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

From Glitch City Wiki
Jump to navigation Jump to search
Content added Content deleted
>Sherkel
No edit summary
>Sherkel
(Making the disassembly label into its own column, and elaborating on some things)
Line 6: Line 6:
{| border=1 width="100%" align=left class="sortable" style="background:#f0f0f0; border:1px solid #000000; border-collapse:collapse;"
{| border=1 width="100%" align=left class="sortable" style="background:#f0f0f0; border:1px solid #000000; border-collapse:collapse;"
|-style="background: silver;"
|-style="background: silver;"
! Bag item/quantity !! Red/Blue address (label) !! Yellow address (label) !! Details
! Bag item/quantity !! Disassembly label !! Red/Blue address !! Yellow address !! Details
|-
|-
| Item 21 quantity || D347 (wPlayerMoney) || D346 (wPlayerMoney) || Byte 1 of the player's current money.
| Item 21 quantity || wPlayerMoney || D347 || D346 || Byte 1 of the player's current money.
|-
|-
| Item 22 || D348 (wPlayerMoney) || D347 (wPlayerMoney) || Byte 2 of the player's current money.
| Item 22 || wPlayerMoney || D348 || D347 || Byte 2 of the player's current money.
|-
|-
| Item 22 quantity || D349 (wPlayerMoney) || D348 (wPlayerMoney) || Byte 3 of the player's current money.
| Item 22 quantity || wPlayerMoney || D349 || D348 || Byte 3 of the player's current money.
|-
|-
| Item 23 || D34A (wRivalName) || D34D (wRivalName) || The 1st letter of the rival's name.
| Item 23 || wRivalName || D34A || D34D || The 1st letter of the rival's name.
|-
|-
| Item 23 quantity || D34B (wRivalName) || D34A (wRivalName) || The 2nd letter of the rival's name.
| Item 23 quantity || wRivalName || D34B || D34A || The 2nd letter of the rival's name.
|-
|-
| Item 24 || D34C (wRivalName) || D34B (wRivalName) || The 3rd letter of the rival's name.
| Item 24 || wRivalName || D34C || D34B || The 3rd letter of the rival's name.
|-
|-
| Item 24 quantity || D34D (wRivalName) || D34C (wRivalName) || The 4th letter of the rival's name.
| Item 24 quantity || wRivalName || D34D || D34C || The 4th letter of the rival's name.
|-
|-
| Item 25 || D34E (wRivalName) || D34D (wRivalName) || The 5th letter of the rival's name.
| Item 25 || wRivalName || D34E || D34D || The 5th letter of the rival's name.
|-
|-
| Item 25 quantity || D34F (wRivalName) || D34E (wRivalName) || The 6th letter of the rival's name.
| Item 25 quantity || wRivalName || D34F || D34E || The 6th letter of the rival's name.
|-
|-
| Item 26 || D350 (wRivalName) || D34F (wRivalName) || The 7th letter of the rival's name.
| Item 26 || wRivalName || D350 || D34F || 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 26 quantity || wRivalName || D351 || D350 || 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 || wRivalName || D352 || D351 || The 9th letter of the rival's name.
|-
|-
| Item 27 quantity || D353 (wRivalName) || D352 (wRivalName) || The 10th letter of the rival's name.
| Item 27 quantity || wRivalName || D353 || D352 || The 10th letter of the rival's name.
|-
|-
| Item 28 || D354 (wRivalName) || D353 (wRivalName) || The 11th letter of the rival's name.
| Item 28 || wRivalName || D354 || D353 || 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''.
| Item 28 quantity || wOptions || D355 || D354 || 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)
(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 || wObtainedBadges || D356 || D355 || 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 29 quantity || wObtainedBadges || D357 || D356 || Unused
|-
|-
| 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.
| Item 30 || wLetterPrintingDelayFlags || D358 || D357 || 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.
|-
|-
| Item 30 quantity || D359 (wPlayerID) || D358 (wPlayerID) || The upper byte of the player's trainer ID.
| Item 30 quantity || wPlayerID || D359 || D358 || The upper byte of the player's trainer ID.
|-
|-
| Item 31 || D35A (wPlayerID) || D359 (wPlayerID) || The lower byte of the player's trainer ID.
| Item 31 || wPlayerID || D35A || D359 || The lower byte of the player's trainer ID.
|-
|-
| Item 31 quantity || D35B (wMapMusicSoundID) || D35A (wMapMusicSoundID) || wMapMusicSoundID
| Item 31 quantity || wMapMusicSoundID || D35B || D35A || wMapMusicSoundID
|-
|-
| Item 32 || wMapMusicROMBank || D35C || D35B || The ROM bank of the music of the current map. If something causes the music to change and this value disagrees with the intended one for the current map, the game can crash.
| Item 32 || D35C (wMapMusicROMBank) || D35B (wMapMusicROMBank) || wMapMusicROMBank
|-
|-
| Item 32 quantity || D35D (wMapPalOffset) || D35C (wMapPalOffset) || The current color attribution of the map (D35D (D35C in {{Yellow}})) including 'cave darkness', which involves a D35D/D35C value of hex:06. See also [[play the Safari Zone in the dark glitch]].
| Item 32 quantity || wMapPalOffset || D35D || D35C || The current color attribution of the map (D35D (D35C in {{Yellow}})) including 'cave darkness', which involves a D35D/D35C value of hex:06. See also [[play the Safari Zone in the dark glitch]].
|-
|-
| 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 || wCurMap || D35E || D35D || 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 33 quantity || wCurrentTileBlockMapViewPointer || D35F || D35E || 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 || wCurrentTileBlockMapViewPointer || D360 || D35F || 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 34 quantity || wYCoord || D361 || D360 || 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 || wXCoord || D362 || D361 || 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 35 quantity || wYBlockCoord || D363 || D362 || 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 || wXBlockCoord || D364 || D363 || 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.
| Item 36 quantity || wLastMap || D365 || D364 || The index of the last map the player was in.
|}
|}
|}
|}

Revision as of 22:46, 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 Disassembly label Red/Blue address Yellow address Details
Item 21 quantity wPlayerMoney D347 D346 Byte 1 of the player's current money.
Item 22 wPlayerMoney D348 D347 Byte 2 of the player's current money.
Item 22 quantity wPlayerMoney D349 D348 Byte 3 of the player's current money.
Item 23 wRivalName D34A D34D The 1st letter of the rival's name.
Item 23 quantity wRivalName D34B D34A The 2nd letter of the rival's name.
Item 24 wRivalName D34C D34B The 3rd letter of the rival's name.
Item 24 quantity wRivalName D34D D34C The 4th letter of the rival's name.
Item 25 wRivalName D34E D34D The 5th letter of the rival's name.
Item 25 quantity wRivalName D34F D34E The 6th letter of the rival's name.
Item 26 wRivalName D350 D34F The 7th letter of the rival's name.
Item 26 quantity wRivalName D351 D350 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 wRivalName D352 D351 The 9th letter of the rival's name.
Item 27 quantity wRivalName D353 D352 The 10th letter of the rival's name.
Item 28 wRivalName D354 D353 The 11th letter of the rival's name.
Item 28 quantity wOptions D355 D354 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 wObtainedBadges D356 D355 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 wObtainedBadges D357 D356 Unused
Item 30 wLetterPrintingDelayFlags D358 D357 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.
Item 30 quantity wPlayerID D359 D358 The upper byte of the player's trainer ID.
Item 31 wPlayerID D35A D359 The lower byte of the player's trainer ID.
Item 31 quantity wMapMusicSoundID D35B D35A wMapMusicSoundID
Item 32 wMapMusicROMBank D35C D35B The ROM bank of the music of the current map. If something causes the music to change and this value disagrees with the intended one for the current map, the game can crash.
Item 32 quantity wMapPalOffset D35D D35C The current color attribution of the map (D35D (D35C in Pokémon Yellow)) including 'cave darkness', which involves a D35D/D35C value of hex:06. See also play the Safari Zone in the dark glitch.
Item 33 wCurMap D35E D35D 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 wCurrentTileBlockMapViewPointer D35F D35E The upper byte of the pointer to the upper left corner of the current view in the tile block map.(?)
Item 34 wCurrentTileBlockMapViewPointer D360 D35F The lower byte of the pointer to the upper left corner of the current view in the tile block map.(?)
Item 34 quantity wYCoord D361 D360 The player's Y coordinate on the current map.
Item 35 wXCoord D362 D361 The player's X coordinate on the current map.
Item 35 quantity wYBlockCoord D363 D362 The player's Y coordinate on the current map, by block.(?)
Item 36 wXBlockCoord D364 D363 The player's X coordinate on the current map, by block.(?)
Item 36 quantity wLastMap D365 D364 The index of the last map the player was in.
This article or section is a stub. You can help Glitch City Wiki by expanding it.