pokecrystal-board/constants.asm

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NASM
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; macros require rst vectors to be defined
FarCall EQU $08
Bankswitch EQU $10
JumpTable EQU $28
INCLUDE "macros.asm"
; wram constants
; MonType: ; cf5f
PARTYMON EQU 0
OTPARTYMON EQU 1
BOXMON EQU 2
WILDMON EQU 4
; WalkingDirection: ; d043
STANDING EQU -1
DOWN EQU 0
UP EQU 1
LEFT EQU 2
RIGHT EQU 3
; FacingDirection: ; d044
FACE_CURRENT EQU 0
FACE_DOWN EQU 8
FACE_UP EQU 4
FACE_LEFT EQU 2
FACE_RIGHT EQU 1
; TimeOfDay: ; d269
MORN EQU 0
DAY EQU 1
NITE EQU 2
DARKNESS EQU 3
; ScriptFlags: ; d434
SCRIPT_RUNNING EQU 2
; ScriptMode: ; d437
SCRIPT_OFF EQU 0
SCRIPT_READ EQU 1
SCRIPT_WAIT_MOVEMENT EQU 2
SCRIPT_WAIT EQU 3
; CurDay: ; d4cb
SUNDAY EQU 0
MONDAY EQU 1
TUESDAY EQU 2
WEDNESDAY EQU 3
THURSDAY EQU 4
FRIDAY EQU 5
SATURDAY EQU 6
; MapObjects: ; d71e
PLAYER_OBJECT EQU 0
NUM_OBJECTS EQU $10
OBJECT_LENGTH EQU $10
; InputType: ; c2c7
AUTO_INPUT EQU $ff
; WhichRegisteredItem: ; d95b
REGISTERED_POCKET EQU %11000000
REGISTERED_NUMBER EQU %00111111
; PlayerState: ; d95d
PLAYER_NORMAL EQU 0
PLAYER_BIKE EQU 1
PLAYER_SLIP EQU 2
PLAYER_SURF EQU 4
PLAYER_SURF_PIKA EQU 8
INCLUDE "gbhw.asm"
INCLUDE "hram.asm"
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INCLUDE "constants/pokemon_constants.asm"
INCLUDE "constants/move_constants.asm"
INCLUDE "constants/battle_constants.asm"
INCLUDE "constants/map_constants.asm"
INCLUDE "constants/item_constants.asm"
INCLUDE "constants/trainer_constants.asm"
INCLUDE "constants/script_constants.asm"
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INCLUDE "constants/event_flags.asm"
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INCLUDE "constants/engine_flags.asm"
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INCLUDE "constants/music_constants.asm"
INCLUDE "constants/sfx_constants.asm"
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NONE EQU 0
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; types
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NORMAL EQU $00
FIGHTING EQU $01
FLYING EQU $02
POISON EQU $03
GROUND EQU $04
ROCK EQU $05
BUG EQU $07
GHOST EQU $08
STEEL EQU $09
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CURSE_T EQU $13
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FIRE EQU $14
WATER EQU $15
GRASS EQU $16
ELECTRIC EQU $17
PSYCHIC EQU $18
ICE EQU $19
DRAGON EQU $1A
DARK EQU $1B
; egg group constants
MONSTER EQU $01
AMPHIBIAN EQU $02
INSECT EQU $03
AVIAN EQU $04
FIELD EQU $05
FAIRY EQU $06
PLANT EQU $07
HUMANSHAPE EQU $08
INVERTEBRATE EQU $09
INANIMATE EQU $0A
AMORPHOUS EQU $0B
FISH EQU $0C
LADIES_MAN EQU $0D
REPTILE EQU $0E
NO_EGGS EQU $0F
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; menu sprites
ICON_POLIWAG EQU $01
ICON_JIGGLYPUFF EQU $02
ICON_DIGLETT EQU $03
ICON_PIKACHU EQU $04
ICON_STARYU EQU $05
ICON_FISH EQU $06
ICON_BIRD EQU $07
ICON_MONSTER EQU $08
ICON_CLEFAIRY EQU $09
ICON_ODDISH EQU $0a
ICON_BUG EQU $0b
ICON_GHOST EQU $0c
ICON_LAPRAS EQU $0d
ICON_HUMANSHAPE EQU $0e
ICON_FOX EQU $0f
ICON_EQUINE EQU $10
ICON_SHELL EQU $11
ICON_BLOB EQU $12
ICON_SERPENT EQU $13
ICON_VOLTORB EQU $14
ICON_SQUIRTLE EQU $15
ICON_BULBASAUR EQU $16
ICON_CHARMANDER EQU $17
ICON_CATERPILLAR EQU $18
ICON_UNOWN EQU $19
ICON_GEODUDE EQU $1a
ICON_FIGHTER EQU $1b
ICON_EGG EQU $1c
ICON_JELLYFISH EQU $1d
ICON_MOTH EQU $1e
ICON_BAT EQU $1f
ICON_SNORLAX EQU $20
ICON_HO_OH EQU $21
ICON_LUGIA EQU $22
ICON_GYARADOS EQU $23
ICON_SLOWPOKE EQU $24
ICON_SUDOWOODO EQU $25
ICON_BIGMON EQU $26
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; evolution types
EVOLVE_LEVEL EQU 1
EVOLVE_ITEM EQU 2
EVOLVE_TRADE EQU 3
EVOLVE_HAPPINESS EQU 4
EVOLVE_STAT EQU 5
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BASE_HAPPINESS EQU 70
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; happiness evolution triggers
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HAPPINESS_TO_EVOLVE EQU 220
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TR_ANYTIME EQU 1
TR_MORNDAY EQU 2
TR_NITE EQU 3
; stat evolution triggers
ATK_GT_DEF EQU 1
ATK_LT_DEF EQU 2
ATK_EQ_DEF EQU 3
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; name length
PLAYER_NAME_LENGTH EQU 8
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PKMN_NAME_LENGTH EQU 11
; predefs
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PREDEF_FLAG EQU $03
PREDEF_FILLPP EQU $05
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PREDEF_ADDPARTYMON EQU $06
PREDEF_FILLSTATS EQU $0C
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PREDEF_PRINT_MOVE_DESCRIPTION EQU $11
PREDEF_UPDATE_PLAYER_HUD EQU $12
PREDEF_FILL_BOX EQU $13
PREDEF_UPDATE_ENEMY_HUD EQU $15
PREDEF_START_BATTLE EQU $16
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PREDEF_FILL_IN_EXP_BAR EQU $17
PREDEF_FILLMOVES EQU $1B
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PREDEF_GET_GENDER EQU $24
PREDEF_STATS_SCREEN EQU $25
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PREDEF_DRAW_PLAYER_HP EQU $26
PREDEF_DRAW_ENEMY_HP EQU $27
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PREDEF_GET_TYPE_NAME EQU $29
PREDEF_PRINT_MOVE_TYPE EQU $2A
PREDEF_PRINT_TYPE EQU $2B
PREDEF_GET_UNOWN_LETTER EQU $2D
PREDEF_LOAD_SGB_LAYOUT EQU $31
PREDEF_CHECK_CONTEST_MON EQU $33
PREDEF_BATTLE_TRANSITION EQU $34
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PREDEF_PARTYMON_ITEM_NAME EQU $3B
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PREDEF_DECOMPRESS EQU $40
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; flag manipulation
RESET_FLAG EQU 0
SET_FLAG EQU 1
CHECK_FLAG EQU 2
; joypad
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BUTTONS EQU %00010000
D_PAD EQU %00100000
NO_INPUT EQU %00000000
A_BUTTON EQU %00000001
B_BUTTON EQU %00000010
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SELECT EQU %00000100
START EQU %00001000
D_RIGHT EQU %00010000
D_LEFT EQU %00100000
D_UP EQU %01000000
D_DOWN EQU %10000000
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; screen
HP_BAR_LENGTH EQU 6
HP_BAR_LENGTH_PX EQU 48
EXP_BAR_LENGTH EQU 8
EXP_BAR_LENGTH_PX EQU 64
SCREEN_WIDTH EQU 20
SCREEN_HEIGHT EQU 18
SCREEN_WIDTH_PX EQU 160
SCREEN_HEIGHT_PX EQU 144
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BG_MAP_WIDTH EQU 32
BG_MAP_HEIGHT EQU 32
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TILE_WIDTH EQU 8
; movement
STEP_SLOW EQU 0
STEP_WALK EQU 1
STEP_BIKE EQU 2
STEP_LEDGE EQU 3
STEP_ICE EQU 4
STEP_TURN EQU 5
STEP_BACK_LEDGE EQU 6
STEP_WALK_IN_PLACE EQU 7
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