Pokémon Trading Card Game/RAM map: Difference between revisions

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Line 54: Line 54:
   D66A      1    Booster generation: Pseudo-Random Number between 0 and ''n''
   D66A      1    Booster generation: Pseudo-Random Number between 0 and ''n''
   D66C      1    ? (Booster generation)
   D66C      1    ? (Booster generation)
  D686    12    Booster data array (retrieved from ROM7:64E4)
  1:D334    1    Direction of character
  1:D334    1    Direction of character
                 00 : Up
                 00 : Up

Revision as of 02:27, 19 March 2016

Chip tiny.png The following article is a RAM map for Pokémon Trading Card Game.

USA

SRAM

Address Size    Description
------- ----    -----------
 A101    227    Cards (including built decks) (SRAM)
 B701      2    Number of decks registered without name

WRAM

Address Size    Description
------- ----    -----------
 C001    227    Cards (excluding built decks)
 C200     60    P1 card positions during battle
 C27E     60    P1 deck card order during battle
 C2BB      6    P1 Pokémon on the field IDs
 C2C8      6    P1 Pokémon HPs
 C300     60    P2 card positions during battle
 C37E     60    P2 deck card order during battle
 C3BB      6    P2 Pokémon on the field IDs
 C3C8      6    P2 Pokémon HPs
 C400     60    During battle : P1 deck
                Out of battle : Booster pack
 C480     60    P2 deck
 CAC5      1    Time (frames)
 CAC6      1    Time (seconds)
 CAC7      1    Time (minutes)
 CAC8      2    Time (hours)
 CACA      2    Pseudo Random Number
                Its value changes on:
                • coin toss (once)
                • deck shuffle (once)
                • random Attack (e. g. Lv. 68 Zapdos's Big Thunder) (once)
                • random Pokémon Power (e. g. L. 40 Moltres's Firegiver) (once)
                • Tutorial battle (set to predetermined value)
                • new game / continue menu (every frame)
                • start menu (every frame)
                • building (every 60 frames)
 CACC      1    PRNG count
 CC0B      1    Has an Energy card been played this turn ? (stays at 0 if Water Energy with Rain Dance)
 CC0D      1    Current player's turn
 CD0A      1    ?
 CD0B      1    ?
 CD0D      1    Uppercase switch
 CDD2      1    P1 Prizes left
 CF68     32    Amount of each card in selected color (deck builder)
 D0BB      1    Room ID
 D0BC      1    x coordinate
 D0BD      1    y coordinate
 D11D      1    Mail ID currently selected
 D11E     15    Mail IDs  + already opened status
 D12E      1    Mail read + already opened status
 D32F      1    Room ID (Copy)
 D3D2      1    Medals
 D66A      1    Booster generation: Pseudo-Random Number between 0 and n
 D66C      1    ? (Booster generation)
 D686     12    Booster data array (retrieved from ROM7:64E4)
1:D334     1    Direction of character
                00 : Up
                01 : Right
                02 : Down
                03 : Left
1:D4D5     1    Direction of character
                1E : Up
                1F : Right
                20 : Down
                21 : Left
1:D4D7     1    Direction of character
                05 : Up
                DA : Right
                E9 : Down
                00 : Left

Europe A

WRAM

Address Size    Description
------- ----    -----------
 C591     20    Text to be copied to VRAM
 CC04      1    Language
                00 : English
                01 : German
                02 : French
 CD10      1    ?
 CD11      1    Character being read
 CFEF     20    Deck name