Indent comments that describe data table macro formats

This commit is contained in:
Rangi 2020-07-15 12:39:50 -04:00
parent e18e5d50b5
commit 15bcd88228
20 changed files with 30 additions and 30 deletions

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@ -3,7 +3,7 @@ hidden_coin: MACRO
ENDM
HiddenCoinCoords:
; map id, x, y
; map id, x, y
hidden_coin GAME_CORNER, 0, 8
hidden_coin GAME_CORNER, 1, 16
hidden_coin GAME_CORNER, 3, 11

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@ -3,7 +3,7 @@ hidden_item: MACRO
ENDM
HiddenItemCoords:
; map id, x, y
; map id, x, y
hidden_item VIRIDIAN_FOREST, 1, 18
hidden_item VIRIDIAN_FOREST, 16, 42
hidden_item MT_MOON_B2F, 18, 12

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@ -1,5 +1,5 @@
TradeMons:
; give mon, get mon, dialog id, nickname
; give mon, get mon, dialog id, nickname
db NIDORINO, NIDORINA, TRADE_DIALOGSET_CASUAL, "TERRY@@@@@@"
db ABRA, MR_MIME, TRADE_DIALOGSET_CASUAL, "MARCEL@@@@@"
db BUTTERFREE, BEEDRILL, TRADE_DIALOGSET_HAPPY, "CHIKUCHIKU@"

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@ -6,7 +6,7 @@ mon_icon_header: MACRO
ENDM
MonPartySpritePointers:
; gfx pointer, gfx tile offset, # tiles, vSprites tile offset
; gfx pointer, gfx tile offset, # tiles, vSprites tile offset
mon_icon_header SlowbroSprite, 12, 4, $00
mon_icon_header BallSprite, 0, 8, $04
mon_icon_header ClefairySprite, 12, 4, $0c

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@ -4,7 +4,7 @@ vend_item: MACRO
ENDM
VendingPrices:
; item id, price
; item id, price
vend_item FRESH_WATER, 200
vend_item SODA_POP, 300
vend_item LEMONADE, 350

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@ -3,7 +3,7 @@ force_bike_surf: MACRO
ENDM
ForcedBikeOrSurfMaps:
; map id, x, y
; map id, x, y
force_bike_surf ROUTE_16, 17, 10
force_bike_surf ROUTE_16, 17, 11
force_bike_surf ROUTE_18, 33, 8

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@ -5,7 +5,7 @@ ENDM
; the appearance of towns and routes in the town map
ExternalMapEntries:
; x, y, name
; x, y, name
external_map 11, 2, PalletTownName
external_map 8, 2, ViridianCityName
external_map 3, 2, PewterCityName
@ -53,7 +53,7 @@ ENDM
; the appearance of buildings and dungeons in the town map
InternalMapEntries:
; maximum map id subject to this rule, x, y, name
; maximum map id subject to this rule, x, y, name
internal_map OAKS_LAB, 11, 2, PalletTownName
internal_map VIRIDIAN_GYM, 8, 2, ViridianCityName
internal_map VIRIDIAN_FOREST_SOUTH_GATE, 6, 2, Route2Name

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@ -4,7 +4,7 @@ special_effect: MACRO
ENDM
SpecialEffectPointers:
; special effect id, effect routine address
; special effect id, effect routine address
special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC

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@ -4,7 +4,7 @@ anim_special_effect: MACRO
ENDM
AnimationIdSpecialEffects:
; animation id, effect routine address
; animation id, effect routine address
anim_special_effect MEGA_PUNCH, AnimationFlashScreen
anim_special_effect GUILLOTINE, AnimationFlashScreen
anim_special_effect MEGA_KICK, AnimationFlashScreen

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@ -45,14 +45,14 @@ SpriteFacingAndAnimationTable:
.WalkingLeft: db $88, $89, $8a, $8b
.NormalOAM:
; y, x, attributes
; y, x, attributes
db 0, 0, $00 ; top left
db 0, 8, $00 ; top right
db 8, 0, OAMFLAG_CANBEMASKED ; bottom left
db 8, 8, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
.FlippedOAM:
; y, x, attributes
; y, x, attributes
db 0, 8, OAMFLAG_VFLIPPED ; top left
db 0, 0, OAMFLAG_VFLIPPED ; top right
db 8, 8, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left

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@ -5,7 +5,7 @@ overworld_sprite: MACRO
ENDM
SpriteSheetPointerTable:
; graphics, tile count
; graphics, tile count
overworld_sprite RedSprite, 12 ; SPRITE_RED
overworld_sprite BlueSprite, 12 ; SPRITE_BLUE
overworld_sprite OakSprite, 12 ; SPRITE_OAK

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@ -4,7 +4,7 @@ bookshelf_tile: MACRO
ENDM
BookshelfTileIDs:
; tileset id, bookshelf tile id, text id
; tileset id, bookshelf tile id, text id
bookshelf_tile PLATEAU, $30, IndigoPlateauStatues
bookshelf_tile HOUSE, $3D, TownMapText
bookshelf_tile HOUSE, $1E, BookOrSculptureText

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@ -1,6 +1,6 @@
CutTreeBlockSwaps:
; first byte = tileset block containing the cut tree
; second byte = corresponding tileset block after the cut animation happens
; first byte = tileset block containing the cut tree
; second byte = corresponding tileset block after the cut animation happens
db $32, $6D
db $33, $6C
db $34, $6F

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@ -7,7 +7,7 @@ tileset: MACRO
ENDM
Tilesets:
; block, gfx, coll, 3 counter tiles, grass tile, permission
; block, gfx, coll, 3 counter tiles, grass tile, permission
tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, OUTDOOR
tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, INDOOR
tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, INDOOR

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@ -1,5 +1,5 @@
WarpPadAndHoleData:
; tileset id, tile id, value for [wStandingOnWarpPadOrHole]
; tileset id, tile id, value for [wStandingOnWarpPadOrHole]
db FACILITY, $20, 1 ; warp pad
db FACILITY, $11, 2 ; hole
db CAVERN, $22, 2 ; hole

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@ -1,8 +1,8 @@
TrainerAIPointers:
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
; subroutines are defined in engine/battle/trainer_ai.asm
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
; subroutines are defined in engine/battle/trainer_ai.asm
dbw 3, GenericAI
dbw 3, GenericAI
dbw 3, GenericAI

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@ -4,8 +4,8 @@ pic_money: MACRO
ENDM
TrainerPicAndMoneyPointers::
; pic pointer, base reward money
; money received after battle = base money × level of highest-level enemy mon
; pic pointer, base reward money
; money received after battle = base money × level of highest-level enemy mon
pic_money YoungsterPic, 1500
pic_money BugCatcherPic, 1000
pic_money LassPic, 1500

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@ -1,9 +1,9 @@
; unique moves for gym leaders
LoneMoves:
; pokemon index, move to give nth pokemon
; this is not automatic! you have to write the index you want to [wLoneAttackNo]
; first. e.g., erika's script writes 4 to [wLoneAttackNo] to get mega drain,
; the fourth entry in the list.
LoneMoves:
; pokemon index, move to give nth pokemon
db 1, BIDE
db 1, BUBBLEBEAM
db 2, THUNDERBOLT
@ -14,10 +14,10 @@ LoneMoves:
db 4, FISSURE
; unique moves for elite 4
TeamMoves:
; trainer, move
; all trainers in this class are given this move automatically
; (unrelated to LoneMoves)
TeamMoves:
; trainer, move
db LORELEI, BLIZZARD
db BRUNO, FISSURE
db AGATHA, TOXIC

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@ -1,5 +1,5 @@
; random choice of 2 good rod encounters
GoodRodMons:
; level, species
; level, species
db 10, GOLDEEN
db 10, POLIWAG

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@ -1,6 +1,6 @@
; super rod encounters
SuperRodData:
; map, fishing group
; map, fishing group
dbw PALLET_TOWN, .Group1
dbw VIRIDIAN_CITY, .Group1
dbw CERULEAN_CITY, .Group3