Talk:Pokémon Red/Blue:RAM map
ShaneM and alphamule's findings
I'll put a note on which weren't found by me. Not sure where else to put a comprehensive memory map... Most of ShaneM's stuff is going to be based on the disassembly, for obvious reasons.
0xCC26: Menu position (only one that seems to matter)
0xCC2A: Menu position
0xCD6B: Set to 0xFC to disable controller in say, the Pewter Gym skip exploit (normally gets set to 0xF0) [ShaneM's patch based on PokeRed disassembly uses this fix]
"D85F - Fought Mewtwo Yet?" While setting this to 0 enables catching Mewtwo, and setting to 2 disables it (single bit flag? As in, packed bits?), to actually see the sprite, you need another value set.
D5C0(bit 1): 0=Mewtwo appears, 1=Doesn't
These are not set to 1's until the battle ends. We need to represent these values as bitfields. I've changed this to say "D85F - Mewtwo can be caught if bit 2 clear - Needs D5C0 bit 1 clear, too"
D31C and D713 might be related to Mewtwo sprite showing, as well. Freezing D713 to values C8 through FF prevented D5C0 from having "2" bit set (bit 1 = 2^1=2). D31C constantly shows up when searching for the other 3 values. Funny how I had a RAM Map file ~10-15 years ago with most of these values. I have no idea if I ever published it. LOL, it's not like I was the only one wanting to get infinite Mewtwos from normal location instead of encounter code!
"W_MISSABLEOBJECTFLAGS:: ; d5a6" This doesn't tell what all the missables are.
"wd85f:: ds 4" This one is not documented there very much, either.