Expanded bag item documentation (Generation I): Difference between revisions

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(Straightened up the item indices.)
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(Described the boundary of the "roaming item area".)
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| Item 36 quantity || wLastMap || D365 || D364 || The index of the last map the player was in.
| 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 || Unused
| Item 37 || wUnusedD366 || D366 || D365 || Set to the width (in blocks) of the current map (before warping) when taking a warp from an "outside" map (usually when entering a building or a cave). Normally unused.
|-
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| Item 37 quantity || wCurMapTileset || D367 || D366 || The tileset used by the current map.
| Item 37 quantity || wCurMapTileset || D367 || D366 || The tileset used by the current map.
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'''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.
'''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 as all). As such, swapping those items with unimportant items in the normal inventory is a powerful way of getting glitch items.

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===
===External links===