Move lots of data tables into individual data/ files

(This is not expected to be their final location, but it makes them easier to relocate when necessary, and easier for users to edit until the whole project's file structure is finalized.)
This commit is contained in:
Remy Oukaour
2017-12-11 13:47:58 -05:00
parent c2ad79c4f2
commit 31cce83e9b
86 changed files with 3238 additions and 3154 deletions

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@@ -59,7 +59,7 @@ deco: MACRO
enum DECOFLAG_\1
endm
; decorations
; decorations (see data/decoration_attribute.asm)
const_value = 1
__enum__ = 0
const BEDS

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@@ -197,6 +197,7 @@
const MIRAGE_MAIL ; $BD
const ITEM_BE ; $BE
; see data/tmhm_moves.asm for moves
add_tm DYNAMICPUNCH ; $BF
add_tm HEADBUTT ; $C0
add_tm CURSE ; $C1

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@@ -1,4 +1,4 @@
; Landmarks indexes (see engine/landmarks.asm)
; Landmarks indexes (see data/landmarks.asm)
const_def
; Johto landmarks

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@@ -603,7 +603,7 @@ SLIDING EQU 3
EMOTE_OBJECT EQU 7
; SpawnPoints indexes (see engine/spawn_points.asm)
; SpawnPoints indexes (see data/spawn_points.asm)
const_value = -1
const SPAWN_N_A
const SPAWN_HOME
@@ -679,7 +679,7 @@ NUM_SPAWNS EQU const_value
const EMOTE_GRASS_RUSTLE ; 11
EMOTE_MEM EQU -1
; FruitTreeItems indexes (see engine/fruit_trees.asm)
; FruitTreeItems indexes (see data/fruit_tree_items.asm)
const_value SET 1
const FRUITTREE_ROUTE_29 ; 01
const FRUITTREE_ROUTE_30_1 ; 02

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@@ -25,6 +25,7 @@ PKMN_NAME_LENGTH EQU 11
MOVE_NAME_LENGTH EQU 13
ITEM_NAME_LENGTH EQU 13
TRAINER_CLASS_NAME_LENGTH EQU 13
NAME_LENGTH_JAPANESE EQU 6
; GetName types (see home.asm)
PKMN_NAME EQU 1
@@ -82,7 +83,12 @@ HOF_LENGTH = 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; win count, party, terminato
NUM_HOF_TEAMS = 30
; ChangeHappiness arguments (see event/happiness_egg.asm)
; significant money values
START_MONEY EQU 3000
MOM_MONEY EQU 2300
; ChangeHappiness arguments (see data/happiness_changes.asm)
const_value = 1
const HAPPINESS_GAINLEVEL ; 01
const HAPPINESS_USEDITEM ; 02

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@@ -0,0 +1,21 @@
; npctrade struct members (see data/npc_trades.asm)
TRADE_DIALOG EQU 0
TRADE_GIVEMON EQU 1
TRADE_GETMON EQU 2
TRADE_NICK EQU 3
TRADE_DVS EQU 14
TRADE_ITEM EQU 16
TRADE_OT_ID EQU 17
TRADE_OT_NAME EQU 19
TRADE_GENDER EQU 30
TRADE_PADDING EQU 31
; NPCTrades indexes (see data/npc_trades.asm)
const_def
const NPCTRADE_MIKE ; 0
const NPCTRADE_KYLE ; 1
const NPCTRADE_TIM ; 2
const NPCTRADE_EMY ; 3
const NPCTRADE_CHRIS ; 4
const NPCTRADE_KIM ; 5
const NPCTRADE_FOREST ; 6

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@@ -1,4 +1,4 @@
; PhoneContacts indexes (see engine/phone.asm)
; PhoneContacts indexes (see data/phone_contacts.asm)
const_def
const PHONE_00
const PHONE_MOM
@@ -39,7 +39,7 @@
const PHONE_PICNICKER_ERIN
const PHONE_BUENA
; SpecialPhoneCallList indexes (see engine/phone.asm)
; SpecialPhoneCallList indexes (see data/phone_special.asm)
const_def
const SPECIALCALL_NONE
const SPECIALCALL_POKERUS

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@@ -14,7 +14,7 @@
; - PicPointers (see gfx/pics/pic_pointers.asm)
; - AlphabeticalPokedexOrder (see data/pokedex/order_alpha.asm)
; - NewPokedexOrder (see data/pokedex/order_new.asm)
; - MonMenuIcons (see menu/mon_icons.asm)
; - MonMenuIcons (see data/mon_menu_icons.asm)
; - Pokered_MonIndices (see engine/time_capsule/conversion.asm)
; - SortedPokemon (see misc/fixed_words.asm)
const_value set 1

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@@ -27,8 +27,9 @@ const_value SET 1
const NO_EGGS ; f
; IconPointers indexes (see menu/mon_icons.asm)
const_value SET 1
; IconPointers indexes (see gfx/icon_pointers.asm)
const_def
const ICON_NULL
const ICON_POLIWAG
const ICON_JIGGLYPUFF
const ICON_DIGLETT
@@ -94,6 +95,8 @@ const_value SET 1
BASE_HAPPINESS EQU 70
FRIEND_BALL_HAPPINESS EQU 200
HAPPINESS_TO_EVOLVE EQU 220
HAPPINESS_THRESHOLD_1 EQU 100
HAPPINESS_THRESHOLD_2 EQU 200
NUM_GRASSMON EQU 7 ; data/wild/*_grass.asm table size

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@@ -105,7 +105,7 @@
const SPRITE_RAIKOU ; 65
const SPRITE_STANDING_YOUNGSTER ; 66
; SpriteMons indexes (see engine/overworld.asm)
; SpriteMons indexes (see data/sprite_mons.asm)
const_value SET $80
SPRITE_POKEMON EQU const_value
const SPRITE_UNOWN ; 80
@@ -326,7 +326,7 @@ SPRITEMOVEDATA_FIELDS EQU 6
const PERSON_ACTION_GRASS_SHAKE
const PERSON_ACTION_SKYFALL
; Facings indexes (see engine/facings.asm)
; Facings indexes (see data/facings.asm)
const_def
const FACING_STEP_DOWN_0
const FACING_STEP_DOWN_1
@@ -487,7 +487,7 @@ SPRITEMOVEDATA_FIELDS EQU 6
const SPRITE_ANIM_SEQ_INTRO_UNOWN_F
const SPRITE_ANIM_SEQ_INTRO_SUICUNE_AWAY
; SpriteAnimSeqData indexes (see engine/sprites.asm)
; SpriteAnimSeqData indexes (see data/sprite_anim_seqs.asm)
const_def
const SPRITE_ANIM_INDEX_PARTY_MON
const SPRITE_ANIM_INDEX_01

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@@ -7,27 +7,38 @@
const WILDMON ; 4
; Options: (bits) ; cfcc
const_value SET 5
const STEREO ; 5
const BATTLE_SHIFT ; 6
const BATTLE_SCENE ; 7
const_value SET 4
const NO_TEXT_SCROLL ; 4
const STEREO ; 5
const BATTLE_SHIFT ; 6
const BATTLE_SCENE ; 7
; Options: (bits 0-2 values) ; cfcc
FAST_TEXT EQU 0
MED_TEXT EQU 1
SLOW_TEXT EQU 2
NO_TEXT_SCROLL EQU 4
; Options: (bits 0-2)
TEXT_DELAY_FAST EQU 1
TEXT_DELAY_MED EQU 3
TEXT_DELAY_SLOW EQU 5
; TextBoxFrame: ; cfce
const_def
const FRAME_1 ; 0
const FRAME_2 ; 1
const FRAME_3 ; 2
const FRAME_4 ; 3
const FRAME_5 ; 4
const FRAME_6 ; 5
const FRAME_7 ; 6
const FRAME_8 ; 7
; Options2:
const_def
const MENU_ACCOUNT ; 0
; GBPrinter:
PRINT_LIGHTEST EQU $00
PRINT_LIGHTER EQU $20
PRINT_NORMAL EQU $40
PRINT_DARKER EQU $60
PRINT_DARKEST EQU $7f
GBPRINTER_LIGHTEST EQU $00
GBPRINTER_LIGHTER EQU $20
GBPRINTER_NORMAL EQU $40
GBPRINTER_DARKER EQU $60
GBPRINTER_DARKEST EQU $7f
; WalkingDirection: ; d043
const_value SET -1