pokecrystal-board/constants/misc_constants.asm

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NASM
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; Boolean checks
FALSE EQU 0
TRUE EQU 1
; genders
MALE EQU 0
FEMALE EQU 1
; FlagAction arguments (see home/flag.asm)
RESET_FLAG EQU 0
SET_FLAG EQU 1
CHECK_FLAG EQU 2
; GetHPPal return values (see home.asm)
HP_GREEN EQU 0
HP_YELLOW EQU 1
HP_RED EQU 2
; name lengths
NAME_LENGTH EQU 11
PLAYER_NAME_LENGTH EQU 8
BOX_NAME_LENGTH EQU 9
PKMN_NAME_LENGTH EQU 11
MOVE_NAME_LENGTH EQU 13
ITEM_NAME_LENGTH EQU 13
TRAINER_CLASS_NAME_LENGTH EQU 13
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; GetName types (see home.asm)
PKMN_NAME EQU 1
MOVE_NAME EQU 2
; dummied out EQU 3
ITEM_NAME EQU 4
PARTY_OT_NAME EQU 5
ENEMY_OT_NAME EQU 6
TRAINER_NAME EQU 7
; broken ptr EQU 8
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; boxes
MONS_PER_BOX EQU 20
NUM_BOXES EQU 14
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; hall of fame
HOF_MON_LENGTH = 1 + 2 + 2 + 1 + (PKMN_NAME_LENGTH +- 1) ; species, id, dvs, level, nick
HOF_LENGTH = 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; win count, party, terminator
NUM_HOF_TEAMS = 30
; joypad
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const_def
const A_BUTTON_F ; 0
const B_BUTTON_F ; 1
const SELECT_F ; 2
const START_F ; 3
const D_RIGHT_F ; 4
const D_LEFT_F ; 5
const D_UP_F ; 6
const D_DOWN_F ; 7
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NO_INPUT EQU %00000000
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A_BUTTON EQU 1 << A_BUTTON_F
B_BUTTON EQU 1 << B_BUTTON_F
SELECT EQU 1 << SELECT_F
START EQU 1 << START_F
D_RIGHT EQU 1 << D_RIGHT_F
D_LEFT EQU 1 << D_LEFT_F
D_UP EQU 1 << D_UP_F
D_DOWN EQU 1 << D_DOWN_F
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BUTTONS EQU A_BUTTON | B_BUTTON | SELECT | START
D_PAD EQU D_RIGHT | D_LEFT | D_UP | D_DOWN
R_DPAD EQU %00100000
R_BUTTONS EQU %00010000
; screen
HP_BAR_LENGTH EQU 6
HP_BAR_LENGTH_PX EQU HP_BAR_LENGTH * 8
EXP_BAR_LENGTH EQU 8
EXP_BAR_LENGTH_PX EQU EXP_BAR_LENGTH * 8
SCREEN_WIDTH EQU 20
SCREEN_HEIGHT EQU 18
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SCREEN_WIDTH_PX EQU SCREEN_WIDTH * 8
SCREEN_HEIGHT_PX EQU SCREEN_HEIGHT * 8
BG_MAP_WIDTH EQU 32
BG_MAP_HEIGHT EQU 32
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WMISC_WIDTH EQU 6 * 4
WMISC_HEIGHT EQU 5 * 4
TILE_WIDTH EQU 8
; printing text
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PRINTNUM_MONEY_F EQU 5
PRINTNUM_RIGHTALIGN_F EQU 6
PRINTNUM_LEADINGZEROS_F EQU 7
PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F
PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F
PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F
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; movement
const_def
const STEP_SLOW ; 0
const STEP_WALK ; 1
const STEP_BIKE ; 2
const STEP_LEDGE ; 3
const STEP_ICE ; 4
const STEP_TURN ; 5
const STEP_BACK_LEDGE ; 6
const STEP_WALK_IN_PLACE ; 7
; ChangeHappiness arguments (see event/happiness_egg.asm)
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const_value = 1
const HAPPINESS_GAINLEVEL ; 01
const HAPPINESS_USEDITEM ; 02
const HAPPINESS_USEDXITEM ; 03
const HAPPINESS_GYMBATTLE ; 04
const HAPPINESS_LEARNMOVE ; 05
const HAPPINESS_FAINTED ; 06
const HAPPINESS_POISONFAINT ; 07
const HAPPINESS_BEATENBYSTRONGFOE ; 08
const HAPPINESS_YOUNGCUT1 ; 09
const HAPPINESS_YOUNGCUT2 ; 0a
const HAPPINESS_YOUNGCUT3 ; 0b
const HAPPINESS_OLDERCUT1 ; 0c
const HAPPINESS_OLDERCUT2 ; 0d
const HAPPINESS_OLDERCUT3 ; 0e
const HAPPINESS_BITTERPOWDER ; 0f
const HAPPINESS_ENERGYROOT ; 10
const HAPPINESS_REVIVALHERB ; 11
const HAPPINESS_MASSAGE ; 12
const HAPPINESS_GAINLEVELATHOME ; 13
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const_def
const LINK_NULL ; 0
const LINK_TIMECAPSULE ; 1
const LINK_TRADECENTER ; 2
const LINK_COLOSSEUM ; 3
const LINK_MOBILE ; 4
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SERIAL_TIMECAPSULE EQU $60
SERIAL_TRADECENTER EQU $70
SERIAL_BATTLE EQU $80
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HMENURETURN_SCRIPT EQU %10000000
HMENURETURN_ASM EQU %11111111