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Legacy support macros
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@ -16,4 +16,4 @@ INCLUDE "macros/scripts/battle_anims.asm"
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INCLUDE "macros/scripts/trade_anims.asm"
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INCLUDE "macros/scripts/trade_anims.asm"
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INCLUDE "macros/scripts/gfx_anims.asm"
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INCLUDE "macros/scripts/gfx_anims.asm"
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percent EQUS "* $ff / 100"
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INCLUDE "macros/legacy.asm"
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@ -1,3 +1,8 @@
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; Value macros
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percent EQUS "* $ff / 100"
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; Constant data (db, dw, dl) macros
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; Constant data (db, dw, dl) macros
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dwb: MACRO
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dwb: MACRO
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159
macros/legacy.asm
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159
macros/legacy.asm
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@ -0,0 +1,159 @@
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; Legacy support for pre-2018 pokecrystal.
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; Allows porting scripts with as few edits as possible.
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; macros/rst.asm
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callba EQUS "farcall"
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callab EQUS "callfar"
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; macros/scripts/audio.asm
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unknownmusic0xde EQUS "sound_duty"
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; macros/scripts/events.asm
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checkmorn EQUS "checktime MORN"
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checkday EQUS "checktime DAY"
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checknite EQUS "checktime NITE"
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if_equal EQUS "ifequal"
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if_not_equal EQUS "ifnotequal"
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if_greater_than EQUS "ifgreater"
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if_less_than EQUS "ifless"
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end_all EQUS "endall"
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checkmaptriggers EQUS "checkmapscene"
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domaptrigger EQUS "setmapscene"
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checktriggers EQUS "checkscene"
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dotrigger EQUS "setscene"
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faceperson EQUS "faceobject"
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moveperson EQUS "moveobject"
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writepersonxy EQUS "writeobjectxy"
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spriteface EQUS "objectface"
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RAM2MEM EQUS "vartomem"
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loadfont EQUS "opentext"
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loadmenudata EQUS "loadmenuheader"
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writebackup EQUS "closewindow"
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interpretmenu EQUS "_2dmenu"
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interpretmenu2 EQUS "verticalmenu"
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battlecheck EQUS "randomwildmon"
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loadtrainerdata EQUS "loadmemtrainer"
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loadpokedata EQUS "loadwildmon"
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returnafterbattle EQUS "reloadmapafterbattle"
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trainerstatus EQUS "trainerflagaction"
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talkaftercancel EQUS "endifjustbattled"
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talkaftercheck EQUS "checkjustbattled"
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playrammusic EQUS "encountermusic"
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reloadmapmusic EQUS "dontrestartmapmusic"
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resetfuncs EQUS "endall"
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storetext EQUS "battletowertext"
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displaylocation EQUS "landmarktotext"
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; macros/scripts/maps.asm
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maptrigger EQUS "scene_script"
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warp_def: MACRO
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warp_event \2, \1, \4, \3
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ENDM
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xy_trigger: MACRO
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coord_event \3, \2, \1, \5
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ENDM
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signpost: MACRO
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bg_event \2, \1, \3, \4
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ENDM
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person_event: MACRO
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; object_event \3, \2, \1, \4, \5, \6, \7, \8, \9, \10, \11, \12, \13
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db \1, \2 + 4, \3 + 4, \4
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dn \6, \5
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db \7, \8
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shift
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dn \8, \9
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shift
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db \9
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shift
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dw \9
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shift
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dw \9
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ENDM
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PERSONTYPE_SCRIPT EQUS "OBJECTTYPE_SCRIPT"
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PERSONTYPE_ITEMBALL EQUS "OBJECTTYPE_ITEMBALL"
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PERSONTYPE_TRAINER EQUS "OBJECTTYPE_TRAINER"
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; macros/scripts/movement.asm
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show_person EQUS "show_object"
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hide_person EQUS "hide_person"
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remove_person EQUS "remove_object"
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turn_head_down EQUS "turn_head DOWN"
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turn_head_up EQUS "turn_head UP"
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turn_head_left EQUS "turn_head LEFT"
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turn_head_right EQUS "turn_head RIGHT"
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turn_step_down EQUS "turn_step DOWN"
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turn_step_up EQUS "turn_step UP"
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turn_step_left EQUS "turn_step LEFT"
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turn_step_right EQUS "turn_step RIGHT"
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slow_step_down EQUS "slow_step DOWN"
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slow_step_up EQUS "slow_step UP"
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slow_step_left EQUS "slow_step LEFT"
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slow_step_right EQUS "slow_step RIGHT"
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step_down EQUS "step DOWN"
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step_up EQUS "step UP"
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step_left EQUS "step LEFT"
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step_right EQUS "step RIGHT"
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big_step_down EQUS "big_step DOWN"
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big_step_up EQUS "big_step UP"
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big_step_left EQUS "big_step LEFT"
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big_step_right EQUS "big_step RIGHT"
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slow_slide_step_down EQUS "slow_slide_step DOWN"
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slow_slide_step_up EQUS "slow_slide_step UP"
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slow_slide_step_left EQUS "slow_slide_step LEFT"
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slow_slide_step_right EQUS "slow_slide_step RIGHT"
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slide_step_down EQUS "slide_step DOWN"
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slide_step_up EQUS "slide_step UP"
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slide_step_left EQUS "slide_step LEFT"
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slide_step_right EQUS "slide_step RIGHT"
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fast_slide_step_down EQUS "fast_slide_step DOWN"
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fast_slide_step_up EQUS "fast_slide_step UP"
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fast_slide_step_left EQUS "fast_slide_step LEFT"
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fast_slide_step_right EQUS "fast_slide_step RIGHT"
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turn_away_down EQUS "turn_away DOWN"
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turn_away_up EQUS "turn_away UP"
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turn_away_left EQUS "turn_away LEFT"
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turn_away_right EQUS "turn_away RIGHT"
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turn_in_down EQUS "turn_in DOWN"
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turn_in_up EQUS "turn_in UP"
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turn_in_left EQUS "turn_in LEFT"
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turn_in_right EQUS "turn_in RIGHT"
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turn_waterfall_down EQUS "turn_waterfall DOWN"
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turn_waterfall_up EQUS "turn_waterfall UP"
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turn_waterfall_left EQUS "turn_waterfall LEFT"
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turn_waterfall_right EQUS "turn_waterfall RIGHT"
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slow_jump_step_down EQUS "slow_jump_step DOWN"
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slow_jump_step_up EQUS "slow_jump_step UP"
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slow_jump_step_left EQUS "slow_jump_step LEFT"
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slow_jump_step_right EQUS "slow_jump_step RIGHT"
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jump_step_down EQUS "jump_step DOWN"
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jump_step_up EQUS "jump_step UP"
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jump_step_left EQUS "jump_step LEFT"
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jump_step_right EQUS "jump_step RIGHT"
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fast_jump_step_down EQUS "fast_jump_step DOWN"
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fast_jump_step_up EQUS "fast_jump_step UP"
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fast_jump_step_left EQUS "fast_jump_step LEFT"
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fast_jump_step_right EQUS "fast_jump_step RIGHT"
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step_sleep_1 EQUS "step_sleep 1"
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step_sleep_2 EQUS "step_sleep 2"
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step_sleep_3 EQUS "step_sleep 3"
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step_sleep_4 EQUS "step_sleep 4"
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step_sleep_5 EQUS "step_sleep 5"
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step_sleep_6 EQUS "step_sleep 6"
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step_sleep_7 EQUS "step_sleep 7"
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step_sleep_8 EQUS "step_sleep 8"
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