* add known hard-coded memory locations are labels now

* all global labels now have a comment indicating their ROM address
* all references to tile buffer locations are using the FuncCoords marco now
* added some comments and assembly analysis
This commit is contained in:
Mr Wint 2013-04-07 04:01:08 +02:00
parent fa32624e79
commit 2cc0aef0e9
2 changed files with 14825 additions and 13399 deletions

View file

@ -124,7 +124,7 @@ PREDEF_JUMP: MACRO
; C1xD
; C1xE
; C1xF
W_SPRITESTATEDATA1 EQU $C100
W_SPRITESTATEDATA1 EQU $C100 ; to $C200
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
@ -145,7 +145,16 @@ W_SPRITESTATEDATA1 EQU $C100
; C2xD
; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
; C2xF
W_SPRITESTATEDATA2 EQU $C200
W_SPRITESTATEDATA2 EQU $C200 ; to $C300
; buffer for OAM data. Is copied to OAM RAM by OAM DMA
W_OAMBUFFER EQU $C300 ; size $a0, to $C3A0
; buffer for tiles that are visible on screen (20 columns by 18 rows = $168 bytes)
W_SCREENTILESBUFFER EQU $C3A0 ; size $168, to $C508
; buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
W_SCREENTILESBACKBUFFER EQU $C508 ; size $168, to $C670
; the tiles of the row or column to be redrawn by RedrawExposedScreenEdge
W_SCREENEDGETILES EQU $CBFC
@ -186,6 +195,8 @@ W_LISTSCROLLOFFSET EQU $CC36
; set to 0 if you can't go past the top or bottom of the menu
W_MENUWRAPPINGENABLED EQU $CC4A
W_TRAINERHEADERFLAGBIT EQU $CC55
W_RLEBYTECOUNTER EQU $CCD2
; current HP of player and enemy substitutes
@ -210,6 +221,10 @@ W_PLAYERMONSPECIALMOD EQU $CD1D
W_PLAYERMONACCURACYMOD EQU $CD1E
W_PLAYERMONEVASIONMOD EQU $CD1F
W_ENGAGEDTRAINERCLASS EQU $CD2D
W_ENGAGEDTRAINERSETNUM EQU $CD2E
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
@ -221,12 +236,36 @@ W_ENEMYMONACCURACYMOD EQU $CD32
W_ENEMYMONEVASIONMOD EQU $CD33
W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
W_TRAINERSPRITEOFFSET EQU $CD3D
W_TRAINERENGAGEDISTANCE EQU $CD3E
W_TRAINERFACINGDIR EQU $CD3F
W_TRAINERSCREENYPOS EQU $CD40
W_TRAINERSCREENXPOS EQU $CD41
; bit 0: is player engaged by trainer (to avoid being engaged by multiple trainers simultaniously)
W_FLAGS_CD60 EQU $CD60
; bit 1 means button presses will be ignored for that futton
W_JOYPADFORBIDDENBUTTONSMASK EQU $CD6B
; second buffer for temporarily saving and restoring current screen's tiles (e.g. if menus are drawn on top)
W_SCREENTILESBACKBUFFER2 EQU $CD81 ; size $168, to $CEE9
W_HPBARMAXHP EQU $CEE9
W_HPBAROLDHP EQU $CEEB
W_HPBARNEWHP EQU $CEED
W_HPBARDELTA EQU $CEEF
W_HPBARHPDIFFERENCE EQU $CEFD
W_ANIMSOUNDID EQU $CF07 ; sound ID during battle animations
; movement byte 2 of current sprite
W_CURSPRITEMOVEMENT2 EQU $CF14
W_GYMCITYNAME EQU $CF5F
W_GYMLEADERNAME EQU $CF70
W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected
W_LISTMENUID EQU $CF94 ; ID used by DisplayListMenuID
@ -247,6 +286,8 @@ W_PLAYERMOVETYPE EQU $CFD5
W_PLAYERMOVEACCURACY EQU $CFD6
W_PLAYERMOVEMAXPP EQU $CFD7
W_ENEMYMONID EQU $CFD8
W_ENEMYMONNAME EQU $CFDA
W_ENEMYMONCURHP EQU $CFE6 ; active opponent's hp (16 bits)
@ -260,16 +301,23 @@ W_ENEMYMONSTATUS EQU $CFE9 ; active opponent's status condition
; bit 5 frz
; bit 6 par
; unused? (XXX confirm)
W_ENEMYMONTYPES EQU $CFEA
W_ENEMYMONTYPE1 EQU $CFEA
W_ENEMYMONTYPE2 EQU $CFEB
W_ENEMYMONLEVEL EQU $CFF3
W_ENEMYMONMAXHP EQU $CFF4 ; (16 bits)
W_ENEMYMONDEFENSE EQU $CFF8
W_ENEMYMONSPECIAL EQU $CFFC
W_ENEMYMONPP EQU $CFFE
W_ENEMYMONTYPES EQU $CFEA
W_ENEMYMONTYPE1 EQU $CFEA
W_ENEMYMONTYPE2 EQU $CFEB
W_ENEMYMONMOVES EQU $CFED
W_ENEMYMONATKDEFIV EQU $CFF1
W_ENEMYMONSPDSPCIV EQU $CFF2
W_ENEMYMONLEVEL EQU $CFF3
W_ENEMYMONMAXHP EQU $CFF4 ; (16 bits)
W_ENEMYMONATTACK EQU $CFF6
W_ENEMYMONDEFENSE EQU $CFF8
W_ENEMYMONSPEED EQU $CFFA
W_ENEMYMONSPECIAL EQU $CFFC
W_ENEMYMONPP EQU $CFFE
W_PLAYERMONCURHP EQU $D015 ; active opponent's hp (16 bits)
W_PLAYERMONNAME EQU $D009
W_PLAYERMONID EQU $D014
W_PLAYERMONCURHP EQU $D015 ; active opponent's hp (16 bits)
W_PLAYERMONSTATUS EQU $D018 ; the status of the players current monster
; bit 0 slp
; bit 1 slp
@ -279,12 +327,18 @@ W_PLAYERMONSTATUS EQU $D018 ; the status of the players current monster
; bit 5 frz
; bit 6 par
; unused? (XXX confirm)
W_PLAYERMONTYPES EQU $D019
W_PLAYERMONTYPE1 EQU $D019
W_PLAYERMONTYPE2 EQU $D01A
W_PLAYERMONLEVEL EQU $D022
W_PLAYERMONMAXHP EQU $D023 ; (16 bits)
W_PLAYERMONPP EQU $D02D
W_PLAYERMONTYPES EQU $D019
W_PLAYERMONTYPE1 EQU $D019
W_PLAYERMONTYPE2 EQU $D01A
W_PLAYERMONMOVES EQU $D01C
W_PLAYERMONIVS EQU $D020 ; 4x 4 bit: atk, def, spd, spc
W_PLAYERMONLEVEL EQU $D022
W_PLAYERMONMAXHP EQU $D023 ; (16 bits)
W_PLAYERMONATK EQU $D025
W_PLAYERMONDEF EQU $D027
W_PLAYERMONSPEED EQU $D029
W_PLAYERMONSPECIAL EQU $D02B
W_PLAYERMONPP EQU $D02D
W_TRAINERCLASS EQU $D031
@ -292,6 +346,8 @@ W_ISINBATTLE EQU $D057 ; no battle, this is 0
; wild battle, this is 1
; trainer battle, this is 2
W_PLAYERMONSALIVEFLAGS EQU $D058 ; 6 bit array, 1 if player mon is alive
W_CUROPPONENT EQU $D059 ; in a wild battle, this is the species of pokemon
; in a trainer battle, this is the trainer class + $C8
@ -355,7 +411,6 @@ W_BASECOORDY EQU $D082
W_FBTILECOUNTER EQU $D084 ; counts how many tiles of the current frame block have been drawn
W_SUBANIMFRAMEDELAY EQU $D086 ; duration of each frame of the current subanimation in terms of screen refreshes
W_SUBANIMCOUNTER EQU $D087 ; counts the number of subentries left in the current subanimation
W_NUMFBTILES EQU $D089 ; number of tiles in current battle animation frame block
@ -366,6 +421,12 @@ W_SUBANIMTRANSFORM EQU $D08B ; controls what transformations are applied to the
; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles
; 04: reverse the subanimation
W_PBSTOREDREGISTERH EQU $D08C
W_PBSTOREDREGISTERL EQU $D08D
W_PBSTOREDREGISTERD EQU $D08E
W_PBSTOREDREGISTERE EQU $D08F
W_PBSTOREDROMBANK EQU $D092
W_SUBANIMADDRPTR EQU $D094 ; the address _of the address_ of the current subanimation entry (2 bytes)
W_SUBANIMSUBENTRYADDR EQU $D096 ; the address of the current subentry of the current subanimation (2 bytes)
@ -476,60 +537,6 @@ W_PLAYERNAME EQU $D158 ; 11 characters, including null
W_NUMINPARTY EQU $D163
W_OWNEDPOKEMON EQU $D2F7 ; bit field, 19 bytes
W_SEENPOKEMON EQU $D30A ; bit field, 19 bytes
;number of items in bag
W_NUMBAGITEMS EQU $D31D
; BAGITEM01 is an item id
; BAGCOUNT01 is how many of this item
W_BAGITEM01 EQU $D31E
W_BAGITEM01QTY EQU $D31F
W_BAGITEM02 EQU $D320
W_BAGITEM02QTY EQU $D321
W_BAGITEM03 EQU $D322
W_BAGITEM03QTY EQU $D323
W_BAGITEM04 EQU $D324
W_BAGITEM04QTY EQU $D325
W_BAGITEM05 EQU $D326
W_BAGITEM05QTY EQU $D327
W_BAGITEM06 EQU $D328
W_BAGITEM06QTY EQU $D329
W_BAGITEM07 EQU $D32A
W_BAGITEM07QTY EQU $D32B
W_BAGITEM08 EQU $D32C
W_BAGITEM08QTY EQU $D32D
W_BAGITEM09 EQU $D32E
W_BAGITEM09QTY EQU $D32F
W_BAGITEM10 EQU $D330
W_BAGITEM10QTY EQU $D331
W_BAGITEM11 EQU $D332
W_BAGITEM11QTY EQU $D333
W_BAGITEM12 EQU $D334
W_BAGITEM12QTY EQU $D335
W_BAGITEM13 EQU $D336
W_BAGITEM13QTY EQU $D337
W_BAGITEM14 EQU $D338
W_BAGITEM14QTY EQU $D339
W_BAGITEM15 EQU $D33A
W_BAGITEM15QTY EQU $D33B
W_BAGITEM16 EQU $D33C
W_BAGITEM16QTY EQU $D33D
W_BAGITEM17 EQU $D33E
W_BAGITEM17QTY EQU $D33F
W_BAGITEM18 EQU $D340
W_BAGITEM18QTY EQU $D341
W_BAGITEM19 EQU $D342
W_BAGITEM19QTY EQU $D343
W_BAGITEM20 EQU $D344
W_BAGITEM20QTY EQU $D345
; money is in decimal
W_PLAYERMONEY3 EQU $D347
W_PLAYERMONEY2 EQU $D348
W_PLAYERMONEY1 EQU $D349
W_PARTYMON1 EQU $D164
W_PARTYMON2 EQU $D165
W_PARTYMON3 EQU $D166
@ -738,6 +745,60 @@ W_PARTYMON4NAME EQU $D2D6
W_PARTYMON5NAME EQU $D2E1
W_PARTYMON6NAME EQU $D2EC
W_OWNEDPOKEMON EQU $D2F7 ; bit field, 19 bytes
W_SEENPOKEMON EQU $D30A ; bit field, 19 bytes
;number of items in bag
W_NUMBAGITEMS EQU $D31D
; BAGITEM01 is an item id
; BAGCOUNT01 is how many of this item
W_BAGITEM01 EQU $D31E
W_BAGITEM01QTY EQU $D31F
W_BAGITEM02 EQU $D320
W_BAGITEM02QTY EQU $D321
W_BAGITEM03 EQU $D322
W_BAGITEM03QTY EQU $D323
W_BAGITEM04 EQU $D324
W_BAGITEM04QTY EQU $D325
W_BAGITEM05 EQU $D326
W_BAGITEM05QTY EQU $D327
W_BAGITEM06 EQU $D328
W_BAGITEM06QTY EQU $D329
W_BAGITEM07 EQU $D32A
W_BAGITEM07QTY EQU $D32B
W_BAGITEM08 EQU $D32C
W_BAGITEM08QTY EQU $D32D
W_BAGITEM09 EQU $D32E
W_BAGITEM09QTY EQU $D32F
W_BAGITEM10 EQU $D330
W_BAGITEM10QTY EQU $D331
W_BAGITEM11 EQU $D332
W_BAGITEM11QTY EQU $D333
W_BAGITEM12 EQU $D334
W_BAGITEM12QTY EQU $D335
W_BAGITEM13 EQU $D336
W_BAGITEM13QTY EQU $D337
W_BAGITEM14 EQU $D338
W_BAGITEM14QTY EQU $D339
W_BAGITEM15 EQU $D33A
W_BAGITEM15QTY EQU $D33B
W_BAGITEM16 EQU $D33C
W_BAGITEM16QTY EQU $D33D
W_BAGITEM17 EQU $D33E
W_BAGITEM17QTY EQU $D33F
W_BAGITEM18 EQU $D340
W_BAGITEM18QTY EQU $D341
W_BAGITEM19 EQU $D342
W_BAGITEM19QTY EQU $D343
W_BAGITEM20 EQU $D344
W_BAGITEM20QTY EQU $D345
; money is in decimal
W_PLAYERMONEY3 EQU $D347
W_PLAYERMONEY2 EQU $D348
W_PLAYERMONEY1 EQU $D349
W_RIVALNAME EQU $D34A ; 11 characters, including null
W_OPTIONS EQU $D355
@ -795,62 +856,6 @@ W_TILESETCOLLISIONPTR EQU $D530 ; list of all walkable tiles
W_TILESETTALKINGOVERTILES EQU $D532 ; 3 bytes
W_GRASSTILE EQU $D535
; coins are in decimal
W_PLAYERCOINS1 EQU $D5A4
W_PLAYERCOINS2 EQU $D5A5
W_OAKSLABCURSCRIPT EQU $D5F0
W_RIVALSTARTER EQU $D715
W_PLAYERSTARTER EQU $D717
W_GRASSRATE EQU $D887
W_GRASSMONS EQU $D888
W_WATERRATE EQU $D8A4 ; OVERLOADED
W_WATERMONS EQU $D8A5 ; OVERLOADED
W_ENEMYMONCOUNT EQU $D89C
W_ENEMYMON1HP EQU $D8A5 ; 16 bits
W_ENEMYMON1MOVE3 EQU $D8AE
W_ENEMYMON2MOVE3 EQU $D8DA
W_ENEMYMON3MOVE3 EQU $D906
W_ENEMYMON4MOVE3 EQU $D932
W_ENEMYMON5MOVE3 EQU $D95E
W_ENEMYMON6MOVE3 EQU $D98A
W_ENEMYMON1OT EQU $D9AC
W_ENEMYMON2OT EQU $D9B7
W_ENEMYMON3OT EQU $D9C2
W_ENEMYMON4OT EQU $D9CD
W_ENEMYMON5OT EQU $D9D8
W_ENEMYMON6OT EQU $D9E3
W_ENEMYMON1NAME EQU $D9EE
W_ENEMYMON2NAME EQU $D9F9
W_ENEMYMON3NAME EQU $DA04
W_ENEMYMON4NAME EQU $DA0F
W_ENEMYMON5NAME EQU $DA1A
W_ENEMYMON6NAME EQU $DA25 ; to $da2f
W_PLAYTIMEHOURS EQU $DA40 ; two bytes
W_PLAYTIMEMINUTES EQU $DA42 ; two bytes
W_PLAYTIMESECONDS EQU $DA44 ; one byte
W_PLAYTIMEFRAMES EQU $DA45 ; one byte
W_NUMSAFARIBALLS EQU $DA47
; number of mons in current box
W_NUMINBOX EQU $DA80
;number of items in box
W_NUMBOXITEMS EQU $D53A
; BOXITEM01 is an item id
@ -957,6 +962,9 @@ W_BOXITEM50 EQU $D59D
W_BOXITEM50QTY EQU $D59E
;box end of list $D59F
; coins are in decimal
W_PLAYERCOINS1 EQU $D5A4
W_PLAYERCOINS2 EQU $D5A5
W_MISSABLEOBJECTFLAGS EQU $D5A6 ; $20 bytes, bit array of missable objects. bit 1 = removed
; each entry consists of 2 bytes
@ -965,16 +973,193 @@ W_MISSABLEOBJECTFLAGS EQU $D5A6 ; $20 bytes, bit array of missable objects. bit
; terminated with $FF
W_MISSABLEOBJECTLIST EQU $D5CE
W_GAMEPROGRESSFLAGS EQU $D5F0 ; $c8 bytes
W_GAMEPROGRESSFLAGS EQU $D5F0 ; $c8 bytes
W_OAKSLABCURSCRIPT EQU $D5F0
W_PALLETTOWNCURSCRIPT EQU $D5F1
W_BLUESHOUSECURSCRIPT EQU $D5F3
W_VIRIDIANCITYCURSCRIPT EQU $D5F4
W_PEWTERCITYCURSCRIPT EQU $D5F7
W_ROUTE3CURSCRIPT EQU $D5F8
W_ROUTE4CURSCRIPT EQU $D5F9
W_VIRIDIANGYMCURSCRIPT EQU $D5FB
W_PEWTERGYMCURSCRIPT EQU $D5FC
W_CERULEANGYMCURSCRIPT EQU $D5FD
W_VERMILIONGYMCURSCRIPT EQU $D5FE
W_CELADONGYMCURSCRIPT EQU $D5FF
W_ROUTE6CURSCRIPT EQU $D600
W_ROUTE8CURSCRIPT EQU $D601
W_ROUTE24CURSCRIPT EQU $D602
W_ROUTE25CURSCRIPT EQU $D603
W_ROUTE9CURSCRIPT EQU $D604
W_ROUTE10CURSCRIPT EQU $D605
W_MTMOON1CURSCRIPT EQU $D606
W_MTMOON3CURSCRIPT EQU $D607
W_SSANNE8CURSCRIPT EQU $D608
W_SSANNE9CURSCRIPT EQU $D609
W_ROUTE22CURSCRIPT EQU $D60A
W_REDSHOUSE2CURSCRIPT EQU $D60C
W_VIRIDIANMARKETCURSCRIPT EQU $D60D
W_ROUTE22GATECURSCRIPT EQU $D60E
W_CERULEANCITYCURSCRIPT EQU $D60F
W_SSANNE5CURSCRIPT EQU $D617
W_VIRIDIANFORESTCURSCRIPT EQU $D618
W_MUSEUMF1CURSCRIPT EQU $D619
W_ROUTE13CURSCRIPT EQU $D61A
W_ROUTE14CURSCRIPT EQU $D61B
W_ROUTE17CURSCRIPT EQU $D61C
W_ROUTE19CURSCRIPT EQU $D61D
W_ROUTE21CURSCRIPT EQU $D61E
W_SAFARIZONEENTRANCECURSCRIPT EQU $D61F
W_ROCKTUNNEL2CURSCRIPT EQU $D620
W_ROCKTUNNEL1CURSCRIPT EQU $D621
W_ROUTE11CURSCRIPT EQU $D623
W_ROUTE12CURSCRIPT EQU $D624
W_ROUTE15CURSCRIPT EQU $D625
W_ROUTE16CURSCRIPT EQU $D626
W_ROUTE18CURSCRIPT EQU $D627
W_ROUTE20CURSCRIPT EQU $D628
W_SSANNE10CURSCRIPT EQU $D629
W_VERMILIONCITYCURSCRIPT EQU $D62A
W_POKEMONTOWER2CURSCRIPT EQU $D62B
W_POKEMONTOWER3CURSCRIPT EQU $D62C
W_POKEMONTOWER4CURSCRIPT EQU $D62D
W_POKEMONTOWER5CURSCRIPT EQU $D62E
W_POKEMONTOWER6CURSCRIPT EQU $D62F
W_POKEMONTOWER7CURSCRIPT EQU $D630
W_ROCKETHIDEOUT1CURSCRIPT EQU $D631
W_ROCKETHIDEOUT2CURSCRIPT EQU $D632
W_ROCKETHIDEOUT3CURSCRIPT EQU $D633
W_ROCKETHIDEOUT4CURSCRIPT EQU $D634
W_ROUTE6GATECURSCRIPT EQU $D636
W_ROUTE8GATECURSCRIPT EQU $D637
W_CINNABARISLANDCURSCRIPT EQU $D639
W_MANSION1CURSCRIPT EQU $D63A
W_MANSION2CURSCRIPT EQU $D63C
W_MANSION3CURSCRIPT EQU $D63D
W_MANSION4CURSCRIPT EQU $D63E
W_VICTORYROAD2CURSCRIPT EQU $D63F
W_VICTORYROAD3CURSCRIPT EQU $D640
W_FIGHTINGDOJOCURSCRIPT EQU $D642
W_SILPHCO2CURSCRIPT EQU $D643
W_SILPHCO3CURSCRIPT EQU $D644
W_SILPHCO4CURSCRIPT EQU $D645
W_SILPHCO5CURSCRIPT EQU $D646
W_SILPHCO6CURSCRIPT EQU $D647
W_SILPHCO7CURSCRIPT EQU $D648
W_SILPHCO8CURSCRIPT EQU $D649
W_SILPHCO9CURSCRIPT EQU $D64A
W_HALLOFFAMEROOMCURSCRIPT EQU $D64B
W_GARYCURSCRIPT EQU $D64C
W_LORELEICURSCRIPT EQU $D64D
W_BRUNOCURSCRIPT EQU $D64E
W_AGATHACURSCRIPT EQU $D64F
W_UNKNOWNDUNGEON3CURSCRIPT EQU $D650
W_VICTORYROAD1CURSCRIPT EQU $D651
W_LANCECURSCRIPT EQU $D653
W_SILPHCO10CURSCRIPT EQU $D658
W_SILPHCO11CURSCRIPT EQU $D659
W_FUCHSIAGYMCURSCRIPT EQU $D65B
W_SAFFRONGYMCURSCRIPT EQU $D65C
W_CINNABARGYMCURSCRIPT EQU $D65E
W_CELADONGAMECORNERCURSCRIPT EQU $D65F
W_ROUTE16GATECURSCRIPT EQU $D660
W_BILLSHOUSECURSCRIPT EQU $D661
W_ROUTE5GATECURSCRIPT EQU $D662
W_POWERPLANTCURSCRIPT EQU $D663 ; overload
W_ROUTE7GATECURSCRIPT EQU $D663 ; overload
W_SSANNE2CURSCRIPT EQU $D665
W_SEAFOAMISLANDS4CURSCRIPT EQU $D666
W_ROUTE23CURSCRIPT EQU $D667
W_SEAFOAMISLANDS5CURSCRIPT EQU $D668
W_ROUTE18GATECURSCRIPT EQU $D669
W_TOWNVISITEDFLAG EQU $D70B ; 2 bytes bit array, 1 means visited
W_SAFARITIMER1 EQU $D70D ; use 01 for maximum
W_SAFARITIMER2 EQU $D70E ; use F4 for maximum
W_FOSSILITEM EQU $D70F ; item given to cinnabar lab
W_FOSSILMON EQU $D710 ; mon that will result from the item
W_ENEMYMONORTRAINERCLASS EQU $D713 ; trainer classes start at $c8
W_RIVALSTARTER EQU $D715
W_PLAYERSTARTER EQU $D717
; 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)
W_FLAGS_D733 EQU $D733
W_GRASSRATE EQU $D887
W_GRASSMONS EQU $D888
W_WATERRATE EQU $D8A4 ; OVERLOADED
W_WATERMONS EQU $D8A5 ; OVERLOADED
W_ENEMYMONCOUNT EQU $D89C
W_ENEMYMON1HP EQU $D8A5 ; 16 bits
W_ENEMYMON1MOVE3 EQU $D8AE
W_ENEMYMON2MOVE3 EQU $D8DA
W_ENEMYMON3MOVE3 EQU $D906
W_ENEMYMON4MOVE3 EQU $D932
W_ENEMYMON5MOVE3 EQU $D95E
W_ENEMYMON6MOVE3 EQU $D98A
W_ENEMYMON1OT EQU $D9AC
W_ENEMYMON2OT EQU $D9B7
W_ENEMYMON3OT EQU $D9C2
W_ENEMYMON4OT EQU $D9CD
W_ENEMYMON5OT EQU $D9D8
W_ENEMYMON6OT EQU $D9E3
W_ENEMYMON1NAME EQU $D9EE
W_ENEMYMON2NAME EQU $D9F9
W_ENEMYMON3NAME EQU $DA04
W_ENEMYMON4NAME EQU $DA0F
W_ENEMYMON5NAME EQU $DA1A
W_ENEMYMON6NAME EQU $DA25 ; to $da2f
W_TRAINERHEADERPTR EQU $DA30
; 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
W_CURMAPSCRIPT EQU $DA39
W_PLAYTIMEHOURS EQU $DA40 ; two bytes
W_PLAYTIMEMINUTES EQU $DA42 ; two bytes
W_PLAYTIMESECONDS EQU $DA44 ; one byte
W_PLAYTIMEFRAMES EQU $DA45 ; one byte
W_NUMSAFARIBALLS EQU $DA47
; number of mons in current box
W_NUMINBOX EQU $DA80
W_BOXMON1DATA EQU $DA96
W_BOXMON2DATA EQU $DAB7
H_SOFTRESETCOUNTER EQU $FF8A ; initialized to 16, decremented each input iteration if the user presses the reset sequence (A+B+S+s). Soft reset when 0 is reached.
; counters for blinking down arrow
H_DOWNARROWBLINKCNT1 EQU $FF8B
H_DOWNARROWBLINKCNT2 EQU $FF8C
@ -997,6 +1182,11 @@ H_NUMTOPRINT EQU $FF96 ; 3 bytes, big endian order
H_POWEROFTEN EQU $FF99 ; 3 bytes, big endian order
H_SAVEDNUMTOPRINT EQU $FF9C ; 3 bytes, big endian order (to back out of a subtraction)
H_OLDPRESSEDBUTTONS EQU $FFB1
H_NEWLYRELEASEDBUTTONS EQU $FFB2
H_NEWLYPRESSEDBUTTONS EQU $FFB3
H_CURRENTPRESSEDBUTTONS EQU $FFB4
H_LOADEDROMBANK EQU $FFB8
; is automatic background transfer during V-blank enabled?
@ -1076,6 +1266,8 @@ H_CURRENTSPRITEOFFSET EQU $FFDA ; multiple of $10
H_WHOSETURN EQU $FFF3 ; 0 on players turn, 1 on enemys turn
H_JOYPADSTATE EQU $FFF8
; hardware registers, from the pandocs http://nocash.emubase.de/pandocs.htm
rJOYP EQU $FF00
rDIV EQU $FF04
@ -1089,6 +1281,15 @@ rWY EQU $FF4A
rWX EQU $FF4B
rIE EQU $FFFF
BTN_A EQU %00000001
BTN_B EQU %00000010
BTN_SELECT EQU %00000100
BTN_START EQU %00001000
BTN_RIGHT EQU %00010000
BTN_LEFT EQU %00100000
BTN_UP EQU %01000000
BTN_DOWN EQU %10000000
; OAM attribute flags
OAM_HFLIP EQU %00100000 ; horizontal flip
OAM_VFLIP EQU %01000000 ; vertical flip
@ -1529,7 +1730,7 @@ X_DEFEND EQU $42
X_SPEED EQU $43
X_SPECIAL EQU $44
COIN_CASE EQU $45
OAKS_PARCEL EQU $46
OAKS_PARCEL EQU $46
ITEMFINDER EQU $47
SILPH_SCOPE EQU $48
POKE_FLUTE EQU $49

27761
main.asm

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