# Red/Blue Scripting Reference
## PLAY\_CRY $13d0
1. select Mon ID:
* ld a,xx
2. call $13d0
## PRINT\_BCD\_NUMBER $15cd
1. select flags (bit 765) and length of number (low nybble):
* ld c,xx
2. select location of number:
* ld de,ddee
3. select location on the screen ($C3A0-c507):
* ld hl,hhll
4. call $15cd
ID | Pointer | Purpose |
00 | 0F 604D | |
01 | 0F C670 | |
02 | 0F 7370 | |
03 | 0B 407E | |
04 | 0F 0371 | magnify backpics |
05 | 1E BA5A | |
06 | 03 3271 | |
07 | 03 A576 | restore mon’s health (es.: 1st rival battle) |
08 | 1E 5E4D | animations maybe?? |
09 | 03 1E77 | |
0a | 03 1E77 | |
0b | 03 1D78 | |
0c | 03 3678 | subtract coins (BCD operation (decimal adjust)) |
0d | 03 1E77 | |
0e | 03 1E77 | |
0f | 03 5078 | |
10 | 03 6676 | RAMtbls:D737/9A/ED..setBit,resByte(\{bit}),b={0,1,2}c=[aaaaabbb] |
11 | 03 D771 | make an object visible (flags: d5a6-d5c6) [opposite of ID=15] |
12 | 03 A671 | check shown/hidden objects (flags starting at $d5a6) |
13 | 03 9C46 | |
14 | 0F 834A | |
15 | 03 C871 | make an object invisible (flags: d5a6-) [opposite of ID=11] |
16 | 03 C871 | |
17 | 03 9E6E | |
18 | 03 5078 | initialize flags (and things like itemsack, etc.) |
19 | 03 5447 | load tileset header |
1a | 0E 5B6F | GetLevUpAtks_ |
1b | 01 436E | |
1c | 03 A578 | check item in bag |
1d | 03 B53E | |
1e | 03 2E3E | give item (b = item_ID, c = item_num) |
1f | 12 EB40 | blink screen for 4 frames [example: poisoned pokemon] |
20 | 03 BA78 | somehow related to apply_movement |
21 | 12 FF40 | |
22 | 03 2979 | somehow related to apply_movement |
23 | 03 A079 | |
24 | 12 2541 | |
25 | 03 1D7A | |
26 | 03 DC79 | |
27 | 01 B05A | |
28 | 0F 026D | |
29 | 10 0040 | |
2a | 0E 1C6D | GetEvos’ subset (label: Predef_2a_) |
2b | 1C 8C77 | |
2c | 0F 186F | |
2d | 01 5F5A | |
2e | 03 036A | Bio screen, gym-leaders/badges arrangement |
2f | 10 F350 | |
30 | 1C 6D49 | |
31 | 1E DA5D | |
32 | 10 8256 | load intro(copyrights,Gamefreak,NidoVSJigg) |
33 | 1E 6958 | |
34 | 1C 5D4B | |
35 | 03 8645 | |
36 | 04 5369 | |
37 | 04 576B | |
38 | 10 E250 | |
39 | 15 0F69 | |
3a | 10 1050 | convert Mon_ID Chaotic-to-Dex |
3b | 01 A162 | decompr sprite(hl=ptr,b=bank)& arrange[used in BioMenu & not only] |
3c | 03 546F | |
3d | 10 D142 | load DexPage (INPUT:[$d11e]=DexMonID) |
3e | 0E B86F | GetWildMonAtks_ |
3f | 1C 0A77 | SAVE GAME |
40 | 1C 2B60 | send SGB-packs at beginning (MLT_REQ,DATA_SND,PCT_TRN,…) |
41 | 03 1371 | |
42 | 17 5E5B | |
43 | 04 3E77 | |
44 | 04 6377 | |
45 | 1C DF5D | load SGB packages (PAL_SET) |
46 | 17 DC40 | load dex screen (es:lab when choosing starter) |
47 | 03 E572 | |
48 | 03 1D7A | |
49 | 0F EC4D | |
4a | 1C 604F | TownMap (in Dex only?) |
4b | 09 6B7D | |
4c | 05 477C | balloon over head (cd4f:personID, cd50:([!][?][^_^]) |
4d | 01 AF5A | |
4e | 01 EB64 | |
4f | 0D A17C | |
50 | 1C 0F78 | save dex & party infos to SRAM1 |
51 | 1C BD76 | load dex & party infos from SRAM1 |
52 | 1C E875 | load SAV from SRAM1 |
53 | 1C E277 | save current bank’s stored mons to SRAM1 |
54 | 1C D95A | |
55 | 1D 5C40 | |
56 | 11 6941 | |
57 | 1E BA45 | |
58 | 1E 1045 | |
59 | 03 BE45 | |
5a | 03 0B46 | |
5b | 03 994D | |
5c | 01 E14D | check H/S obj (RAM_Table D5CE, FF-term.) ??? |
5d | 09 987D | |
5e | 03 7374 | related to AttacksData |
5f | 04 EF68 | |
60 | 04 F668 | |
61 | 07 C649 | |
62 | 16 3550 | |