Engine calls (Boktai 1): Difference between revisions

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Line 152: Line 152:
| 0xb4b4 || 0x081217d0 || 78 ||
| 0xb4b4 || 0x081217d0 || 78 ||
|-
|-
| 0x4ae5 || 0x08122bb0 || 28 || Palette related (p=3x palette file ids)
| 0x4ae5 || 0x08122bb0 || 28 || Load [[Master_file_table|background palette]] file  (p=3x palette file ids)
|-
|-
| 0x329b || 0x08123e54 || 6 ||
| 0x329b || 0x08123e54 || 6 ||
Line 256: Line 256:
| 0xb8b9 || 0x081cee2c || 6 ||
| 0xb8b9 || 0x081cee2c || 6 ||
|-
|-
| 0xc0b0 || 0x081d02c4 || 361 || Camera_Unlock()
| 0xc0b0 || 0x081d02c4 || 361 || Camera_Create()
|-
|-
| 0x430d || 0x081d0bc8 || 920
| 0x430d || 0x081d0bc8 || 920
Line 276: Line 276:
Copies values into the indexed-ptr. Partial writes are supported (you can specify less values than the size of the indexed-ptr).
Copies values into the indexed-ptr. Partial writes are supported (you can specify less values than the size of the indexed-ptr).
|-
|-
| 0x7636 || 0x08000b98 || 256 ||
| 0x7636 || 0x08000b98 || 256
| Loop(a=argument count of callback, r=number of executions, d=data to loop over, e=callback block)
This is complicated, need some examples... keywords "a" and "r" are always required, keyword "d" is optional: if provided, the loop behaves like a "for each" loop over the provided data, if not provided it behaves like a "for" loop between 0 and r.
|-
|-
| 0x3469 || 0x08000c54 || 141
| 0x3469 || 0x08000c54 || 141
Line 692: Line 694:
| 0xf00c || 0x0811c6f8 || 9 || UI_CreateItemNotification(p=position, t=sprite?)
| 0xf00c || 0x0811c6f8 || 9 || UI_CreateItemNotification(p=position, t=sprite?)
|-
|-
| 0x3535 || 0x0811d4f4 || 2
| 0x3535 || 0x0811d4f4 || 2 || Map_LoadGraphics(t=?, c=?, d=?)
| Map_LoadGraphics(t=?, c=?, d=?)
‘c’ and ‘t’ might be a paired tileset id?
|-
|-
| 0x4383 || 0x0811dfbc || 11 ||
| 0x4383 || 0x0811dfbc || 11 ||
Line 708: Line 708:
| 0x6255 || 0x08120f84 || 9 ||
| 0x6255 || 0x08120f84 || 9 ||
|-
|-
| 0x7a27 || 0x08121998 || 83 || spawn fog?
| 0x7a27 || 0x08121998 || 83
| Video_LoadTileMap(d=file id, t=type, n=layer count, i=layer indices, c=layer IDs)
d: [[Tile map file]] ID<br>
t: Type, how layers are assigned to GBA background layers: 0=BG0, 1=BG2+BG3, 2=BG3, 3=BG1, 4=BG1+BG3, 5=BG2+BG1, 6=BG2+BG3=BG1, else=BG2 but invisible in REG_DISPCNT)<br>
n: Layer count, how many layers to load. Defaults to 1. For example, t=4 and n=1 would load only BG1, t=4 and n=2 would load BG1 and BG3.<br>
i: Layer indicies: Specifies which layers to load from the tile map file, via indices into its layerDefinition array.<br>
c: Layer IDs: Specifies which layers to load from the tile map file, by referencing the TileMapLayer.id field<br>
Precedence for layer selection: keyword i, else keyword c, else defaults to [0, 1, 2].<br>
If the tile map file contains a tile set, it will also be loaded into VRAM as well.
|-
|-
| 0xe4b1 || 0x08121adc || 2 ||
| 0xe4b1 || 0x08121adc || 2 ||
|-
|-
| 0x11d4 || 0x08121bd4 || 385 || Video_LoadTileSet(t=?, c=tileset page ID? d=tileset file ID, m=tilemap file ID)
| 0x11d4 || 0x08121bd4 || 385
| Video_LoadTileSet(t=type, c=part ids, d=tile set file id, m=tile map file id, s=load offset)
t: Type; only two relevant cases: If 0 (=BG0), then load offset will be ''forced'' to 0x400 tiles, irrespective of the m and s keywords. Otherwise, the m and s keywords are used.<br>
c: [[Tile set file]] part IDs to load (1-n)<br>
d: Tile set file ID<br>
m: [[Tile map file]] ID, only used to determine the load offset.<br>
s: Load offset in tiles<br>
''Load offset explanation'': Tiles are copied into VRAM starting at that offset. By specifying different load offsets for different tile sets, multiple tile sets can coexist in VRAM simultaneously. If both m and s are specified, m takes precedence.
|-
|-
| 0xca7d || 0x08122370 || 31 ||
| 0xca7d || 0x08122370 || 31 ||
Line 1,026: Line 1,041:
| 0xbec2 || 0x081ced7c || 19 ||
| 0xbec2 || 0x081ced7c || 19 ||
|-
|-
| 0x30ad || 0x081cf048 || 29 ||
| 0x30ad || 0x081cf048 || 29 || Map_LoadMap(p=[[Map file]] ID, ...=?)
|-
|-
| 0x7539 || 0x081cf130 || 40 ||
| 0x7539 || 0x081cf130 || 40 ||
Line 1,042: Line 1,057:
| 0xcaee || 0x081cfa14 || 15 ||
| 0xcaee || 0x081cfa14 || 15 ||
|-
|-
| 0x2a8c || 0x081cfa6c || 296 ||
| 0x2a8c || 0x081cfa6c || 296 || Camera_ConnectToTilemap(...) - Positions the camera on the tile map (call every frame)
|-
|-
| 0x063b || 0x081cfb84 || 37 || Camera_SetBounds(min_x, max_x, min_y, max_y)
| 0x063b || 0x081cfb84 || 37 || Camera_SetBounds(min_x, max_x, min_y, max_y)

Latest revision as of 16:42, 18 November 2024

This is a list of the engine calls (control 0x9906 and control 0xb745 opcodes) supported in Boktai 1 scripts. These all refer to native (THUMB) functions stored in the ROM. The tables are sorted by address, as similar functions tend to be stored close together in the ROM, whereas IDs are relatively random.

control 0x9906

ID Address # Uses Description
0xe28b 0x08000adc 11
0x2a83 0x080013d0 43 Spawn_block_visual(?, t=?, i=?, p=position)

Only visuals (obj), does not affect colission

0xdc21 0x08002034 1
0x0f48 0x0800227c 2
0x9d20 0x0800340c 2
0x5ccc 0x08004db8 3
0xa628 0x080056f8 35
0x9276 0x08005a10 2 Textbox_Confirm(?, m=?, r=string, p=callback)

p1 in callback = answer

0xa8f1 0x08007498 1
0xef66 0x08007ad0 13
0x76f4 0x08009ebc 1
0x6b25 0x0800ac9c 1
0x30c9 0x0800bf8c 1
0x4365 0x0800c680 1
0x46af 0x0800cb6c 1
0xa9bc 0x0800cc8c 7
0xd455 0x0800cdd4 1
0x3361 0x0800d040 2
0x0706 0x0800d60c 3
0xd852 0x0800e0d8 4
0x8779 0x0800e218 2
0x1f6c 0x0800e4e4 1
0xb0ff 0x0800e674 2
0xc959 0x0800e920 2
0xc438 0x0800ec24 2
0x04e2 0x0800ef10 1
0x6095 0x0800f144 2
0x0b50 0x08012200 11
0x7d9e 0x08012de0 3
0x9cf3 0x08020da8 20
0x752d 0x08021df0 1
0xf5eb 0x080314a4 70
0xd42e 0x08034774 2
0x1866 0x08034c44 1
0xeaa0 0x0803b2b4 5
0xcc28 0x0804530c 3
0x2d8f 0x08045fac 1
0x7f5e 0x08046eb0 1
0xe9d3 0x08048504 1
0xac78 0x0804a224 1
0xc4d9 0x0804b26c 1
0x8f1e 0x0804b694 1
0x3d1e 0x0804ba3c 1
0xd21e 0x0804bfe4 2
0xb6ff 0x0804c840 1
0x5292 0x0804e49c 1
0x152e 0x08050778 2
0xf61b 0x080551a0 1
0x5f89 0x08056a7c 1
0xb87b 0x080575e8 2
0x4666 0x080577e0 1
0x6219 0x080694e0 2
0xec2a 0x08071d88 4
0x5d66 0x080c4218 3
0xb639 0x080d19d4 291 Unknown? Must be called for enemy spawning to work
0x778b 0x080d1bc8 11
0xc60f 0x080d2a34 12
0xc419 0x080d48e8 6
0xa16f 0x080d75ac 31
0x7443 0x080d7e5c 14
0xaeb2 0x080d9c14 2
0xf7a7 0x080d9da0 1
0xca93 0x080dc078 1
0xe435 0x0811c8cc 14
0x12c4 0x0811cc6c 1
0x99ca 0x0811e990 12
0x9f67 0x0811ed8c 8
0xf6ad 0x0811f9a8 1
0x4f5c 0x0812004c 1
0x4b15 0x081204d0 3
0xb4b4 0x081217d0 78
0x4ae5 0x08122bb0 28 Load background palette file (p=3x palette file ids)
0x329b 0x08123e54 6
0x9053 0x081246c8 17
0x6978 0x08124a40 13
0x4d4d 0x08124d1c 3 OBJ palette related(?, p=?)
0x2223 0x08128020 2
0xd9ae 0x0812987c 67
0x28cb 0x0812deb8 4
0x95a8 0x0812e234 1
0x3df7 0x0812e638 8
0x9519 0x0812ebbc 1
0x55c2 0x0812ef5c 1
0x95f8 0x0812f490 1
0x0e37 0x08131330 6
0xd972 0x08137cec 7 Spawn the Count
0x18f6 0x0813fc90 9 Spawn Muspell
0xd179 0x08146690 8
0xb8fe 0x0814e620 8
0x9f6b 0x08154a5c 2
0x5699 0x08157c7c 4
0xb00f 0x08160140 5
0xc551 0x08161b04 1
0x150f 0x081647e8 3
0xef7c 0x08165704 1
0xca53 0x081659bc 3
0x0153 0x08166a84 1
0xae32 0x08167c70 1
0x94b4 0x08169c24 1
0x9e27 0x0816de48 1
0x1ea2 0x08171674 1
0x1a4f 0x08176130 7
0x0feb 0x08179ebc 6 Crow_SetAggro(?)
0xa1d7 0x08181fcc 1
0x6c19 0x0818587c 1
0x7d7c 0x08188e2c 1
0x738e 0x0818a408 1
0x7cfc 0x08195e84 1
0x0929 0x081996b0 1
0xec35 0x0819a45c 1
0xcabd 0x0819d090 1
0xec7d 0x0819ea40 1
0x4456 0x081a66fc 1
0x5534 0x081ae884 4
0x6d69 0x081b1320 3
0xfdd0 0x081b24e4 5
0xb86d 0x081b2f30 2
0x1c5e 0x081b8634 1
0x7ddf 0x081bd3c0 4
0x5a23 0x081bdc68 1
0xadb3 0x081be510 1
0x1ad7 0x081befd0 3
0xb8b9 0x081cee2c 6
0xc0b0 0x081d02c4 361 Camera_Create()
0x430d 0x081d0bc8 920 setTimeout(?, t=frame count, a=args (to p/e), p=callback function id, e=callback block)

Set either p or e, not both. Return a value > 0 to re-arm the timeout.

0x794c 0x081d42bc 3

control 0xb745

ID Address # Uses Description
0x7935 0x08000b68 70 InitArray(indexed-ptr, values...)

Copies values into the indexed-ptr. Partial writes are supported (you can specify less values than the size of the indexed-ptr).

0x7636 0x08000b98 256 Loop(a=argument count of callback, r=number of executions, d=data to loop over, e=callback block)

This is complicated, need some examples... keywords "a" and "r" are always required, keyword "d" is optional: if provided, the loop behaves like a "for each" loop over the provided data, if not provided it behaves like a "for" loop between 0 and r.

0x3469 0x08000c54 141 int rand(p=divisor)

If divisor is 0, returns the RNG value directly. Otherwise returns RNG % divsior.

0x5f5f 0x08000cb4 18
0x43a0 0x08000d00 33
0x6206 0x08000e14 2
0x6057 0x08000e80 4
0x1320 0x08000e8c 34
0x31ff 0x08000eac 1
0x3050 0x08000ed4 1
0x15b3 0x08000f00 6
0xf04a 0x080029ec 1
0x320c 0x08003518 17
0xc9c1 0x080035f8 1
0xedda 0x08004ca0 1
0xddf8 0x08004e6c 4
0x2924 0x08004e78 3
0x3062 0x08005368 1
0x83f9 0x08005788 5 Textbox_CloseChoices(m=?)
0xb6ce 0x08009fbc 5
0x1dbe 0x0800a8c8 8
0x8872 0x0800b724 1
0x6131 0x0800b950 8
0x11c8 0x0800b9e0 7
0xa61c 0x0800d650 11
0x79b7 0x0800d7bc 8
0x8089 0x0800deb4 650 Map_SpawnLoadingZoneIndicator(n=loading_zone_id)
0xe415 0x08012348 24
0x48f0 0x080123bc 1
0xb3fe 0x08012cb8 4
0x4561 0x08012fc0 12
0xa72a 0x08013104 1
0x8df9 0x08013198 1
0xac8c 0x080131b8 4
0xfee0 0x0801341c 1
0x7318 0x080135f4 2
0x6603 0x08013678 2
0x3dba 0x0801e60c 23
0x9ae3 0x0801e6b0 5
0xdee4 0x0801e790 3
0x15ec 0x0801e89c 9
0x919e 0x0801e994 19
0x1d39 0x0801ea54 2
0x166e 0x0801eae0 2
0x9836 0x0801eb50 2
0xe118 0x0801ec54 1
0xb511 0x0801ecf8 1
0x669e 0x0801eda0 5
0xf2b3 0x0801ee8c 3
0x806a 0x0801ef68 1
0x02c1 0x0801efcc 2
0x135d 0x0801f030 8
0x1aea 0x0801f0e4 1
0x8cf4 0x0801f1d8 2
0x1225 0x0801f2a4 3
0x7d38 0x0801f308 1
0x08f6 0x0801f3e4 4
0x5512 0x0801f438 6
0x54f4 0x0801f464 4
0x4bef 0x0801f47c 3
0x191a 0x0801f6bc 6
0x55a3 0x0801f720 4
0x53f4 0x0801f7b8 3
0xf2af 0x08020468 3
0x93dd 0x08022ba4 3
0x2e05 0x0802e454 21
0x2118 0x080314ec 1
0x6e80 0x080315ac 1
0x8a05 0x080315e0 22
0xe14b 0x08031830 18
0x3613 0x080318fc 328
0x933c 0x080319a4 109
0xbb01 0x08031a8c 9
0xf2f7 0x08031b5c 20
0x9763 0x08031bc4 20
0x061e 0x08031d10 1
0x11f7 0x08031dc4 10
0xfe36 0x08031e9c 2
0x40d7 0x08031f3c 3
0x172d 0x08032020 4
0x4127 0x0803212c 1
0x5695 0x080321ac 1
0xefbf 0x080323b8 1
0x58d7 0x080324f4 11
0x4c4d 0x080325c4 126
0x598e 0x08032654 2
0xf8b1 0x0803269c 7
0x2c15 0x080327f8 7
0x0e15 0x08032858 1
0xb002 0x08032878 8
0x5a7d 0x080328a8 9
0x1f0b 0x080328cc 1
0x7923 0x08032900 2
0x61a3 0x080329b8 1
0x5ff4 0x08032a60 2
0xccc4 0x08032ab8 2
0x8a51 0x08032ae0 14
0x7653 0x08032afc 1
0x149f 0x08032b24 1
0xf223 0x0803410c 2
0x71e9 0x08034520 6
0xd317 0x08034c84 1
0xa7f9 0x08034ccc 1
0x5e34 0x0803a03c 2
0x6e34 0x0803a0a0 1
0xdaeb 0x0803a0c0 2
0x06d0 0x0803cdec 3
0x9fb7 0x0803e4a8 1
0xefe6 0x08041328 1
0xac17 0x080415cc 4
0x8f3f 0x08041610 1
0x839b 0x080417d4 180
0xe95e 0x08041824 9
0xe4a6 0x08041878 15
0xc6aa 0x08044da0 453 Textbox_CloseBox(m=?)

Without ‘m’ this is a nop?

0xae8b 0x08044db8 1
0xe68e 0x08044df0 8
0x3edf 0x08044fa8 6
0x6a8a 0x08044fb4 5
0x305a 0x08045424 29 Inventory_GiveItem(i=item_id, n=amount)
0x3a5d 0x0804552c 14 Inventory_RemoveItem(i=item, n=amount)
0x7325 0x080455b0 57 int Inventory_GetAmount(i=item_id)
0xda44 0x08045660 2
0x1f48 0x08045774 3
0xd9b5 0x08045790 24 Give gun part silently (p=part, i=id)

p: lens=0, frame=1, battery=3, 2=???
i=index
For lens: i=type*3+level

0xcece 0x08045800 39 bool Inventory_HasGunPart(p=type, i=index)

index: 0=lens, 1=frame, 2=grenades (always returns false), 3=battery

0x8e2f 0x08045858 2
0xae36 0x080459bc 1
0x6676 0x080459c8 1
0x374d 0x080459d4 2
0x6116 0x080459e0 1
0xb5bd 0x08045fe8 1
0x9e8b 0x08046088 3
0x7a77 0x08046094 2
0x9671 0x0804a2d8 2
0xd991 0x0804a314 2
0x47da 0x0804a354 1
0x906f 0x0804b2c4 1
0x673c 0x0804b6f0 1
0x5764 0x0804f7ac 1
0xd070 0x0804f910 1
0xa8f4 0x08055ccc 1
0x774b 0x08057628 1
0xaee2 0x0806687c 2
0xc23d 0x080668b4 1
0x300f 0x080700e8 3
0x9791 0x080701c0 13
0xa2e4 0x0807022c 10
0xc12a 0x08070cf8 3
0x7659 0x08070e30 1
0xc1f2 0x08071004 1
0x286b 0x080710a8 1
0xe019 0x0807143c 12
0xb3d7 0x080723c4 1
0xe1c6 0x08072420 2
0x2571 0x080724c0 2
0x05a5 0x080814ec 3
0x6913 0x0808d37c 2
0x87e4 0x080919b4 1
0x264f 0x08098950 2
0x3f99 0x0809d8c0 1
0xa169 0x080b3400 4
0xac98 0x080c29e4 2
0x3198 0x080c5eb4 1
0xb6eb 0x080c8d30 1
0xbcc8 0x080c8e70 2
0xae71 0x080cece8 2
0x1488 0x080cfb1c 1
0x065b 0x080d0664 3
0x7cea 0x080d06c0 6
0x7df5 0x080d0720 1
0xb369 0x080d0adc 7 Carmilla: Spawn mirror block
0xb3e7 0x080d1030 11
0x1188 0x080d10bc 9
0x40f8 0x080d1918 16
0xfd6b 0x080d1c18 1
0x9700 0x080d1da0 1
0x377d 0x080d2628 2
0x2fa5 0x080d43dc 2
0x0ee4 0x080d469c 3
0x3215 0x080d4700 2
0xa4fc 0x080d6e40 37
0xb1c4 0x080d7604 3
0x7a75 0x080d763c 25
0x7e33 0x080d76bc 29
0xae3a 0x080d7744 4
0x3e91 0x080d777c 5
0x5d74 0x080d7820 26
0xf04b 0x080d7c40 2
0xed13 0x080d7eb8 11
0x6145 0x080d827c 7
0x45a9 0x080d82d4 20
0x22f3 0x080d83ec 1
0x5d10 0x080d8818 1
0x2d25 0x080d8a00 8
0xf8d7 0x080d8c50 3
0x75df 0x080d92c0 2
0xab8e 0x080d974c 3
0x498d 0x080dc0c4 44
0x7b9f 0x080dc7fc 8
0x94d9 0x080e848c 1
0x4a1c 0x080f52f4 1
0x6d54 0x08111828 1
0xf00c 0x0811c6f8 9 UI_CreateItemNotification(p=position, t=sprite?)
0x3535 0x0811d4f4 2 Map_LoadGraphics(t=?, c=?, d=?)
0x4383 0x0811dfbc 11
0x3bfb 0x0811e40c 1
0x7957 0x0811eec4 2
0x80e3 0x08120db0 1
0xefb0 0x08120ea4 1
0x6255 0x08120f84 9
0x7a27 0x08121998 83 Video_LoadTileMap(d=file id, t=type, n=layer count, i=layer indices, c=layer IDs)

d: Tile map file ID
t: Type, how layers are assigned to GBA background layers: 0=BG0, 1=BG2+BG3, 2=BG3, 3=BG1, 4=BG1+BG3, 5=BG2+BG1, 6=BG2+BG3=BG1, else=BG2 but invisible in REG_DISPCNT)
n: Layer count, how many layers to load. Defaults to 1. For example, t=4 and n=1 would load only BG1, t=4 and n=2 would load BG1 and BG3.
i: Layer indicies: Specifies which layers to load from the tile map file, via indices into its layerDefinition array.
c: Layer IDs: Specifies which layers to load from the tile map file, by referencing the TileMapLayer.id field
Precedence for layer selection: keyword i, else keyword c, else defaults to [0, 1, 2].
If the tile map file contains a tile set, it will also be loaded into VRAM as well.

0xe4b1 0x08121adc 2
0x11d4 0x08121bd4 385 Video_LoadTileSet(t=type, c=part ids, d=tile set file id, m=tile map file id, s=load offset)

t: Type; only two relevant cases: If 0 (=BG0), then load offset will be forced to 0x400 tiles, irrespective of the m and s keywords. Otherwise, the m and s keywords are used.
c: Tile set file part IDs to load (1-n)
d: Tile set file ID
m: Tile map file ID, only used to determine the load offset.
s: Load offset in tiles
Load offset explanation: Tiles are copied into VRAM starting at that offset. By specifying different load offsets for different tile sets, multiple tile sets can coexist in VRAM simultaneously. If both m and s are specified, m takes precedence.

0xca7d 0x08122370 31
0x62bc 0x081223b0 9
0x9ec0 0x081248bc 5
0x4631 0x08124dcc 2
0x0866 0x08126ee8 1
0x78ee 0x08127004 1
0x0955 0x08127b00 2
0xddcf 0x08127e64 11 Spawn chest?
0x90b4 0x08127fac 1
0xf404 0x081288ac 20
0x0e76 0x08128948 1
0xe02a 0x08129c04 2
0x2b8c 0x0812a248 1
0x59a8 0x0812acf4 2
0x3e1f 0x0812b29c 9
0x8153 0x0812b2b4 1
0xf0cc 0x0812b2cc 6
0xb8c7 0x0812b2e4 5
0xfebb 0x0812b3e8 29
0x6987 0x0812d1e4 2
0x5de8 0x0812d2d4 5
0x727f 0x0812f898 2
0xc556 0x0812f8e4 222
0x1c64 0x0812fa48 657 Textbox_Open(r=string ref)
0xd401 0x0812fae8 154
0x930f 0x0812fbd0 3
0xab3c 0x0812fc20 56 Textbox_SetVar(index, value)

Access with <VAR=index> in strings.

0x2575 0x0812fc68 110
0x75af 0x0812fc8c 1
0xadd2 0x0812fd3c 26 TextBox_EnableAutoAdvance(?, delay_frames)
0xdd91 0x0812fd98 7
0x99fa 0x0813138c 11
0xc358 0x08132af8 7
0xd056 0x08139b50 3
0xdf38 0x081466e4 4
0xf2d6 0x0814e674 4
0xf159 0x08150bd0 1
0xaecc 0x08150be4 5
0xa7d0 0x08150c7c 1
0x7202 0x08150d10 1
0x7fed 0x08150dbc 1
0x9c0c 0x0815712c 2
0x4674 0x0815a694 2
0xd60a 0x0815ade4 8
0x3e92 0x0815aff4 1
0xe95a 0x0815b164 1
0x6bee 0x0815b194 7
0xfd59 0x0815b1ec 2
0x3178 0x0815b2d8 4
0x8e6a 0x0815b330 3
0x0581 0x0815b3c4 1
0xd6d4 0x0815b41c 2
0xe212 0x08161d50 2
0xbe46 0x08163abc 1
0x064e 0x08163ae4 37
0x33c4 0x08163b74 1
0x4dab 0x08163c38 1
0x9a9f 0x08163e78 1
0xec1f 0x0816808c 10
0x74d9 0x08169c64 1
0x0dbf 0x08169c80 1
0x05f4 0x08170cd0 1
0x91a0 0x08171344 3
0xd4df 0x08171508 1
0xff7f 0x081719d8 1
0xaca8 0x08171a2c 1
0x1057 0x08171b38 1
0x6e4e 0x08171bc0 4
0x90bd 0x08171d54 2
0xec74 0x08175d1c 3
0x886b 0x08179954 1
0xbef5 0x0817d630 2
0x6205 0x0817f150 1
0x0622 0x08184aa0 1
0xe588 0x0818d6d8 2
0x0c1a 0x08196f6c 1
0xb02f 0x081985ac 1
0xee34 0x081986b0 1
0xaf7a 0x0819c6f0 8
0x9898 0x0819cdfc 9
0x7c9b 0x0819ce7c 4
0xc795 0x0819cee8 5
0x32bd 0x0819cf38 1
0x1f99 0x0819e338 1
0x0796 0x0819e3d0 1
0x07a6 0x0819e41c 1
0x07b6 0x0819e468 1
0x07c6 0x0819e4b8 1
0x6393 0x0819e5b0 1
0xa99f 0x0819fe00 6
0x0447 0x0819fea0 5
0x03ca 0x0819ff40 3
0xfa5d 0x081a0080 1
0xb838 0x081a0120 1
0x667c 0x081a01c0 1
0xab9c 0x081a0300 62
0x3d17 0x081a0654 48
0xd0ce 0x081a0784 9
0x1a35 0x081a085c 1
0x69cd 0x081a0948 49
0x7f67 0x081a0a54 7
0x7f44 0x081a0b14 8
0xa3b3 0x081a0bd4 2
0x5276 0x081a0c74 1
0xd169 0x081a0d6c 1
0xb50d 0x081a0e0c 1
0x48b3 0x081a0e3c 4
0x30a3 0x081a0e74 3
0xa3aa 0x081a3e78 2
0x5b01 0x081a420c 45
0xd4e3 0x081aeca4 20
0x8b67 0x081af030 42
0xd6f7 0x081af0cc 30
0xcb30 0x081af30c 6
0xeaaf 0x081af3a4 21
0xa874 0x081b2bb8 2
0xa630 0x081b9210 1
0x286e 0x081b924c 8
0x08d9 0x081b9384 2
0x25aa 0x081b93e8 3
0x13d9 0x081b948c 6
0xd0ee 0x081b94f8 2
0xf272 0x081b954c 10
0x5e71 0x081b95f0 3
0xf0c3 0x081b9644 5
0xc9f1 0x081b9698 1
0x44d3 0x081b96f4 2
0xa1af 0x081b9834 1
0xbd6b 0x081b9888 1
0x6992 0x081b9984 2
0x174c 0x081b9a2c 1
0x60b7 0x081b9ad8 1
0xbf96 0x081b9b3c 1
0x26b3 0x081b9de4 1
0x10e9 0x081b9e38 4
0x4263 0x081b9e8c 7
0x8dd9 0x081ba0a8 2
0xca0a 0x081ba10c 1
0x3e3c 0x081ba188 4
0x63ef 0x081ba1cc 2
0xfee1 0x081ba210 7
0x38d0 0x081ba264 2
0x3b80 0x081ba2b8 2
0x6632 0x081bd700 1
0xf5f2 0x081bd828 1
0xa23d 0x081be7a4 2
0xfb6b 0x081be880 2
0x3e42 0x081be910 1
0x87ad 0x081be9c4 1
0xda5a 0x081c9178 28
0x3db8 0x081c954c 1
0xeaac 0x081ce324 1
0x5c9e 0x081ce860 84 With 0 parameters: Back up stat & world structs (see RAM map). With 1+ parameters: Back up specific pointers from the stat & world structs.
0xa222 0x081ce898 1
0xbec2 0x081ced7c 19
0x30ad 0x081cf048 29 Map_LoadMap(p=Map file ID, ...=?)
0x7539 0x081cf130 40
0x9769 0x081cf624 56
0x8071 0x081cf6ac 199
0xc15e 0x081cf808 20
0xbbaa 0x081cf8c8 4
0xf341 0x081cf920 75
0xcaee 0x081cfa14 15
0x2a8c 0x081cfa6c 296 Camera_ConnectToTilemap(...) - Positions the camera on the tile map (call every frame)
0x063b 0x081cfb84 37 Camera_SetBounds(min_x, max_x, min_y, max_y)
0x5c70 0x081cfbb8 1
0x0272 0x081d034c 1
0x0cd4 0x081d04d0 36
0xa39f 0x081d05a0 1
0x4b41 0x081d0648 4
0xede2 0x081d07f4 13
0x1500 0x081d0810 12
0x138e 0x081d082c 1
0x6487 0x081d08dc 1
0x4ccd 0x081d098c 1
0xbc5e 0x081d0a00 1
0xa58d 0x081d0a90 3
0x3c48 0x081d0ac4 1
0xb55a 0x081d1658 25
0x1c3e 0x081d16d8 1
0xfbc1 0x081d16f8 3
0x3c47 0x081d1754 1
0x5365 0x081d17a8 2
0x2f01 0x081d17fc 16 Time_GetType(result: u8*)

0, 4, 5 = night, else = day

0x5933 0x081d18a0 6
0x53bf 0x081d3730 108
0xe7ca 0x081d3748 300
0x364d 0x081d37ac 19
0x4ed4 0x081d3820 6
0xd0c7 0x081d3838 50
0x6aff 0x081d38f8 46
0x3ea2 0x081d39b8 4
0xe6f2 0x081d3a78 48
0xee18 0x081d3ac8 2
0xca3d 0x081d3ce4 4
0x7eba 0x081d3e74 3
0x1422 0x081d43a8 8
0x79ec 0x081d4438 2
0x1778 0x081d4f3c 6
0x3c8d 0x081d50e4 1

Unreferenced

ID Address Description
0xb3e4 0x08000d58
0x1f44 0x08000d9c
0xef19 0x08005290
0x554b 0x080052c0
0x775d 0x080122a4
0x773f 0x080122b0
0xa301 0x08012f50
0x3eec 0x0803153c
0x6c37 0x08032930
0xb762 0x08032950
0xd5ae 0x08032974
0x20da 0x08032994
0x5610 0x08036680
0x3a3c 0x0803a00c
0x090a 0x08041594
0x1231 0x0804b6f0
0xba1c 0x0804c2c0
0x889d 0x08070f14
0x9311 0x08072470
0x0740 0x08072498
0x6979 0x08098988
0xe33a 0x080c9a84
0xa06f 0x080cff24
0xe1fe 0x080cff6c
0x779f 0x080d4734
0x5844 0x080d78c0
0x556a 0x080d8358
0xe078 0x0811b934
0x1c43 0x08123eb4
0xe0a5 0x08127048
0x5c0b 0x081288e8
0x8f41 0x0812fd88
0xd8af 0x0816804c
0x9e41 0x08169f10
0x4ae0 0x0816a010
0x8d5c 0x0816a160
0x04cd 0x0816a258
0x2aab 0x081712e0
0x4ec6 0x081713a8
0x1c36 0x08171b7c
0xcf43 0x08171c34
0x0fa4 0x08172ab0
0x8211 0x0818587c
0xdf50 0x081898c0
0x3590 0x0819735c
0x7595 0x08198078
0x1aa0 0x081982a0
0x296b 0x081984b8
0x22ef 0x08198744
0xd3da 0x0819a0c0
0x225b 0x0819ffe0
0x3e17 0x081a0260
0x8aab 0x081a4778
0x822a 0x081a6e68
0x612e 0x081af164
0x5a36 0x081af23c
0x1c21 0x081b9748
0x67c8 0x081b979c
0x2b42 0x081b98dc
0x59d9 0x081b9930
0x3edd 0x081b99d8
0x819c 0x081b9be8
0x5fce 0x081b9c9c
0xa939 0x081b9d78
0xa5e2 0x081ba054
0x4350 0x081ba160
0xf03c 0x081bd7cc
0xe417 0x081be770
0xa5d0 0x081be83c
0x327d 0x081c49f4
0xec5b 0x081ce318
0x2fe4 0x081ce888
0x2141 0x081cf5d4
0x619c 0x081cf750
0xab41 0x081d06f0
0x686e 0x081d08f4
0xbd45 0x081d0958
0x81c4 0x081d0968
0x4e30 0x081d1634
0x1833 0x081d1824
0x2f51 0x081d1828
0x9146 0x081d182c
0x4cbb 0x081d39d0
0x3ed0 0x081d3ae0
0x1693 0x081d4300
0xadb6 0x081d43f0