Expanded bag item documentation (Generation I): Difference between revisions
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{{incomplete|addresses beyond the last one currently listed and clarifications on what certain ones affect}}
This is a list of correspondences between RAM addresses and item slots when making use of the [[expanded item pack]] in {{RBY}}. Changing a given item index number or quantity will directly change the RAM address associated with it.
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{| class="wikitable sortable"
! Bag item/quantity !! Disassembly label !! Red/Blue address !! Yellow address !! Details
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| Item 22 quantity || wPlayerMoney || D349 || D348 || Byte 3 of the player's current money (this value is read as BCD; see below.)
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| Item 23 || wRivalName || D34A ||
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| Item 23 quantity || wRivalName || D34B || D34A || The 2nd letter of the rival's name.
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| Item 36 quantity || wLastMap || D365 || D364 || The index of the last map the player was in.
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| Item 37 || wUnusedD366 || D366 || D365 ||
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| Item 37 quantity || wCurMapTileset || D367 || D366 || The tileset used by the current map.
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| Item 70 quantity || wObjectDataPointerTemp || D3A9 || D3A8 || ?
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| Item 71 || wObjectDataPointerTemp || D3AA || D3A9 || ?
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| Item 71 quantity || wObjectDataPointerTemp || D3AB || D3AA || ?
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| Item 72 || wObjectDataPointerTemp || D3AC || D3AB || ?
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| Item 72 quantity || wMapBackgroundTile || D3AD || D3AC || The tile shown outside the boundaries of the map
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| Item 73 || wNumberOfWarps || D3AE || D3AD || Number of warps in current map
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| Item 73 quantity-Item 128 quantity || wWarpEntries || D3AF-D41D || D3AE-D41C || Current map warp entries
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| Item 129-256 || (copy of items 1-128) || D31E-D41D || D31D-D41C || Aforementioned addresses
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==Binary-coded decimal (BCD)==
Binary-coded decimal is a system for encoding numbers in which hexadecimal values are read as their visual counterpart in decimal. For instance, $64 in BCD would be interpreted as 64, not 100. It is used most notably for storing the player's money. This means that a value such as $000200 (item 21 has quantity 0, item 22 is an Ultra Ball with quantity 0) will give the player 200 money.
==Roaming items==
{{incomplete|roaming items for red}}
'''Roaming items''' are simply map-specific items found in the expanded item pack. Their corresponding memory addresses are set every time the player enters a map. Since many of those data correspond to pointers, the kinds and quantities of those items are seemingly random, may vary between even similar versions (e.g. English Red and English Blue), and cover a wide range of both normal and glitch items.
The "roaming item area" begins with the quantity of item 37, wCurMapTileset, and it technically extends all the way to the quantity of item 128. However, some memory addresses in this area are left unset if they are unused for a certain map (like the data for a nonexistent map connection). In particular, none of the maps have enough warps to actually fill the item pack up to item 128, so for a large number of items, both the item ID and the quantity remains at 0. The sprite set is also only reloaded if it changed.
Modification of those memory addresses usually has no long-term effect (or no effect at all). As such, swapping those items with unimportant items in the normal inventory is a powerful way of getting glitch items.
===External links===
* [http://pastebin.com/T5gHcAtb List of roaming items for Blue]
{{stub}}
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Latest revision as of 21:12, 31 December 2020
This article is incomplete. Please feel free to add any missing information about the subject. It is missing: addresses beyond the last one currently listed and clarifications on what certain ones affect. |
This is a list of correspondences between RAM addresses and item slots when making use of the expanded item pack in Pokémon Red, Blue, and Yellow. Changing a given item index number or quantity will directly change the RAM address associated with it.
|
Binary-coded decimal (BCD)
Binary-coded decimal is a system for encoding numbers in which hexadecimal values are read as their visual counterpart in decimal. For instance, $64 in BCD would be interpreted as 64, not 100. It is used most notably for storing the player's money. This means that a value such as $000200 (item 21 has quantity 0, item 22 is an Ultra Ball with quantity 0) will give the player 200 money.
Roaming items
This article is incomplete. Please feel free to add any missing information about the subject. It is missing: roaming items for red. |
Roaming items are simply map-specific items found in the expanded item pack. Their corresponding memory addresses are set every time the player enters a map. Since many of those data correspond to pointers, the kinds and quantities of those items are seemingly random, may vary between even similar versions (e.g. English Red and English Blue), and cover a wide range of both normal and glitch items.
The "roaming item area" begins with the quantity of item 37, wCurMapTileset, and it technically extends all the way to the quantity of item 128. However, some memory addresses in this area are left unset if they are unused for a certain map (like the data for a nonexistent map connection). In particular, none of the maps have enough warps to actually fill the item pack up to item 128, so for a large number of items, both the item ID and the quantity remains at 0. The sprite set is also only reloaded if it changed.
Modification of those memory addresses usually has no long-term effect (or no effect at all). As such, swapping those items with unimportant items in the normal inventory is a powerful way of getting glitch items.
External links
This article or section is a stub. You can help Glitch City Wiki by expanding it. |