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wram.asm
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wram.asm
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SECTION "Audio RAM", WRAM0
wUnusedMusicByte:: db
wSoundID:: db
; 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.
wMuteAudioAndPauseMusic:: db
wDisableChannelOutputWhenSfxEnds:: db
wStereoPanning:: db
wSavedVolume:: db
wChannelCommandPointers:: ds NUM_CHANNELS * 2
wChannelReturnAddresses:: ds NUM_CHANNELS * 2
wChannelSoundIDs:: ds NUM_CHANNELS
wChannelFlags1:: ds NUM_CHANNELS
wChannelFlags2:: ds NUM_CHANNELS
wChannelDutyCycles:: ds NUM_CHANNELS
wChannelDutyCyclePatterns:: ds NUM_CHANNELS
; reloaded at the beginning of a note. counts down until the vibrato begins.
wChannelVibratoDelayCounters:: ds NUM_CHANNELS
wChannelVibratoExtents:: ds NUM_CHANNELS
; high nybble is rate (counter reload value) and low nybble is counter.
; time between applications of vibrato.
wChannelVibratoRates:: ds NUM_CHANNELS
wChannelFrequencyLowBytes:: ds NUM_CHANNELS
; delay of the beginning of the vibrato from the start of the note
wChannelVibratoDelayCounterReloadValues:: ds NUM_CHANNELS
wChannelPitchSlideLengthModifiers:: ds NUM_CHANNELS
wChannelPitchSlideFrequencySteps:: ds NUM_CHANNELS
wChannelPitchSlideFrequencyStepsFractionalPart:: ds NUM_CHANNELS
wChannelPitchSlideCurrentFrequencyFractionalPart:: ds NUM_CHANNELS
wChannelPitchSlideCurrentFrequencyHighBytes:: ds NUM_CHANNELS
wChannelPitchSlideCurrentFrequencyLowBytes:: ds NUM_CHANNELS
wChannelPitchSlideTargetFrequencyHighBytes:: ds NUM_CHANNELS
wChannelPitchSlideTargetFrequencyLowBytes:: ds NUM_CHANNELS
; Note delays are stored as 16-bit fixed-point numbers where the integer part
; is 8 bits and the fractional part is 8 bits.
wChannelNoteDelayCounters:: ds NUM_CHANNELS
wChannelLoopCounters:: ds NUM_CHANNELS
wChannelNoteSpeeds:: ds NUM_CHANNELS
wChannelNoteDelayCountersFractionalPart:: ds NUM_CHANNELS
wChannelOctaves:: ds NUM_CHANNELS
; also includes fade for hardware channels that support it
wChannelVolumes:: ds NUM_CHANNELS
wMusicWaveInstrument:: db
wSfxWaveInstrument:: db
wMusicTempo:: dw
wSfxTempo:: dw
wSfxHeaderPointer:: dw
wNewSoundID:: db
wAudioROMBank:: db
wAudioSavedROMBank:: db
wFrequencyModifier:: db
wTempoModifier:: db
ds 13
SECTION "Sprite State Data", WRAM0
wSpriteDataStart::
; data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
wSpriteStateData1::
; struct fields:
; - 0: picture ID (fixed, loaded at map init)
; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
; - 2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
; - 3: Y screen position delta (-1,0 or 1; added to Y pixels on each walking animation update)
; - 4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
; - 5: X screen position delta (-1,0 or 1; added to field X pixels on each walking animation update)
; - 6: X screen position (in pixels, snaps to grid if not currently walking)
; - 7: intra-animation-frame counter (counting upwards to 4 until animation frame counter is incremented)
; - 8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
; - 9: facing direction ($0: down, $4: up, $8: left, $c: right)
; - A: adjusted Y coordinate
; - B: adjusted X coordinate
; - C: direction of collision
; - D
; - E
; - F
wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1 ; player is struct 0
; wSprite01StateData1 - wSprite15StateData1
FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS
wSprite{02d:n}StateData1:: spritestatedata1 wSprite{02d:n}StateData1
ENDR
; more data for all sprites on the current map
; holds info for 16 sprites with $10 bytes each
wSpriteStateData2::
; struct fields:
; - 0: walk animation counter (counting from $10 backwards when moving)
; - 1:
; - 2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; - 3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
; - 4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
; - 5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0)
; - 9: original facing direction (backed up by DisplayTextIDInit, restored by CloseTextDisplay)
; - A
; - B
; - C
; - D: picture ID
; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index)
; - F
wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2 ; player is struct 0
; wSprite01StateData2 - wSprite15StateData2
FOR n, 1, NUM_SPRITESTATEDATA_STRUCTS
wSprite{02d:n}StateData2:: spritestatedata2 wSprite{02d:n}StateData2
ENDR
; The high byte of a pointer to anywhere within wSpriteStateData1 can be incremented
; to reach within wSpriteStateData2, and vice-versa for decrementing.
ASSERT HIGH(wSpriteStateData1) + 1 == HIGH(wSpriteStateData2)
ASSERT LOW(wSpriteStateData1) == 0 && LOW(wSpriteStateData2) == 0
wSpriteDataEnd::
SECTION "OAM Buffer", WRAM0
; buffer for OAM data. Copied to OAM by DMA
wShadowOAM::
; wShadowOAMSprite00 - wShadowOAMSprite39
FOR n, NUM_SPRITE_OAM_STRUCTS
wShadowOAMSprite{02d:n}:: sprite_oam_struct wShadowOAMSprite{02d:n}
ENDR
wShadowOAMEnd::
SECTION "Tilemap", WRAM0
; buffer for tiles that are visible on screen (20 columns by 18 rows)
wTileMap:: ds SCREEN_WIDTH * SCREEN_HEIGHT
UNION
; buffer for temporarily saving and restoring current screen's tiles
; (e.g. if menus are drawn on top)
wTileMapBackup:: ds SCREEN_WIDTH * SCREEN_HEIGHT
NEXTU
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
wSerialPartyMonsPatchList:: ds 200
; list of indexes to patch with SERIAL_NO_DATA_BYTE after transfer
wSerialEnemyMonsPatchList:: ds 200
ENDU
ds 80
SECTION "Overworld Map", WRAM0
UNION
wOverworldMap:: ds 1300
wOverworldMapEnd::
NEXTU
wTempPic:: ds 7 * 7 tiles
ENDU
SECTION "WRAM", WRAM0
; the tiles of the row or column to be redrawn by RedrawRowOrColumn
wRedrawRowOrColumnSrcTiles:: ds SCREEN_WIDTH * 2
; coordinates of the position of the cursor for the top menu item (id 0)
wTopMenuItemY:: db
wTopMenuItemX:: db
; 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
wCurrentMenuItem:: db
; the tile that was behind the menu cursor's current location
wTileBehindCursor:: db
; id of the bottom menu item
wMaxMenuItem:: db
; bit mask of keys that the menu will respond to
wMenuWatchedKeys:: db
; id of previously selected menu item
wLastMenuItem:: db
; 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.
wPartyAndBillsPCSavedMenuItem:: db
; It is used by the bag list to remember the cursor position while the menu
; isn't active.
wBagSavedMenuItem:: db
; 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.
wBattleAndStartSavedMenuItem:: db
wPlayerMoveListIndex:: db
; index in party of currently battling mon
wPlayerMonNumber:: db
; the address of the menu cursor's current location within wTileMap
wMenuCursorLocation:: dw
ds 2
; how many times should HandleMenuInput poll the joypad state before it returns?
wMenuJoypadPollCount:: db
; id of menu item selected for swapping (counts from 1) (0 means that no menu item has been selected for swapping)
wMenuItemToSwap:: db
; offset of the current top menu item from the beginning of the list
; keeps track of what section of the list is on screen
wListScrollOffset:: db
; 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.
wMenuWatchMovingOutOfBounds:: db
wTradeCenterPointerTableIndex:: db
ds 1
; destination pointer for text output
; this variable is written to, but is never read from
wTextDest:: dw
; if non-zero, skip waiting for a button press after displaying text in DisplayTextID
wDoNotWaitForButtonPressAfterDisplayingText:: db
UNION
; the received menu selection is stored twice
wLinkMenuSelectionReceiveBuffer:: dw
ds 3
; the menu selection byte is stored twice before sending
wLinkMenuSelectionSendBuffer:: dw
ds 3
wEnteringCableClub::
wLinkTimeoutCounter:: db
NEXTU
; temporary nybble used by Serial_ExchangeNybble
wSerialExchangeNybbleTempReceiveData::
; the final received nybble is stored here by Serial_SyncAndExchangeNybble
wSerialSyncAndExchangeNybbleReceiveData:: db
; the final received nybble is stored here by Serial_ExchangeNybble
wSerialExchangeNybbleReceiveData:: db
ds 3
; this nybble is sent when using Serial_SyncAndExchangeNybble or Serial_ExchangeNybble
wSerialExchangeNybbleSendData:: db
ds 4
wUnknownSerialCounter:: dw
ENDU
; $00 = player mons
; $01 = enemy mons
wWhichTradeMonSelectionMenu::
; 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.
wMonDataLocation:: db
; 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
wMenuWrappingEnabled:: db
; whether to check for 180-degree turn (0 = don't, 1 = do)
wCheckFor180DegreeTurn:: db
ds 1
wMissableObjectIndex:: db
wPredefID:: db
wPredefHL:: dw
wPredefDE:: dw
wPredefBC:: dw
wTrainerHeaderFlagBit:: db
ds 1
; which NPC movement script pointer is being used
; 0 if an NPC movement script is not running
wNPCMovementScriptPointerTableNum:: db
; ROM bank of current NPC movement script
wNPCMovementScriptBank:: db
ds 2
; This union spans 180 bytes.
UNION
wVermilionDockTileMapBuffer:: ds 5 * BG_MAP_WIDTH + SCREEN_WIDTH
wVermilionDockTileMapBufferEnd::
NEXTU
wOaksAideRewardItemName:: ds ITEM_NAME_LENGTH
NEXTU
wElevatorWarpMaps:: ds 11 * 2
NEXTU
; List of bag items that has been filtered to a certain type of items,
; such as drinks or fossils.
wFilteredBagItems:: ds 4
NEXTU
; Saved copy of OAM for the first frame of the animation to make it easy to
; flip back from the second frame.
wMonPartySpritesSavedOAM:: ds $60
NEXTU
wTrainerCardBlkPacket:: ds $40
NEXTU
wHallOfFame:: ds HOF_TEAM
NEXTU
wNPCMovementDirections:: ds 180
NEXTU
wDexRatingNumMonsSeen:: db
wDexRatingNumMonsOwned:: db
wDexRatingText:: db
NEXTU
; 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.
wSlotMachineSevenAndBarModeChance:: db
ds 2
; ROM back to return to when the player is done with the slot machine
wSlotMachineSavedROMBank:: db
ds 166
wLuckySlotHiddenObjectIndex:: db
NEXTU
; values between 0-6. Shake screen horizontally, shake screen vertically, blink Pokemon...
wAnimationType:: db
ds 29
wAnimPalette:: db
NEXTU
ds 60
; temporary buffer when swapping party mon data
wSwitchPartyMonTempBuffer:: ds 44 ; party_struct size
NEXTU
ds 120
; 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
wUnusedFlag::
wBoostExpByExpAll:: db
ds 59
wNPCMovementDirections2:: ds 10
; used in Pallet Town scripted movement
wNumStepsToTake:: db
ds 48
wRLEByteCount:: db
wParentMenuItem::
; 0 = not added
; 1 = added
wAddedToParty::
; 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.
wMiscBattleData::
wCanEvolveFlags:: db
wForceEvolution:: db
; if [wAILayer2Encouragement] != 1, the second AI layer is not applied
wAILayer2Encouragement:: db
ds 1
; current HP of player and enemy substitutes
wPlayerSubstituteHP:: db
wEnemySubstituteHP:: db
; used for TestBattle (unused in non-debug builds)
wTestBattlePlayerSelectedMove:: db
ds 1
; 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
UNION
; the amount of damage accumulated by the enemy while biding
wEnemyBideAccumulatedDamage:: dw
NEXTU
; number of hits by enemy in attacks like Double Slap, etc.
wEnemyNumHits:: db
ENDU
ds 8
wMiscBattleDataEnd::
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::
wUnusedLinkMenuByte::
; 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
wUnusedSimulatedJoypadStatesMask:: db
; written to but nothing ever reads it
wUnusedOverrideSimulatedJoypadStatesIndex:: 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
wUnusedCreditsByte:: 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
wMiscFlags:: 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
; storage buffer for various name strings
wNameBuffer:: ds NAME_BUFFER_LENGTH
NEXTU
; data copied from Moves for one move
wMoveData:: ds MOVE_LENGTH
wPPUpCountAndMaxPP:: db
NEXTU
; amount of money made from one use of Pay Day
wPayDayMoney:: ds 3
NEXTU
; evolution data for one mon
wEvoDataBuffer:: ds 4 * 3 + 1 ; enough for Eevee's three 4-byte evolutions and 0 terminator
NEXTU
wBattleMenuCurrentPP:: db
ds 3
wStatusScreenCurrentPP:: db
ds 6
; list of normal max PP (without PP up) values
wNormalMaxPPList:: ds NUM_MOVES
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, prevents DisplayTextID from automatically drawing a text box
wAutoTextBoxDrawingControl:: db
; used in some overworld scripts to vary scripted movement
wSavedCoordIndex::
wOakWalkedToPlayer::
wNextSafariZoneGateScript:: db
; 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