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Pokemon gen 6 font box
Pokemon gen 6 font box











The meaning of CC47 depends on the context

#Pokemon gen 6 font box Pc#

Menu Data Coordinates of the position of the cursor for the top menu item (id 0)ĬC26 - Currently selected menu item (topmost is 0)ĬC29 - bitmask applied to the key port for the current menuĬC2A - ID of the previously selected menu itemĬC2B - Last position of the cursor on the party / Bill's PC screenĬC2C - Last position of the cursor on the item screenĬC2D - Last position of the cursor on the START / battle menuĬC2F - Index (in party) of the Pokémon currently sent outĬC30~CC31 - Pointer to cursor tile in C3A0 bufferĬC36 - ID of the first displayed menu itemĬC35 - Item highlighted with Select (01 = first item, 00 = no item, etc.)ĬC3C to CC49 hold data used for Cable Club stuff Tile Data C3A0 to C507 : Buffer of all tiles onscreenĬ508 to C5CF : Copy of previous buffer (used to restore tiles after closing menus) Holds info for 16 sprites with $10 bytes eachĬ1x0: picture ID (fixed, loaded at map init)Ĭ1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)Ĭ1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)Ĭ1x3: Y screen position delta (-1,0 or 1 added to c1x4 on each walking animation update)Ĭ1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)Ĭ1x5: X screen position delta (-1,0 or 1 added to c1圆 on each walking animation update)Ĭ1圆: X screen position (in pixels, snaps to grid if not currently walking)Ĭ1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented)Ĭ1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)Ĭ1x9: facing direction (0: down, 4: up, 8: left, $c: right)Ĭ200 to C2FF : More data for all sprites on the current mapĬ2x0: walk animation counter (counting from $10 backwards when moving)Ĭ2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)Ĭ2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)Ĭ2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)Ĭ2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)Ĭ2圆: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)Ĭ2x7: (?) (set to $80 when in grass, else $0 may be used to draw grass above the sprite)Ĭ2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)Ĭ2圎: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)Ĭ300 to C39F : OAM DMA buffer (source for the DMA Transfer)

pokemon gen 6 font box

Sprite Data C100 to C1FF : Data for all sprites on the current map Other bits : if non-zero, pauses music and continues SFX until it ends.Ĭ0DE - Volumes for all music channels (and fade for those who support it)īytes C0F3 to C0FF are undocumented (if used) Other Pokémon with even larger corruptions reach WRAM - usually leading to crashes.Īddresses C000 to C0F2 are used by the sound engine.Ĭ002 - Bit 7 : 1 if audio is muted. Note : this is the reason Missingno corrupts the HoF data : its invalid sprite, when decompressed, overwrites data past the buffers' boundaries.











Pokemon gen 6 font box