| 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 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 || wCurMap || D35E || D35D || The currently loaded map.Changingthisalonewillnotchangethelayout 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 (must be reloaded to apply). May also affect palette and map script bank.
|-
|-
| 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 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.(?)
Revision as of 23:01, 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.