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wram.asm
executable file
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wram.asm
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INCLUDE "constants.asm"
flag_array: MACRO
ds ((\1) + 7) / 8
ENDM
box_struct_length EQU 25 + NUM_MOVES * 2
box_struct: MACRO
\1Species:: db
\1HP:: dw
\1BoxLevel:: db
\1Status:: db
\1Type::
\1Type1:: db
\1Type2:: db
\1CatchRate:: db
\1Moves:: ds NUM_MOVES
\1OTID:: dw
\1Exp:: ds 3
\1HPExp:: dw
\1AttackExp:: dw
\1DefenseExp:: dw
\1SpeedExp:: dw
\1SpecialExp:: dw
\1DVs:: ds 2
\1PP:: ds NUM_MOVES
ENDM
party_struct: MACRO
box_struct \1
\1Level:: db
\1Stats::
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
\1Speed:: dw
\1Special:: dw
ENDM
battle_struct: MACRO
\1Species:: db
\1HP:: dw
\1BoxLevel:: db
\1Status:: db
\1Type::
\1Type1:: db
\1Type2:: db
\1CatchRate:: db
\1Moves:: ds NUM_MOVES
\1DVs:: ds 2
\1Level:: db
\1Stats::
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
\1Speed:: dw
\1Special:: dw
\1PP:: ds NUM_MOVES
ENDM
SECTION "WRAM Bank 0", WRAM0
wUnusedC000:: ; c000
ds 1
wSoundID:: ; c001
ds 1
wMuteAudioAndPauseMusic:: ; c002
; bit 7: whether sound has been muted
; all bits: whether the effective is active
; Store 1 to activate effect (any value in the range [1, 127] works).
; All audio is muted and music is paused. Sfx continues playing until it
; ends normally.
; Store 0 to resume music.
ds 1
wDisableChannelOutputWhenSfxEnds:: ; c003
ds 1
wStereoPanning:: ; c004
ds 1
wSavedVolume:: ; c005
ds 1
wChannelCommandPointers:: ; c006
ds 16
wChannelReturnAddresses:: ; c016
ds 16
wChannelSoundIDs:: ; c026
ds 8
wChannelFlags1:: ; c02e
ds 8
wChannelFlags2:: ; c036
ds 8
wChannelDuties:: ; c03e
ds 8
wChannelDutyCycles:: ; c046
ds 8
wChannelVibratoDelayCounters:: ; c04e
; reloaded at the beginning of a note. counts down until the vibrato begins.
ds 8
wChannelVibratoExtents:: ; c056
ds 8
wChannelVibratoRates:: ; c05e
; high nybble is rate (counter reload value) and low nybble is counter.
; time between applications of vibrato.
ds 8
wChannelFrequencyLowBytes:: ; c066
ds 8
wChannelVibratoDelayCounterReloadValues:: ; c06e
; delay of the beginning of the vibrato from the start of the note
ds 8
wChannelPitchBendLengthModifiers:: ; c076
ds 8
wChannelPitchBendFrequencySteps:: ; c07e
ds 8
wChannelPitchBendFrequencyStepsFractionalPart:: ; c086
ds 8
wChannelPitchBendCurrentFrequencyFractionalPart:: ; c08e
ds 8
wChannelPitchBendCurrentFrequencyHighBytes:: ; c096
ds 8
wChannelPitchBendCurrentFrequencyLowBytes:: ; c09e
ds 8
wChannelPitchBendTargetFrequencyHighBytes:: ; c0a6
ds 8
wChannelPitchBendTargetFrequencyLowBytes:: ; c0ae
ds 8
wChannelNoteDelayCounters:: ; c0b6
; Note delays are stored as 16-bit fixed-point numbers where the integer part
; is 8 bits and the fractional part is 8 bits.
ds 8
wChannelLoopCounters:: ; c0be
ds 8
wChannelNoteSpeeds:: ; c0c6
ds 8
wChannelNoteDelayCountersFractionalPart:: ; c0ce
ds 8
wChannelOctaves:: ; c0d6
ds 8
wChannelVolumes:: ; c0de
; also includes fade for hardware channels that support it
ds 8
wMusicWaveInstrument::
ds 1
wSfxWaveInstrument::
ds 1
wMusicTempo:: ; c0e8
ds 2
wSfxTempo:: ; c0ea
ds 2
wSfxHeaderPointer:: ; c0ec
ds 2
wNewSoundID:: ; c0ee
ds 1
wAudioROMBank:: ; c0ef
ds 1
wAudioSavedROMBank:: ; c0f0
ds 1
wFrequencyModifier:: ; c0f1
ds 1
wTempoModifier:: ; c0f2
ds 1
ds 13
SECTION "Sprite State Data", WRAM0[$c100]
wSpriteDataStart::
wSpriteStateData1:: ; c100
; data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C1x0: picture ID (fixed, loaded at map init)
; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update)
; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update)
; C1x6: X screen position (in pixels, snaps to grid if not currently walking)
; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented)
; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
; C1x9: facing direction (0: down, 4: up, 8: left, $c: right)
; C1xA
; C1xB
; C1xC
; C1xD
; C1xE
; C1xF
spritestatedata1: MACRO
\1SpriteStateData1::
\1PictureID:: db
\1MovementStatus:: db
\1SpriteImageIdx:: db
\1YStepVector:: db
\1YPixels:: db
\1XStepVector:: db
\1XPixels:: db
\1IntraAnimFrameCounter:: db
\1AnimFrameCounter:: db
\1FacingDirection:: db
ds 6
\1SpriteStateData1End::
endm
spritestatedata1 Player
spritestatedata1 Sprite01
spritestatedata1 Sprite02
spritestatedata1 Sprite03
spritestatedata1 Sprite04
spritestatedata1 Sprite05
spritestatedata1 Sprite06
spritestatedata1 Sprite07
spritestatedata1 Sprite08
spritestatedata1 Sprite09
spritestatedata1 Sprite10
spritestatedata1 Sprite11
spritestatedata1 Sprite12
spritestatedata1 Sprite13
spritestatedata1 Sprite14
spritestatedata1 Sprite15
; ds $10 * $10
;SECTION "Sprite State Data 2", WRAM0[$c200]
wSpriteStateData2:: ; c200
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C2x0: walk animation counter (counting from $10 backwards when moving)
; C2x1:
; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)
; C2x9
; C2xA
; C2xB
; C2xC
; C2xD
; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
; C2xF
spritestatedata2: MACRO
\1SpriteStateData2::
\1WalkAnimationCounter:: db
ds 1
\1YDisplacement:: db
\1XDisplacement:: db
\1MapY:: db
\1MapX:: db
\1MovementByte1:: db
\1GrassPriority:: db
\1MovementDelay:: db
ds 5
\1SpriteImageBaseOffset:: db
ds 1
\1SpriteStateData2End::
endm
spritestatedata2 Player
spritestatedata2 Sprite01
spritestatedata2 Sprite02
spritestatedata2 Sprite03
spritestatedata2 Sprite04
spritestatedata2 Sprite05
spritestatedata2 Sprite06
spritestatedata2 Sprite07
spritestatedata2 Sprite08
spritestatedata2 Sprite09
spritestatedata2 Sprite10
spritestatedata2 Sprite11
spritestatedata2 Sprite12
spritestatedata2 Sprite13
spritestatedata2 Sprite14
spritestatedata2 Sprite15
; ds $10 * $10
wSpriteDataEnd::
SECTION "OAM Buffer", WRAM0[$c300]
wOAMBuffer:: ; c300
; buffer for OAM data. Copied to OAM by DMA
ds 4 * 40
wTileMap:: ; c3a0
; buffer for tiles that are visible on screen (20 columns by 18 rows)
ds 20 * 18
wSerialPartyMonsPatchList:: ; c508
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
wTileMapBackup:: ; c508
; buffer for temporarily saving and restoring current screen's tiles
; (e.g. if menus are drawn on top)
; ds 20 * 18
ds 200
wSerialEnemyMonsPatchList:: ; c5d0
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
ds 200
ds 80
wTempPic::
wOverworldMap:: ; c6e8
ds 1300
wRedrawRowOrColumnSrcTiles:: ; cbfc
; the tiles of the row or column to be redrawn by RedrawRowOrColumn
ds SCREEN_WIDTH * 2
; coordinates of the position of the cursor for the top menu item (id 0)
wTopMenuItemY:: ; cc24
ds 1
wTopMenuItemX:: ; cc25
ds 1
wCurrentMenuItem:: ; cc26
; the id of the currently selected menu item
; the top item has id 0, the one below that has id 1, etc.
; note that the "top item" means the top item currently visible on the screen
; add this value to [wListScrollOffset] to get the item's position within the list
ds 1
wTileBehindCursor:: ; cc27
; the tile that was behind the menu cursor's current location
ds 1
wMaxMenuItem:: ; cc28
; id of the bottom menu item
ds 1
wMenuWatchedKeys:: ; cc29
; bit mask of keys that the menu will respond to
ds 1
wLastMenuItem:: ; cc2a
; id of previously selected menu item
ds 1
wPartyAndBillsPCSavedMenuItem:: ; cc2b
; It is mainly used by the party menu to remember the cursor position while the
; menu isn't active.
; It is also used to remember the cursor position of mon lists (for the
; withdraw/deposit/release actions) in Bill's PC so that it doesn't get lost
; when you choose a mon from the list and a sub-menu is shown. It's reset when
; you return to the main Bill's PC menu.
ds 1
wBagSavedMenuItem:: ; cc2c
; It is used by the bag list to remember the cursor position while the menu
; isn't active.
ds 1
wBattleAndStartSavedMenuItem:: ; cc2d
; It is used by the start menu to remember the cursor position while the menu
; isn't active.
; The battle menu uses it so that the cursor position doesn't get lost when
; a sub-menu is shown. It's reset at the start of each battle.
ds 1
wPlayerMoveListIndex:: ; cc2e
ds 1
wPlayerMonNumber:: ; cc2f
; index in party of currently battling mon
ds 1
wMenuCursorLocation:: ; cc30
; the address of the menu cursor's current location within wTileMap
ds 2
ds 2
wMenuJoypadPollCount:: ; cc34
; how many times should HandleMenuInput poll the joypad state before it returns?
ds 1
wMenuItemToSwap:: ; cc35
; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
ds 1
wListScrollOffset:: ; cc36
; offset of the current top menu item from the beginning of the list
; keeps track of what section of the list is on screen
ds 1
wMenuWatchMovingOutOfBounds:: ; cc37
; If non-zero, then when wrapping is disabled and the player tries to go past
; the top or bottom of the menu, return from HandleMenuInput. This is useful for
; menus that have too many items to display at once on the screen because it
; allows the caller to scroll the entire menu up or down when this happens.
ds 1
wTradeCenterPointerTableIndex:: ; cc38
ds 1
ds 1
wTextDest:: ; cc3a
; destination pointer for text output
; this variable is written to, but is never read from
ds 2
wDoNotWaitForButtonPressAfterDisplayingText:: ; cc3c
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
ds 1
wSerialSyncAndExchangeNybbleReceiveData:: ; cc3d
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
wSerialExchangeNybbleTempReceiveData:: ; cc3d
; temporary nybble used by Serial_ExchangeNybble
wLinkMenuSelectionReceiveBuffer:: ; cc3d
; two byte buffer
; the received menu selection is stored twice
ds 1
wSerialExchangeNybbleReceiveData:: ; cc3e
; the final received nybble is stored here by Serial_ExchangeNybble
ds 1
ds 3
wSerialExchangeNybbleSendData:: ; cc42
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
wLinkMenuSelectionSendBuffer:: ; cc42
; two byte buffer
; the menu selection byte is stored twice before sending
ds 5
wLinkTimeoutCounter:: ; cc47
; 1 byte
wUnknownSerialCounter:: ; cc47
; 2 bytes
wEnteringCableClub:: ; cc47
ds 1
ds 1
wWhichTradeMonSelectionMenu:: ; cc49
; $00 = player mons
; $01 = enemy mons
wMonDataLocation:: ; cc49
; 0 = player's party
; 1 = enemy party
; 2 = current box
; 3 = daycare
; 4 = in-battle mon
;
; AddPartyMon uses it slightly differently.
; If the lower nybble is 0, the mon is added to the player's party, else the enemy's.
; If the entire value is 0, then the player is allowed to name the mon.
ds 1
wMenuWrappingEnabled:: ; cc4a
; set to 1 if you can go from the bottom to the top or top to bottom of a menu
; set to 0 if you can't go past the top or bottom of the menu
ds 1
wCheckFor180DegreeTurn:: ; cc4b
; whether to check for 180-degree turn (0 = don't, 1 = do)
ds 1
ds 1
wMissableObjectIndex:: ; cc4d
ds 1
wPredefID:: ; cc4e
ds 1
wPredefRegisters:: ; cc4f
ds 6
wTrainerHeaderFlagBit:: ; cc55
ds 1
ds 1
wNPCMovementScriptPointerTableNum:: ; cc57
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
ds 1
wNPCMovementScriptBank:: ; cc58
; ROM bank of current NPC movement script
ds 1
ds 2
wUnusedCC5B:: ; cc5b
wVermilionDockTileMapBuffer:: ; cc5b
; 180 bytes
wOaksAideRewardItemName:: ; cc5b
wDexRatingNumMonsSeen:: ; cc5b
wFilteredBagItems:: ; cc5b
; List of bag items that has been filtered to a certain type of items,
; such as drinks or fossils.
wElevatorWarpMaps:: ; cc5b
wMonPartySpritesSavedOAM:: ; cc5b
; Saved copy of OAM for the first frame of the animation to make it easy to
; flip back from the second frame.
; $60 bytes
wTrainerCardBlkPacket:: ; cc5b
; $40 bytes
wSlotMachineSevenAndBarModeChance:: ; cc5b
; If a random number greater than this value is generated, then the player is
; allowed to have three 7 symbols or bar symbols line up.
; So, this value is actually the chance of NOT entering that mode.
; If the slot is lucky, it equals 250, giving a 5/256 (~2%) chance.
; Otherwise, it equals 253, giving a 2/256 (~0.8%) chance.
wHallOfFame:: ; cc5b
wBoostExpByExpAll:: ; cc5b
wAnimationType:: ; cc5b
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wNPCMovementDirections:: ; cc5b
ds 1
wDexRatingNumMonsOwned:: ; cc5c
ds 1
wDexRatingText:: ; cc5d
ds 1
wSlotMachineSavedROMBank:: ; cc5e
; ROM back to return to when the player is done with the slot machine
ds 1
ds 26
wAnimPalette:: ; cc79
ds 1
ds 29
wNPCMovementDirections2:: ; cc97
wSwitchPartyMonTempBuffer:: ; cc97
; temporary buffer when swapping party mon data
ds 10
wNumStepsToTake:: ; cca1
; used in Pallet Town scripted movement
ds 49
wRLEByteCount:: ; ccd2
ds 1
wAddedToParty:: ; ccd3
; 0 = not added
; 1 = added
wSimulatedJoypadStatesEnd:: ; ccd3
; this is the end of the joypad states
; the list starts above this address and extends downwards in memory until here
; overloaded with below labels
wParentMenuItem:: ; ccd3
wCanEvolveFlags:: ; ccd3
; 1 flag for each party member indicating whether it can evolve
; The purpose of these flags is to track which mons levelled up during the
; current battle at the end of the battle when evolution occurs.
; Other methods of evolution simply set it by calling TryEvolvingMon.
ds 1
wForceEvolution:: ; ccd4
ds 1
; if [ccd5] != 1, the second AI layer is not applied
wAILayer2Encouragement:: ; ccd5
ds 1
ds 1
; current HP of player and enemy substitutes
wPlayerSubstituteHP:: ; ccd7
ds 1
wEnemySubstituteHP:: ; ccd8
ds 1
wTestBattlePlayerSelectedMove:: ; ccd9
; The player's selected move during a test battle.
; InitBattleVariables sets it to the move Pound.
ds 1
ds 1
wMoveMenuType:: ; ccdb
; 0=regular, 1=mimic, 2=above message box (relearn, heal pp..)
ds 1
wPlayerSelectedMove:: ; ccdc
ds 1
wEnemySelectedMove:: ; ccdd
ds 1
wLinkBattleRandomNumberListIndex:: ; ccde
ds 1
wAICount:: ; ccdf
; number of times remaining that AI action can occur
ds 1
ds 2
wEnemyMoveListIndex:: ; cce2
ds 1
wLastSwitchInEnemyMonHP:: ; cce3
; The enemy mon's HP when it was switched in or when the current player mon
; was switched in, which was more recent.
; It's used to determine the message to print when switching out the player mon.
ds 2
wTotalPayDayMoney:: ; cce5
; total amount of money made using Pay Day during the current battle
ds 3
wSafariEscapeFactor:: ; cce8
ds 1
wSafariBaitFactor:: ; cce9
ds 1;
ds 1
wTransformedEnemyMonOriginalDVs:: ; cceb
ds 2
wMonIsDisobedient:: ds 1 ; cced
wPlayerDisabledMoveNumber:: ds 1 ; ccee
wEnemyDisabledMoveNumber:: ds 1 ; ccef
wInHandlePlayerMonFainted:: ; ccf0
; When running in the scope of HandlePlayerMonFainted, it equals 1.
; When running in the scope of HandleEnemyMonFainted, it equals 0.
ds 1
wPlayerUsedMove:: ds 1 ; ccf1
wEnemyUsedMove:: ds 1 ; ccf2
wEnemyMonMinimized:: ds 1 ; ccf3
wMoveDidntMiss:: ds 1 ; ccf4
wPartyFoughtCurrentEnemyFlags:: ; ccf5
; flags that indicate which party members have fought the current enemy mon
flag_array 6
wLowHealthAlarmDisabled:: ; ccf6
; Whether the low health alarm has been disabled due to the player winning the
; battle.
ds 1
wPlayerMonMinimized:: ; ccf7
ds 1
ds 13
wLuckySlotHiddenObjectIndex:: ; cd05
wEnemyNumHits:: ; cd05
; number of hits by enemy in attacks like Double Slap, etc.
wEnemyBideAccumulatedDamage:: ; cd05
; the amount of damage accumulated by the enemy while biding (2 bytes)
ds 10
wInGameTradeGiveMonSpecies:: ; cd0f
wPlayerMonUnmodifiedLevel:: ; cd0f
ds 1
wInGameTradeTextPointerTablePointer:: ; cd10
wPlayerMonUnmodifiedMaxHP:: ; cd10
ds 2
wInGameTradeTextPointerTableIndex:: ; cd12
wPlayerMonUnmodifiedAttack:: ; cd12
ds 1
wInGameTradeGiveMonName:: ; cd13
ds 1
wPlayerMonUnmodifiedDefense:: ; cd14
ds 2
wPlayerMonUnmodifiedSpeed:: ; cd16
ds 2
wPlayerMonUnmodifiedSpecial:: ; cd18
ds 2
; stat modifiers for the player's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wPlayerMonStatMods::
wPlayerMonAttackMod:: ; cd1a
ds 1
wPlayerMonDefenseMod:: ; cd1b
ds 1
wPlayerMonSpeedMod:: ; cd1c
ds 1
wPlayerMonSpecialMod:: ; cd1d
ds 1
wInGameTradeReceiveMonName:: ; cd1e
wPlayerMonAccuracyMod:: ; cd1e
ds 1
wPlayerMonEvasionMod:: ; cd1f
ds 1
ds 3
wEnemyMonUnmodifiedLevel:: ; cd23
ds 1
wEnemyMonUnmodifiedMaxHP:: ; cd24
ds 2
wEnemyMonUnmodifiedAttack:: ; cd26
ds 2
wEnemyMonUnmodifiedDefense:: ; cd28
ds 1
wInGameTradeMonNick:: ; cd29
ds 1
wEnemyMonUnmodifiedSpeed:: ; cd2a
ds 2
wEnemyMonUnmodifiedSpecial:: ; cd2c
ds 1
wEngagedTrainerClass:: ; cd2d
ds 1
wEngagedTrainerSet:: ; cd2e
; ds 1
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
wEnemyMonStatMods::
wEnemyMonAttackMod:: ; cd2e
ds 1
wEnemyMonDefenseMod:: ; cd2f
ds 1
wEnemyMonSpeedMod:: ; cd30
ds 1
wEnemyMonSpecialMod:: ; cd31
ds 1
wEnemyMonAccuracyMod:: ; cd32
ds 1
wEnemyMonEvasionMod:: ; cd33
ds 1
wInGameTradeReceiveMonSpecies::
ds 1
ds 2
wNPCMovementDirections2Index:: ; cd37
wUnusedCD37:: ; cd37
wFilteredBagItemsCount:: ; cd37
; number of items in wFilteredBagItems list
ds 1
wSimulatedJoypadStatesIndex:: ; cd38
; the next simulated joypad state is at wSimulatedJoypadStatesEnd plus this value minus 1
; 0 if the joypad state is not being simulated
ds 1
wWastedByteCD39:: ; cd39
; written to but nothing ever reads it
ds 1
wWastedByteCD3A:: ; cd3a
; written to but nothing ever reads it
ds 1
wOverrideSimulatedJoypadStatesMask:: ; cd3b
; mask indicating which real button presses can override simulated ones
; XXX is it ever not 0?
ds 1
ds 1
wFallingObjectsMovementData:: ; cd3d
; up to 20 bytes (one byte for each falling object)
wSavedY:: ; cd3d
wTempSCX:: ; cd3d
wBattleTransitionCircleScreenQuadrantY:: ; cd3d
; 0 = upper half (Y < 9)
; 1 = lower half (Y >= 9)
wBattleTransitionCopyTilesOffset:: ; cd3d
; 2 bytes
; after 1 row/column has been copied, the offset to the next one to copy from
wInwardSpiralUpdateScreenCounter:: ; cd3d
; 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
wHoFTeamIndex:: ; cd3d
wSSAnneSmokeDriftAmount:: ; cd3d
; multiplied by 16 to get the number of times to go right by 2 pixels
wRivalStarterTemp:: ; cd3d
wBoxMonCounts:: ; cd3d
; 12 bytes
; array of the number of mons in each box
wDexMaxSeenMon:: ; cd3d
wPPRestoreItem:: ; cd3d
wWereAnyMonsAsleep:: ; cd3d
wCanPlaySlots:: ; cd3d
wNumShakes:: ; cd3d
wDayCareStartLevel:: ; cd3d
; the level of the mon at the time it entered day care
wWhichBadge:: ; cd3d
wPriceTemp:: ; cd3d
; 3-byte BCD number
wTitleMonSpecies:: ; cd3d
wPlayerCharacterOAMTile:: ; cd3d
wMoveDownSmallStarsOAMCount:: ; cd3d
; the number of small stars OAM entries to move down
wChargeMoveNum:: ; cd3d
wCoordIndex:: ; cd3d
wOptionsTextSpeedCursorX:: ; cd3d
wBoxNumString:: ; cd3d
wTrainerInfoTextBoxWidthPlus1:: ; cd3d
wSwappedMenuItem:: ; cd3d
wHoFMonSpecies:: ; cd3d
wFieldMoves:: ; cd3d
; 4 bytes
; the current mon's field moves
wBadgeNumberTile:: ; cd3d
; tile ID of the badge number being drawn
wRodResponse:: ; cd3d
; 0 = no bite
; 1 = bite
; 2 = no fish on map
wWhichTownMapLocation:: ; cd3d
wStoppingWhichSlotMachineWheel:: ; cd3d
; which wheel the player is trying to stop
; 0 = none, 1 = wheel 1, 2 = wheel 2, 3 or greater = wheel 3
wTradedPlayerMonSpecies:: ; cd3d
wTradingWhichPlayerMon:: ; cd3d
wChangeBoxSavedMapTextPointer:: ; cd3d
wFlyAnimUsingCoordList:: ; cd3d
wPlayerSpinInPlaceAnimFrameDelay:: ; cd3d
wPlayerSpinWhileMovingUpOrDownAnimDeltaY:: ; cd3d
wHiddenObjectFunctionArgument:: ; cd3d
wWhichTrade:: ; cd3d
; which entry from TradeMons to select
wTrainerSpriteOffset:: ; cd3d
wUnusedCD3D:: ; cd3d
ds 1
wHUDPokeballGfxOffsetX:: ; cd3e
; difference in X between the next ball and the current one
wBattleTransitionCircleScreenQuadrantX:: ; cd3e
; 0 = left half (X < 10)
; 1 = right half (X >= 10)
wSSAnneSmokeX:: ; cd3e
wRivalStarterBallSpriteIndex:: ; cd3e
wDayCareNumLevelsGrown:: ; cd3e
wOptionsBattleAnimCursorX:: ; cd3e
wTrainerInfoTextBoxWidth:: ; cd3e
wHoFPartyMonIndex:: ; cd3e
wNumCreditsMonsDisplayed:: ; cd3e
; the number of credits mons that have been displayed so far
wBadgeNameTile:: ; cd3e
; first tile ID of the name being drawn
wFlyLocationsList:: ; cd3e
; 11 bytes plus $ff sentinel values at each end
wSlotMachineWheel1Offset:: ; cd3e
wTradedEnemyMonSpecies:: ; cd3e
wTradingWhichEnemyMon:: ; cd3e
wFlyAnimCounter:: ; cd3e
wPlayerSpinInPlaceAnimFrameDelayDelta:: ; cd3e
wPlayerSpinWhileMovingUpOrDownAnimMaxY:: ; cd3e