Bag item/quantity |
Red/Blue address (label) |
Yellow address (label) |
Details
|
Item 22 |
D347 (wPlayerMoney) |
D346 (wPlayerMoney) |
Byte 1 of the player's current money.
|
Item 22 quantity |
D348 (wRivalName) |
D347 (wRivalName) |
Byte 2 of the player's current money.
|
Item 23 |
D349 (wPlayerMoney) |
D348 (wPlayerMoney) |
Byte 3 of the player's current money.
|
Item 23 quantity |
D34A (wRivalName) |
D34D (wRivalName) |
The 1st letter of the rival's name.
|
Item 24 |
D34B (wRivalName) |
D34A (wRivalName) |
The 2nd letter of the rival's name.
|
Item 24 quantity |
D34C (wRivalName) |
D34B (wRivalName) |
The 3rd letter of the rival's name.
|
Item 25 |
D34D (wRivalName) |
D34C (wRivalName) |
The 4th letter of the rival's name.
|
Item 25 quantity |
D34E (wRivalName) |
D34D (wRivalName) |
The 5th letter of the rival's name.
|
Item 26 |
D34F (wRivalName) |
D34E (wRivalName) |
The 6th letter of the rival's name.
|
Item 26 quantity |
D350 (wRivalName) |
D34F (wRivalName) |
The 7th letter of the rival's name.
|
Item 27 |
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 quantity |
D352 (wRivalName) |
D351 (wRivalName) |
The 9th letter of the rival's name.
|
Item 28 |
D353 (wRivalName) |
D352 (wRivalName) |
The 10th letter of the rival's name.
|
Item 28 quantity |
D354 (wRivalName) |
D353 (wRivalName) |
The 11th letter of the rival's name.
|
Item 29 |
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 quantity |
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 30 |
D357 (wObtainedBadges) |
D356 (wObtainedBadges) |
wObtainedBadges(?)
|
Item 30 quantity |
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 31 |
D359 (wPlayerID) |
D358 (wPlayerID) |
The upper byte of the player's trainer ID.
|
Item 31 quantity |
D35A (wPlayerID) |
D359 (wPlayerID) |
The lower byte of the player's trainer ID.
|
Item 32 |
D35B (wMapMusicSoundID) |
D35A (wMapMusicSoundID) |
wMapMusicSoundID
|
Item 32 quantity |
D35C (wMapMusicROMBank) |
D35B (wMapMusicROMBank) |
wMapMusicROMBank
|
Item 33 |
D35D (wMapPalOffset) |
D35C (wMapPalOffset) |
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 quantity |
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.
|