Pokémon Red, Green, and Blue RAM Map

```
A000 - A187 : Sprite buffer #0
A188 - A30F : Sprite buffer #1
A310 - A497 : Sprite buffer #2

```

```
A498 - A597 : Unused ?

```

```
A598 - B857 : Hall Of Fame data

```

```
B858 - BFFF : Unused ?

```

Note : this is the reason Missingno corrupts the HoF data : its invalid sprite, when decompressed, overwrites data past the buffers' boundaries... right into HoF data.

Other Pokémon with even larger corruptions reach WRAM - usually leading to crashes.

### Bank 1

```
A000 - A597 : Unused ?

```

```
A598 - A5A2 : Player name
A5A3 - AD2B : Main data
AD2C - AF2B : Sprite data
AF2C - B0BF : Party data
B0C0 - B521 : Current box data
B522        : Tileset type
B523        : Main data checksum

```

```
B524 - BFFF : Unused ?

```

### Bank 2

Pokémon boxes 1-6

```
A000 - A461 : Box 1
A462 - A8C3 : Box 2
A8C4 - AD25 : Box 3
AD26 - B187 : Box 4
B188 - B5E9 : Box 5
B5EA - BA4B : Box 6
BA4C        : Global checksum
BA4D - BA52 : Individual checksums

```

```
BA53 - BFFF : Unused

```

### Bank 3

Pokémon boxes 7-12

```
A000 - A461 : Box 7
A462 - A8C3 : Box 8
A8C4 - AD25 : Box 9
AD26 - B187 : Box 10
B188 - B5E9 : Box 11
B5EA - BA4B : Box 12
BA4C        : Global checksum
BA4D - BA52 : Individual checksums

```

```
BA53 - BFFF : Unused

```

## Main data (WRAM)

### Audio

Addresses C000 to C0F2 are used by the sound engine.

```
C002 - Bit 7 : 1 if audio is muted. Other bits : if non-zero, pauses music and continues SFX until it ends.
C0DE - Volumes for all music channels (and fade for those who support it)
C0EF - Current sound bank
C0F0 - Saved sound bank

```

Bytes C0F3 to C0FF are undocumented (if used)

### Sprite Data

```
C100 to C1FF : Data for all sprites on the current map
               Holds info for 16 sprites with $10 bytes each
               Note : player is always sprite 0

Replace x with the sprite ID
    C1x0: picture ID (fixed, loaded at map init)
    C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
    C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
    C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update)
    C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
    C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update)
    C1x6: X screen position (in pixels, snaps to grid if not currently walking)
    C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented)
    C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
    C1x9: facing direction (0: down, 4: up, 8: left, $c: right)
    C1xA to C1xF are unudocumented (if used)

```

```
C200 to C2FF : More data for all sprites on the current map
               Holds info for 16 sprites with $10 bytes each
               Note : player sprite is always sprite 0

    C2x0: walk animation counter (counting from $10 backwards when moving)
    C2x1:
    C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
    C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
    C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
    C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
    C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
    C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
    C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)
    C2x9 to C2xD are undocumented
    C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
    C2xF isn't documented

```

C300 to C39F : OAM DMA buffer (source for the DMA Transfer)

### Tile Data

```
C3A0 to C507 : Buffer of all tiles onscreen
C508 to C5CF : Copy of previous buffer (used to restore tiles after closing menus)

```

### Menu Data

```
Coordinates of the position of the cursor for the top menu item (id 0)
CC24 : Y position
CC25 : X position

```

```
CC26 - Currently selected menu item (topmost is 0)
CC27 - Tile "hidden" by the menu cursor
CC28 - ID of the last menu item
CC29 - bitmask applied to the key port for the current menu
CC2A - ID of the previously selected menu item
CC2B - Last position of the cursor on the party / Bill's PC screen
CC2C - Last position of the cursor on the item screen
CC2D - Last position of the cursor on the START / battle menu
CC2F - Index (in party) of the Pokémon currently sent out
CC30~CC31 - Pointer to cursor tile in C3A0 buffer
CC36 - ID of the first *displayed* menu item
CC35 - Item highlighted with Select (01 = first item, 00 = no item, etc.)

```

CC3A and CC3B are unused

### Link Data

CC3C to CC49 hold data used for Cable Club stuff

```
The meaning of CC47 depends on the context
CC47 - Link timeout counter
CC47 - Is player entering Cable Club ?

```

### Misc.

```
CC97 to CCA0 : buffer for when swapping party Pokémon

```

### Battle

```
CCD5 - Number of turns in current battle
CCD6 is undocumented (if used)
CCD7 - Player's Substitute HP
CCD8 - Enemy Substitute HP
CCDB - Move menu type : 0 is regular, 1 is mimic, other are text boxes (learn, PP-refill...)
CCDC - Player-selected move
CCDD - Enemy-selected move
CCE5~CCE7 - Money earned by Pay Day

```

Safari Zone data :

```
CCE8 - Opponent escaping factor
CCE9 - Opponent baiting factor

```

```
CCED - Is current Pokémon disobedient ?
CCEE - Player's disabled move
CCEF - Enemy's disabled move
CCF6 - Is low-health alarm disabled ?
CD05~CD06 - Amount of damage the enemy accumulated while Biding
CD1A - Player's Pokémon Attack modifier (7 means no modifier)
CD1B - Player's Pokémon Defense modifier
CD1C - Player's Pokémon Speed modifier
CD1D - Player's Pokémon Special modifier
CD1E - Player's Pokémon Accuracy modifier
CD1F - Player's Pokémon Evasion modifier
CD2D - Engaged Trainer class / legendary Pokémon ID
CD2E - Engaged Trainer roster ID / Enemy's Pokémon Attack modifier (7 means no modifier)
CD2F - Enemy's Pokémon Defense modifier
CD30 - Enemy's Pokémon Speed modifier
CD31 - Enemy's Pokémon Special modifier
CD32 - Enemy's Pokémon Accuracy modifier
CD33 - Enemy's Pokémon Evasion modifier

```

### Joypad simulation

```
CD38 - Index for joypad input simulation. If non-zero, disables collision but does not lock player.

```

### Pokémon Mart

```
CF62 - Total Items
CF63 - Item 1
CF64 - Item 2
CF65 - Item 3
CF66 - Item 4
CF67 - Item 5
CF68 - Item 6
CF69 - Item 7
CF70 - Item 8
CF71 - Item 9
CF72 - Item 10

```
```
CF7B - Total Items
CF7C - Item 1
CF7D - Item 2
CF7E - Item 3
CF7F - Item 4
CF80 - Item 5
CF81 - Item 6
CF82 - Item 7
CF83 - Item 8
CF84 - Item 9
CF85 - Item 10

```

### Name Rater

```
CF92 - Which Pokémon does Name Rater Change?

```

### Battle

```
CFD3 - Your Move Effect (e.g. 10h = coins scatter everywhere)
CFD5 - Your Move Type
CCDC - Your Move Used

```

```
CFB3 - Enemy's Move ID
CFB4 - Enemy's Move Effect
CFB5 - Enemy's Move Power
CFB6 - Enemy's Move Type
CFB7 - Enemy's Move Accuracy
CFB8 - Enemy's Move Max PP
CFB9 - Player's Move ID
CFBA - Player's Move Effect
CFBB - Player's Move Power
CFBC - Player's Move Type
CFBD - Player's Move Accuracy
CFBE - Player's Move Max PP
CFBF - Enemy's Pokémon internal ID
CFC0 - Player's Pokémon internal ID
CFC1-CFCB - Enemy's Name
CFCC - Enemy's Pokémon internal ID
CFCD-CFCE - Enemy's HP
CFCF - Enemy's Level
CFD0 - Enemy's Status
        Bit 6 : Paralyzed
        Bit 5 : Frozen
        Bit 4 : Burned
        Bit 3 : Poisoned
        Bits 0-2 : Sleep counter
CFD1 - Enemy's Type 1
CFD2 - Enemy's Type 2
CFD3 - Enemy's Catch Rate (*Unused*, only referenced by Transform script, the one actually used is at CFEE)
CFD4 - Enemy's Move 1
CFD5 - Enemy's Move 2
CFD6 - Enemy's Move 3
CFD7 - Enemy's Move 4
CFD8 - Enemy's Attack and Defense DVs
CFD9 - Enemy's Speed and Special DVs
CFDA - Enemy's Level
CFDB-CFDC - Enemy's Max HP
CFDD-CFDE - Enemy's Attack
CFDF-CFE0 - Enemy's Defense
CFE1-CFE2 - Enemy's Speed
CFE3-CFE4 - Enemy's Special
CFE5 - Enemy's PP (First Slot)
CFE6 - Enemy's PP (Second Slot)
CFE7 - Enemy's PP (Third Slot)
CFE8 - Enemy's PP (Fourth Slot)
CFE9-CFED - Enemy's Base Stats
CFEE - Enemy's Catch Rate
CFEF - Enemy's Base Experience

```
```
CFCC - Enemy's Move ID
CFCD - Enemy's Move Effect
CFCE - Enemy's Move Power
CFCF - Enemy's Move Type
CFD0 - Enemy's Move Accuracy
CFD1 - Enemy's Move Max PP
CFD2 - Player's Move ID
CFD3 - Player's Move Effect
CFD4 - Player's Move Power
CFD5 - Player's Move Type
CFD6 - Player's Move Accuracy
CFD7 - Player's Move Max PP
CFD8 - Enemy's Pokémon internal ID
CFD9 - Player's Pokémon internal ID
CFDA-CFE4 - Enemy's Name
CFE5 - Enemy's Pokémon internal ID
CFE6-CFE7 - Enemy's HP
CFE8 - Enemy's Level
CFE9 - Enemy's Status
        Bit 6 : Paralyzed
        Bit 5 : Frozen
        Bit 4 : Burned
        Bit 3 : Poisoned
        Bits 0-2 : Sleep counter
CFEA - Enemy's Type 1
CFEB - Enemy's Type 2
CFEC - Enemy's Catch Rate (*Unused*, only referenced by Transform script, the one actually used is at D007)
CFED - Enemy's Move 1
CFEE - Enemy's Move 2
CFEF - Enemy's Move 3
CFF0 - Enemy's Move 4
CFF1 - Enemy's Attack and Defense DVs
CFF2 - Enemy's Speed and Special DVs
CFF3 - Enemy's Level
CFF4-CFF5 - Enemy's Max HP
CFF6-CFF7 - Enemy's Attack
CFF8-CFF9 - Enemy's Defense
CFFA-CFFB - Enemy's Speed
CFFC-CFFD - Enemy's Special
CFFE - Enemy's PP (First Slot)
CFFF - Enemy's PP (Second Slot)
D000 - Enemy's PP (Third Slot)
D001 - Enemy's PP (Fourth Slot)
D002-D006 - Enemy's Base Stats
D007 - Enemy's Catch Rate
D008 - Enemy's Base Experience

```

Pokémon 1st Slot (In-Battle)

```
CFF0-CFFA - Name
CFFB - Pokémon Number
CFFC-CFFD - Current HP
CFFE -
CFFF - Status
        Bit 6 : Paralyzed
        Bit 5 : Frozen
        Bit 4 : Burned
        Bit 3 : Poisoned
        Bits 0-2 : Sleep counter
D000 - Type 1
D001 - Type 2
D002 -
D003 - Move #1 (First Slot)
D004 - Move #2 (Second Slot)
D005 - Move #3 (Third Slot)
D006 - Move #4 (Fourth Slot)
D007 - Attack and Defense DVs
D008 - Speed and Special DVs
D009 - Level
D00A-D00B - Max HP
D00C-D00D - Attack
D00E-D00F - Defense
D010-D011 - Speed
D012-D013 - Special
D014 - PP (First Slot)
D015 - PP (Second Slot)
D016 - PP (Third Slot)
D017 - PP (Fourth Slot)

```
```
D009-D013 - Name
D014 - Pokémon Number
D015-D016 - Current HP
D017 -
D018 - Status
        Bit 6 : Paralyzed
        Bit 5 : Frozen
        Bit 4 : Burned
        Bit 3 : Poisoned
        Bits 0-2 : Sleep counter
D019 - Type 1
D01A - Type 2
D01B -
D01C - Move #1 (First Slot)
D01D - Move #2 (Second Slot)
D01E - Move #3 (Third Slot)
D01F - Move #4 (Fourth Slot)
D020 - Attack and Defense DVs
D021 - Speed and Special DVs
D022 - Level
D023-D024 - Max HP
D025-D026 - Attack
D027-D028 - Defense
D029-D02A - Speed
D02B-D02C - Special
D02D - PP (First Slot)
D02E - PP (Second Slot)
D02F - PP (Third Slot)
D030 - PP (Fourth Slot)

```

```
D057 - Type of battle

```

```
D05A - Battle Type (Normal battle, Safari Zone, Old Man battle...)

```

```
D05C - Is Gym Leader battle music playing?
D05D -
D05E - Critical Hit / OHKO Flag
       01 - Critical Hit!
       02 - One-hit KO!
D05F - Hooked Pokémon Flag

```

```
D062-D064 - Battle Status (Player)
          D062:
            bit 0 - Bide
            bit 1 - Thrash / petal dance
            bit 2 - Attacking multiple times (e.g. double kick)
            bit 3 - Flinch
            bit 4 - Charging up for attack
            bit 5 - Using multi-turn move (e.g. wrap)
            bit 6 - Invulnerable to normal attack (using fly/dig)
            bit 7 - Confusion
          D063:
            bit 0 - X Accuracy effect
            bit 1 - protected by "mist"
            bit 2 - focus energy effect
            bit 4 - has a substitute
            bit 5 - need to recharge
            bit 6 - rage
            bit 7 - leech seeded
          D064:
            bit 0 - toxic
            bit 1 - light screen
            bit 2 - reflect
            bit 3 - tranformed
D065 - Stat to double (CPU)
D066 - Stat to halve (CPU)
D067-D069 - Battle Status (CPU) - Includes the "Transformed" status in D069 which makes the game regard the opponent as a Ditto.
D06A - Multi-Hit Move counter (Player)
D06F - Multi-Hit Move counter (CPU)
D070 - Confusion counter (CPU)
D071 - Toxic counter (CPU)
D072 - Disable counter (CPU)

```

```
D0D8 - Amount of damage attack is about to do. Max possible damage may appear one frame before actual damage.

```

### Game Corner

```
D13D - 1st Game Corner Prize
D13E - 2nd Game Corner Prize
D13F - 3rd Game Corner Prize

```

### Link Battle PRNG

```
D148-D150 - 9 Pseudo-Random Numbers used during Link Battles. Once a batch is used up, it generates a new batch with n × 5 + 1.

```

### Player

```
D158-D162 - Your Name

```

```
D163 - # Pokémon In Party
D164 - Pokémon 1
D165 - Pokémon 2
D166 - Pokémon 3
D167 - Pokémon 4
D168 - Pokémon 5
D169 - Pokémon 6
D16A - End of list

```

Pokémon 1

```
D16B - Pokémon (Again)
D16C-D16D - Current HP
D16E - 'Level' (not the actual level, see the notes article)
D16F - Status (Poisoned, Paralyzed, etc.)
D170 - Type 1
D171 - Type 2
D172 - Catch rate/Held item (When traded to Generation II)
D173 - Move 1
D174 - Move 2
D175 - Move 3
D176 - Move 4
D177-D178 - Trainer ID
D179-D17B - Experience
D17C-D17D - HP EV
D17E-D17F - Attack EV
D180-D181 - Defense EV
D182-D183 - Speed EV
D184-D185 - Special EV
D186 - Attack/Defense IV
D187 - Speed/Special IV
D188 - PP Move 1
D189 - PP Move 2
D18A - PP Move 3
D18B - PP Move 4
D18C - Level (actual level)
D18D-D18E - Max HP
D18F-D190 - Attack
D191-D192 - Defense
D193-D194 - Speed
D195-D196 - Special

```

Pokémon 2

```
D197 - Pokémon
D198-D199 - Current HP
D19A - 'Level' (not the actual level, see the notes article)
D19B - Status
D19C - Type 1
D19D - Type 2
D19E - Catch rate/Held item (When traded to Generation II)
D19F - Move 1
D1A0 - Move 2
D1A1 - Move 3
D1A2 - Move 4
D1A3-D1A4 - Trainer ID
D1A5-D1A7 - Experience
D1A8-D1A9 - HP EV
D1AA-D1AB - Attack EV
D1AC-D1AD - Defense EV
D1AE-D1AF - Speed EV
D1B0-D1B1 - Special EV
D1B2 - Attack/Defense IV
D1B3 - Speed/Special IV
D1B4 - PP Move 1
D1B5 - PP Move 2
D1B6 - PP Move 3
D1B7 - PP Move 4
D1B8 - Level (actual)
D1B9-D1BA - Max HP
D1BB-D1BC - Attack
D1BD-D1BE - Defense
D1BF-D1C0 - Speed
D1C1-D1C2 - Special

```

Pokémon 3

```
D1C3 - Pokémon
D1C4-D1C5 - Current HP
D1C6 - 'Level' (not the actual level, see the notes article)
D1C7 - Status
D1C8 - Type 1
D1C9 - Type 2
D1CA - Catch rate/Held item (When traded to Generation II)
D1CB - Move 1
D1CC - Move 2
D1CD - Move 3
D1CE - Move 4
D1CF-D1D0 - Trainer ID
D1D1-D1D3 - Experience
D1D4-D1D5 - HP EV
D1D6-D1D7 - Attack EV
D1D8-D1D9 - Defense EV
D1DA-D1DB - Speed EV
D1DC-D1DD - Special EV
D1DE - Attack/Defense IV
D1DF - Speed/Special IV
D1E0 - PP Move 1
D1E1 - PP Move 2
D1E2 - PP Move 3
D1E3 - PP Move 4
D1E4 - Level
D1E5-D1E6 - Max HP
D1E7-D1E8 - Attack
D1E9-D1EA - Defense
D1EB-D1EC - Speed
D1ED-D1EE - Special

```

Pokémon 4

```
D1EF - Pokémon
D1F0-D1F1 - Current HP
D1F2 - 'Level' (not the actual level, see the notes article)
D1F3 - Status
D1F4 - Type 1
D1F5 - Type 2
D1F6 - Catch rate/Held item (When traded to Generation II)
D1F7 - Move 1
D1F8 - Move 2
D1F9 - Move 3
D1FA - Move 4
D1FB-D1FC - Trainer ID
D1FD-D1FF - Experience
D200-D201 - HP EV
D202-D203 - Attack EV
D204-D205 - Defense EV
D206-D207 - Speed EV
D208-D209 - Special EV
D20A - Attack/Defense IV
D20B - Speed/Special IV
D20C - PP Move 1
D20D - PP Move 2
D20E - PP Move 3
D20F - PP Move 4
D210 - Level
D211-D212 - Max HP
D213-D214 - Attack
D215-D216 - Defense
D217-D218 - Speed
D219-D21A - Special

```

Pokémon 5

```
D21B - Pokémon
D21C-D21D - Current HP
D21E - 'Level' (not the actual level, see the notes article)
D21F - Status
D220 - Type 1
D221 - Type 2
D222 - Catch rate/Held item (When traded to Generation II)
D223 - Move 1
D224 - Move 2
D225 - Move 3
D226 - Move 4
D227-D228 - Trainer ID
D229-D22B - Experience
D22C-D22D - HP EV
D22E-D22F - Attack EV
D230-D231 - Defense EV
D232-D233 - Speed EV
D234-D235 - Special EV
D236 - Attack/Defense IV
D237 - Speed/Special IV
D238 - PP Move 1
D239 - PP Move 2
D23A - PP Move 3
D23B - PP Move 4
D23C - Level
D23D-D23E - Max HP
D23F-D240 - Attack
D241-D242 - Defense
D243-D244 - Speed
D245-D246 - Special

```

Pokémon 6

```
D247 - Pokémon
D248-D249 - Current HP
D24A - 'Level' (not the actual level, see the notes article)
D24B - Status
D24C - Type 1
D24D - Type 2
D24E - Catch rate/Held item (When traded to Generation II)
D24F - Move 1
D250 - Move 2
D251 - Move 3
D252 - Move 4
D253-D254 - Trainer ID
D255-D257 - Experience
D258-D259 - HP EV
D25A-D25B - Attack EV
D25C-D25D - Defense EV
D25E-D25F - Speed EV
D260-D261 - Special EV
D262 - Attack/Defense IV
D263 - Speed/Special IV
D264 - PP Move 1
D265 - PP Move 2
D266 - PP Move 3
D267 - PP Move 4
D268 - Level
D269-D26A - Max HP
D26B-D26C - Attack
D26D-D26E - Defense
D26F-D270 - Speed
D271-D272 - Special

```

Trainer Name

```
D273-D27D - Trainer name for 1st
D27E-D288 - Trainer name for 2nd
D289-D293 - Trainer name for 3rd
D294-D29E - Trainer name for 4th
D29F-D2A9 - Trainer name for 5th
D2AA-D2B4 - Trainer name for 6th

```

Nickname

```
D2B5-D2BF - Nickname for 1st
D2C0-D2CA - Nickname for 2nd
D2CB-D2D5 - Nickname for 3rd
D2D6-D2E0 - Nickname for 4th
D2E1-D2EB - Nickname for 5th
D2EC-D2F6 - Nickname for 6th

```

### Pokedex

D27C - Own 9-16
D27D - Own 17-24
D27E - Own 25-32
D27F - Own 33-40
D280 - Own 41-48
D281 - Own 49-56
D282 - Own 57-64
D283 - Own 65-72
D284 - Own 73-80
D285 - Own 81-88
D286 - Own 89-96
D287 - Own 97-104
D288 - Own 105-112
D289 - Own 113-120
D28A - Own 121-128
D28B - Own 129-136
D28C - Own 137-144
D28D - Own 145-152
D28E - Seen 1-8
D28F - Seen 9-16
D290 - Seen 17-24
D291 - Seen 25-32
D292 - Seen 33-40
D293 - Seen 41-48
D294 - Seen 49-56
D295 - Seen 57-64
D296 - Seen 65-72
D297 - Seen 73-80
D298 - Seen 81-88
D299 - Seen 89-96
D29A - Seen 97-104
D29B - Seen 105-112
D29C - Seen 113-120
D29D - Seen 121-128
D29E - Seen 129-136
D29F - Seen 137-144
D2A0 - Seen 145-152 | D2F7 - Own 1-8
D2F8 - Own 9-16
D2F9 - Own 17-24
D2FA - Own 25-32
D2FB - Own 33-40
D2FC - Own 41-48
D2FD - Own 49-56
D2FE - Own 57-64
D2FF - Own 65-72
D300 - Own 73-80
D301 - Own 81-88
D302 - Own 89-96
D303 - Own 97-104
D304 - Own 105-112
D305 - Own 113-120
D306 - Own 121-128
D307 - Own 129-136
D308 - Own 137-144
D309 - Own 145-152
D30A - Seen 1-8
D30B - Seen 9-16
D30C - Seen 17-24
D30D - Seen 25-32
D30E - Seen 33-40
D30F - Seen 41-48
D310 - Seen 49-56
D311 - Seen 57-64
D312 - Seen 65-72
D313 - Seen 73-80
D314 - Seen 81-88
D315 - Seen 89-96
D316 - Seen 97-104
D317 - Seen 105-112
D318 - Seen 113-120
D319 - Seen 121-128
D31A - Seen 129-136
D31B - Seen 137-144

### Items

D31D - Total Items
D31E - Item 1
D31F - Item 1 Quantity
D320 - Item 2
D321 - Item 2 Quantity
D322 - Item 3
D323 - Item 3 Quantity
D324 - Item 4
D325 - Item 4 Quantity
D326 - Item 5
D327 - Item 5 Quantity
D328 - Item 6
D329 - Item 6 Quantity
D32A - Item 7
D32B - Item 7 Quantity
D32C - Item 8
D32D - Item 8 Quantity
D32E - Item 9
D32F - Item 9 Quantity
D330 - Item 10
D331 - Item 10 Quantity
D332 - Item 11
D333 - Item 11 Quantity
D334 - Item 12
D335 - Item 12 Quantity
D336 - Item 13
D337 - Item 13 Quantity
D338 - Item 14
D339 - Item 14 Quantity
D33A - Item 15
D33B - Item 15 Quantity
D33C - Item 16
D33D - Item 16 Quantity
D33E - Item 17
D33F - Item 17 Quantity
D340 - Item 18
D341 - Item 18 Quantity
D342 - Item 19
D343 - Item 19 Quantity
D344 - Item 20
D345 - Item 20 Quantity
D346 - Item End of List
### Money

D347 - Money Byte 1
D348 - Money Byte 2
D349 - Money Byte 3
### Miscellaneous

D355 - Options

Bit 7 = Battle Animation (1 = Off, 0 = On)
Bit 6 = Battle Style (1 = Set, 0 = Shift)
Bit 5-4 = probably unused
Low Nybble = Text Speed (0x0 = fastest, 0xF = slowest)
Fast = 1
Medium = 3
Slow = 5

D356 = Badges (Binary Switches)

D358 = If bit0 = 0, delay is limited to 1 frame between each letter. If bit1 = 0, no delay during text printing. Overrides previous setting.

D359 = Player ID [1] (Multiple of 256) D35A = Player ID [2] (...+1-255)

D35B = Audio track (See Audio section) D35C = Audio bank (See Audio section)

D35D = Controls the map's palette. Usually 0, but is set to 6 when Flash is required.

D35E = Current Map Number

D35F-D360 = Event Displacement (view Notes, for more info)
D361 - 1 byte integer = Current Player Y-Position
D362 - 1 byte integer = Current Player X-Position
D363 = Current Player Y-Position (Current Block)
D364 = Current Player X-Position (Current Block)
D365 = Last map location for walking through certain exits (e.g. Safari Zone gate)

### Audio

C022 = Audio track channel 1

C023 = Audio track channel 2

C024 = Audio track channel 3

C025 = Audio track channel 4

C0E8, C0E9 = Music tempo (lower values in C0E9 may = faster except for particularly low values)

C0EA, C0EB = Sound effects tempo

C0EC, C0ED = Sound effects header pointer

C0EE = New sound ID

C0EF = Audio bank

C0F0 = Audio bank

D35B = Audio track in current map

D35C = Audio bank in current map

Bank 02
B3 = Validate
B4 = Bump
B5 = Exit of a house
B6 = Save Game
B8 = Pokéflute
B9 = Ding Dong
BA = PalletTown
BD = Pokecenter
C0 = Gym
C3 = Viridian City, Pewter City, Saffron City
C7 = Cerulean City, Fuchsia City
CA = Celadon City
CD = Cinnabar City
D0 = Vermilion City
D4 = Lavender Town
D8 = SS Anne
DB = Meet Oak
DE = Meet Blue
E1 = Follow me
E5 = Safari Zone / Evolution
E8 = Pokémon Healding
EB = Road 1, 2
EF = Road 24, 25
F3 = Road 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22
F7 = Road 11, 12, 13, 14, 15
FB = Indigo Plateau
Bank 08
EA = Gym Leader Battle
ED = Trainer Battle
F0 = Wild Battle
F3 = Final Battle
F6 = Defeated Trainer
F9 = Defeated Wild Pokemon
FC = Defeated Champion / Gym
Bank 1F
C3 = Title Screen
C7 = Credits
CA = Hall of fame
CD = Oak's Lab
D0 = Jigglypuff Song
D2 = Bike Riding
D6 = Surfing
D9 = Came Corner
DC = Intro Game
DF = Power Plant, Unknown Dungeon, Rocket HQ
E3 = Viridian Forest, Seafoam Islands
E7 = Mt. Moon, Rock Tunnel, Victory Road
EB = Cinnabar City Mansion
EF = Pokemon Tower
F2 = Silph Co.
F5 = Eye contact Evil Trainer
F8 = Eye contact Female Trainer
FB = Eye contact Male Trainer
FF = Stop Sound
### Map Header

D367 - 1 byte integer = Map's Tileset, 1 byte
D368 - 1 byte integer = Map's Height (Blocks)
D369 - 1 byte integer = Map's Width (Blocks)
D36A-D36B = Map's Data
D36C-D36D = Map's Text Pointer Table (For Each NPC) Location
D36E-D36F = Map's Level-Script Pointer
D370 = Map's Connection Byte
D371-D37B = Map's 1st Connection Data
D37C-D386 = Map's 2nd Connection Data
D387-D391 = Map's 3rd Connection Data
D392-D39C = Map's 4th Connection Data
### Tileset Header

D52B = Tileset Bank
D52C-D52D = Pointer to Blocks
D52E-D52F = Pointer to GFX
D530-D531 = Pointer to Collision Data
D532-D534 = "Talking-Over" Tiles
D535 = Grass Tile
### Tile graphics

Tiles are 8x8 pixels, stored in 16 bytes, with each byte representing 4 pixels.

For size comparison, the player is 16x16 pixels, therefore, 4 tiles.

"Active" tiles are stored sequentially in RAM, starting at address 0x8000. From address 0x8000 to 0x9000 there are 256 tiles which make up the player in all orientations, and some commonly used stuff. The real map tiles are from 0x9000 to 0x9600.

8000 - 16 byte tile graphic struct = tile 0 (often the top left player tile)
8010 - 16 byte tile graphic struct = tile 1 (often the top right player tile)
8020 - 16 byte tile graphic struct = tile 2 (often the bottom left player tile)
...

9000 - 16 byte tile graphic struct = map tile 0 (often blank)
9010 - 16 byte tile graphic struct = map tile 1
9020 - 16 byte tile graphic struct = map tile 2
...

### Stored Items

D53A - Total items in storage
D53B - Stored Item 1
D53C - Stored Item 1 Quantity
D53D - Stored Item 2
D53E - Stored Item 2 Quantity
D53F - Stored Item 3
D540 - Stored Item 3 Quantity
D541 - Stored Item 4
D542 - Stored Item 4 Quantity
D543 - Stored Item 5
D544 - Stored Item 5 Quantity
D545 - Stored Item 6
D546 - Stored Item 6 Quantity
D547 - Stored Item 7
D548 - Stored Item 7 Quantity
D549 - Stored Item 8
D54A - Stored Item 8 Quantity
D54B - Stored Item 9
D54C - Stored Item 9 Quantity
D54D - Stored Item 10
D54E - Stored Item 10 Quantity
D54F - Stored Item 11
D550 - Stored Item 11 Quantity
D551 - Stored Item 12
D552 - Stored Item 12 Quantity
D553 - Stored Item 13
D554 - Stored Item 13 Quantity
D555 - Stored Item 14
D556 - Stored Item 14 Quantity
D557 - Stored Item 15
D558 - Stored Item 15 Quantity
D559 - Stored Item 16
D55A - Stored Item 16 Quantity
D55B - Stored Item 17
D55C - Stored Item 17 Quantity
D55D - Stored Item 18
D55E - Stored Item 18 Quantity
D55F - Stored Item 19
D560 - Stored Item 19 Quantity