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# 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

<table>
<thead><tr><th> Upper three bits </th><th> Leading zeros </th><th> Print ¥</th></tr></thead>
<tr><td> 000 </td><td> 0 = zero      </td><td>         </td></tr>
<tr><td> 001 </td><td> 0 = zero      </td><td> YES     </td></tr>
<tr><td> 010 </td><td> 0 = zero      </td><td>         </td></tr>
<tr><td> 011 </td><td> 0 = zero      </td><td> YES     </td></tr>
<tr><td> 100 </td><td> 0 = space     </td><td>         </td></tr>
<tr><td> 101 </td><td> 0 = space     </td><td> YES     </td></tr>
<tr><td> 110 </td><td> 0 = nothing   </td><td>         </td></tr>
<tr><td> 111 </td><td> 0 = nothing   </td><td> YES     </td></tr>
</table>

## COPY\_GFX\_1BPP $1886

1. set source:
 * ld a,aa	;bank
 * ld de,ddee	;pointer
2. set destination:
 * ld hl,hhll
3. set tile number:
 * ld c,cc
4. call $1886

## CLEAN\_SCREEN\_PART $18c4 (or DRAW\_BOX?)

1. set height(b) and width(c) of area (unit is tile):
 * ld bc,hhww
2. set starting tile on screen (screen begins at c3a0):
 * ld hl,$c???
3. call $18c4

## MUSIC\_RELATED $23b1/$23a1

### STOP music

1. select stop\_marker:
 * ld a,$ff
2. call $23b1

(read also APPENDIX $23b1)

### LOAD music

1. select music\_bank
 * ld c,xx
2. select music\_specifics(???)
 * ld a,yy
3. call $23a1

## SCRIPT\_TEXT $2920

Check Text Pointer Structure for in‐depth examination

1. select text\_ID
 * ld a,xx
 * ld [ff00+8c],a
2. call $2920

<table>
<thead><tr><th>val</th><th>text</th></tr></thead>
<tr><td> $00</td><td>menu </td></tr>
<tr><td> $d3</td><td>“PA: your safari game is over!” </td></tr>
<tr><td> $d0</td><td>“\n fainted” </td></tr>
<tr><td> $d1</td><td>black‐out sentence </td></tr>
<tr><td> $d2</td><td>“REPEL’s effect wore off” </td></tr>
<tr><td> $f5</td><td>vending machine </td></tr>
<tr><td> $f6</td><td>Cable Club </td></tr>
<tr><td> $f7</td><td>slot machines </td></tr>
<tr><td> $fc</td><td>turn on PC </td></tr>
<tr><td> $fd</td><td>“switch on!” (Mon Storage Sys) </td></tr>
<tr><td> $fe</td><td>mart buy/sell menu </td></tr>
<tr><td> $ff</td><td>pokécenter heal speech </td></tr>
</table>

## COPY\_DATA\_[cf7b]\_FF $2a5a

Writes data from hl into [cf7b]. FF-terminated.

1. select source:
 * ld hl,hhll
2. call $2a5a

## COUNT\_SET\_BITS $2b7f

Value is stored always in $d11e.

1. select starting byte:
 * ld hl,hhll
2. select number of bytes (i.e number of bits/8)
 * ld b,bb
3. call $2a5a

## ADD\_ITEM\_LIST $2bcf

This is probably a sub-routine of GIVE\_ITEM.

1. select list’s starting byte:
 * ld hl,hhll
2. select type and quantity of items:
 * ld a,xx		;type
 * ld [$cf91],a
 * ld a,yy
 * ld [$cf96],a	;quantity
3. call $2bcf

## GET\_MON\_NAME\_[cd6d] $2f9e

Write the Pokémon name (real name, not nickname), at cd6d.
Used mainly for texts (that use command[01] to write text
from RAM).

1. select monID:
 * ld a,xx
 * ld [$d11e],a
2. call $2f9e

## LOAD\_LEVEL $3071

Loads map specified in $d35e and all related to it?

1. call $3071

[load mapID in [$D35E]; maybe event displacement could be necessary too.]

## TOSS\_ITEM $30c4

1. load starting address:
 * ld hl,$d31d
2. call $30c4

[add more info]

## CC57\_SCRIPTS $310e

    IF (bit 0,[$d736])
      {
        ld b,6
        ld hl,$63e0
        jp Bankswitch
      }

$CC57 must be ≠ 0 for
this function to be activated.

1. set subScript ptr:
 * ld a,xx	;subScriptID
2. call $310e	???

## TRAINER\_IN\_MAP $3160

Handles both level script and trainer events:

1. Select data:
 * ld hl,TrainerHeaders
 * ld de,ScriptPtrTable
2. call correctly:
 * ld a,[ScriptFlag]
 * call $3160
 * ld [ScriptFlag],a
 * ret

;ScriptFlag ex: Viridian Gym = [$D5FB]

## STORE\_2\_STRINGS $317f

Stores 2 strings in RAM:

* [$CF5F] $11 bytes max
* [$CF70] $0B bytes max

1. load ptrs:
 * ld hl,string1
 * ld de,string2
2. call $317f

* string1: [char][char]…[$50]
* string2: [char][char]…[$50]

## SET\_BATTLE $31cc

This is a map-script (not text-script)

1. set Battle Specs ptr:
 * ld hl,TrainerHeaders
2. set ptr to battle ptrs:
 * ld de,ddee
3. call $31cc

TrainerHeaders:

*[flagbit (and textscriptID)]
*[trainer’s view range x 0x10]
*[flag-byte ptr]
*[ptr to text before battle]
*[ptr to text later on]
*[ptr to text ending battle]
*[ptr to text (same as previous)]
*[0xFF]

[check Appendix:Trainer scripts]

## HEX\_DEC\_CONVERT $323d

1. select mode:
 * ld b,xyz000vw\\
; x = write zeros\\
; y = don’t\\
; z = P?\\
; v = 2B\\
; w = 1B\\
;vw = 3B
2. select RAM location:
 * ld de,ddee
3. call $323d

## SAVE\_OAM\_POS? $32ef

1. select Object\_ID:
 * ld a,xx
 * ld [$cf13],a
2. call $32ef

[not sure]

## STORE\_WINLOSE\_TEXT $3354

1. select win\_text and lose\_text:
 * ld hl,hhll
 * ld de,ddee
2. call $3354

## HANDLE\_SPINNERS $3442

1. Set spinners’ table:
 * ld hl,.Spinners
2. call $3442

Spinners:

*[Y][X][Mov1.Ptr]
*[Y][X][Mov2.Ptr]
*…
*[Y][X][MovN.Ptr]
*[$FF]

Mov.Ptr:

*[Direction][n. of steps]
*…
*[$FF]

sound\_A7, outside, is spin sound

## FORCE\_PLAYER\_MOVE $3486

1. load path in $ccd3 (check $350c)
2. set length\_of\_path:
 * ld a,xx
 * ld [$cd38]
3. call $3486

[$cd38] > 0 until path\_move is over.

## CHECK\_ITEM $3493

1. select Item\_ID:
 * ld b,xx
2. call $3493

## FACE\_OBJECT $34a6

1. select person’s ID:
 * ld a,xx
 * ld [$ff8c],a
2. select direction:
 * ld a,yy
 * ld [$ff8d],a
3. call $34a6

## CHECK\_COORDS $34bf

Sets carry if finds a match.

CoordsTable = [Y][X]…[FF]

1. select CoordsTable pointer:
 * ld hl,hhll
2. call $34bf

(example: Seafoam holes)

## COPY\_RLE\_DATA $350c

Note: ‘de’ is source, ‘hl’ is dest

1. select source (run-length encoded)
 * ld de,ddee
 * ld [$ff00+8c],a
2. select destination (in RAM area): preferably $CCD3
 * ld hl,hhll
3. call $350c

* [OUT: ccd2 = data decompressed length]
* [OUT:    a = [ccd2] + 1]

## CALL\_ANOTHER\_BANK $35d6

1. select Bank:
 * ld b,xx
2. select Address
 * ld hl,aabb
3. call $35d6

## YES\_NO\_CHOICE $35ec

1. call $35ec
2. check choice (0 = Yes, 1 = No)
 * ld a,[$cc26]
 * and a
3. Highly customizable (ret nz; jr z,xx; etc..)

## APPLY\_PATH $363a

1. select people\_ID
 * ld a,xx
 * ld [$ff00+8c],a
2. path\_structure pointer
 * ld de,yyzz
3. call $363a

[bit 0,[$d730] ≠ 0 until path\_move is over.]

## LOAD\_FONT\_GFX $3680

Simple as that:

1. call $3680

## LOAD\_TEXTBOX\_GFX $36a0

Simple as that (loads fullCaps chars,apices,jpn chars and textboxes’ borders):

1. call $36a0

## LOAD\_HEALTHBAR\_GFX $36c0

Simple as that (loads healthbar, textbox borders, monMenu gfx):

1. call $36c0

## BACKUP\_SCREEN\_BUFF $36f4

Saves area $C3A0-$C507 to $CD81-$CEE8

1. call $36f4

## RESTORE\_SCREEN\_BUFF $3701

Loads area $CD81-$CEE8 to $C3A0-$C507 and print it to screen.

1. call $3701

## REFRESH\_SCREEN $3739

1. select how many times to refresh:
 * ld c,xx
2. call $3739

## WAIT\_END\_CRY $3748

Usually used right after “$13d0”

1. call $3748

## GET\_KEY\_PRESS $3831

1. call $3831
2. Read what key is pressed:
 * ld a,[$ffb5]

* [ffb7 = keyDown]	;XXX
* [ffb5 = keyPress]	;XXX

## MULTIPLY $38ac

RESULT is stored in [$ff96]-[$ff98], obviously in little-endian.

1. clean result’s MSB [$ff96]:
 * xor a
 * ld [$ff96],a
2. load factors:
 * ;1st factor [16 bit]
 * ld a,hh
 * ld [$ff97],a
 * ld a,ll
 * ld [$ff98],a
 * ;2nd factor [8 bit]
 * ld a,ii
 * ld [$ff99],a
3. call $38ac

## DIVIDE $38b9

Formats are Big-Endian (!).
Result is 16 bit.

1. load dividend in area [$ff93 + {reg.b}] through [$ff95 + {reg.b}].
2. load divisor:
 * ld a,dd
 * ld [$ff99],a
3. Load HRAM-used shift:
 * ld b,bb ;2 ≤ bb ≤ 4
4. call $38b9

[result is rounded down (int)]

## ADD\_MON\_ASK\_NICK $3927 ;??? needs fix

Actually adds monster to the party and asks for nickname:

1. Don’t know why:
 * or a
 * ld [$cc49],a
2. select level and specie:
 * ld a,lv
 * ld [$d127],a
 * ld a,xx
 * ld a,[$cf91]
 * ld a,[$d11e]
3. call $3927

## MULTIPLY\_$3a87

hl = (a x bc) + hl

1. Load values (a, bc, hl)
2. call $3a87

## PRINT\_TEXT $3c49

1. select {Pointer\_offset - 1} (must point to a byte=$17):
 * ld hl,xxyy
2. call $3c49

Pointed structure is a text command.

## SELECT\_CODE\_POINTER $3d97

1. select pointer\_ID:
 * ld a,xx
 * ld a,(vvww)
2. select pointertable’s pointer:
 * ld hl,yyzz
3. call $3d97

[for more info check APPENDIX($3d97)]

## GIVE\_ITEM 0x3e2e

1. select item ID(b) and quantity(c):
 * ld bc,xxyy

Double choice:

1. call $3e2e

1. ld a,$1e
 * call $3e6d

## GIVE\_PKMN $3e48

1. select pkmn(b) & level(c):
 * ld bc,xxyy
2. call $3e48
3. check carry

## GET\_RND\_NUM $3e5c

1. call $3e5c

       a    = 1st random value
    [$FFD3] = 1st random value
    [$FFD4] = 2nd random value

## GENERAL SCRIPT $3e6d

### How to use

1. [OPTIONAL] value needed in the subroutine
 * ld a,xx
 * ld [$cc4d],a
2. subroutine ID
 * ld a,yy
3. call subroutine selection
 * call $3e6d

[for more info check APPENDIX($3e6d)]

## RESTORE\_REGS\_PREDEF $3e94

This routine is used by routines called by Predef (routine at $3e6d) and
restores registers that were saved in the following RAM locations:

* cc4f: h
* cc50: l
* cc51: d
* cc52: e
* cc53: b
* cc54: c

1. call $3e94

[skip this]
## APPLY\_DOUBLE\_PATH 06:64

1. select pkmn(b) & level(c):
 * ld bc,xxyy
2. call $3e48
3. check carry

[/end skip]

## TEXT ZONE (pointer table pointed by TextPointer [MapHeader])

## APPENDIX ($23b1)

97 = poisoned pokemon sound (while walking in overworld)

## APPENDIX TRAINER SCRIPTS

    Text-script part:
    {
    	db $08
    	ld hl,MyTrainerHeader1
    	call $31cc
    	jp $24d7
    MyTrainerHeaders:
    MyTrainerHeader1:
    	;(…)
    	;(…)
    MyTrainerHeaderN:
    	;(…)
    	db $FF
    }

    Map-script part:
    {
    	ld hl,MyTrainerHeaders
    	ld de,TrainerScriptPtrs
    	ld a,[MapFlag]
    	call $3160
    	ld [MapFlag],a
    	ret
    TrainerScriptPtrs:
    	dw $3219
    	dw $324c
    	dw $3275
    }

    3219:
    {
    Reads trainerHeader (first of all checks flag, if set skip to next trainerHeader, until FF-endByte)
    }
    324c:
    {
    }
    3275:
    {
    }

## APPENDIX ($3d97)

example Pallet town:

    …
    ROM6:4E6A 21 73 4E         ld hl,4e73	;pointer to pointers’table
    ROM6:4E6D FA F1 D5         ld a,(d5f1)	;PalletRAM for code\_ID
    
    ;jp xxyy with yy = (hl + ax2), xx = (hl + 1 + ax2)
    
    ROM6:4E70 C3 97 3D         jp 3d97
    …

## APPENDIX ($3e6d)

RAM used:

* cc4e: subroutine\_ID
* cf12: old bank number
* d0b7: new bank number
* cc4f: h
* cc50: l
* cc51: d
* cc52: e
* cc53: b
* cc54: c
* + lot of other RAMs, depending on which subr is called.

To recover registers’ values ‘call $3e94’

note1: various “clone” pointers[$09=$0a=$0d=$0e], why?

note2: pointers that point to bank0 (ID=$1d,$1e)load bank3, is it just padding?

note3: following pointers are little-endian (actually middle-endian: |bank|little-endian ptr|).

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