1
wc02c:: ds 1
wc02d:: ds 1
wc02e:: ds 8
wc036:: ds 8
wc03e:: ds 8
wc046:: ds 8
wc04e:: ds 8
wc056:: ds 8
wc05e:: ds 8
wc066:: ds 8
wc06e:: ds 8
wc076:: ds 8
wc07e:: ds 8
wc086:: ds 8
wc08e:: ds 8
wc096:: ds 8
wc09e:: ds 8
wc0a6:: ds 8
wc0ae:: ds 8
wc0b6:: ds 8
wc0be:: ds 8
wc0c6:: ds 8
wc0ce:: ds 1
wc0cf:: ds 1
wc0d0:: ds 1
wc0d1:: ds 1
wc0d2:: ds 1
wc0d3:: ds 1
wc0d4:: ds 1
wc0d5:: ds 1
wc0d6:: ds 8
wc0de:: ds 8
wc0e6:: ds 1
wc0e7:: ds 1
wc0e8:: ds 1
wc0e9:: ds 1
wc0ea:: ds 1
wc0eb:: ds 1
wc0ec:: ds 1
wc0ed:: ds 1
wc0ee:: ds 1
wc0ef:: ds 1
wc0f0:: ds 1
wc0f1:: ds 1
wc0f2:: ds 14
SECTION "Sprite State Data", WRAM0[$c100]
wSpriteStateData1:: ; c100
; data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C1x0: picture ID (fixed, loaded at map init)
; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update)
; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update)
; C1x6: X screen position (in pixels, snaps to grid if not currently walking)
; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented)
; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
; C1x9: facing direction (0: down, 4: up, 8: left, $c: right)
; C1xA
; C1xB
; C1xC
; C1xD
; C1xE
; C1xF
ds $10 * $10
SECTION "Sprite State Data 2", WRAM0[$c200]
wSpriteStateData2:: ; c200
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C2x0: walk animation counter (counting from $10 backwards when moving)
; C2x1:
; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)
; C2x9
; C2xA
; C2xB
; C2xC
; C2xD
; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
; C2xF
ds $10 * $10
SECTION "OAM Buffer", WRAM0[$c300]
wOAMBuffer:: ; c300
; buffer for OAM data. Copied to OAM by DMA
ds 4 * 40
wTileMap:: ; c3a0
; buffer for tiles that are visible on screen (20 columns by 18 rows)
ds 20 * 18
wSerialPartyMonsPatchList:: ; c508
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
wTileMapBackup:: ; c508
; buffer for temporarily saving and restoring current screen's tiles
; (e.g. if menus are drawn on top)
; ds 20 * 18
ds 200
wSerialEnemyMonsPatchList:: ; c5d0
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
ds 200
ds 80
wTempPic::
wOverworldMap:: ; c6e8
ds 1300
wScreenEdgeTiles:: ; cbfc
; the tiles of the row or column to be redrawn by RedrawExposedScreenEdge
ds 20 * 2
; coordinates of the position of the cursor for the top menu item (id 0)
wTopMenuItemY:: ; cc24
ds 1
wTopMenuItemX:: ; cc25
ds 1
wCurrentMenuItem:: ; cc26
; the id of the currently selected menu item
; the top item has id 0, the one below that has id 1, etc.
; note that the "top item" means the top item currently visible on the screen
; add this value to [wListScrollOffset] to get the item's position within the list
ds 1
wTileBehindCursor:: ; cc27
; the tile that was behind the menu cursor's current location
ds 1
wMaxMenuItem:: ; cc28
; id of the bottom menu item
ds 1
wMenuWatchedKeys:: ; cc29
; bit mask of keys that the menu will respond to
ds 1
wLastMenuItem:: ; cc2a
; id of previously selected menu item
ds 1
; group these 3 addresses together because of an ld a,[hli]
wcc2b:: ds 1 ; used in party menu
wcc2c:: ds 1 ; used in item related menus (inventory, pc)
wcc2d:: ds 1 ; also used in inventory, supposed to save an item id
wPlayerMoveListIndex:: ; cc2e
ds 1
wPlayerMonNumber:: ; cc2f
ds 1
wMenuCursorLocation:: ; cc30
; the address of the menu cursor's current location within wTileMap
ds 2
ds 2
wMenuJoypadPollCount:: ; cc34
; how many times should HandleMenuInput poll the joypad state before it returns?
ds 1
wMenuItemToSwap:: ; cc35
; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
ds 1
wListScrollOffset:: ; cc36
; offset of the current top menu item from the beginning of the list
; keeps track of what section of the list is on screen
ds 1
wcc37:: ds 1 ; menu related thing, used in pokedex and dialog boxes
wTradeCenterPointerTableIndex:: ; cc38
ds 1
ds 1
; group these two together
wcc3a:: ds 1 ; both used in home/text.asm
wcc3b:: ds 1
wDoNotWaitForButtonPressAfterDisplayingText:: ; cc3c
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
ds 1
wSerialSyncAndExchangeNybbleReceiveData:: ; cc3d
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
wSerialExchangeNybbleTempReceiveData:: ; cc3d
; temporary nybble used by Serial_ExchangeNybble
wLinkMenuSelectionReceiveBuffer:: ; cc3d
; two byte buffer
; the received menu selection is stored twice
wcc3d:: ds 1 ; not used for anything other than mentioned above (haha link function)
wSerialExchangeNybbleReceiveData:: ; cc3e
; the final received nybble is stored here by Serial_ExchangeNybble
ds 1
ds 3
wSerialExchangeNybbleSendData:: ; cc42
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
wLinkMenuSelectionSendBuffer:: ; cc42
; two byte buffer
; the menu selection byte is stored twice before sending
ds 5
wLinkTimeoutCounter:: ; cc47
; 1 byte
wUnknownSerialCounter:: ; cc47
; 2 bytes
wcc47:: ds 1 ; used in text id stuff
wcc48:: ds 1 ; part of wUnknownSerialCounter
wWhichTradeMonSelectionMenu:: ; cc49
; $00 = player mons
; $01 = enemy mons
wcc49:: ds 1 ; used in some pokemon related stuff (some kind of species storage byte)
wMenuWrappingEnabled:: ; cc4a
; set to 1 if you can go from the bottom to the top or top to bottom of a menu
; set to 0 if you can't go past the top or bottom of the menu
ds 1
wcc4b:: ds 2 ; used as a joypad storage value
wcc4d:: ds 1 ; used in sprite hiding/showing related operations
wPredefID:: ; cc4e
ds 1
wPredefRegisters:: ; cc4f
ds 6
wTrainerHeaderFlagBit:: ; cc55
ds 1
ds 1
wNPCMovementScriptPointerTableNum:: ; cc57
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
ds 1
wNPCMovementScriptBank:: ; cc58
; ROM bank of current NPC movement script
ds 1
ds 2
wHallOfFame:: ; cc5b
wBoostExpByExpAll:: ; cc5b
wAnimationType:: ; cc5b
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wcc5b:: ds 1 ; these upcoming values below are miscellaneous storage values
wcc5c:: ds 1 ; used in pokedex evaluation as well
wcc5d:: ds 1 ; used in pokedex evaluation
wcc5e:: ds 13 ; as well as used as miscellaneous storage value, this is also used for the game corner slots
wcc6b:: ds 14 ; doesn't seem to be used for anything, probably just more storage
wcc79:: ds 30 ; used in battle animations
wNPCMovementDirections2:: ; cc97
wSwitchPartyMonTempBuffer:: ; cc97
; temporary buffer when swapping party mon data
ds 10
wcca1:: ds 49 ; used in overworld npc movement
wRLEByteCount:: ; ccd2
ds 1
wSimulatedJoypadStatesEnd:: ; ccd3
; this is the end of the joypad states
; the list starts above this address and extends downwards in memory until here
; overloaded with below labels
wccd3:: ds 1 ; used in battle, pokemon, PC and game corner stuff
wccd4:: ds 1 ; used in evolving pokemon and has a direct reference for simulated joypad stuff in vermillion and seafoam
; if [ccd5] != 1, the second AI layer is not applied
wAILayer2Encouragement:: ; ccd5
ds 1
ds 1
; current HP of player and enemy substitutes
wPlayerSubstituteHP:: ; ccd7
ds 1
wEnemySubstituteHP:: ; ccd8
ds 1
wccd9:: ds 2 ; used in InitBattleVariablesLoop (written to after the loop is finished)
wMoveMenuType:: ; ccdb
; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
ds 1
wPlayerSelectedMove:: ; ccdc
ds 1
wEnemySelectedMove:: ; ccdd
ds 1
wLinkBattleRandomNumberListIndex:: ; ccde
ds 1
wAICount:: ; ccdf
; number of times remaining that AI action can occur
ds 1
ds 2
wEnemyMoveListIndex:: ; cce2
ds 1
wcce3:: ds 1 ; used in battle-related text functions
wcce4:: ds 1 ; used in battle-related text functions
wTotalPayDayMoney:: ; cce5
; total amount of money made using Pay Day during the current battle
ds 3
wSafariEscapeFactor:: ; cce8
ds 1
wSafariBaitFactor:: ; cce9
ds 1;
ds 1
wcceb:: ds 1 ; used to save the dvs of a mon when it uses transform
wccec:: ds 1 ; also used with above case
wMonIsDisobedient:: ds 1 ; cced
wPlayerDisabledMoveNumber:: ds 1 ; ccee
wEnemyDisabledMoveNumber:: ds 1 ; ccef
wccf0:: ds 1 ; used as a check if a mon fainted
wPlayerUsedMove:: ds 1 ; ccf1
wEnemyUsedMove:: ds 1 ; ccf2
wEnemyMonMinimized:: ds 1 ; ccf3
wMoveDidntMiss:: ds 1 ; ccf4
wPartyFoughtCurrentEnemyFlags:: ; ccf5
; flags that indicate which party members have fought the current enemy mon
flag_array 6
wccf6:: ds 1 ; used in some hp bar thing
wPlayerMonMinimized:: ds 1 ; ccf7
ds 13
wUnknownSlotVar:: ; cd05
wEnemyNumHits:: ; cd05
; number of hits by enemy in attacks like Double Slap, etc.
wEnemyBideAccumulatedDamage:: ; cd05
; the amount of damage accumulated by the enemy while biding (2 bytes)
ds 10
wInGameTradeGiveMonSpecies:: ; cd0f
wPlayerMonUnmodifiedLevel:: ; cd0f
ds 1
wInGameTradeTextPointerTablePointer:: ; cd10
wPlayerMonUnmodifiedMaxHP:: ; cd10
ds 2
wInGameTradeTextPointerTableIndex:: ; cd12
wPlayerMonUnmodifiedAttack:: ; cd12
ds 1
wInGameTradeGiveMonName:: ; cd13
ds 1
wPlayerMonUnmodifiedDefense:: ; cd14
ds 2
wPlayerMonUnmodifiedSpeed:: ; cd16
ds 2
wPlayerMonUnmodifiedSpecial:: ; cd18
ds 2
; stat modifiers for the player's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wPlayerMonStatMods::
wPlayerMonAttackMod:: ; cd1a
ds 1
wPlayerMonDefenseMod:: ; cd1b
ds 1
wPlayerMonSpeedMod:: ; cd1c
ds 1
wPlayerMonSpecialMod:: ; cd1d
ds 1
wInGameTradeReceiveMonName:: ; cd1e
wPlayerMonAccuracyMod:: ; cd1e
ds 1
wPlayerMonEvasionMod:: ; cd1f
ds 1
ds 3
wEnemyMonUnmodifiedLevel:: ; cd23
ds 1
wEnemyMonUnmodifiedMaxHP:: ; cd24
ds 2
wEnemyMonUnmodifiedAttack:: ; cd26
ds 2
wEnemyMonUnmodifiedDefense:: ; cd28
ds 1
wInGameTradeMonNick:: ; cd29
ds 1
wEnemyMonUnmodifiedSpeed:: ; cd2a
ds 2
wEnemyMonUnmodifiedSpecial:: ; cd2c
ds 1
wEngagedTrainerClass:: ; cd2d
ds 1
wEngagedTrainerSet:: ; cd2e
; ds 1
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wEnemyMonStatMods::
wEnemyMonAttackMod:: ; cd2e
ds 1
wEnemyMonDefenseMod:: ; cd2f
ds 1
wEnemyMonSpeedMod:: ; cd30
ds 1
wEnemyMonSpecialMod:: ; cd31
ds 1
wEnemyMonAccuracyMod:: ; cd32
ds 1
wEnemyMonEvasionMod:: ; cd33
ds 1
wInGameTradeReceiveMonSpecies::
ds 1
ds 2
wNPCMovementDirections2Index:: ; cd37
wcd37:: ds 1 ; used in list menus, like the fossil lab menu or drink girl menu. Also used in link menu.
wSimulatedJoypadStatesIndex:: ; cd38
; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1
; 0 if the joypad state is not being simulated
ds 1
wWastedByteCD39:: ; cd39
; written to but nothing ever reads it
ds 1
wWastedByteCD3A:: ; cd3a
; written to but nothing ever reads it
ds 1
wOverrideSimulatedJoypadStatesMask:: ; cd3b
; mask indicating which real button presses can override simulated ones
; XXX is it ever not 0?
ds 1
ds 1
wTradedPlayerMonSpecies:: ; cd3d
wTradingWhichPlayerMon:: ; cd3d
wChangeBoxSavedMapTextPointer:: ; cd3d
wFlyAnimUsingCoordList:: ; cd3d
wPlayerSpinInPlaceAnimFrameDelay:: ; cd3d
wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: ; cd3d
wHiddenObjectFunctionArgument:: ; cd3d
wSubtrahend:: ; cd3d
; subtract (BCD) wSubtrahend, wSubtrahend+1, wSubtrahend+2
wWhichTrade:: ; cd3d
; which entry from TradeMons to select
wTrainerSpriteOffset:: ; cd3d
ds 1
wTradedEnemyMonSpecies:: ; cd3e
wTradingWhichEnemyMon:: ; cd3e
wFlyAnimCounter:: ; cd3e
wPlayerSpinInPlaceAnimFrameDelayDelta:: ; cd3e
wPlayerSpinWhileMovingUpOrDownAnimMaxY:: ; cd3e
wHiddenObjectFunctionRomBank:: ; cd3e
wTrainerEngageDistance:: ; cd3e
ds 1
wNameOfPlayerMonToBeTraded:: ; cd3f
wFlyAnimBirdSpriteImageIndex:: ; cd3f
wPlayerSpinInPlaceAnimFrameDelayEndValue:: ; cd3f
wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: ; cd3f
wHiddenObjectIndex:: ; cd3f
wTrainerFacingDirection:: ; cd3f
wcd3f:: ; used with daycare text for money amount
ds 1
wPlayerSpinInPlaceAnimSoundID:: ; cd40
wHiddenObjectY:: ; cd40
wTrainerScreenY:: ; cd40
ds 1
wTradedPlayerMonOT:: ; cd41
wHiddenObjectX:: ; cd41
wTrainerScreenX:: ; cd41
ds 1
; a lot of the uses for these values use more than the said address
wcd42:: ds 1 ; used in pewter center script, printing field mon moves, slot machines and HoF PC
wcd43:: ds 1 ; slot machine stuff and GetMonFieldMoves
wcd44:: ds 1 ; just slot machine
wcd45:: ds 1 ; slot machine...
wcd46:: ds 1 ; slot machine...
wcd47:: ds 1 ; used in slot machine and spinning player sprite
wcd48:: ds 1 ; same as above
wcd49:: ds 1 ; used in slot machine, displaying the gym leaders/badges on the trainer card, and displaying the town map
wcd4a:: ds 1 ; probably used in one of the above mentioned functions
wcd4b:: ds 1 ; same as above
wTradedPlayerMonOTID:: ; cd4c
wcd4c:: ds 1 ; slot machine and probably other above stuff
wcd4d:: ds 1 ; used with cut and slot machine
wTradedEnemyMonOT:: ; cd4e
wcd4e:: ds 1 ; used with in-game trades and slot machine
wcd4f:: ds 1 ; used with in-game trades, emotion bubbles, and player animations
wcd50:: ds 9 ; used with in-game trades, emotion bubbles, and player and miscellaneous sprite animations
wTradedEnemyMonOTID:: ; cd59
ds 2
wcd5b:: ds 1 ; used in some sprite stuff, town map and surge gym trash cans
wcd5c:: ds 1 ; used in town map
wMonPartySpriteSpecies:: ; cd5d
ds 1
wLeftGBMonSpecies:: ; cd5e
; in the trade animation, the mon that leaves the left gameboy
ds 1
wRightGBMonSpecies:: ; cd5f
; in the trade animation, the mon that leaves the right gameboy
ds 1
wFlags_0xcd60:: ; cd60
; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaneously)
; bit 1: boulder dust animation (from using Strength) pending
; bit 5: don't play sound when A or B is pressed in menu
; bit 6: tried pushing against boulder once (you need to push twice before it will move)
ds 1
ds 9
wcd6a:: ds 1 ; used as the output of the outcome of an item (successful, unsuccessful, can't be used now, etc.)
wJoyIgnore:: ; cd6b
; Set buttons are ignored.
ds 1
; as well as the said function, these values are used as a buffer for PlaceString
wcd6c:: ds 1 ; used in pokemon status screen and battle stuff
wcd6d:: ds 4 ; used solely for PlaceString
wcd71:: ds 1 ; used with pokemon status screen
wcd72:: ds 5 ; used with restoring PP
wcd77:: ds 1 ; used as an end terminator for GetMonName: (@ is written to this location)
wcd78:: ds 9 ; also used with restoring PP
wSerialOtherGameboyRandomNumberListBlock:: ; cd81
; buffer for transferring the random number list generated by the other gameboy
wTileMapBackup2:: ; cd81
; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
ds 20 * 18
wBuffer:: ; cee9
; Temporary storage area of 30 bytes.
wHPBarMaxHP:: ; cee9
ds 2
wHPBarOldHP:: ; ceeb
ds 2
wHPBarNewHP:: ; ceed
ds 2
wHPBarDelta:: ; ceef
ds 1
wcef0:: ds 1 ; used with HP bar stuff, probably used with wBuffer too.
wcef1:: ds 12 ; same case as above
wHPBarHPDifference:: ; cefd
ds 1
ds 7
wcf05:: ds 1 ; used with enemy using healing moves
wcf06:: ds 1 ; used with healing items as a storage value to store wWhichPokemon
wAnimSoundID:: ; cf07
; sound ID during battle animations
ds 1
wcf08:: ds 1 ; used as a storage value for the bank to return to after a BankswitchHome (bankswitch in homebank)
wcf09:: ds 1 ; used as a temp storage value for the bank to switch to
wBoughtOrSoldItemInMart:: ; cf0a
; 0 = nothing bought or sold in pokemart
; 1 = bought or sold something in pokemart
; this value is not used for anything
ds 1
wBattleResult:: ; cf0b
; $00 - win
; $01 - lose
; $02 - draw
ds 1
wAutoTextBoxDrawingControl:: ; cf0c
; bit 0: if set, DisplayTextID automatically draws a text box
ds 1
wcf0d:: ds 1 ; used with some overworld scripts (not exactly sure what it's used for)
wcf0e:: ds 1 ; used with some overworld collison check
wcf0f:: ds 1 ; used with moving overworld sprites
wNPCMovementScriptFunctionNum:: ; cf10
; which script function within the pointer table indicated by
; wNPCMovementScriptPointerTableNum
ds 1
wcf11:: ds 1 ; used as a flag if the game needs to switch to the bank which the map is in when displaying a text id (flag is set during predefs)
wPredefParentBank:: ; cf12
ds 1
wSpriteIndex:: ds 1
wCurSpriteMovement2:: ; cf14
; movement byte 2 of current sprite
ds 1
ds 2
wNPCMovementScriptSpriteOffset:: ; cf17
; sprite offset of sprite being controlled by NPC movement script
ds 1
wcf18:: ds 2 ; used with overworld movement
wGBC:: ; cf1a
ds 1
wOnSGB:: ; cf1b
; if running on SGB, it's 1, else it's 0
ds 1
wcf1c:: ds 1 ; used with sgb palettes
wcf1d:: ds 1 ; used when displaying palettes for Pokemon
wcf1e:: ds 1 ; used to display palettes for HP bar
wcf1f:: ds 6 ; used to display HP bars in Pokemon Menu (probably palettes)
wcf25:: ds 8 ; used to display HP bar for Pokemon Status Screen (probably palettes too)
wcf2d:: ds 1 ; also used to display HP bar for Pokemon Menu (something about HP colour)
wcf2e:: ds 2 ; more HP bar palette stuff.
wcf30:: ds 7 ; used with palettes (apparently for Pokedex)
wcf37:: ds 20 ; used with palletes too (used for Party Menu)
wcf4b:: ds 1 ; storage buffer for various strings
wcf4c:: ds 1 ; used with displaying EXP value, probably also overflowed with wcf4b
wGainBoostedExp:: ; cf4d
ds 1
ds 17
wGymCityName:: ; cf5f
wStringBuffer1:: ; cf5f
ds 16 + 1
wGymLeaderName:: ; cf70
wStringBuffer2:: ; cf70
ds 16 + 1
wStringBuffer3:: ; cf81
ds 9 + 1
wList:: ; cf8b
ds 2
wcf8d:: ds 1 ; used in GetMonName
wcf8e:: ds 1 ; also used in GetMonName (probably as a pointer)
wItemPrices:: ; cf8f
ds 2
wcf91:: ds 1 ; used with a lot of things (too much to list here)
wWhichPokemon:: ; cf92
; which pokemon you selected
ds 1
wPrintItemPrices:: ; cf93
; if non-zero, then print item prices when displaying lists
ds 1
wHPBarType:: ; cf94
; type of HP bar
; $00 = enemy HUD in battle
; $01 = player HUD in battle / status screen
; $02 = party menu
wListMenuID:: ; cf94
; ID used by DisplayListMenuID
ds 1
wcf95:: ds 1 ; used with RemovePokemon (BoxMons, Daycare, Trades, etc.)
wItemQuantity:: ; cf96
ds 1
wMaxItemQuantity:: ; cf97
ds 1
; LoadMonData copies mon data here
wLoadedMon:: party_struct wLoadedMon ; cf98
wFontLoaded:: ; cfc4
; bit 0: The space in VRAM that is used to store walk animation tile patterns
; for the player and NPCs is in use for font tile patterns.
; This means that NPC movement must be disabled.
; The other bits are unused.
ds 1
wWalkCounter:: ; cfc5
; walk animation counter
ds 1
wTileInFrontOfPlayer:: ; cfc6
; background tile number in front of the player (either 1 or 2 steps ahead)
ds 1
wMusicHeaderPointer:: ; cfc7
; (the current music channel address - $4000) / 3
ds 1
wcfc8:: ds 1 ; used with audio
wcfc9:: ds 1 ; also used with audio
wcfca:: ds 1 ; also used with audio too
wUpdateSpritesEnabled:: ; cfcb
; $01 enables UpdateSprites; anything else disables it
ds 1
W_ENEMYMOVENUM:: ; cfcc
ds 1
W_ENEMYMOVEEFFECT:: ; cfcd
ds 1
W_ENEMYMOVEPOWER:: ; cfce
ds 1
W_ENEMYMOVETYPE:: ; cfcf
ds 1
W_ENEMYMOVEACCURACY:: ; cfd0
ds 1
W_ENEMYMOVEMAXPP:: ; cfd1
ds 1
W_PLAYERMOVENUM:: ; cfd2
ds 1
W_PLAYERMOVEEFFECT:: ; cfd3
ds 1
W_PLAYERMOVEPOWER:: ; cfd4
ds 1
W_PLAYERMOVETYPE:: ; cfd5
ds 1
W_PLAYERMOVEACCURACY:: ; cfd6
ds 1
W_PLAYERMOVEMAXPP:: ; cfd7
ds 1
wEnemyMonSpecies2:: ; cfd8
ds 1
wBattleMonSpecies2:: ; cfd9
ds 1
wEnemyMonNick:: ds 11 ; cfda
wEnemyMon:: ; cfe5
; The wEnemyMon struct reaches past 0xcfff,
; the end of wram bank 0 on cgb.
; This has no significance on dmg, where wram
; isn't banked (c000-dfff is contiguous).
; However, recent versions of rgbds have replaced
; dmg-style wram with cgb wram banks.
; Until this is fixed, this struct will have
; to be declared manually.
wEnemyMonSpecies:: db
wEnemyMonHP:: dw
wEnemyMonPartyPos::
wEnemyMonBoxLevel:: db
wEnemyMonStatus:: db
wEnemyMonType::
wEnemyMonType1:: db
wEnemyMonType2:: db
wEnemyMonCatchRate_NotReferenced:: db
wEnemyMonMoves:: ds NUM_MOVES
wEnemyMonDVs:: ds 2
wEnemyMonLevel:: db
wEnemyMonMaxHP:: dw
wEnemyMonAttack:: dw
wEnemyMonDefense:: dw
wEnemyMonSpeed:: dw
wEnemyMonSpecial:: dw
wEnemyMonPP:: ds 2 ; NUM_MOVES - 2
SECTION "WRAM Bank 1", WRAMX, BANK[1]
ds 2 ; NUM_MOVES - 2
wEnemyMonBaseStats:: ds 5
wEnemyMonCatchRate:: ds 1
wEnemyMonBaseExp:: ds 1
wBattleMonNick:: ds 11 ; d009
wBattleMon:: battle_struct wBattleMon ; d014
W_TRAINERCLASS:: ; d031
ds 1
ds 1
wTrainerPicPointer:: ; d033
ds 2
ds 1
wd036:: ds 16 ; used as a temporary buffer to print "XXX learned YYY"
wd046:: ds 1 ; used with trainer pointer stuff (not exactly sure, but the label is incremented and loaded with a value, so wd047 is accessed)
wd047:: ds 1 ; used with unloading trainer data?
wd048:: ds 2 ; used as a pointer for missable object loop
W_TRAINERNAME:: ; d04a
; 13 bytes for the letters of the opposing trainer
; the name is terminated with $50 with possible
; unused trailing letters
ds 13
W_ISINBATTLE:: ; d057
; no battle, this is 0
; wild battle, this is 1
; trainer battle, this is 2
ds 1
wPartyGainExpFlags:: ; d058
; flags that indicate which party members should be be given exp when GainExperience is called
flag_array 6
W_CUROPPONENT:: ; d059
; in a wild battle, this is the species of pokemon
; in a trainer battle, this is the trainer class + $C8
ds 1
W_BATTLETYPE:: ; d05a
; in normal battle, this is 0
; in old man battle, this is 1
; in safari battle, this is 2
ds 1
wDamageMultipliers:: ; d05b
; bits 0-6: Effectiveness
; $0 = immune
; $5 = not very effective
; $a = neutral
; $14 = super-effective
; bit 7: STAB
ds 1
W_LONEATTACKNO:: ; d05c
; which entry in LoneAttacks to use
W_GYMLEADERNO:: ; d05c
; it's actually the same thing as ^
ds 1
W_TRAINERNO:: ; d05d
; which instance of [youngster, lass, etc] is this?
ds 1
wCriticalHitOrOHKO:: ; d05e
; $00 = normal attack
; $01 = critical hit
; $02 = successful OHKO
; $ff = failed OHKO
ds 1
W_MOVEMISSED:: ; d05f
ds 1
wPlayerStatsToDouble:: ; d060
; always 0
ds 1
wPlayerStatsToHalve:: ; d061
; always 0
ds 1
W_PLAYERBATTSTATUS1:: ; d062
; bit 0 - bide
; bit 1 - thrash / petal dance
; bit 2 - attacking multiple times (e.g. double kick)
; bit 3 - flinch
; bit 4 - charging up for attack
; bit 5 - using multi-turn move (e.g. wrap)
; bit 6 - invulnerable to normal attack (using fly/dig)
; bit 7 - confusion
ds 1
W_PLAYERBATTSTATUS2:: ; d063
; bit 0 - X Accuracy effect
; bit 1 - protected by "mist"
; bit 2 - focus energy effect
; bit 4 - has a substitute
; bit 5 - need to recharge
; bit 6 - rage
; bit 7 - leech seeded
ds 1
W_PLAYERBATTSTATUS3:: ; d064
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - tranformed
ds 1
wEnemyStatsToDouble:: ; d065
; always 0
ds 1
wEnemyStatsToHalve:: ; d066
; always 0
ds 1
W_ENEMYBATTSTATUS1:: ; d067
ds 1
W_ENEMYBATTSTATUS2:: ; d068
ds 1
W_ENEMYBATTSTATUS3:: ; d069
ds 1
wPlayerNumAttacksLeft::
; when the player is attacking multiple times, the number of attacks left
ds 1
W_PLAYERCONFUSEDCOUNTER:: ; d06b
ds 1
W_PLAYERTOXICCOUNTER:: ; d06c
ds 1
W_PLAYERDISABLEDMOVE:: ; d06d
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
wEnemyNumAttacksLeft:: ; d06f
; when the enemy is attacking multiple times, the number of attacks left
ds 1
W_ENEMYCONFUSEDCOUNTER:: ; d070
ds 1
W_ENEMYTOXICCOUNTER:: ; d071
ds 1
W_ENEMYDISABLEDMOVE:: ; d072
; high nibble: which move is disabled (1-4)
; low nibble: disable turns left
ds 1
ds 1
wPlayerNumHits:: ; d074
; number of hits by player in attacks like Double Slap, etc.
wPlayerBideAccumulatedDamage:: ; d074
; the amount of damage accumulated by the player while biding (2 bytes)
wUnknownSerialCounter2:: ; d075
; 2 bytes
ds 4
wEscapedFromBattle::
; non-zero when an item or move that allows escape from battle was used
ds 1
wAmountMoneyWon:: ; wd079 - wd07b
wd079:: ds 1 ; used as a value to print the money won from a battle, as well as a misc. value in seafoam
wd07a:: ds 1 ; same case as above
wd07b:: ds 1 ; used as a buffer to convert the money won from a battle into BCD
W_ANIMATIONID:: ; d07c
; ID number of the current battle animation
ds 1
wd07d:: ds 1 ; used with naming functions and party display type
wSavedListScrollOffset:: ; d07e
; used by the pokemart code to save the existing value of wListScrollOffset
; so that it can be restored when the player is done with the pokemart NPC
ds 1
ds 2
; base coordinates of frame block
W_BASECOORDX:: ; d081
ds 1
W_BASECOORDY:: ; d082
ds 1
; low health alarm counter/enable
; high bit = enable, others = timer to cycle frequencies
wLowHealthAlarm:: ds 1 ; d083
W_FBTILECOUNTER:: ; d084
; counts how many tiles of the current frame block have been drawn
ds 1
wd085:: ds 1 ; used with animating water/flowers
W_SUBANIMFRAMEDELAY:: ; d086
; duration of each frame of the current subanimation in terms of screen refreshes
ds 1
W_SUBANIMCOUNTER:: ; d087
; counts the number of subentries left in the current subanimation
ds 1
wd088:: ds 1 ; savefile checksum (if file is corrupted)
W_NUMFBTILES:: ; d089
; number of tiles in current battle animation frame block
ds 1
wTradedMonMovingRight:: ; d08a
; $01 if mon is moving from left gameboy to right gameboy; $00 if vice versa
wd08a:: ds 1 ; used with sprites and displaying the option menu on the main menu screen?
wTownMapSpriteBlinkingCounter:: ; d08b
wPartyMonAnimCounter:: ; d08b
W_SUBANIMTRANSFORM:: ; d08b
; controls what transformations are applied to the subanimation
; 01: flip horizontally and vertically
; 02: flip horizontally and translate downwards 40 pixels
; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles
; 04: reverse the subanimation
ds 1
wEndBattleWinTextPointer:: ; d08c
ds 2
wEndBattleLoseTextPointer:: ; d08e
ds 2
ds 2
wEndBattleTextRomBank:: ; d092
ds 1
ds 1
W_SUBANIMADDRPTR:: ; d094
; the address _of the address_ of the current subanimation entry
ds 2
W_SUBANIMSUBENTRYADDR:: ; d096
; the address of the current subentry of the current subanimation
ds 2
ds 2
wd09a:: ds 1 ; used with the battle transition screen when entering a battle (screen slowly draws into black)
wTownMapSpriteBlinkingEnabled:: ; d09b
; non-zero when enabled. causes nest locations to blink on and off.
; the town selection cursor will blink regardless of what this value is
wd09b:: ds 1 ; also used with battle transition screen and move animations
W_FBDESTADDR:: ; d09c
; current destination address in OAM for frame blocks (big endian)
ds 2
W_FBMODE:: ; d09e
; controls how the frame blocks are put together to form frames
; specifically, after finishing drawing the frame block, the frame block's mode determines what happens
; 00: clean OAM buffer and delay
; 02: move onto the next frame block with no delay and no cleaning OAM buffer
; 03: delay, but don't clean OAM buffer
; 04: delay, without cleaning OAM buffer, and do not advance [W_FBDESTADDR], so that the next frame block will overwrite this one
; sprite data is written column by column, each byte contains 8 columns (one for ech bit)
; for 2bpp sprites, pairs of two consecutive bytes (i.e. pairs of consecutive rows of sprite data)
; contain the upper and lower bit of each of the 8 pixels, respectively
ds 1
wNewTileBlockID:: ; d09f
wd09f:: ds 1 ; used with predef ReplaceTileBlock
wDisableVBlankWYUpdate:: ds 1 ; if non-zero, don't update WY during V-blank
W_SPRITECURPOSX:: ; d0a1
ds 1
W_SPRITECURPOSY:: ; d0a2
ds 1
W_SPRITEWITDH:: ; d0a3
ds 1
W_SPRITEHEIGHT:: ; d0a4
ds 1
W_SPRITEINPUTCURBYTE:: ; d0a5
; current input byte
ds 1
W_SPRITEINPUTBITCOUNTER:: ; d0a6
; bit offset of last read input bit
ds 1
W_SPRITEOUTPUTBITOFFSET:: ; d0a7; determines where in the output byte the two bits are placed. Each byte contains four columns (2bpp data)
; 3 -> XX000000 1st column
; 2 -> 00XX0000 2nd column
; 1 -> 0000XX00 3rd column
; 0 -> 000000XX 4th column
ds 1
W_SPRITELOADFLAGS:: ; d0a8
; bit 0 determines used buffer (0 -> $a188, 1 -> $a310)
; bit 1 loading last sprite chunk? (there are at most 2 chunks per load operation)
ds 1
W_SPRITEUNPACKMODE:: ; d0a9
ds 1
W_SPRITEFLIPPED:: ; d0aa
ds 1
W_SPRITEINPUTPTR:: ; d0ab
; pointer to next input byte
ds 2
W_SPRITEOUTPUTPTR:: ; d0ad
; pointer to current output byte
ds 2
W_SPRITEOUTPUTPTRCACHED:: ; d0af
; used to revert pointer for different bit offsets
ds 2
W_SPRITEDECODETABLE0PTR:: ; d0b1
; pointer to differential decoding table (assuming initial value 0)
ds 2
W_SPRITEDECODETABLE1PTR:: ; d0b3
; pointer to differential decoding table (assuming initial value 1)
ds 2
wd0b5:: ds 1 ; used as a temp storage area for Pokemon Species, and other Pokemon/Battle related things
wNameListType:: ; d0b6
ds 1
wPredefBank:: ; d0b7
ds 1
W_MONHEADER:: ; d0b8
W_MONHDEXNUM:: ; d0b8
ds 1
W_MONHBASESTATS:: ; d0b9
W_MONHBASEHP:: ; d0b9
ds 1
W_MONHBASEATTACK:: ; d0ba
ds 1
W_MONHBASEDEFENSE:: ; d0bb
ds 1
W_MONHBASESPEED:: ; d0bc
ds 1
W_MONHBASESPECIAL:: ; d0bd
ds 1
W_MONHTYPES:: ; d0be
W_MONHTYPE1:: ; d0be
ds 1
W_MONHTYPE2:: ; d0bf
ds 1
W_MONHCATCHRATE:: ; d0c0
ds 1
W_MONHBASEXP:: ; d0c1
ds 1
W_MONHSPRITEDIM:: ; d0c2
ds 1
W_MONHFRONTSPRITE:: ; d0c3
ds 2
W_MONHBACKSPRITE:: ; d0c5
ds 2
W_MONHMOVES:: ; d0c7
ds 4
W_MONHGROWTHRATE:: ; d0cb
ds 1
W_MONHLEARNSET:: ; d0cc
; bit field
flag_array 50 + 5
ds 1
wd0d4:: ds 3 ; temp storage for hTilesetType
W_MONHPADDING:: ; d0d7
W_DAMAGE:: ; d0d7
ds 2
ds 2
wRepelRemainingSteps:: ; d0db
ds 1
wMoves:: ; d0dc
; list of moves for FormatMovesString
ds 4
wMoveNum:: ; d0e0
ds 1
wMovesString:: ; d0e1
ds 56
wd119:: ds 1 ; written to from W_CURMAPTILESET but never read
wWalkBikeSurfStateCopy:: ; d11a
; wWalkBikeSurfState is sometimes copied here, but it doesn't seem to be used for anything
ds 1
wInitListType:: ; d11b
; the type of list for InitList to init
ds 1
wd11c:: ds 1 ; temp storage value for catching pokemon
wd11d:: ds 1 ; used with battle switchout and testing if the enemy mon fainted
wd11e:: ds 1 ; used as a Pokemon and Item storage value. Also used as an output value for CountSetBits
wd11f:: ds 1 ; used when running from battle and PartyMenuInit
wNumRunAttempts::
; number of times the player has tried to run from battle
ds 1
wd121:: ds 1 ; used with evolving pokemon
wd122:: ds 2 ; saved ROM bank number for vblank
wIsKeyItem:: ds 1 ; d124
wTextBoxID:: ; d125
ds 1
wd126:: ds 1 ; not exactly sure what this is used for, but it seems to be used as a multipurpose temp flag value
W_CURENEMYLVL:: ; d127
ds 1
wItemListPointer:: ; d128
; pointer to list of items terminated by $FF
ds 2
wd12a:: ds 1 ; Number of list entries for displaying a list
wLinkState:: ; d12b
ds 1
wTwoOptionMenuID:: ; d12c
ds 1
wChosenMenuItem:: ; d12d
; the id of the menu item the player ultimately chose
wOutOfBattleBlackout:: ; d12d
; non-zero when the whole party has fainted due to out-of-battle poison damage
ds 1
wMenuExitMethod:: ; d12e
; the way the user exited a menu
; for list menus and the buy/sell/quit menu:
; $01 = the user pressed A to choose a menu item
; $02 = the user pressed B to cancel
; for two-option menus:
; $01 = the user pressed A with the first menu item selected
; $02 = the user pressed B or pressed A with the second menu item selected
ds 1
wd12f:: ds 1 ; used in some coordinatestuff, npc pathstuff, and game corner prize stuff
wd130:: ds 1 ; saved value of screen Y coord of trainer sprite
wd131:: ds 1 ; saved value of screen X coord of trainer sprite
wd132:: ds 1 ; saved value of map Y coordinate of trainer sprite (not sure for purpose)
wd133:: ds 6 ; saved value of map X coordinate of trainer sprite
wd139:: ds 1 ; backup of selected menu entry for game corner prizes
wIgnoreInputCounter:: ; d13a
; counts downward each frame
; when it hits 0, bit 5 (ignore input bit) of wd730 is reset
ds 1
wStepCounter:: ; d13b
; counts down once every step
ds 1
wNumberOfNoRandomBattleStepsLeft:: ; d13c
; after a battle, you have at least 3 steps before a random battle can occur
ds 1
W_PRIZE1:: ; d13d
ds 1
W_PRIZE2:: ; d13e
ds 1
W_PRIZE3:: ; d13f
ds 1
ds 1
wSerialRandomNumberListBlock:: ; d141
; the first 7 bytes are the preamble
wd141:: ds 2 ; prices for prizes
wd143:: ds 2 ; prices for prizes
wd145:: ds 3 ; prices for prizes
wLinkBattleRandomNumberList:: ; d148
; shared list of 9 random numbers, indexed by wLinkBattleRandomNumberListIndex
ds 10
wSerialPlayerDataBlock:: ; d152
; the first 6 bytes are the preamble
wd152:: ds 1 ; used as a temporary storage for the item used
wd153:: ds 3 ; written to during pokedex flag action but doesn't seem to be read from
wd156:: ds 1 ; evolution stone ID used
wd157:: ds 1 ; used with oak's lab script (related to npc movement directions), possibly indirectly accessed with values below
wPlayerName:: ; d158
ds 11
wPartyCount:: ds 1 ; d163
wPartySpecies:: ds PARTY_LENGTH ; d164
wPartyEnd:: ds 1 ; d16a
wPartyMons::
wPartyMon1:: party_struct wPartyMon1 ; d16b
wPartyMon2:: party_struct wPartyMon2 ; d197
wPartyMon3:: party_struct wPartyMon3 ; d1c3
wPartyMon4:: party_struct wPartyMon4 ; d1ef
wPartyMon5:: party_struct wPartyMon5 ; d21b
wPartyMon6:: party_struct wPartyMon6 ; d247
wPartyMonOT:: ds 11 * PARTY_LENGTH ; d273
wPartyMonNicks:: ds 11 * PARTY_LENGTH ; d2b5
wPokedexOwned:: ; d2f7
flag_array NUM_POKEMON
wPokedexOwnedEnd::
wPokedexSeen:: ; d30a
flag_array NUM_POKEMON
wPokedexSeenEnd::
wNumBagItems:: ; d31d
ds 1
wBagItems:: ; d31e
; item, quantity
ds 20 * 2
ds 1 ; end
wPlayerMoney:: ; d347
ds 3 ; BCD
W_RIVALNAME:: ; d34a
ds 11
W_OPTIONS:: ; d355
; bit 7 = battle animation
; 0: On
; 1: Off
; bit 6 = battle style
; 0: Shift
; 1: Set
; bits 0-3 = text speed (number of frames to delay after printing a letter)
; 1: Fast
; 3: Medium
; 5: Slow
ds 1
W_OBTAINEDBADGES:: ; d356
ds 1
ds 1
wd358:: ds 1 ; bit 0 set = no delay when printing text (W_OPTIONS is still checked though)
wPlayerID:: ; d359
ds 2
wd35b:: ds 1 ; used with audio stuff
wd35c:: ds 1 ; storage for audio bank for current map?
wMapPalOffset:: ; d35d
; offset subtracted from FadePal4 to get the background and object palettes for the current map
; normally, it is 0. it is 6 when Flash is needed, causing FadePal2 to be used instead of FadePal4
ds 1
W_CURMAP:: ; d35e
ds 1
wCurrentTileBlockMapViewPointer:: ; d35f
; pointer to the upper left corner of the current view in the tile block map
ds 2
W_YCOORD:: ; d361
; players position on the current map
ds 1
W_XCOORD:: ; d362
ds 1
W_YBLOCKCOORD:: ; d363
; player's y position (by block)
ds 1
W_XBLOCKCOORD:: ; d364
ds 1
wLastMap:: ; d365
ds 1
wd366:: ds 1 ; W_CURMAPWIDTH of the last outdoor map visited when entering an inside map
W_CURMAPTILESET:: ; d367
ds 1
W_CURMAPHEIGHT:: ; d368
; blocks
ds 1
W_CURMAPWIDTH:: ; d369
; blocks
ds 1
W_MAPDATAPTR:: ; d36a
ds 2
W_MAPTEXTPTR:: ; d36c
ds 2
W_MAPSCRIPTPTR:: ; d36e
ds 2
W_MAPCONNECTIONS:: ; d370
; connection byte
ds 1
W_MAPCONN1PTR:: ; d371
ds 1
wd372:: ds 1 ; some connection stuff, too bothered to label it
wd373:: ds 1
wd374:: ds 1
wd375:: ds 1
wd376:: ds 1
wd377:: ds 1
wd378:: ds 1
wd379:: ds 1
wd37a:: ds 1
wd37b:: ds 1
W_MAPCONN2PTR:: ; d37c
ds 1
wd37d:: ds 1
wd37e:: ds 1
wd37f:: ds 1
wd380:: ds 1
wd381:: ds 1
wd382:: ds 1
wd383:: ds 1
wd384:: ds 1
wd385:: ds 1
wd386:: ds 1
W_MAPCONN3PTR:: ; d387
ds 1
wd388:: ds 1
wd389:: ds 1
wd38a:: ds 1
wd38b:: ds 1
wd38c:: ds 1
wd38d:: ds 1
wd38e:: ds 1
wd38f:: ds 1
wd390:: ds 1
wd391:: ds 1
W_MAPCONN4PTR:: ; d392
ds 1
wd393:: ds 1
wd394:: ds 1
wd395:: ds 1
wd396:: ds 1
wd397:: ds 1
wd398:: ds 1
wd399:: ds 1
wd39a:: ds 1
wd39b:: ds 1
wd39c:: ds 1
W_SPRITESET:: ; d39d
; sprite set for the current map (11 sprite picture ID's)
ds 11
W_SPRITESETID:: ; d3a8
; sprite set ID for the current map
ds 1
wd3a9:: ds 1 ; used when getting the object data pointer
wd3aa:: ds 3 ; second part of the pointer
wd3ad:: ds 1 ; used as the beginning value for copying warp data
wNumberOfWarps:: ; d3ae
; number of warps in current map
ds 1
wWarpEntries:: ; d3af
; current map warp entries
ds 128
wDestinationWarpID:: ; d42f
; if $ff, the player's coordinates are not updated when entering the map
ds 1
ds 128
wd4b0:: ds 1 ; number of signs on the map
wd4b1:: ds 32 ; starting address for sign coords
wd4d1:: ds 16 ; starting address for sign text IDs
W_NUMSPRITES:: ; d4e1
; number of sprites on the current map
ds 1
; these two variables track the X and Y offset in blocks from the last special warp used
; they don't seem to be used for anything
wYOffsetSinceLastSpecialWarp:: ; d4e2
ds 1
wXOffsetSinceLastSpecialWarp:: ; d4e3
ds 1
W_MAPSPRITEDATA:: ; d4e4
; two bytes per sprite (movement byte 2, text ID)
ds 32
W_MAPSPRITEEXTRADATA:: ; d504
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32
wd524:: ds 1 ; map height in 2x2 metatiles, also used with checking connections
wd525:: ds 1 ; map width in 2x2 metatiles, also used with checking connections
wMapViewVRAMPointer:: ; d526
; the address of the upper left corner of the visible portion of the BG tile map in VRAM
ds 2
wd528:: ds 1 ; additional storage for directions
wd529:: ds 1 ; same case as above, but used differently
wd52a:: ds 1 ; same case as above
W_TILESETBANK:: ; d52b
ds 1
W_TILESETBLOCKSPTR:: ; d52c
; maps blocks (4x4 tiles) to tiles
ds 2
W_TILESETGFXPTR:: ; d52e
ds 2
W_TILESETCOLLISIONPTR:: ; d530
; list of all walkable tiles
ds 2
W_TILESETTALKINGOVERTILES:: ; d532
ds 3
W_GRASSTILE:: ; d535
ds 1
ds 4
wNumBoxItems:: ; d53a
ds 1
wBoxItems:: ; d53b
; item, quantity
ds 50 * 2
ds 1 ; end
wd5a0:: ds 2 ; current box number
wd5a2:: ds 1 ; number of HOF teams
wd5a3:: ds 1 ; unused? (written to when loading map data)
wPlayerCoins:: ; d5a4
ds 2 ; BCD
W_MISSABLEOBJECTFLAGS:: ; d5a6
; bit array of missable objects. set = removed
ds 39
wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim)
W_MISSABLEOBJECTLIST:: ; d5ce
; each entry consists of 2 bytes
; * the sprite ID (depending on the current map)
; * the missable object index (global, used for W_MISSABLEOBJECTFLAGS)
; terminated with $FF
ds 17 * 2
W_GAMEPROGRESSFLAGS:: ; d5f0
; $c8 bytes
ds 0
W_OAKSLABCURSCRIPT:: ; d5f0
ds 1
W_PALLETTOWNCURSCRIPT:: ; d5f1
ds 1
ds 1
W_BLUESHOUSECURSCRIPT:: ; d5f3
ds 1
W_VIRIDIANCITYCURSCRIPT:: ; d5f4
ds 1
ds 2
W_PEWTERCITYCURSCRIPT:: ; d5f7
ds 1
W_ROUTE3CURSCRIPT:: ; d5f8
ds 1
W_ROUTE4CURSCRIPT:: ; d5f9
ds 1
ds 1
W_VIRIDIANGYMCURSCRIPT:: ; d5fb
ds 1
W_PEWTERGYMCURSCRIPT:: ; d5fc
ds 1
W_CERULEANGYMCURSCRIPT:: ; d5fd
ds 1
W_VERMILIONGYMCURSCRIPT:: ; d5fe
ds 1
W_CELADONGYMCURSCRIPT:: ; d5ff
ds 1
W_ROUTE6CURSCRIPT:: ; d600
ds 1
W_ROUTE8CURSCRIPT:: ; d601
ds 1
W_ROUTE24CURSCRIPT:: ; d602
ds 1
W_ROUTE25CURSCRIPT:: ; d603
ds 1
W_ROUTE9CURSCRIPT:: ; d604
ds 1
W_ROUTE10CURSCRIPT:: ; d605
ds 1
W_MTMOON1CURSCRIPT:: ; d606
ds 1
W_MTMOON3CURSCRIPT:: ; d607
ds 1
W_SSANNE8CURSCRIPT:: ; d608
ds 1
W_SSANNE9CURSCRIPT:: ; d609
ds 1
W_ROUTE22CURSCRIPT:: ; d60a
ds 1
ds 1
W_REDSHOUSE2CURSCRIPT:: ; d60c
ds 1
W_VIRIDIANMARKETCURSCRIPT:: ; d60d
ds 1
W_ROUTE22GATECURSCRIPT:: ; d60e
ds 1
W_CERULEANCITYCURSCRIPT:: ; d60f
ds 1
ds 7
W_SSANNE5CURSCRIPT:: ; d617
ds 1
W_VIRIDIANFORESTCURSCRIPT:: ; d618
ds 1
W_MUSEUM1FCURSCRIPT:: ; d619
ds 1
W_ROUTE13CURSCRIPT:: ; d61a
ds 1
W_ROUTE14CURSCRIPT:: ; d61b
ds 1
W_ROUTE17CURSCRIPT:: ; d61c
ds 1
W_ROUTE19CURSCRIPT:: ; d61d
ds 1
W_ROUTE21CURSCRIPT:: ; d61e
ds 1
W_SAFARIZONEENTRANCECURSCRIPT:: ; d61f
ds 1
W_ROCKTUNNEL2CURSCRIPT:: ; d620
ds 1
W_ROCKTUNNEL1CURSCRIPT:: ; d621
ds 1
ds 1
W_ROUTE11CURSCRIPT:: ; d623
ds 1
W_ROUTE12CURSCRIPT:: ; d624
ds 1
W_ROUTE15CURSCRIPT:: ; d625
ds 1
W_ROUTE16CURSCRIPT:: ; d626
ds 1
W_ROUTE18CURSCRIPT:: ; d627
ds 1
W_ROUTE20CURSCRIPT:: ; d628
ds 1
W_SSANNE10CURSCRIPT:: ; d629
ds 1
W_VERMILIONCITYCURSCRIPT:: ; d62a
ds 1
W_POKEMONTOWER2CURSCRIPT:: ; d62b
ds 1
W_POKEMONTOWER3CURSCRIPT:: ; d62c
ds 1
W_POKEMONTOWER4CURSCRIPT:: ; d62d
ds 1
W_POKEMONTOWER5CURSCRIPT:: ; d62e
ds 1
W_POKEMONTOWER6CURSCRIPT:: ; d62f
ds 1
W_POKEMONTOWER7CURSCRIPT:: ; d630
ds 1
W_ROCKETHIDEOUT1CURSCRIPT:: ; d631
ds 1
W_ROCKETHIDEOUT2CURSCRIPT:: ; d632
ds 1
W_ROCKETHIDEOUT3CURSCRIPT:: ; d633
ds 1
W_ROCKETHIDEOUT4CURSCRIPT:: ; d634
ds 2
W_ROUTE6GATECURSCRIPT:: ; d636
ds 1
W_ROUTE8GATECURSCRIPT:: ; d637
ds 2
W_CINNABARISLANDCURSCRIPT:: ; d639
ds 1
W_MANSION1CURSCRIPT:: ; d63a
ds 2
W_MANSION2CURSCRIPT:: ; d63c
ds 1
W_MANSION3CURSCRIPT:: ; d63d
ds 1
W_MANSION4CURSCRIPT:: ; d63e
ds 1
W_VICTORYROAD2CURSCRIPT:: ; d63f
ds 1
W_VICTORYROAD3CURSCRIPT:: ; d640
ds 2
W_FIGHTINGDOJOCURSCRIPT:: ; d642
ds 1
W_SILPHCO2CURSCRIPT:: ; d643
ds 1
W_SILPHCO3CURSCRIPT:: ; d644
ds 1
W_SILPHCO4CURSCRIPT:: ; d645
ds 1
W_SILPHCO5CURSCRIPT:: ; d646
ds 1
W_SILPHCO6CURSCRIPT:: ; d647
ds 1
W_SILPHCO7CURSCRIPT:: ; d648
ds 1
W_SILPHCO8CURSCRIPT:: ; d649
ds 1
W_SILPHCO9CURSCRIPT:: ; d64a
ds 1
W_HALLOFFAMEROOMCURSCRIPT:: ; d64b
ds 1
W_GARYCURSCRIPT:: ; d64c
ds 1
W_LORELEICURSCRIPT:: ; d64d
ds 1
W_BRUNOCURSCRIPT:: ; d64e
ds 1
W_AGATHACURSCRIPT:: ; d64f
ds 1
W_UNKNOWNDUNGEON3CURSCRIPT:: ; d650
ds 1
W_VICTORYROAD1CURSCRIPT:: ; d651
ds 1
ds 1
W_LANCECURSCRIPT:: ; d653
ds 1
ds 4
W_SILPHCO10CURSCRIPT:: ; d658
ds 1
W_SILPHCO11CURSCRIPT:: ; d659
ds 1
ds 1
W_FUCHSIAGYMCURSCRIPT:: ; d65b
ds 1
W_SAFFRONGYMCURSCRIPT:: ; d65c
ds 1
ds 1
W_CINNABARGYMCURSCRIPT:: ; d65e
ds 1
W_CELADONGAMECORNERCURSCRIPT:: ; d65f
ds 1
W_ROUTE16GATECURSCRIPT:: ; d660
ds 1
W_BILLSHOUSECURSCRIPT:: ; d661
ds 1
W_ROUTE5GATECURSCRIPT:: ; d662
ds 1
W_POWERPLANTCURSCRIPT:: ; d663
; overload
ds 0
W_ROUTE7GATECURSCRIPT:: ; d663
; overload
ds 1
ds 1
W_SSANNE2CURSCRIPT:: ; d665
ds 1
W_SEAFOAMISLANDS4CURSCRIPT:: ; d666
ds 1
W_ROUTE23CURSCRIPT:: ; d667
ds 1
W_SEAFOAMISLANDS5CURSCRIPT:: ; d668
ds 1
W_ROUTE18GATECURSCRIPT:: ; d669
ds 1
ds 134
wd6f0:: ds 14 ; flags for hidden items?
wd6fe:: ds 2 ; flags for hidden coins?
wWalkBikeSurfState:: ; d700
; $00 = walking
; $01 = biking
; $02 = surfing
ds 1
ds 10
W_TOWNVISITEDFLAG:: ; d70b
flag_array 13
wSafariSteps:: ; d70d
; starts at 502
ds 2
W_FOSSILITEM:: ; d70f
; item given to cinnabar lab
ds 1
W_FOSSILMON:: ; d710
; mon that will result from the item
ds 1
ds 2
W_ENEMYMONORTRAINERCLASS:: ; d713
; trainer classes start at $c8
ds 1
wPlayerJumpingYScreenCoordsIndex:: ; d714
ds 1
W_RIVALSTARTER:: ; d715
ds 1
ds 1
W_PLAYERSTARTER:: ; d717
ds 1
wBoulderSpriteIndex:: ; d718
; sprite index of the boulder the player is trying to push
ds 1
wLastBlackoutMap:: ; d719
ds 1
wDestinationMap:: ; d71a
; destination map (for certain types of special warps, not ordinary walking)
ds 1
wd71b:: ds 1 ; written to but doesn't seem to be read
wTileInFrontOfBoulderAndBoulderCollisionResult:: ; d71c
; used to store the tile in front of the boulder when trying to push a boulder
; also used to store the result of the collision check ($ff for a collision and $00 for no collision)
ds 1
wDungeonWarpDestinationMap:: ; d71d
; destination map for dungeon warps
ds 1
wWhichDungeonWarp:: ; d71e
; which dungeon warp within the source map was used
ds 1
wd71f:: ds 9 ; used with card key
wd728::
; bit 0: using Strength outside of battle
ds 1
ds 1
wd72a:: ds 2 ; flags for if a gym is beaten, also used to determine whether to display your name on the gym statues
wd72c:: ; d72c
; bit 0: if not set, the 3 minimum steps between random battles have passed
ds 1
wd72d:: ds 1 ; misc temp flags? (in some scripts, bit 6 and 7 set after a special battle (e.g. gym leaders) has been won)
; also used as a start menu flag
wd72e:: ds 2 ; more temp misc flags, used with npc movement, main menu and other stuff
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
ds 1
ds 1
wd732:: ; d732
; bit 0: play time being counted
; bit 1: remnant of debug mode? not set by the game code.
; if it is set
; 1. skips most of Prof. Oak's speech, and uses NINTEN as the player's name and SONY as the rival's name
; 2. does not have the player start in floor two of the playyer's house (instead sending them to [wLastMap])
; 3. allows wild battles to be avoided by holding down B
; bit 2: the target warp is a fly warp (bit 3 set or blacked out) or a dungeon warp (bit 4 set)
; bit 3: used warp pad, escape rope, dig, teleport, or fly, so the target warp is a "fly warp"
; bit 4: jumped into hole (Pokemon Mansion, Seafoam Islands, Victory Road) or went down waterfall (Seafoam Islands), so the target warp is a "dungeon warp"
; bit 5: currently being forced to ride bike (cycling road)
; bit 6: map destination is [wLastBlackoutMap] (usually the last used pokemon center, but could be the player's house)
ds 1
W_FLAGS_D733:: ; d733
; bit 4: use variable [W_CURMAPSCRIPT] instead of the provided index for next frame's map script (used to start battle when talking to trainers)
; bit 7: used fly out of battle
ds 1
wd734:: ds 2 ; flag for indigo plateau and lorelei (not sure what it's for)
wd736:: ; d736
; bit 0: check if the player is standing on a door and make him walk down a step if so
; bit 1: the player is currently stepping down from a door
; bit 2: standing on a warp
; bit 6: jumping down a ledge
ds 1
wCompletedInGameTradeFlags:: ; d737
ds 2
ds 2
wd73b:: ds 1 ; used with elevator warps
wd73c:: ds 3 ; also used with elevator warps
wCardKeyDoorY:: ; d73f
ds 1
wCardKeyDoorX:: ; d740
ds 1
ds 2
wd743:: ds 1 ; used with surge gym trash cans
wd744:: ds 3 ; also used with surge gym trash cans
wd747:: ds 3 ; and we're getting to flags, which I'm not going to bother commenting
wd74a:: ds 1
wd74b:: ; d74b
; bit 0: Prof. Oak has lead the player to the north end of his lab
; bit 1: Prof. Oak has asked the player to choose a pokemon
; bit 2: the player and the rival have received their pokemon
; bit 3: the player has battled the rival in Oak's lab
; bit 4: Prof. Oak has given the player 5 pokeballs
; bit 5: received pokedex
ds 1
wd74c:: ds 2
wd74e:: ds 3
wd751:: ds 1
wd752:: ds 2
wd754:: ds 1
wd755:: ds 5
wd75a:: ds 1
wd75b:: ds 3
wd75e:: ds 1
wd75f:: ds 5
wd764:: ds 1
wd765:: ds 1
wd766:: ds 1
wd767:: ds 1
wd768:: ds 1
wd769:: ds 3
wd76c:: ds 5
wd771:: ds 2
wd773:: ds 4
wd777:: ds 1
wd778:: ds 4
wd77c:: ds 1
wd77d:: ds 1
wd77e:: ds 5
wd783:: ds 11
wd78e:: ds 2
wd790:: ds 2
wd792:: ds 4
wd796:: ds 2
wd798:: ds 2
wd79a:: ds 1
wd79b:: ds 1
wd79c:: ds 5
wd7a1:: ds 2
wd7a3:: ds 12
wd7af:: ds 2
wd7b1:: ds 2
wd7b3:: ds 1
wd7b4:: ds 5
wd7b9:: ds 4
wd7bd:: ds 2
wd7bf:: ds 3
wd7c2:: ds 1
wd7c3:: ds 2
wd7c5:: ds 1
wd7c6:: ds 3
wd7c9:: ds 4
wd7cd:: ds 2
wd7cf:: ds 2
wd7d1:: ds 1
wd7d2:: ds 1
wd7d3:: ds 2
wd7d5:: ds 1
wd7d6:: ds 1
wd7d7:: ds 1
wd7d8:: ds 1
wd7d9:: ds 2
wd7db:: ds 2
wd7dd:: ds 2
wd7df:: ds 1
wd7e0:: ds 1
wd7e1:: ds 2
wd7e3:: ds 2
wd7e5:: ds 2
wd7e7:: ds 1
wd7e8:: ds 1
wd7e9:: ds 2
wd7eb:: ds 2
wd7ed:: ds 1
wd7ee:: ds 1
wd7ef:: ds 1
wd7f0:: ds 1
wd7f1:: ds 1
wd7f2:: ds 1
wd7f3:: ds 2
wd7f5:: ds 1
wd7f6:: ds 9
wd7ff:: ds 4
wd803:: ds 2
wd805:: ds 2
wd807:: ds 2
wd809:: ds 10
wd813:: ds 2
wd815:: ds 1
wd816:: ds 1
wd817:: ds 2
wd819:: ds 2
wd81b:: ds 10
wd825:: ds 1
wd826:: ds 1
wd827:: ds 1
wd828:: ds 1
wd829:: ds 1
wd82a:: ds 1
wd82b:: ds 1
wd82c:: ds 1
wd82d:: ds 1
wd82e:: ds 1
wd82f:: ds 1
wd830:: ds 1
wd831:: ds 1
wd832:: ds 1
wd833:: ds 1
wd834:: ds 1
wd835:: ds 1
wd836:: ds 1
wd837:: ds 1
wd838:: ds 15
wd847:: ds 2
wd849:: ds 2
wd84b:: ds 12
wd857:: ds 8
wd85f:: ds 4
wd863:: ds 1
wd864:: ds 1
wd865:: ds 1
wd866:: ds 1
wd867:: ds 2
wd869:: ds 20
wd87d:: ds 2
wd87f:: ds 1
wd880:: ds 1
wd881:: ds 1
wd882:: ds 5
wLinkEnemyTrainerName:: ; d887
; linked game's trainer name
W_GRASSRATE:: ; d887
ds 1
W_GRASSMONS:: ; d888
ds 20
wEnemyPartyCount:: ds 1 ; d89c
wEnemyPartyMons:: ds PARTY_LENGTH + 1 ; d89d
wEnemyMons:: ; d8a4
wEnemyMon1:: party_struct wEnemyMon1
wEnemyMon2:: party_struct wEnemyMon2
wEnemyMon3:: party_struct wEnemyMon3
wEnemyMon4:: party_struct wEnemyMon4
wEnemyMon5:: party_struct wEnemyMon5
wEnemyMon6:: party_struct wEnemyMon6
wEnemyMonOT:: ds 11 * PARTY_LENGTH ; d9ac
wEnemyMonNicks:: ds 11 * PARTY_LENGTH ; d9ee
W_TRAINERHEADERPTR:: ; da30
ds 2
ds 6
wda38:: ds 1 ; used with cinnabar gym questions and pokemon tower 7F?
W_CURMAPSCRIPT:: ; da39
; index of current map script, mostly used as index for function pointer array
; mostly copied from map-specific map script pointer and wirtten back later
ds 1
ds 6
W_PLAYTIMEHOURS:: ; da40
ds 2
W_PLAYTIMEMINUTES:: ; da42
ds 2
W_PLAYTIMESECONDS:: ; da44
ds 1
W_PLAYTIMEFRAMES:: ; da45
ds 1
wSafariZoneGameOver:: ; da46
ds 1
W_NUMSAFARIBALLS:: ; da47
ds 1
W_DAYCARE_IN_USE:: ; da48
; 0 if no pokemon is in the daycare
; 1 if pokemon is in the daycare
ds 1
W_DAYCAREMONNAME:: ds 11 ; da49
W_DAYCAREMONOT:: ds 11 ; da54
wDayCareMon:: box_struct wDayCareMon ; da5f
W_NUMINBOX:: ds 1 ; da80
wBoxSpecies:: ds MONS_PER_BOX + 1
wBoxMons::
wBoxMon1:: box_struct wBoxMon1 ; da96
wBoxMon2:: ds box_struct_length * (MONS_PER_BOX + -1) ; dab7
wBoxMonOT:: ds 11 * MONS_PER_BOX ; dd2a
wBoxMonNicks:: ds 11 * MONS_PER_BOX ; de06
wBoxMonNicksEnd:: ; dee2
SECTION "Stack", WRAMX[$dfff], BANK[1]
wStack:: ; dfff
ds -$100
INCLUDE "sram.asm"