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

View File

@@ -55,11 +55,11 @@ ChangeHappiness: ; 71c2
push de
ld a, [de]
cp 100
cp HAPPINESS_THRESHOLD_1
ld e, 0
jr c, .ok
inc e
cp 200
cp HAPPINESS_THRESHOLD_2
jr c, .ok
inc e
@@ -73,7 +73,7 @@ ChangeHappiness: ; 71c2
ld d, 0
add hl, de
ld a, [hl]
cp 100
cp $64 ; $80?
pop de
ld a, [de]
@@ -103,25 +103,7 @@ ChangeHappiness: ; 71c2
ret
.Actions:
db +5, +3, +2 ; Gained a level
db +5, +3, +2 ; Vitamin
db +1, +1, +0 ; X Item
db +3, +2, +1 ; Battled a Gym Leader
db +1, +1, +0 ; Learned a move
db -1, -1, -1 ; Lost to an enemy
db -5, -5, -10 ; Fainted due to poison
db -5, -5, -10 ; Lost to a much stronger enemy
db +1, +1, +1 ; Haircut (Y1)
db +3, +3, +1 ; Haircut (Y2)
db +5, +5, +2 ; Haircut (Y3)
db +1, +1, +1 ; Haircut (O1)
db +3, +3, +1 ; Haircut (O2)
db +10, +10, +4 ; Haircut (O3)
db -5, -5, -10 ; Used Heal Powder or Energypowder (bitter)
db -10, -10, -15 ; Used Energy Root (bitter)
db -15, -15, -20 ; Used Revival Herb (bitter)
db +3, +3, +1 ; Grooming
db +10, +6, +4 ; Gained a level in the place where it was caught
INCLUDE "data/happiness_changes.asm"
StepHappiness:: ; 725a
; Raise the party's happiness by 1 point every other step cycle.
@@ -165,7 +147,7 @@ DayCareStep:: ; 7282
jr z, .day_care_lady
ld a, [wBreedMon1Level] ; level
cp 100
cp MAX_LEVEL
jr nc, .day_care_lady
ld hl, wBreedMon1Exp + 2 ; exp
inc [hl]
@@ -187,7 +169,7 @@ DayCareStep:: ; 7282
jr z, .check_egg
ld a, [wBreedMon2Level] ; level
cp 100
cp MAX_LEVEL
jr nc, .check_egg
ld hl, wBreedMon2Exp + 2 ; exp
inc [hl]

View File

@@ -80,11 +80,11 @@ CheckBalance_MomItem2: ; fd044
.check_have_2300
ld hl, hMoneyTemp
ld [hl], (2300 / $10000) ; $00
ld [hl], MOM_MONEY / $10000
inc hl
ld [hl], ((2300 % $10000) / $100) ; $08
ld [hl], MOM_MONEY / $100 % $100
inc hl
ld [hl], (2300 % $100) ; $fc
ld [hl], MOM_MONEY % $100
.loop
ld de, MomItemTriggerBalance
ld bc, wMomsMoney
@@ -212,31 +212,7 @@ endr
ret
; fd136
momitem: macro
; money to trigger, cost, kind, item
dt \1
dt \2
db \3, \4
ENDM
MomItems_1: ; fd136
momitem 0, 600, MOM_ITEM, SUPER_POTION
momitem 0, 90, MOM_ITEM, ANTIDOTE
momitem 0, 180, MOM_ITEM, POKE_BALL
momitem 0, 450, MOM_ITEM, ESCAPE_ROPE
momitem 0, 500, MOM_ITEM, GREAT_BALL
MomItems_2: ; fd15e
momitem 900, 600, MOM_ITEM, SUPER_POTION
momitem 4000, 270, MOM_ITEM, REPEL
momitem 7000, 600, MOM_ITEM, SUPER_POTION
momitem 10000, 1800, MOM_DOLL, DECO_CHARMANDER_DOLL
momitem 15000, 3000, MOM_ITEM, MOON_STONE
momitem 19000, 600, MOM_ITEM, SUPER_POTION
momitem 30000, 4800, MOM_DOLL, DECO_CLEFAIRY_DOLL
momitem 40000, 900, MOM_ITEM, HYPER_POTION
momitem 50000, 8000, MOM_DOLL, DECO_PIKACHU_DOLL
momitem 100000, 22800, MOM_DOLL, DECO_BIG_SNORLAX_DOLL
; fd1ae
INCLUDE "data/mom_phone_items.asm"
db 0, 0, 0 ; XXX

View File

@@ -277,53 +277,9 @@ CheckOverworldTileArrays: ; c840
xor a
ret
CutTreeBlockPointers: ; c862
; Which tileset are we in?
dbw TILESET_JOHTO_1, .johto1
dbw TILESET_JOHTO_2, .johto2
dbw TILESET_KANTO, .kanto
dbw TILESET_PARK, .park
dbw TILESET_ILEX_FOREST, .ilex
db -1
.johto1 ; Johto OW
; Which meta tile are we facing, which should we replace it with, and which animation?
db $03, $02, $01 ; grass
db $5b, $3c, $00 ; tree
db $5f, $3d, $00 ; tree
db $63, $3f, $00 ; tree
db $67, $3e, $00 ; tree
db -1
INCLUDE "data/hm_blocks.asm"
.johto2 ; Goldenrod area
db $03, $02, $01 ; grass
db -1
.kanto ; Kanto OW
db $0b, $0a, $01 ; grass
db $32, $6d, $00 ; tree
db $33, $6c, $00 ; tree
db $34, $6f, $00 ; tree
db $35, $4c, $00 ; tree
db $60, $6e, $00 ; tree
db -1
.park ; National Park
db $13, $03, $01 ; grass
db $03, $04, $01 ; grass
db -1
.ilex ; Ilex Forest
db $0f, $17, $00
db -1
WhirlpoolBlockPointers: ; c8a4
dbw TILESET_JOHTO_1, .johto
db -1
.johto ; c8a8
db $07, $36, $00
db -1
OWFlash: ; c8ac
call .CheckUseFlash