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macros/wram.asm uses db for one-byte values (like box_struct Species) and dw for two-byte values (like box_struct HPExp), leaving ds for larger values (like ds 3 for box_struct Exp) and free space. Meanwhile, wram.asm never uses dw and only uses db for wWaterRate and wWaterMons.
It could also use more UNIONs for overlapping values (like $60-byte wMonPartySpritesSavedOAM, $40-byte wTrainerCardBlkPacket, and many subsequent single bytes).
The text was updated successfully, but these errors were encountered:
; number of hits by enemy in attacks like Double Slap, etc.wEnemyNumHits:: ; db; the amount of damage accumulated by the enemy while bidingwEnemyBideAccumulatedDamage:: dw
wSerialPlayerDataBlock:: ; ds $1a8
wSerialEnemyDataBlock:: ; ds $1a8
Edit: Actually wSerialPlayerDataBlock and wSerialEnemyDataBlock would span multiple sections, so they can stay as-is.
macros/wram.asm usesdb
for one-byte values (likebox_struct Species
) anddw
for two-byte values (likebox_struct HPExp
), leavingds
for larger values (likeds 3
forbox_struct Exp
) and free space. Meanwhile, wram.asm never usesdw
and only usesdb
forwWaterRate
andwWaterMons
.It could also use more
UNION
s for overlapping values (like $60-bytewMonPartySpritesSavedOAM
, $40-bytewTrainerCardBlkPacket
, and many subsequent single bytes).The text was updated successfully, but these errors were encountered: