| Item 33 || D35E (wCurMap) || D35D (wCurMap) || The currently loaded map. Changing this alone will not change the layout of the map, but it is possible to change the map's palette and script bank to the ones associated with the new value in D35E/D this way. A [[game freeze]] may be caused by changing this value if the bank of the map script is changed to point to a problematic address for the program counter to run.
| Item 33 || D35E (wCurMap) || D35D (wCurMap) || The currently loaded map. Changing this alone will not change the layout of the map, but it is possible to change the map's palette and script bank to the ones associated with the new value in D35E/D this way. A [[game freeze]] may be caused by changing this value if the bank of the map script is changed to point to a problematic address for the program counter to run.
|-
| Item 33 quantity || D35F (wCurrentTileBlockMapViewPointer) || D35E (wCurrentTileBlockMapViewPointer) || The upper byte of the pointer to the upper left corner of the current view in the tile block map.(?)
|-
| Item 34 || D360 (wCurrentTileBlockMapViewPointer) || D35F (wCurrentTileBlockMapViewPointer) || The lower byte of the pointer to the upper left corner of the current view in the tile block map.(?)
|-
| Item 34 quantity || D361 (wYCoord) || D360 (wYCoord) || The player's Y coordinate on the current map.
|-
| Item 35 || D362 (wXCoord) || D361 (wXCoord) || The player's X coordinate on the current map.
|-
| Item 35 quantity || D363 (wYBlockCoord) || D362 (wYBlockCoord) || The player's Y coordinate on the current map, by block.(?)
|-
| Item 36 || D364 (wXBlockCoord) || D363 (wXBlockCoord) || The player's X coordinate on the current map, by block.(?)
|-
| Item 36 quantity || D365 (wLastMap) || D364 (wLastMap) || The index of the last map the player was in.
|}
|}
|}
|}
Revision as of 22:35, 20 January 2019
This article is incomplete. Please feel free to add any missing information about the subject. It is missing: {{{1}}}.
Bag item/quantity
Red/Blue address (label)
Yellow address (label)
Details
Item 21 quantity
D347 (wPlayerMoney)
D346 (wPlayerMoney)
Byte 1 of the player's current money.
Item 22
D348 (wPlayerMoney)
D347 (wPlayerMoney)
Byte 2 of the player's current money.
Item 22 quantity
D349 (wPlayerMoney)
D348 (wPlayerMoney)
Byte 3 of the player's current money.
Item 23
D34A (wRivalName)
D34D (wRivalName)
The 1st letter of the rival's name.
Item 23 quantity
D34B (wRivalName)
D34A (wRivalName)
The 2nd letter of the rival's name.
Item 24
D34C (wRivalName)
D34B (wRivalName)
The 3rd letter of the rival's name.
Item 24 quantity
D34D (wRivalName)
D34C (wRivalName)
The 4th letter of the rival's name.
Item 25
D34E (wRivalName)
D34D (wRivalName)
The 5th letter of the rival's name.
Item 25 quantity
D34F (wRivalName)
D34E (wRivalName)
The 6th letter of the rival's name.
Item 26
D350 (wRivalName)
D34F (wRivalName)
The 7th letter of the rival's name.
Item 26 quantity
D351 (wRivalName)
D350 (wRivalName)
The 8th letter of the rival's name. (This should be $50 if playing normally and the rival's name is the maximum length of 7 characters.)
Item 27
D352 (wRivalName)
D351 (wRivalName)
The 9th letter of the rival's name.
Item 27 quantity
D353 (wRivalName)
D352 (wRivalName)
The 10th letter of the rival's name.
Item 28
D354 (wRivalName)
D353 (wRivalName)
The 11th letter of the rival's name.
Item 28 quantity
D355 (wOptions)
D354 (wOptions)
The options visible in the Options menu. Bits 0-3 correspond to text speed, with their value amounting to the amount of frames between each character printed to the screen; 5 corresponds to the "Slow" option, 3 to the "Medium" option, and 1 to the "Fast" option. Bit 6 corresponds to the Battle Style: it is 0 when the style is set to Shift, and 1 when set to Set. Bit 7 corresponds to Battle Animations; however, it is 0 when Battle Animations are on, and 1 when they are off.
(reword)
Item 29
D356 (wObtainedBadges)
D355 (wObtainedBadges)
The badges the player has obtained, in the form of a binary array. Each bit that is set corresponds to one badge being obtained (e.g. when set to FF, the player has all 8 badges.)
Item 29 quantity
D357 (wObtainedBadges)
D356 (wObtainedBadges)
wObtainedBadges(?)
Item 30
D358 (wLetterPrintingDelayFlags)
D357 (wLetterPrintingDelayFlags)
If bit 0 of this address is 0, the delay between which text characters are printed to the screen is limited to one frame. The values of both bit 1 of this address and bit 6 of D730 take priority over this. If bit 1 of this address is 0, there is no delay after a text character is printed, allowing for instant text.
The currently loaded map. Changing this alone will not change the layout of the map, but it is possible to change the map's palette and script bank to the ones associated with the new value in D35E/D this way. A game freeze may be caused by changing this value if the bank of the map script is changed to point to a problematic address for the program counter to run.
Item 33 quantity
D35F (wCurrentTileBlockMapViewPointer)
D35E (wCurrentTileBlockMapViewPointer)
The upper byte of the pointer to the upper left corner of the current view in the tile block map.(?)
Item 34
D360 (wCurrentTileBlockMapViewPointer)
D35F (wCurrentTileBlockMapViewPointer)
The lower byte of the pointer to the upper left corner of the current view in the tile block map.(?)
Item 34 quantity
D361 (wYCoord)
D360 (wYCoord)
The player's Y coordinate on the current map.
Item 35
D362 (wXCoord)
D361 (wXCoord)
The player's X coordinate on the current map.
Item 35 quantity
D363 (wYBlockCoord)
D362 (wYBlockCoord)
The player's Y coordinate on the current map, by block.(?)
Item 36
D364 (wXBlockCoord)
D363 (wXBlockCoord)
The player's X coordinate on the current map, by block.(?)
Item 36 quantity
D365 (wLastMap)
D364 (wLastMap)
The index of the last map the player was in.
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