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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
\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
ds $10 * $10
;SECTION "Sprite State Data 2", WRAM0[$c200]
wSpriteStateData2:: ; c200
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
; player sprite is always sprite 0
; C2x0: walk animation counter (counting from $10 backwards when moving)
; C2x1:
; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)
; C2x9
; C2xA
; C2xB
; C2xC
; C2xD
; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
; C2xF
ds $10 * $10
wSpriteDataEnd::
SECTION "OAM Buffer", WRAM0[$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
wUnusedCC3A:: ; cc3a
ds 1
wUnusedCC3B:: ; cc3b
ds 1
wDoNotWaitForButtonPressAfterDisplayingText:: ; cc3c
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
ds 1
wSerialSyncAndExchangeNybbleReceiveData:: ; cc3d
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
wSerialExchangeNybbleTempReceiveData:: ; cc3d
; temporary nybble used by Serial_ExchangeNybble
wLinkMenuSelectionReceiveBuffer:: ; cc3d
; two byte buffer
; the received menu selection is stored twice
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
wHiddenObjectFunctionRomBank:: ; cd3e
wTrainerEngageDistance:: ; cd3e
ds 1
wHUDGraphicsTiles:: ; cd3f
; 3 bytes
wDayCareTotalCost:: ; cd3f
; 2-byte BCD number
wJigglypuffFacingDirections:: ; cd3f
wOptionsBattleStyleCursorX:: ; cd3f
wTrainerInfoTextBoxNextRowOffset:: ; cd3f
wHoFMonLevel:: ; cd3f
wBadgeOrFaceTiles:: ; cd3f
; 8 bytes
; 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
wSlotMachineWheel2Offset:: ; cd3f
wNameOfPlayerMonToBeTraded:: ; cd3f
wFlyAnimBirdSpriteImageIndex:: ; cd3f
wPlayerSpinInPlaceAnimFrameDelayEndValue:: ; cd3f
wPlayerSpinWhileMovingUpOrDownAnimFrameDelay:: ; cd3f
wHiddenObjectIndex:: ; cd3f
wTrainerFacingDirection:: ; cd3f
ds 1
wHoFMonOrPlayer:: ; cd40
; show mon or show player?
; 0 = mon
; 1 = player
wSlotMachineWheel3Offset:: ; cd40
wPlayerSpinInPlaceAnimSoundID:: ; cd40
wHiddenObjectY:: ; cd40
wTrainerScreenY:: ; cd40
wUnusedCD40:: ; cd40
ds 1
wDayCarePerLevelCost:: ; cd41
; 2-byte BCD number (always set to $0100)
wHoFTeamIndex2:: ; cd41
wHiddenItemOrCoinsIndex:: ; cd41
wTradedPlayerMonOT:: ; cd41