Use const_skip and const_next macros for brevity

This commit is contained in:
Rangi 2020-07-09 14:51:48 -04:00
parent 676a35f76f
commit 3e572b6f48
20 changed files with 544 additions and 2284 deletions

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@ -42,18 +42,20 @@ HW_CH2_DISABLE_MASK EQU (~HW_CH2_ENABLE_MASK & $ff)
HW_CH3_DISABLE_MASK EQU (~HW_CH3_ENABLE_MASK & $ff)
HW_CH4_DISABLE_MASK EQU (~HW_CH4_ENABLE_MASK & $ff)
REG_DUTY_SOUND_LEN EQU 1
REG_VOLUME_ENVELOPE EQU 2
REG_FREQUENCY_LO EQU 3
const_def 1
const REG_DUTY_SOUND_LEN ; 1
const REG_VOLUME_ENVELOPE ; 2
const REG_FREQUENCY_LO ; 3
; wChannelFlags1 constants
BIT_PERFECT_PITCH EQU 0 ; controlled by toggle_perfect_pitch command
BIT_SOUND_CALL EQU 1 ; if in sound call
BIT_NOISE_OR_SFX EQU 2 ; if channel is the music noise channel or an SFX channel
BIT_VIBRATO_DIRECTION EQU 3 ; if the pitch is above or below normal (cycles)
BIT_PITCH_SLIDE_ON EQU 4 ; if pitch slide is active
BIT_PITCH_SLIDE_DECREASING EQU 5 ; if the pitch slide frequency is decreasing (instead of increasing)
BIT_ROTATE_DUTY_CYCLE EQU 6 ; if rotating duty cycle
const_def
const BIT_PERFECT_PITCH ; 0 ; controlled by toggle_perfect_pitch command
const BIT_SOUND_CALL ; 1 ; if in sound call
const BIT_NOISE_OR_SFX ; 2 ; if channel is the music noise channel or an SFX channel
const BIT_VIBRATO_DIRECTION ; 3 ; if the pitch is above or below normal (cycles)
const BIT_PITCH_SLIDE_ON ; 4 ; if pitch slide is active
const BIT_PITCH_SLIDE_DECREASING ; 5 ; if the pitch slide frequency is decreasing (instead of increasing)
const BIT_ROTATE_DUTY_CYCLE ; 6 ; if rotating duty cycle
; wChannelFlags2 constant (only has one flag)
BIT_EXECUTE_MUSIC EQU 0 ; if in execute music

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@ -9,9 +9,10 @@ NUM_DVS EQU 2
BIT_TEST_BATTLE EQU 0
; battle type constants
BATTLE_TYPE_NORMAL EQU 0
BATTLE_TYPE_OLD_MAN EQU 1
BATTLE_TYPE_SAFARI EQU 2
const_def
const BATTLE_TYPE_NORMAL ; 0
const BATTLE_TYPE_OLD_MAN ; 1
const BATTLE_TYPE_SAFARI ; 2
; damage limits before type effectiveness
MIN_NEUTRAL_DAMAGE EQU 2
@ -30,35 +31,39 @@ NO_EFFECT EQU 00
; non-volatile statuses
SLP EQU %111 ; sleep counter
PSN EQU 3
BRN EQU 4
FRZ EQU 5
PAR EQU 6
const_def 3
const PSN ; 3
const BRN ; 4
const FRZ ; 5
const PAR ; 6
MAX_STAT_VALUE EQU 999
; volatile statuses 1
STORING_ENERGY EQU 0 ; Bide
THRASHING_ABOUT EQU 1 ; e.g. Thrash
ATTACKING_MULTIPLE_TIMES EQU 2 ; e.g. Double Kick, Fury Attack
FLINCHED EQU 3
CHARGING_UP EQU 4 ; e.g. Solar Beam, Fly
USING_TRAPPING_MOVE EQU 5 ; e.g. Wrap
INVULNERABLE EQU 6 ; charging up Fly/Dig
CONFUSED EQU 7
const_def
const STORING_ENERGY ; 0 ; Bide
const THRASHING_ABOUT ; 1 ; e.g. Thrash
const ATTACKING_MULTIPLE_TIMES ; 2 ; e.g. Double Kick, Fury Attack
const FLINCHED ; 3
const CHARGING_UP ; 4 ; e.g. Solar Beam, Fly
const USING_TRAPPING_MOVE ; 5 ; e.g. Wrap
const INVULNERABLE ; 6 ; charging up Fly/Dig
const CONFUSED ; 7
; volatile statuses 2
USING_X_ACCURACY EQU 0
PROTECTED_BY_MIST EQU 1
GETTING_PUMPED EQU 2 ; Focus Energy
; EQU 3 ; unused
HAS_SUBSTITUTE_UP EQU 4
NEEDS_TO_RECHARGE EQU 5 ; Hyper Beam
USING_RAGE EQU 6
SEEDED EQU 7
const_def
const USING_X_ACCURACY ; 0
const PROTECTED_BY_MIST ; 1
const GETTING_PUMPED ; 2 ; Focus Energy
const_skip ; 3 ; unused
const HAS_SUBSTITUTE_UP ; 4
const NEEDS_TO_RECHARGE ; 5 ; Hyper Beam
const USING_RAGE ; 6
const SEEDED ; 7
; volatile statuses 3
BADLY_POISONED EQU 0
HAS_LIGHT_SCREEN_UP EQU 1
HAS_REFLECT_UP EQU 2
TRANSFORMED EQU 3
const_def
const BADLY_POISONED ; 0
const HAS_LIGHT_SCREEN_UP ; 1
const HAS_REFLECT_UP ; 2
const TRANSFORMED ; 3

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@ -64,10 +64,10 @@
const CRED_CLUB ; $3E
const CRED_PAAD ; $3F
const_value = $FA
const CRED_THE_END ; $FA
const CRED_COPYRIGHT ; $FB
const CRED_TEXT ; $FC
const CRED_TEXT_FADE ; $FD
const CRED_TEXT_MON ; $FE
const_def -1, -1
const CRED_TEXT_FADE_MON ; $FF
const CRED_TEXT_MON ; $FE
const CRED_TEXT_FADE ; $FD
const CRED_TEXT ; $FC
const CRED_COPYRIGHT ; $FB
const CRED_THE_END ; $FA

File diff suppressed because it is too large Load diff

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@ -1,12 +1,3 @@
A_BUTTON EQU %00000001
B_BUTTON EQU %00000010
SELECT EQU %00000100
START EQU %00001000
D_RIGHT EQU %00010000
D_LEFT EQU %00100000
D_UP EQU %01000000
D_DOWN EQU %10000000
const_def
const BIT_A_BUTTON
const BIT_B_BUTTON
@ -16,3 +7,12 @@ D_DOWN EQU %10000000
const BIT_D_LEFT
const BIT_D_UP
const BIT_D_DOWN
A_BUTTON EQU 1 << BIT_A_BUTTON
B_BUTTON EQU 1 << BIT_B_BUTTON
SELECT EQU 1 << BIT_SELECT
START EQU 1 << BIT_START
D_RIGHT EQU 1 << BIT_D_RIGHT
D_LEFT EQU 1 << BIT_D_LEFT
D_UP EQU 1 << BIT_D_UP
D_DOWN EQU 1 << BIT_D_DOWN

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@ -100,7 +100,7 @@ SAFARI_ROCK EQU $16 ; overload
const FLOOR_11F ; $60
const FLOOR_B4F ; $61
const_value = $C4
const_next $C4
; HMs are defined before TMs, so the actual number of TM definitions
; is not yet available. The TM quantity is hard-coded here and must

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@ -3,12 +3,14 @@
MAP_BORDER EQU 3
; connection directions
EAST EQU 1
WEST EQU 2
SOUTH EQU 4
NORTH EQU 8
const_def
shift_const EAST ; 1
shift_const WEST ; 2
shift_const SOUTH ; 4
shift_const NORTH ; 8
; tileset environments
INDOOR EQU 0
CAVE EQU 1
OUTDOOR EQU 2
const_def
const INDOOR ; 0
const CAVE ; 1
const OUTDOOR ; 2

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@ -2,34 +2,45 @@ BAG_ITEM_CAPACITY EQU 20
PC_ITEM_CAPACITY EQU 50
; text box IDs
MESSAGE_BOX EQU $01
FIELD_MOVE_MON_MENU EQU $04
JP_MOCHIMONO_MENU_TEMPLATE EQU $05
USE_TOSS_MENU_TEMPLATE EQU $06
JP_SAVE_MESSAGE_MENU_TEMPLATE EQU $08
JP_SPEED_OPTIONS_MENU_TEMPLATE EQU $09
BATTLE_MENU_TEMPLATE EQU $0b
SWITCH_STATS_CANCEL_MENU_TEMPLATE EQU $0c
LIST_MENU_BOX EQU $0d
BUY_SELL_QUIT_MENU_TEMPLATE EQU $0e
MONEY_BOX_TEMPLATE EQU $0f
MON_SPRITE_POPUP EQU $11
JP_AH_MENU_TEMPLATE EQU $12
MONEY_BOX EQU $13
TWO_OPTION_MENU EQU $14
BUY_SELL_QUIT_MENU EQU $15
JP_POKEDEX_MENU_TEMPLATE EQU $1a
SAFARI_BATTLE_MENU_TEMPLATE EQU $1b
const_def 1
const MESSAGE_BOX ; $01
const_skip ; $02
const_skip ; $03
const FIELD_MOVE_MON_MENU ; $04
const JP_MOCHIMONO_MENU_TEMPLATE ; $05
const USE_TOSS_MENU_TEMPLATE ; $06
const_skip ; $07
const JP_SAVE_MESSAGE_MENU_TEMPLATE ; $08
const JP_SPEED_OPTIONS_MENU_TEMPLATE ; $09
const_skip ; $0a
const BATTLE_MENU_TEMPLATE ; $0b
const SWITCH_STATS_CANCEL_MENU_TEMPLATE ; $0c
const LIST_MENU_BOX ; $0d
const BUY_SELL_QUIT_MENU_TEMPLATE ; $0e
const MONEY_BOX_TEMPLATE ; $0f
const_skip ; $10
const MON_SPRITE_POPUP ; $11
const JP_AH_MENU_TEMPLATE ; $12
const MONEY_BOX ; $13
const TWO_OPTION_MENU ; $14
const BUY_SELL_QUIT_MENU ; $15
const_skip ; $16
const_skip ; $17
const_skip ; $18
const_skip ; $19
const JP_POKEDEX_MENU_TEMPLATE ; $1a
const SAFARI_BATTLE_MENU_TEMPLATE ; $1b
; two option menu constants
YES_NO_MENU EQU 0
NORTH_WEST_MENU EQU 1
SOUTH_EAST_MENU EQU 2
WIDE_YES_NO_MENU EQU 3
NORTH_EAST_MENU EQU 4
TRADE_CANCEL_MENU EQU 5
HEAL_CANCEL_MENU EQU 6
NO_YES_MENU EQU 7
const_def
const YES_NO_MENU ; 0
const NORTH_WEST_MENU ; 1
const SOUTH_EAST_MENU ; 2
const WIDE_YES_NO_MENU ; 3
const NORTH_EAST_MENU ; 4
const TRADE_CANCEL_MENU ; 5
const HEAL_CANCEL_MENU ; 6
const NO_YES_MENU ; 7
; menu exit method constants for list menus and the buy/sell/quit menu
CHOSE_MENU_ITEM EQU 1 ; pressed A
@ -40,31 +51,35 @@ CHOSE_FIRST_ITEM EQU 1
CHOSE_SECOND_ITEM EQU 2
; move mon constants
BOX_TO_PARTY EQU 0
PARTY_TO_BOX EQU 1
DAYCARE_TO_PARTY EQU 2
PARTY_TO_DAYCARE EQU 3
const_def
const BOX_TO_PARTY ; 0
const PARTY_TO_BOX ; 1
const DAYCARE_TO_PARTY ; 2
const PARTY_TO_DAYCARE ; 3
; party menu types
NORMAL_PARTY_MENU EQU 0
USE_ITEM_PARTY_MENU EQU 1
BATTLE_PARTY_MENU EQU 2
TMHM_PARTY_MENU EQU 3
SWAP_MONS_PARTY_MENU EQU 4
EVO_STONE_PARTY_MENU EQU 5
const_def
const NORMAL_PARTY_MENU ; 0
const USE_ITEM_PARTY_MENU ; 1
const BATTLE_PARTY_MENU ; 2
const TMHM_PARTY_MENU ; 3
const SWAP_MONS_PARTY_MENU ; 4
const EVO_STONE_PARTY_MENU ; 5
; party menu message IDs
ANTIDOTE_MSG EQU $F0
BURN_HEAL_MSG EQU $F1
ICE_HEAL_MSG EQU $F2
AWAKENING_MSG EQU $F3
PARALYZ_HEAL_MSG EQU $F4
POTION_MSG EQU $F5
FULL_HEAL_MSG EQU $F6
REVIVE_MSG EQU $F7
RARE_CANDY_MSG EQU $F8
const_def $F0
const ANTIDOTE_MSG ; $F0
const BURN_HEAL_MSG ; $F1
const ICE_HEAL_MSG ; $F2
const AWAKENING_MSG ; $F3
const PARALYZ_HEAL_MSG ; $F4
const POTION_MSG ; $F5
const FULL_HEAL_MSG ; $F6
const REVIVE_MSG ; $F7
const RARE_CANDY_MSG ; $F8
; naming screen types
NAME_PLAYER_SCREEN EQU 0
NAME_RIVAL_SCREEN EQU 1
NAME_MON_SCREEN EQU 2
const_def
const NAME_PLAYER_SCREEN ; 0
const NAME_RIVAL_SCREEN ; 1
const NAME_MON_SCREEN ; 2

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@ -3,6 +3,7 @@ FALSE EQU 0
TRUE EQU 1
; flag operations
FLAG_RESET EQU 0
FLAG_SET EQU 1
FLAG_TEST EQU 2
const_def
const FLAG_RESET ; 0
const FLAG_SET ; 1
const FLAG_TEST ; 2

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@ -5,7 +5,7 @@
const_def
const NO_ADDITIONAL_EFFECT ; $00
const UNUSED_EFFECT_01 ; $01
const_skip ; $01
const POISON_SIDE_EFFECT1 ; $02
const DRAIN_HP_EFFECT ; $03
const BURN_SIDE_EFFECT1 ; $04
@ -34,12 +34,12 @@
const THRASH_PETAL_DANCE_EFFECT ; $1B
const SWITCH_AND_TELEPORT_EFFECT ; $1C
const TWO_TO_FIVE_ATTACKS_EFFECT ; $1D
const UNUSED_EFFECT_1E ; $1E
const_skip ; $1E
const FLINCH_SIDE_EFFECT1 ; $1F
const SLEEP_EFFECT ; $20
const POISON_SIDE_EFFECT2 ; $21
const BURN_SIDE_EFFECT2 ; $22
const UNUSED_EFFECT_23 ; $23
const_skip ; $23
const PARALYZE_SIDE_EFFECT2 ; $24
const FLINCH_SIDE_EFFECT2 ; $25
const OHKO_EFFECT ; $26 moves like Horn Drill
@ -76,13 +76,13 @@
const DEFENSE_DOWN_SIDE_EFFECT ; $45
const SPEED_DOWN_SIDE_EFFECT ; $46
const SPECIAL_DOWN_SIDE_EFFECT ; $47
const UNUSED_EFFECT_48 ; $48
const UNUSED_EFFECT_49 ; $49
const UNUSED_EFFECT_4A ; $4A
const UNUSED_EFFECT_4B ; $4B
const_skip ; $48
const_skip ; $49
const_skip ; $4A
const_skip ; $4B
const CONFUSION_SIDE_EFFECT ; $4C
const TWINEEDLE_EFFECT ; $4D
const UNUSED_EFFECT_4E ; $4E
const_skip ; $4E
const SUBSTITUTE_EFFECT ; $4F
const HYPER_BEAM_EFFECT ; $50
const RAGE_EFFECT ; $51

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@ -30,8 +30,8 @@
const BLASTOISE ; $1C
const PINSIR ; $1D
const TANGELA ; $1E
const MISSINGNO_1F ; $1F
const MISSINGNO_20 ; $20
const_skip ; $1F
const_skip ; $20
const GROWLITHE ; $21
const ONIX ; $22
const FEAROW ; $23
@ -49,26 +49,26 @@
const PSYDUCK ; $2F
const DROWZEE ; $30
const GOLEM ; $31
const MISSINGNO_32 ; $32
const_skip ; $32
const MAGMAR ; $33
const MISSINGNO_34 ; $34
const_skip ; $34
const ELECTABUZZ ; $35
const MAGNETON ; $36
const KOFFING ; $37
const MISSINGNO_38 ; $38
const_skip ; $38
const MANKEY ; $39
const SEEL ; $3A
const DIGLETT ; $3B
const TAUROS ; $3C
const MISSINGNO_3D ; $3D
const MISSINGNO_3E ; $3E
const MISSINGNO_3F ; $3F
const_skip ; $3D
const_skip ; $3E
const_skip ; $3F
const FARFETCHD ; $40
const VENONAT ; $41
const DRAGONITE ; $42
const MISSINGNO_43 ; $43
const MISSINGNO_44 ; $44
const MISSINGNO_45 ; $45
const_skip ; $43
const_skip ; $44
const_skip ; $45
const DODUO ; $46
const POLIWAG ; $47
const JYNX ; $48
@ -78,23 +78,23 @@
const DITTO ; $4C
const MEOWTH ; $4D
const KRABBY ; $4E
const MISSINGNO_4F ; $4F
const MISSINGNO_50 ; $50
const MISSINGNO_51 ; $51
const_skip ; $4F
const_skip ; $50
const_skip ; $51
const VULPIX ; $52
const NINETALES ; $53
const PIKACHU ; $54
const RAICHU ; $55
const MISSINGNO_56 ; $56
const MISSINGNO_57 ; $57
const_skip ; $56
const_skip ; $57
const DRATINI ; $58
const DRAGONAIR ; $59
const KABUTO ; $5A
const KABUTOPS ; $5B
const HORSEA ; $5C
const SEADRA ; $5D
const MISSINGNO_5E ; $5E
const MISSINGNO_5F ; $5F
const_skip ; $5E
const_skip ; $5F
const SANDSHREW ; $60
const SANDSLASH ; $61
const OMANYTE ; $62
@ -114,38 +114,38 @@
const WEEDLE ; $70
const KAKUNA ; $71
const BEEDRILL ; $72
const MISSINGNO_73 ; $73
const_skip ; $73
const DODRIO ; $74
const PRIMEAPE ; $75
const DUGTRIO ; $76
const VENOMOTH ; $77
const DEWGONG ; $78
const MISSINGNO_79 ; $79
const MISSINGNO_7A ; $7A
const_skip ; $79
const_skip ; $7A
const CATERPIE ; $7B
const METAPOD ; $7C
const BUTTERFREE ; $7D
const MACHAMP ; $7E
const MISSINGNO_7F ; $7F
const_skip ; $7F
const GOLDUCK ; $80
const HYPNO ; $81
const GOLBAT ; $82
const MEWTWO ; $83
const SNORLAX ; $84
const MAGIKARP ; $85
const MISSINGNO_86 ; $86
const MISSINGNO_87 ; $87
const_skip ; $86
const_skip ; $87
const MUK ; $88
const MISSINGNO_89 ; $89
const_skip ; $89
const KINGLER ; $8A
const CLOYSTER ; $8B
const MISSINGNO_8C ; $8C
const_skip ; $8C
const ELECTRODE ; $8D
const CLEFABLE ; $8E
const WEEZING ; $8F
const PERSIAN ; $90
const MAROWAK ; $91
const MISSINGNO_92 ; $92
const_skip ; $92
const HAUNTER ; $93
const ABRA ; $94
const ALAKAZAM ; $95
@ -155,13 +155,13 @@
const BULBASAUR ; $99
const VENUSAUR ; $9A
const TENTACRUEL ; $9B
const MISSINGNO_9C ; $9C
const_skip ; $9C
const GOLDEEN ; $9D
const SEAKING ; $9E
const MISSINGNO_9F ; $9F
const MISSINGNO_A0 ; $A0
const MISSINGNO_A1 ; $A1
const MISSINGNO_A2 ; $A2
const_skip ; $9F
const_skip ; $A0
const_skip ; $A1
const_skip ; $A2
const PONYTA ; $A3
const RAPIDASH ; $A4
const RATTATA ; $A5
@ -171,16 +171,16 @@
const GEODUDE ; $A9
const PORYGON ; $AA
const AERODACTYL ; $AB
const MISSINGNO_AC ; $AC
const_skip ; $AC
const MAGNEMITE ; $AD
const MISSINGNO_AE ; $AE
const MISSINGNO_AF ; $AF
const_skip ; $AE
const_skip ; $AF
const CHARMANDER ; $B0
const SQUIRTLE ; $B1
const CHARMELEON ; $B2
const WARTORTLE ; $B3
const CHARIZARD ; $B4
const MISSINGNO_B5 ; $B5
const_skip ; $B5
const FOSSIL_KABUTOPS ; $B6
const FOSSIL_AERODACTYL ; $B7
const MON_GHOST ; $B8

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@ -10,19 +10,21 @@ HOF_TEAM_CAPACITY EQU 50
; mon data locations
; Note that some values are not supported by all functions that use these values.
PLAYER_PARTY_DATA EQU 0
ENEMY_PARTY_DATA EQU 1
BOX_DATA EQU 2
DAYCARE_DATA EQU 3
BATTLE_MON_DATA EQU 4
const_def
const PLAYER_PARTY_DATA ; 0
const ENEMY_PARTY_DATA ; 1
const BOX_DATA ; 2
const DAYCARE_DATA ; 3
const BATTLE_MON_DATA ; 4
; See data/pokemon/evos_moves.asm
; Evolution types
EV_LEVEL EQU 1
EV_ITEM EQU 2
EV_TRADE EQU 3
const_def 1
const EV_LEVEL ; 1
const EV_ITEM ; 2
const EV_TRADE ; 3
MAX_EVOLUTIONS EQU 3
EVOLUTION_SIZE EQU 4

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@ -1,7 +1,8 @@
; emotion bubbles
EXCLAMATION_BUBBLE EQU 0
QUESTION_BUBBLE EQU 1
SMILE_BUBBLE EQU 2
const_def
const EXCLAMATION_BUBBLE ; 0
const QUESTION_BUBBLE ; 1
const SMILE_BUBBLE ; 2
; slot symbols
SLOTS7 EQU $0200

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@ -1,22 +1,24 @@
; sprite facing directions
SPRITE_FACING_DOWN EQU $00
SPRITE_FACING_UP EQU $04
SPRITE_FACING_LEFT EQU $08
SPRITE_FACING_RIGHT EQU $0C
const_def 0, $04
const SPRITE_FACING_DOWN ; $00
const SPRITE_FACING_UP ; $04
const SPRITE_FACING_LEFT ; $08
const SPRITE_FACING_RIGHT ; $0C
NPC_MOVEMENT_DOWN EQU $00
NPC_MOVEMENT_UP EQU $40
NPC_MOVEMENT_LEFT EQU $80
NPC_MOVEMENT_RIGHT EQU $C0
const_def 0, $40
const NPC_MOVEMENT_DOWN ; $00
const NPC_MOVEMENT_UP ; $40
const NPC_MOVEMENT_LEFT ; $80
const NPC_MOVEMENT_RIGHT ; $C0
; player direction constants
const_def
const PLAYER_DIR_BIT_RIGHT ; 0
const PLAYER_DIR_BIT_LEFT ; 1
const PLAYER_DIR_BIT_DOWN ; 2
const PLAYER_DIR_BIT_UP ; 3
PLAYER_DIR_BIT_RIGHT EQU 0
PLAYER_DIR_BIT_LEFT EQU 1
PLAYER_DIR_BIT_DOWN EQU 2
PLAYER_DIR_BIT_UP EQU 3
PLAYER_DIR_RIGHT EQU (1 << PLAYER_DIR_BIT_RIGHT)
PLAYER_DIR_LEFT EQU (1 << PLAYER_DIR_BIT_LEFT)
PLAYER_DIR_DOWN EQU (1 << PLAYER_DIR_BIT_DOWN)
PLAYER_DIR_UP EQU (1 << PLAYER_DIR_BIT_UP)
PLAYER_DIR_RIGHT EQU 1 << PLAYER_DIR_BIT_RIGHT
PLAYER_DIR_LEFT EQU 1 << PLAYER_DIR_BIT_LEFT
PLAYER_DIR_DOWN EQU 1 << PLAYER_DIR_BIT_DOWN
PLAYER_DIR_UP EQU 1 << PLAYER_DIR_BIT_UP

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@ -2,9 +2,10 @@ NAME_LENGTH EQU 11
ITEM_NAME_LENGTH EQU 13
; PrintNumber
BIT_MONEY_SIGN EQU 5
BIT_LEFT_ALIGN EQU 6
BIT_LEADING_ZEROES EQU 7
const_def 5
const BIT_MONEY_SIGN ; 5
const BIT_LEFT_ALIGN ; 6
const BIT_LEADING_ZEROES ; 7
MONEY_SIGN EQU (1 << BIT_MONEY_SIGN)
LEFT_ALIGN EQU (1 << BIT_LEFT_ALIGN)

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@ -1,9 +1,8 @@
OPP_ID_OFFSET EQU 200
trainer_const: MACRO
\1 EQU const_value
OPP_\1 EQU const_value + OPP_ID_OFFSET
const_value = const_value + 1
const \1
OPP_\1 EQU OPP_ID_OFFSET + \1
ENDM
const_def

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@ -11,7 +11,7 @@ PHYSICAL EQU const_value
const BUG ; $07
const GHOST ; $08
const_value = $14
const_next 20
SPECIAL EQU const_value
const FIRE ; $14

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@ -22,3 +22,19 @@ shift_const: MACRO
\1 EQU (1 << const_value)
const_value = const_value + const_inc
ENDM
const_skip: MACRO
if _NARG >= 1
const_value = const_value + const_inc * (\1)
else
const_value = const_value + const_inc
endc
ENDM
const_next: MACRO
if (const_value > 0 && \1 < const_value) || (const_value < 0 && \1 > const_value)
fail "const_next cannot go backwards from {const_value} to \1"
else
const_value = \1
endc
ENDM

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@ -149,7 +149,7 @@ text_far: MACRO
ENDM
const_def $50
const_next $50
const TX_END ; $50
text_end: MACRO
@ -158,40 +158,11 @@ ENDM
; Text script IDs (see home/text_script.asm)
const_def $f5
const_def -1, -1
const TX_SCRIPT_VENDING_MACHINE ; $f5
script_vending_machine: MACRO
db TX_SCRIPT_VENDING_MACHINE
ENDM
const TX_SCRIPT_CABLE_CLUB_RECEPTIONIST ; $f6
script_cable_club_receptionist: MACRO
db TX_SCRIPT_CABLE_CLUB_RECEPTIONIST
ENDM
const TX_SCRIPT_PRIZE_VENDOR ; $f7
script_prize_vendor: MACRO
db TX_SCRIPT_PRIZE_VENDOR
ENDM
const_def $f9
const TX_SCRIPT_POKECENTER_PC ; $f9
script_pokecenter_pc: MACRO
db TX_SCRIPT_POKECENTER_PC
ENDM
const_def $fc
const TX_SCRIPT_PLAYERS_PC ; $fc
script_players_pc: MACRO
db TX_SCRIPT_PLAYERS_PC
ENDM
const TX_SCRIPT_BILLS_PC ; $fd
script_bills_pc: MACRO
db TX_SCRIPT_BILLS_PC
const TX_SCRIPT_POKECENTER_NURSE ; $ff
script_pokecenter_nurse: MACRO
db TX_SCRIPT_POKECENTER_NURSE
ENDM
const TX_SCRIPT_MART ; $fe
@ -205,7 +176,38 @@ ENDR
db -1 ; end
ENDM
const TX_SCRIPT_POKECENTER_NURSE ; $ff
script_pokecenter_nurse: MACRO
db TX_SCRIPT_POKECENTER_NURSE
const TX_SCRIPT_BILLS_PC ; $fd
script_bills_pc: MACRO
db TX_SCRIPT_BILLS_PC
ENDM
const TX_SCRIPT_PLAYERS_PC ; $fc
script_players_pc: MACRO
db TX_SCRIPT_PLAYERS_PC
ENDM
const_skip ; $fb
const_skip ; $fa
const TX_SCRIPT_POKECENTER_PC ; $f9
script_pokecenter_pc: MACRO
db TX_SCRIPT_POKECENTER_PC
ENDM
const_skip ; $f8
const TX_SCRIPT_PRIZE_VENDOR ; $f7
script_prize_vendor: MACRO
db TX_SCRIPT_PRIZE_VENDOR
ENDM
const TX_SCRIPT_CABLE_CLUB_RECEPTIONIST ; $f6
script_cable_club_receptionist: MACRO
db TX_SCRIPT_CABLE_CLUB_RECEPTIONIST
ENDM
const TX_SCRIPT_VENDING_MACHINE ; $f5
script_vending_machine: MACRO
db TX_SCRIPT_VENDING_MACHINE
ENDM

View file

@ -3005,7 +3005,7 @@ wSecondLockTrashCanIndex::
ds 2
wEventFlags::
ds 320
flag_array NUM_EVENTS
wLinkEnemyTrainerName::
; linked game's trainer name