mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00

I am shaky on using this area of WRAM but it seems to make the party menu work as desired. Crashes when trying to load the opponent.
2415 lines
59 KiB
NASM
2415 lines
59 KiB
NASM
SECTION "Audio RAM", WRAM0
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; crysaudio start
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; nonzero if playing
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wMusicPlaying:: db
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wAudio::
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wChannel1:: channel_struct wChannel1
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wChannel2:: channel_struct wChannel2
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wChannel3:: channel_struct wChannel3
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wChannel4:: channel_struct wChannel4
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ds 1
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wCurTrackDuty:: db
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wCurTrackVolumeEnvelope:: db
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wCurTrackFrequency:: dw
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wUnusedBCDNumber:: db ; BCD value, dummied out
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wCurNoteDuration:: db ; used in MusicE0 and LoadNote
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wCurMusicByte:: db
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wCurChannel:: db
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wVolume::
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; corresponds to rNR50
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; Channel control / ON-OFF / Volume (R/W)
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; bit 7 - Vin->SO2 ON/OFF
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; bit 6-4 - SO2 output level (volume) (# 0-7)
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; bit 3 - Vin->SO1 ON/OFF
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; bit 2-0 - SO1 output level (volume) (# 0-7)
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db
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wSoundOutput::
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; corresponds to rNR51
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; bit 4-7: ch1-4 so2 on/off
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; bit 0-3: ch1-4 so1 on/off
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db
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wPitchSweep::
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; corresponds to rNR10
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; bit 7: unused
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; bit 4-6: sweep time
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; bit 3: sweep direction
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; but 0-2: sweep shift
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db
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wMusicID:: dw
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wMusicBank:: db
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wNoiseSampleAddress:: dw
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wNoiseSampleDelay:: db
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ds 1
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wMusicNoiseSampleSet:: db
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wSFXNoiseSampleSet:: db
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wLowHealthAlarm::
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; bit 7: on/off
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; bit 4: pitch
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; bit 0-3: counter
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db
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wMusicFade::
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; fades volume over x frames
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; bit 7: fade in/out
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; bit 0-5: number of frames for each volume level
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; $00 = none (default)
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db
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wMusicFadeCount:: db
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wMusicFadeID:: dw
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ds 5
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wCryPitch:: dw
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wCryLength:: dw
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wLastVolume:: db
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wUnusedMusicF9Flag:: db
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wSFXPriority::
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; if nonzero, turn off music when playing sfx
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db
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ds 1
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wChannel1JumpCondition:: db
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wChannel2JumpCondition:: db
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wChannel3JumpCondition:: db
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wChannel4JumpCondition:: db
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wStereoPanningMask:: db
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wCryTracks::
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; plays only in left or right track depending on what side the monster is on
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; both tracks active outside of battle
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db
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wSFXDuration:: db
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wCurSFX::
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; id of sfx currently playing
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db
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wSFXDontWait:: ds 1
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wAudioEnd::
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; crysaudio end
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SECTION "Sprite State Data", WRAM0
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wSpriteDataStart::
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; data for all sprites on the current map
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; holds info for 16 sprites with $10 bytes each
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wSpriteStateData1::
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; struct fields:
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; - 0: picture ID (fixed, loaded at map init)
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; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
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; - 2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
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; - 3: Y screen position delta (-1,0 or 1; added to Y pixels on each walking animation update)
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; - 4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
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; - 5: X screen position delta (-1,0 or 1; added to field X pixels on each walking animation update)
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; - 6: X screen position (in pixels, snaps to grid if not currently walking)
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; - 7: intra-animation-frame counter (counting upwards to 4 until animation frame counter is incremented)
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; - 8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
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; - 9: facing direction ($0: down, $4: up, $8: left, $c: right)
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; - A: adjusted Y coordinate
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; - B: adjusted X coordinate
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; - C: direction of collision
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; - D
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; - E
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; - F
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wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 ; player is struct 0
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; wSprite01StateData1 - wSprite15StateData1
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FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS
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wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1
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ENDR
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; more data for all sprites on the current map
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; holds info for 16 sprites with $10 bytes each
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wSpriteStateData2::
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; struct fields:
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; - 0: walk animation counter (counting from $10 backwards when moving)
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; - 1:
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; - 2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
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; - 3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
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; - 4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
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; - 5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
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; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
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; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
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; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0)
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; - 9: original facing direction (backed up by DisplayTextIDInit, restored by CloseTextDisplay)
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; - A
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; - B
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; - C
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; - D: picture ID
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; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index)
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; - F
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wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 ; player is struct 0
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; wSprite01StateData2 - wSprite15StateData2
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FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS
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wSprite{02d:n}StateData2:: spritestatedata2 wSprite{02d:n}StateData2
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ENDR
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; The high byte of a pointer to anywhere within wSpriteStateData1 can be incremented
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; to reach within wSpriteStateData2, and vice-versa for decrementing.
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ASSERT HIGH(wSpriteStateData1) + 1 == HIGH(wSpriteStateData2)
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ASSERT LOW(wSpriteStateData1) == 0 && LOW(wSpriteStateData2) == 0
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wSpriteDataEnd::
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SECTION "OAM Buffer", WRAM0
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; buffer for OAM data. Copied to OAM by DMA
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wShadowOAM::
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; wShadowOAMSprite00 - wShadowOAMSprite39
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FOR n, NUM_SPRITE_OAM_STRUCTS
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wShadowOAMSprite{02d:n}:: sprite_oam_struct wShadowOAMSprite{02d:n}
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ENDR
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wShadowOAMEnd::
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SECTION "Tilemap", WRAM0
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; buffer for tiles that are visible on screen (20 columns by 18 rows)
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wTileMap:: ds SCREEN_WIDTH * SCREEN_HEIGHT
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UNION
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; buffer for temporarily saving and restoring current screen's tiles
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; (e.g. if menus are drawn on top)
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wTileMapBackup:: ds SCREEN_WIDTH * SCREEN_HEIGHT
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NEXTU
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; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
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wSerialPartyMonsPatchList:: ds 200
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; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
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wSerialEnemyMonsPatchList:: ds 200
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ENDU
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ds 80
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SECTION "Overworld Map", WRAM0
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UNION
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wOverworldMap:: ds 1300
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wOverworldMapEnd::
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NEXTU
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wTempPic:: ds 7 * 7 tiles
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ENDU
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SECTION "WRAM", WRAM0
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; the tiles of the row or column to be redrawn by RedrawRowOrColumn
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wRedrawRowOrColumnSrcTiles:: ds SCREEN_WIDTH * 2
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; coordinates of the position of the cursor for the top menu item (id 0)
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wTopMenuItemY:: db
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wTopMenuItemX:: db
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; the id of the currently selected menu item
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; the top item has id 0, the one below that has id 1, etc.
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; note that the "top item" means the top item currently visible on the screen
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; add this value to [wListScrollOffset] to get the item's position within the list
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wCurrentMenuItem:: db
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; the tile that was behind the menu cursor's current location
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wTileBehindCursor:: db
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; id of the bottom menu item
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wMaxMenuItem:: db
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; bit mask of keys that the menu will respond to
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wMenuWatchedKeys:: db
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; id of previously selected menu item
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wLastMenuItem:: db
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; It is mainly used by the party menu to remember the cursor position while the
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; menu isn't active.
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; It is also used to remember the cursor position of mon lists (for the
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; withdraw/deposit/release actions) in Bill's PC so that it doesn't get lost
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; when you choose a mon from the list and a sub-menu is shown. It's reset when
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; you return to the main Bill's PC menu.
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wPartyAndBillsPCSavedMenuItem:: db
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; It is used by the bag list to remember the cursor position while the menu
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; isn't active.
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wBagSavedMenuItem:: db
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; It is used by the start menu to remember the cursor position while the menu
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; isn't active.
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; The battle menu uses it so that the cursor position doesn't get lost when
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; a sub-menu is shown. It's reset at the start of each battle.
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wBattleAndStartSavedMenuItem:: db
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wPlayerMoveListIndex:: db
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; index in party of currently battling mon
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wPlayerMonNumber:: db
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; the address of the menu cursor's current location within wTileMap
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wMenuCursorLocation:: dw
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ds 2
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; how many times should HandleMenuInput poll the joypad state before it returns?
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wMenuJoypadPollCount:: db
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; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
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wMenuItemToSwap:: db
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; offset of the current top menu item from the beginning of the list
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; keeps track of what section of the list is on screen
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wListScrollOffset:: db
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; If non-zero, then when wrapping is disabled and the player tries to go past
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; the top or bottom of the menu, return from HandleMenuInput. This is useful for
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; menus that have too many items to display at once on the screen because it
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; allows the caller to scroll the entire menu up or down when this happens.
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wMenuWatchMovingOutOfBounds:: db
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wTradeCenterPointerTableIndex:: db
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ds 1
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; destination pointer for text output
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; this variable is written to, but is never read from
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wTextDest:: dw
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; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
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wDoNotWaitForButtonPressAfterDisplayingText:: db
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UNION
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; the received menu selection is stored twice
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wLinkMenuSelectionReceiveBuffer:: dw
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ds 3
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; the menu selection byte is stored twice before sending
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wLinkMenuSelectionSendBuffer:: dw
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ds 3
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wEnteringCableClub::
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wLinkTimeoutCounter:: db
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NEXTU
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; temporary nybble used by Serial_ExchangeNybble
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wSerialExchangeNybbleTempReceiveData::
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; the final received nybble is stored here by Serial_SyncAndExchangeNybble
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wSerialSyncAndExchangeNybbleReceiveData:: db
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; the final received nybble is stored here by Serial_ExchangeNybble
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wSerialExchangeNybbleReceiveData:: db
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ds 3
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; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
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wSerialExchangeNybbleSendData:: db
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ds 4
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wUnknownSerialCounter:: dw
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ENDU
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; $00 = player mons
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; $01 = enemy mons
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wWhichTradeMonSelectionMenu::
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; 0 = player's party
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; 1 = enemy party
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; 2 = current box
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; 3 = daycare
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; 4 = in-battle mon
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;
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; AddPartyMon uses it slightly differently.
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; If the lower nybble is 0, the mon is added to the player's party, else the enemy's.
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; If the entire value is 0, then the player is allowed to name the mon.
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wMonDataLocation:: db
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; set to 1 if you can go from the bottom to the top or top to bottom of a menu
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; set to 0 if you can't go past the top or bottom of the menu
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wMenuWrappingEnabled:: db
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; whether to check for 180-degree turn (0 = don't, 1 = do)
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wCheckFor180DegreeTurn:: db
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ds 1
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wMissableObjectIndex:: db
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wPredefID:: db
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wPredefHL:: dw
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wPredefDE:: dw
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wPredefBC:: dw
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wTrainerHeaderFlagBit:: db
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ds 1
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; which NPC movement script pointer is being used
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; 0 if an NPC movement script is not running
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wNPCMovementScriptPointerTableNum:: db
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; ROM bank of current NPC movement script
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wNPCMovementScriptBank:: db
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ds 2
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; This union spans 180 bytes.
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UNION
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wVermilionDockTileMapBuffer:: ds 5 * BG_MAP_WIDTH + SCREEN_WIDTH
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wVermilionDockTileMapBufferEnd::
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NEXTU
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wOaksAideRewardItemName:: ds ITEM_NAME_LENGTH
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NEXTU
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wElevatorWarpMaps:: ds 11 * 2
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NEXTU
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; List of bag items that has been filtered to a certain type of items,
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; such as drinks or fossils.
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wFilteredBagItems:: ds 4
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NEXTU
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; Saved copy of OAM for the first frame of the animation to make it easy to
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; flip back from the second frame.
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wMonPartySpritesSavedOAM:: ds $60
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NEXTU
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wTrainerCardBlkPacket:: ds $40
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NEXTU
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wHallOfFame:: ds HOF_TEAM
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NEXTU
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wNPCMovementDirections:: ds 180
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NEXTU
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wDexRatingNumMonsSeen:: db
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wDexRatingNumMonsOwned:: db
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wDexRatingText:: db
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NEXTU
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; If a random number greater than this value is generated, then the player is
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; allowed to have three 7 symbols or bar symbols line up.
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; So, this value is actually the chance of NOT entering that mode.
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; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance.
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; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance.
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wSlotMachineSevenAndBarModeChance:: db
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ds 2
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; ROM back to return to when the player is done with the slot machine
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wSlotMachineSavedROMBank:: db
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; Move Buffer stuff for Mateo's code
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wMoveBuffer::
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wRelearnableMoves::
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ds 164
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; Try not to use this stack.
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; A good amount of space is needed to store data for the move relearner.
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; If it's like, 2, it'll lag like crazy and show garbage from elsewhere.
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wLuckySlotHiddenObjectIndex:: db
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NEXTU
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; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
|
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wAnimationType:: db
|
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ds 29
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wAnimPalette:: db
|
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|
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NEXTU
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ds 60
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; temporary buffer when swapping party mon data
|
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wSwitchPartyMonTempBuffer:: ds 44 ; party_struct size
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|
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NEXTU
|
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ds 120
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; 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
|
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|
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wNPCMovementDirections2:: ds 10
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; used in Pallet Town scripted movement
|
||
wNumStepsToTake:: db
|
||
|
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ds 48
|
||
|
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wRLEByteCount:: db
|
||
|
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wParentMenuItem::
|
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; 0 = not added
|
||
; 1 = added
|
||
wAddedToParty::
|
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; 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
|
||
|
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ds 1
|
||
|
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; 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.
|
||
; I've made this redundant by removing the checks for the move, so this can be used for anything you want.
|
||
wTestBattlePlayerSelectedMove:: db
|
||
|
||
ds 1
|
||
|
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; 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
|
||
wLowHealthAlarmOrig:: 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
|
||
wMonHPicBank:: db
|
||
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
|
||
|
||
wIsTrainerBattle::
|
||
ds 1
|
||
|
||
wWasTrainerBattle::
|
||
ds 1
|
||
|
||
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::
|
||
|
||
ds 28 ;;;;;;; moved bag code lower down to make bigger bag space
|
||
|
||
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
|
||
|
||
;;;;;;;;;; note: CHANGED: this empty space is now used for bigger bag space - TY Vortiene
|
||
UNION
|
||
; original size of this empty space
|
||
ds 128
|
||
|
||
NEXTU
|
||
wNumBagItems:: db
|
||
; item, quantity
|
||
wBagItems:: ds BAG_ITEM_CAPACITY * 2 + 1 ; now holds 30 items
|
||
;;;;
|
||
; 66 bytes left to use
|
||
|
||
ENDU
|
||
;;;;;;;;;;
|
||
|
||
; 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:: db
|
||
|
||
ds 1
|
||
|
||
; 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
|
||
|
||
wPlayerSex::
|
||
; $00 = male
|
||
; $01 = female
|
||
ds 1
|
||
|
||
wGameProgressFlags::
|
||
wOaksLabCurScript:: db
|
||
wPalletTownCurScript:: db
|
||
wCitrineRocketHouseCurScript:: db
|
||
wBluesHouseCurScript:: db
|
||
wViridianCityCurScript:: db
|
||
ds 2
|
||
wPewterCityCurScript:: db
|
||
wRoute3CurScript:: db
|
||
wRoute4CurScript:: db
|
||
wViridianPreGymCurScript:: db
|
||
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
|
||
wSilphGauntlet7FCurScript:: db
|
||
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
|
||
wDiglettsCaveCurScript:: db
|
||
wCinnabarVolcanoCurScript:: db
|
||
wCeladonUniversityOutsideCurScript:: db
|
||
wUnderwaterTunnelCurScript:: db
|
||
wVictoryRoad2FCurScript:: db
|
||
wVictoryRoad3FCurScript:: db
|
||
wGarnetCavernB1FCurScript:: db
|
||
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
|
||
wFarawayIslandInsideCurScript:: db
|
||
wLancesRoomCurScript:: db
|
||
wPokemonMansionB2FCurScript:: db
|
||
wMtMoonCraterCurScript:: db
|
||
wSilphGauntlet1FCurScript:: db
|
||
wSilphGauntlet4FCurScript:: db
|
||
wSilphCo10FCurScript:: db
|
||
wSilphCo11FCurScript:: db
|
||
wCelesteHillCurScript:: db
|
||
wFuchsiaGymCurScript:: db
|
||
wSaffronGymCurScript:: db
|
||
wBrunswickTrailCurScript:: db
|
||
wCinnabarGymCurScript:: db
|
||
wGameCornerCurScript:: db
|
||
wRoute16Gate1FCurScript:: db
|
||
wBillsHouseCurScript:: db
|
||
wRoute5GateCurScript:: db
|
||
wPowerPlantCurScript:: ; overload
|
||
wRoute7GateCurScript:: db
|
||
wRoute1CurScript:: db
|
||
wSSAnne2FCurScript:: db
|
||
wCitrineCityCurScript:: db
|
||
wSeafoamIslandsB3FCurScript:: db
|
||
wRoute23CurScript:: db
|
||
wSeafoamIslandsB4FCurScript:: db
|
||
wRoute18Gate1FCurScript:: db
|
||
wBattleTentCurScript:: db
|
||
ds 5
|
||
wGameProgressFlagsEnd::
|
||
|
||
UNION
|
||
; Surely this position will not cause any issues at all.
|
||
;battle tent data
|
||
wBTOrder:: dw
|
||
wBTStreakCnt:: db
|
||
wBTClass:: db
|
||
wBTDataEnd::
|
||
wStringBuffer1:: ; cf5f
|
||
ds 16 + 1
|
||
wStringBuffer2:: ; cf70
|
||
ds 16 + 1
|
||
wStringBuffer3:: ; cf81
|
||
ds 9 + 1
|
||
;end BT wram
|
||
ds 79
|
||
NEXTU
|
||
wChannel7:: channel_struct wChannel7
|
||
wChannel8:: channel_struct wChannel8
|
||
ENDU
|
||
|
||
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::
|
||
|
||
wChannel5:: channel_struct wChannel5
|
||
wChannel6:: channel_struct wChannel6
|
||
|
||
|
||
SECTION "Stack", WRAM0
|
||
|
||
; the stack grows downward
|
||
ds $99 - 1
|
||
wStack:: db |