Allow italics/bold within inline code

This commit is contained in:
Remy Oukaour 2018-01-17 13:58:50 -05:00
parent c70e8eec49
commit d2725c3104
7 changed files with 302 additions and 233 deletions

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@ -3,14 +3,14 @@
Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [engine/battle_anims/anim_commands.asm:BattleAnimCommands](/engine/battle_anims/anim_commands.asm).
## `$00``$CF`: `anim_wait` *length*
## `$00``$CF`: <code>anim_wait <i>length</i></code>
- *length*: duration in frames
## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
## `$D0`: <code>anim_obj <i>object</i>, <i>x</i>, <i>y</i>, <i>param</i></code>
***Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param***
***Alternate*: <code>anim_obj <i>object</i>, <i>x_tile</i>, <i>x</i>, <i>y_tile</i>, <i>y</i>, <i>param</i>**
Spawns an *object* at coordinate (*x*, *y*).
@ -29,22 +29,26 @@ The y position also depends on the y offset defined by the object.
- *TODO: document each object*
## `$D1`: `anim_1gfx` *gfx*
## `$D1`: <code>anim_1gfx <i>gfx</i></code>
## `$D2`: `anim_2gfx` *gfx1*, *gfx2*
## `$D3`: `anim_3gfx` *gfx1*, *gfx2*, *gfx3*
## `$D2`: <code>anim_2gfx <i>gfx1</i>, <i>gfx2</i></code>
## `$D4`: `anim_4gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*
## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
## `$D3`: <code>anim_3gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i></code>
## `$D4`: <code>anim_4gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i>, <i>gfx4</i></code>
## `$D5`: <code>anim_5gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i>, <i>gfx4</i>, <i>gfx5</i></code>
Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
## `$D6`: `anim_incobj` *object_id*
## `$D6`: <code>anim_incobj <i>object_id</i></code>
Increments an object's state.
@ -52,7 +56,8 @@ Increments an object's state.
Objects are state machines. `anim_incobj` progresses the state of an object.
## `$D7`: `anim_setobj` *object_id*, *state*
## `$D7`: <code>anim_setobj <i>object_id</i>, <i>state</i></code>
Sets an object's state to a specific value.
@ -61,7 +66,8 @@ Sets an object's state to a specific value.
Objects are state machines. `anim_setobj` changes the state of an object.
## `$D8`: `anim_incbgeffect` *bg_effect*
## `$D8`: <code>anim_incbgeffect <i>bg_effect</i></code>
Increments a bg effect's state.
@ -74,6 +80,7 @@ Since there can't be two of the same bg effect, the effect type is used. This is
Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
## `$DA`: `anim_playerheadobj`
Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
@ -86,8 +93,10 @@ Sets `BattleAnimVar` to the result of [GetPokeBallWobble](/engine/battle_anims/g
## `$DC`: `anim_transform`
## `$DD`: `anim_raisesub`
## `$DE`: `anim_dropsub`
@ -96,11 +105,12 @@ Sets `BattleAnimVar` to the result of [GetPokeBallWobble](/engine/battle_anims/g
Resets rOBP0 to the default (`q0123` or `%00011011`).
## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id*
## `$E0`: <code>anim_sound <i>duration</i>, <i>tracks</i>, <i>sound_id</i></code>
Plays a sound.
## `$E1`: `anim_cry` *pitch*
## `$E1`: <code>anim_cry <i>pitch</i></code>
Plays the user's cry.
@ -110,6 +120,7 @@ Plays the user's cry.
## `$E3`: `anim_oamon`
## `$E4`: `anim_oamoff`
@ -128,6 +139,7 @@ Does nothing. Unused.
## `$E8`: `anim_updateactorpic`
## `$E9`: `anim_minimize`
@ -135,40 +147,46 @@ Does nothing. Unused.
Does nothing. Unused.
## `$EB`: `anim_0xeb`
Does nothing. Unused.
## `$EC`: `anim_0xec`
Does nothing. Unused.
## `$ED`: `anim_0xed`
Does nothing. Unused.
## `$EE`: `anim_if_param_and` *value*, *address*
## `$EE`: <code>anim_if_param_and <i>value</i>, <i>address</i></code>
## `$EF`: `anim_jumpuntil` *address*
## `$EF`: <code>anim_jumpuntil <i>address</i></code>
Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`.
## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3*
## `$F0`: <code>anim_bgeffect <i>bg_effect</i>, <i>unknown1</i>, <i>unknown2</i>, <i>unknown3</i></code>
- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
## `$F1`: `anim_bgp` *colors*
## `$F1`: <code>anim_bgp <i>colors</i></code>
Sets `rBGP` to *colors*.
## `$F2`: `anim_obp0` *colors*
## `$F2`: <code>anim_obp0 <i>colors</i></code>
Sets `rOBP0` to *colors*.
## `$F3`: `anim_obp1` *colors*
## `$F3`: <code>anim_obp1 <i>colors</i></code>
Sets `rOBP1` to *colors*.
@ -180,45 +198,54 @@ Sets `rOBP1` to *colors*.
Does nothing. Unused.
## `$F6`: `anim_0xf6`
Does nothing. Unused.
## `$F7`: `anim_0xf7`
Does nothing. Unused.
## `$F8`: `anim_if_param_equal` *value*, *address*
## `$F8`: <code>anim_if_param_equal <i>value</i>, <i>address</i></code>
Jumps to another script if `wBattleAnimParam` (aka `wKickCounter` or `wPresentPower`) is equal to *value*.
## `$F9`: `anim_setvar` *value*
## `$F9`: <code>anim_setvar <i>value</i></code>
Sets `BattleAnimVar` to *value*.
## `$FA`: `anim_incvar`
Increments `BattleAnimVar` by 1.
## `$FB`: `anim_if_var_equal` *value*, *address*
## `$FB`: <code>anim_if_var_equal <i>value</i>, <i>address</i></code>
Jumps to another script if `BattleAnimVar` is equal to *value*.
## `$FC`: `anim_jump` *address*
## `$FC`: <code>anim_jump <i>address</i></code>
Jumps to another script.
## `$FD`: `anim_loop` *count*, *address*
## `$FD`: <code>anim_loop <i>count</i>, <i>address</i></code>
Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
## `$FE`: `anim_call` *address*
## `$FE`: <code>anim_call <i>address</i></code>
Calls a script.
There is no call stack. The return address is overwritten, so the maximum call depth is 1.
## `$FF`: `anim_ret`
Ends the script and returns to where it was called from. If there was no caller, the animation ends.

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@ -3,147 +3,147 @@
Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/scripting.asm:ScriptCommandTable](/engine/scripting.asm).
## `$00`: `scall` *script*
## `$00`: <code>scall <i>script</i></code>
## `$01`: `farscall` *script*
## `$01`: <code>farscall <i>script</i></code>
## `$02`: `ptcall` *script*
## `$02`: <code>ptcall <i>script</i></code>
## `$03`: `jump` *script*
## `$03`: <code>jump <i>script</i></code>
## `$04`: `farjump` *script*
## `$04`: <code>farjump <i>script</i></code>
## `$05`: `ptjump` *script*
## `$05`: <code>ptjump <i>script</i></code>
## `$06`: `if_equal` *byte*, *script*
## `$06`: <code>if_equal <i>byte</i>, <i>script</i></code>
## `$07`: `if_not_equal` *byte*, *script*
## `$07`: <code>if_not_equal <i>byte</i>, <i>script</i></code>
## `$08`: `iffalse` *script*
## `$08`: <code>iffalse <i>script</i></code>
## `$09`: `iftrue` *script*
## `$09`: <code>iftrue <i>script</i></code>
## `$0A`: `if_greater_than` *byte*, *script*
## `$0A`: <code>if_greater_than <i>byte</i>, <i>script</i></code>
## `$0B`: `if_less_than` *byte*, *script*
## `$0B`: <code>if_less_than <i>byte</i>, <i>script</i></code>
## `$0C`: `jumpstd` *std_script*
## `$0C`: <code>jumpstd <i>std_script</i></code>
## `$0D`: `callstd` *std_script*
## `$0D`: <code>callstd <i>std_script</i></code>
## `$0E`: `callasm` *asm*
## `$0E`: <code>callasm <i>asm</i></code>
## `$0F`: `special` *special_pointer*
## `$0F`: <code>special <i>special_pointer</i></code>
## `$10`: `ptcallasm` *asm*
## `$10`: <code>ptcallasm <i>asm</i></code>
## `$11`: `checkmapscene` *map*
## `$11`: <code>checkmapscene <i>map</i></code>
## `$12`: `setmapscene` *map*, *scene_id*
## `$12`: <code>setmapscene <i>map</i>, <i>scene_id</i></code>
## `$13`: `checkscene`
## `$14`: `setscene` *scene_id*
## `$14`: <code>setscene <i>scene_id</i></code>
## `$15`: `writebyte` *value*
## `$15`: <code>writebyte <i>value</i></code>
## `$16`: `addvar` *value*
## `$16`: <code>addvar <i>value</i></code>
## `$17`: `random` *value*
## `$17`: <code>random <i>value</i></code>
## `$18`: `checkver`
## `$19`: `copybytetovar` *address*
## `$19`: <code>copybytetovar <i>address</i></code>
## `$1A`: `copyvartobyte` *address*
## `$1A`: <code>copyvartobyte <i>address</i></code>
## `$1B`: `loadvar` *address*, *value*
## `$1B`: <code>loadvar <i>address</i>, <i>value</i></code>
## `$1C`: `checkcode` *variable*
## `$1C`: <code>checkcode <i>variable</i></code>
## `$1D`: `writevarcode` *variable*
## `$1D`: <code>writevarcode <i>variable</i></code>
## `$1E`: `writecode` *variable*, *value*
## `$1E`: <code>writecode <i>variable</i>, <i>value</i></code>
## `$1F`: `giveitem` *item_id*[, *quantity*=1]
## `$1F`: <code>giveitem <i>item_id</i>[, <i>quantity</i>=1]</code>
## `$20`: `takeitem` *item_id*[, *quantity*=1]
## `$20`: <code>takeitem <i>item_id</i>[, <i>quantity</i>=1]</code>
## `$21`: `checkitem` *item_id*
## `$21`: <code>checkitem <i>item_id</i></code>
## `$22`: `givemoney` *account*, *value*
## `$22`: <code>givemoney <i>account</i>, <i>value</i></code>
## `$23`: `takemoney` *account*, *value*
## `$23`: <code>takemoney <i>account</i>, <i>value</i></code>
## `$24`: `checkmoney` *account*, *value*
## `$24`: <code>checkmoney <i>account</i>, <i>value</i></code>
## `$25`: `givecoins` *value*
## `$25`: <code>givecoins <i>value</i></code>
## `$26`: `takecoins` *value*
## `$26`: <code>takecoins <i>value</i></code>
## `$27`: `checkcoins` *value*
## `$27`: <code>checkcoins <i>value</i></code>
## `$28`: `addcellnum` *contact_id*
## `$28`: <code>addcellnum <i>contact_id</i></code>
## `$29`: `delcellnum` *contact_id*
## `$29`: <code>delcellnum <i>contact_id</i></code>
## `$2A`: `checkcellnum` *contact_id*
## `$2A`: <code>checkcellnum <i>contact_id</i></code>
## `$2B`: `checktime` *time*
## `$2B`: <code>checktime <i>time</i></code>
- **`checkmorn`:** `checktime MORN`
- **`checkday`:** `checktime DAY`
- **`checknite`:** `checktime NITE`
## `$2C`: `checkpoke` *mon_id*
## `$2C`: <code>checkpoke <i>mon_id</i></code>
## `$2D`: `givepoke` *mon_id*, *level*[, *item*=0[, *trainer*=0, *ot_name*, *nickname*]]
## `$2D`: <code>givepoke <i>mon_id</i>, <i>level</i>[, <i>item</i>=0[, <i>trainer</i>=0, <i>ot_name</i>, <i>nickname</i>]]</code>
## `$2E`: `giveegg` *mon_id*, *level*
## `$2E`: <code>giveegg <i>mon_id</i>, <i>level</i></code>
## `$2F`: `givepokeitem` *pointer*
## `$2F`: <code>givepokeitem <i>pointer</i></code>
## `$30`: `checkpokeitem` *pointer*
## `$30`: <code>checkpokeitem <i>pointer</i></code>
## `$31`: `checkevent` *event_flag*
## `$31`: <code>checkevent <i>event_flag</i></code>
## `$32`: `clearevent` *event_flag*
## `$32`: <code>clearevent <i>event_flag</i></code>
## `$33`: `setevent` *event_flag*
## `$33`: <code>setevent <i>event_flag</i></code>
## `$34`: `checkflag` *engine_flag*
## `$34`: <code>checkflag <i>engine_flag</i></code>
## `$35`: `clearflag` *engine_flag*
## `$35`: <code>clearflag <i>engine_flag</i></code>
## `$36`: `setflag` *engine_flag*
## `$36`: <code>setflag <i>engine_flag</i></code>
## `$37`: `wildon`
## `$38`: `wildoff`
## `$39`: `xycompare` *pointer*
## `$39`: <code>xycompare <i>pointer</i></code>
## `$3A`: `warpmod` *warp_id*, *map*
## `$3A`: <code>warpmod <i>warp_id</i>, <i>map</i></code>
## `$3B`: `blackoutmod` *map*
## `$3B`: <code>blackoutmod <i>map</i></code>
## `$3C`: `warp` *map*, *x*, *y*
## `$3C`: <code>warp <i>map</i>, <i>x</i>, <i>y</i></code>
## `$3D`: `readmoney` *account*, *memory*
## `$3D`: <code>readmoney <i>account</i>, <i>memory</i></code>
## `$3E`: `readcoins` *memory*
## `$3E`: <code>readcoins <i>memory</i></code>
## `$3F`: `vartomem` *memory*
## `$3F`: <code>vartomem <i>memory</i></code>
## `$40`: `pokenamemem` *mon_id*, *memory*
## `$40`: <code>pokenamemem <i>mon_id</i>, <i>memory</i></code>
## `$41`: `itemtotext` *item_id*, *memory*
## `$41`: <code>itemtotext <i>item_id</i>, <i>memory</i></code>
## `$42`: `mapnametotext` *memory*
## `$42`: <code>mapnametotext <i>memory</i></code>
## `$43`: `trainertotext` *trainer_id*, *trainer_group*, *memory*
## `$43`: <code>trainertotext <i>trainer_id</i>, <i>trainer_group</i>, <i>memory</i></code>
## `$44`: `stringtotext` *text_pointer*, *memory*
## `$44`: <code>stringtotext <i>text_pointer</i>, <i>memory</i></code>
## `$45`: `itemnotify`
@ -151,35 +151,35 @@ Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/s
## `$47`: `opentext`
## `$48`: `refreshscreen` [*dummy*=0]
## `$48`: <code>refreshscreen [<i>dummy</i>=0]</code>
## `$49`: `closetext`
## `$4A`: `loadbytec2cf` *byte*
## `$4A`: <code>loadbytec2cf <i>byte</i></code>
## `$4B`: `farwritetext` *text_pointer*
## `$4B`: <code>farwritetext <i>text_pointer</i></code>
## `$4C`: `writetext` *text_pointer*
## `$4C`: <code>writetext <i>text_pointer</i></code>
## `$4D`: `repeattext` *byte1*, *byte2*
## `$4D`: <code>repeattext <i>byte1</i>, <i>byte2</i></code>
## `$4E`: `yesorno`
## `$4F`: `loadmenudata` *data_pointer*
## `$4F`: <code>loadmenudata <i>data_pointer</i></code>
## `$50`: `closewindow`
## `$51`: `jumptextfaceplayer` *text_pointer*
## `$51`: <code>jumptextfaceplayer <i>text_pointer</i></code>
## `$52`: `farjumptext` *text_pointer*
## `$52`: <code>farjumptext <i>text_pointer</i></code>
## `$53`: `jumptext` *text_pointer*
## `$53`: <code>jumptext <i>text_pointer</i></code>
## `$54`: `waitbutton`
## `$55`: `buttonsound`
## `$56`: `pokepic` *mon_id*
## `$56`: <code>pokepic <i>mon_id</i></code>
## `$57`: `closepokepic`
@ -193,21 +193,21 @@ Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/s
## `$5C`: `loadmemtrainer`
## `$5D`: `loadwildmon` *mon_id*, *level*
## `$5D`: <code>loadwildmon <i>mon_id</i>, <i>level</i></code>
## `$5E`: `loadtrainer` *trainer_group*, *trainer_id*
## `$5E`: <code>loadtrainer <i>trainer_group</i>, <i>trainer_id</i></code>
## `$5F`: `startbattle`
## `$60`: `reloadmapafterbattle`
## `$61`: `catchtutorial` *byte*
## `$61`: <code>catchtutorial <i>byte</i></code>
## `$62`: `trainertext` *which_text*
## `$62`: <code>trainertext <i>which_text</i></code>
## `$63`: `trainerflagaction` *action*
## `$63`: <code>trainerflagaction <i>action</i></code>
## `$64`: `winlosstext` *win_text_pointer*, *loss_text_pointer*
## `$64`: <code>winlosstext <i>win_text_pointer</i>, <i>loss_text_pointer</i></code>
## `$65`: `scripttalkafter`
@ -215,65 +215,65 @@ Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/s
## `$67`: `check_just_battled`
## `$68`: `setlasttalked` *object_id*
## `$68`: <code>setlasttalked <i>object_id</i></code>
## `$69`: `applymovement` *object_id*, *data_pointer*
## `$69`: <code>applymovement <i>object_id</i>, <i>data_pointer</i></code>
## `$6A`: `applymovement2` *data_pointer*
## `$6A`: <code>applymovement2 <i>data_pointer</i></code>
## `$6B`: `faceplayer`
## `$6C`: `faceobject` *object1*, *object2*
## `$6C`: <code>faceobject <i>object1</i>, <i>object2</i></code>
## `$6D`: `variablesprite` *variable_sprite_id*, *sprite_id*
## `$6D`: <code>variablesprite <i>variable_sprite_id</i>, <i>sprite_id</i></code>
## `$6E`: `disappear` *object_id*
## `$6E`: <code>disappear <i>object_id</i></code>
## `$6F`: `appear` *object_id*
## `$6F`: <code>appear <i>object_id</i></code>
## `$70`: `follow` *object2*, *object1*
## `$70`: <code>follow <i>object2</i>, <i>object1</i></code>
## `$71`: `stopfollow`
## `$72`: `moveobject` *object_id*, *x*, *y*
## `$72`: <code>moveobject <i>object_id</i>, <i>x</i>, <i>y</i></code>
## `$73`: `writeobjectxy` *object_id*
## `$73`: <code>writeobjectxy <i>object_id</i></code>
## `$74`: `loademote` *emote_id*
## `$74`: <code>loademote <i>emote_id</i></code>
## `$75`: `showemote` *emote_id*, *object_id*, *length*
## `$75`: <code>showemote <i>emote_id</i>, <i>object_id</i>, <i>length</i></code>
## `$76`: `spriteface` *object_id*, *facing*
## `$76`: <code>spriteface <i>object_id</i>, <i>facing</i></code>
## `$77`: `follownotexact` *object2*, *object1*
## `$77`: <code>follownotexact <i>object2</i>, <i>object1</i></code>
## `$78`: `earthquake` *param*
## `$78`: <code>earthquake <i>param</i></code>
## `$79`: `changemap` *bank*, *blockdata_pointer*
## `$79`: <code>changemap <i>bank</i>, <i>blockdata_pointer</i></code>
## `$7A`: `changeblock` *x*, *y*, *block*
## `$7A`: <code>changeblock <i>x</i>, <i>y</i>, <i>block</i></code>
## `$7B`: `reloadmap`
## `$7C`: `reloadmappart`
## `$7D`: `writecmdqueue` *queue_pointer*
## `$7D`: <code>writecmdqueue <i>queue_pointer</i></code>
## `$7E`: `delcmdqueue` *byte*
## `$7E`: <code>delcmdqueue <i>byte</i></code>
## `$7F`: `playmusic` *music_id*
## `$7F`: <code>playmusic <i>music_id</i></code>
## `$80`: `encountermusic`
## `$81`: `musicfadeout` *music_id*, *length*
## `$81`: <code>musicfadeout <i>music_id</i>, <i>length</i></code>
## `$82`: `playmapmusic`
## `$83`: `dontrestartmapmusic`
## `$84`: `cry` *mon_id*
## `$84`: <code>cry <i>mon_id</i></code>
## `$85`: `playsound` *sfx_id*
## `$85`: <code>playsound <i>sfx_id</i></code>
## `$86`: `waitsfx`
@ -281,68 +281,68 @@ Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/s
## `$88`: `specialsound`
## `$89`: `passtoengine` *data_pointer*
## `$89`: <code>passtoengine <i>data_pointer</i></code>
## `$8A`: `newloadmap` *which_method*
## `$8A`: <code>newloadmap <i>which_method</i></code>
## `$8B`: `pause` *length*
## `$8B`: <code>pause <i>length</i></code>
## `$8C`: `deactivatefacing` *length*
## `$8C`: <code>deactivatefacing <i>length</i></code>
## `$8D`: `priorityjump` *script*
## `$8D`: <code>priorityjump <i>script</i></code>
## `$8E`: `warpcheck`
## `$8F`: `ptpriorityjump` *script*
## `$8F`: <code>ptpriorityjump <i>script</i></code>
## `$90`: `return`
## `$91`: `end`
## `$92`: `reloadandreturn` *which_method*
## `$92`: <code>reloadandreturn <i>which_method</i></code>
## `$93`: `end_all`
## `$94`: `pokemart` *dialog_id*, *mart_id*
## `$94`: <code>pokemart <i>dialog_id</i>, <i>mart_id</i></code>
## `$95`: `elevator` *floor_list*
## `$95`: <code>elevator <i>floor_list</i></code>
## `$96`: `trade` *trade_id*
## `$96`: <code>trade <i>trade_id</i></code>
## `$97`: `askforphonenumber` *contact_id*
## `$97`: <code>askforphonenumber <i>contact_id</i></code>
## `$98`: `phonecall` *call_id*
## `$98`: <code>phonecall <i>call_id</i></code>
## `$99`: `hangup`
## `$9A`: `describedecoration` *byte*
## `$9A`: <code>describedecoration <i>byte</i></code>
## `$9B`: `fruittree` *tree_id*
## `$9B`: <code>fruittree <i>tree_id</i></code>
## `$9C`: `specialphonecall` *call_id*
## `$9C`: <code>specialphonecall <i>call_id</i></code>
## `$9D`: `checkphonecall`
## `$9E`: `verbosegiveitem` *item_id*[, *quantity*=1]
## `$9E`: <code>verbosegiveitem <i>item_id</i>[, <i>quantity</i>=1]</code>
## `$9F`: `verbosegiveitem2` *item_id*, *variable*
## `$9F`: <code>verbosegiveitem2 <i>item_id</i>, <i>variable</i></code>
## `$A0`: `swarm` *swarm_id*, *map*
## `$A0`: <code>swarm <i>swarm_id</i>, <i>map</i></code>
## `$A1`: `halloffame`
## `$A2`: `credits`
## `$A3`: `warpfacing` *facing*, *map*, *x*, *y*
## `$A3`: <code>warpfacing <i>facing</i>, <i>map</i>, <i>x</i>, <i>y</i></code>
## `$A4`: `battletowertext` *memory*
## `$A4`: <code>battletowertext <i>memory</i></code>
## `$A5`: `landmarktotext` *landmark_id*, *memory*
## `$A5`: <code>landmarktotext <i>landmark_id</i>, <i>memory</i></code>
## `$A6`: `trainerclassname` *trainer_group*, *memory*
## `$A6`: <code>trainerclassname <i>trainer_group</i>, <i>memory</i></code>
## `$A7`: `name` *type*, *id*, *memory*
## `$A7`: <code>name <i>type</i>, <i>id</i>, <i>memory</i></code>
## `$A8`: `wait` *duration*
## `$A8`: <code>wait <i>duration</i></code>
## `$A9`: `check_save`

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@ -1,24 +1,24 @@
# Map Scripts
## `const_value set 2`
## <code>const_value set 2</code>
<pre>
const <i>MAPNAME</i>_<i>OBJECTNAME</i>
</pre>
## `MapName_MapScripts:`
## <code>MapName_MapScripts:</code>
### `.SceneScripts: db` *N*
### <code>.SceneScripts: db <i>N</i></code>
<pre>
scene_script <i>script</i>
</pre>
### `.MapCallbacks: db` *N*
### <code>.MapCallbacks: db <i>N</i></code>
<pre>
callback <i>type</i>, <i>script</i>
@ -67,7 +67,7 @@ Callback types:
[Movement commands](movement_commands.md)
## `MapName_MapEvents:`
## <code>MapName_MapEvents:</code>
```asm
; filler
@ -75,21 +75,21 @@ Callback types:
```
### `.Warps: db` *N*
### <code>.Warps: db <i>N</i></code>
<pre>
warp_def <i>x</i>, <i>y</i>, <i>warp_id</i>, <i>map</i>
</pre>
### `.CoordEvents: db` *N*
### <code>.CoordEvents: db <i>N</i></code>
<pre>
coord_event <i>x</i>, <i>y</i>, <i>scene_id</i>, <i>script</i>
</pre>
### `.BGEvents: db` *N*
### <code>.BGEvents: db <i>N</i></code>
<pre>
bg_event <i>x</i>, <i>y</i>, <i>type</i>, <i>script</i>
@ -115,7 +115,7 @@ BG event types:
- `BGEVENT_COPY`
### `.ObjectEvents: db` *N*
### <code>.ObjectEvents: db <i>N</i></code>
<pre>
object_event <i>x</i>, <i>y</i>, <i>sprite</i>, <i>movement</i>, <i>rx</i>, <i>ry</i>, <i>h1</i>, <i>h2</i>, <i>palette</i>, <i>type</i>, <i>range</i>, <i>script</i>, <i>event_flag<i>

View File

@ -3,33 +3,33 @@
Defined in [macros/scripts/movement.asm](/macros/scripts/movement.asm) and [engine/movement.asm:MovementPointers](/engine/movement.asm).
## `$00``$03`: `turn_head` *direction*
## `$00``$03`: <code>turn_head <i>direction</i></code>
## `$04``$07`: `turn_step` *direction*
## `$04``$07`: <code>turn_step <i>direction</i></code>
## `$08``$0B`: `slow_step` *direction*
## `$08``$0B`: <code>slow_step <i>direction</i></code>
## `$0C``$0F`: `step` *direction*
## `$0C``$0F`: <code>step <i>direction</i></code>
## `$10``$13`: `big_step` *direction*
## `$10``$13`: <code>big_step <i>direction</i></code>
## `$14``$17`: `slow_slide_step` *direction*
## `$14``$17`: <code>slow_slide_step <i>direction</i></code>
## `$18``$1B`: `slide_step` *direction*
## `$18``$1B`: <code>slide_step <i>direction</i></code>
## `$1C``$1F`: `fast_slide_step` *direction*
## `$1C``$1F`: <code>fast_slide_step <i>direction</i></code>
## `$20``$23`: `turn_away` *direction*
## `$20``$23`: <code>turn_away <i>direction</i></code>
## `$24``$27`: `turn_in` *direction*
## `$24``$27`: <code>turn_in <i>direction</i></code>
## `$28``$2B`: `turn_waterfall` *direction*
## `$28``$2B`: <code>turn_waterfall <i>direction</i></code>
## `$2C``$2F`: `slow_jump_step` *direction*
## `$2C``$2F`: <code>slow_jump_step <i>direction</i></code>
## `$30``$33`: `jump_step` *direction*
## `$30``$33`: <code>jump_step <i>direction</i></code>
## `$34``$37`: `fast_jump_step` *direction*
## `$34``$37`: <code>fast_jump_step <i>direction</i></code>
## `$38`: `remove_sliding`
@ -43,11 +43,11 @@ Defined in [macros/scripts/movement.asm](/macros/scripts/movement.asm) and [engi
## `$3D`: `hide_object`
## `$3E``$46`: `step_sleep` *length*
## `$3E``$46`: <code>step_sleep <i>length</i></code>
## `$47`: `step_end`
## `$48`: `step_48` *param*
## `$48`: <code>step_48 <i>param</i></code>
## `$49`: `remove_object`
@ -61,7 +61,7 @@ Defined in [macros/scripts/movement.asm](/macros/scripts/movement.asm) and [engi
## `$4E`: `skyfall`
## `$4F`: `step_dig` *length*
## `$4F`: <code>step_dig <i>length</i></code>
## `$50`: `step_bump`
@ -73,12 +73,12 @@ Defined in [macros/scripts/movement.asm](/macros/scripts/movement.asm) and [engi
## `$54`: `show_emote`
## `$55`: `step_shake` *displacement*
## `$55`: <code>step_shake <i>displacement</i></code>
## `$56`: `tree_shake`
## `$57`: `rock_smash` *length*
## `$57`: <code>rock_smash <i>length</i></code>
## `$58`: `return_dig` *length*
## `$58`: <code>return_dig <i>length</i></code>
## `$59`: `skyfall_top`

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@ -5,27 +5,32 @@ Defined in [macros/scripts/audio.asm](/macros/scripts/audio.asm) and [audio/engi
*See also: [Sound Engine Commands](https://github.com/pret/pokecrystal/wiki/Sound-Engine-Commands)*
## `musicheader` *n*, *index*, *address*
## <code>musicheader <i>n</i>, <i>index</i>, <i>address</i></code>
## `note` *pitch*, *length*
## <code>note <i>pitch</i>, <i>length</i></code>
(Used on all channels)
The high nibble is the note to play. 0 is rest, 1 is `C_`, 2 is `C#`, etc; `$C` is `B_`.
The low nibble is the length of the note. 1 gets added to this, so 0 still has a length.
## `sound` *pitch*, *octave*, *intensity*, *frequency*
## `noise` *pitch*, *duration*, *intensity*, *frequency*
## <code>sound <i>pitch</i>, <i>octave</i>, <i>intensity</i>, <i>frequency</i></code>
## `$D0``$D7`: `octave` *n*
## <code>noise <i>pitch</i>, <i>duration</i>, <i>intensity</i>, <i>frequency</i></code>
## `$D0``$D7`: <code>octave <i>n</i></code>
(Used in channels 1-3)
Sets the octave for the notes played on the channel.
`$D7` is the lowest octave, whereas `$D0` is the highest.
## `$D8`: `notetype` *length*[, *intensity*]
## `$D8`: <code>notetype <i>length</i>[, <i>intensity</i>]</code>
(Used in channels 1-4) (When using in channel 4, the *intensity* byte is not needed)
@ -34,7 +39,8 @@ The first byte only reads the lower 4 bits, and multiplies it by the note length
The second byte is identical to the first byte in the `intensity` command.
## `$D9`: `pitchoffset` *octave*, *key*
## `$D9`: <code>pitchoffset <i>octave</i>, <i>key</i></code>
(Used in channels 1-3)
@ -42,7 +48,8 @@ Transposes all notes played on the channel by a value.
The high nibble determins how many octaves to subtract, while the low nibble is how many note values to add.
Ex: Setting a value of `$13` would make a `C_`4 play as a `D#`3.
## `$DA`: `tempo` *tempo*
## `$DA`: <code>tempo <i>tempo</i></code>
(Used in channel 1)
@ -53,7 +60,8 @@ This formula also works backwards to convert BPM to tempo: Tempo = 19200 / BPM
Only set or change this value when all playing channels are triggering a note or rest at the same time, otherwise desyncs may happen.
## `$DB`: `dutycycle` *duty_cycle*
## `$DB`: <code>dutycycle <i>duty_cycle</i></code>
(Used on channels 1&2)
@ -64,7 +72,8 @@ Sets the square duty (sound) for the current channel. To change the sound for ch
- 2 = 50% waveform: `____¯¯¯¯`
- 3 = 75% waveform: `__¯¯¯¯¯¯` (sounds the same as 25%)
## `$DC`: `intensity` *intensity*
## `$DC`: <code>intensity <i>intensity</i></code>
(Used on channels 1-3) (Used to set instrument on channel 3)
@ -74,9 +83,11 @@ This sets the volume and fade of the notes. The high nibble is the starting volu
For channel 3:
The high nibble sets the volume of channel 3. Only 4 values are accepted (0=Mute, 1=100% volume, 2=50% volume, 3=25% volume). The low nibble sets the instrument/waveform for channel 3 to play. Crystal natively has 10 instruments, values 0-9.
## `$DD`: `soundinput` *input*
## `$DE`: `sound_duty` *a*, *b*, *c*, *d*
## `$DD`: <code>soundinput <i>input</i></code>
## `$DE`: <code>sound_duty <i>a</i>, <i>b</i>, <i>c</i>, <i>d</i></code>
(Used on channels 1&2)
@ -84,9 +95,11 @@ This cycles the channel through 4 duty definitions, one per frame.
Each pair of bits defines a duty, same as the `dutycycle` command.
This is mostly only used in cries, SFX, and Jigglypuff's song in RBY.
## `$DF`: `togglesfx`
## `$E0`: `slidepitchto` *duration*, *octave*, *pitch*
## `$E0`: <code>slidepitchto <i>duration</i>, <i>octave</i>, <i>pitch</i></code>
(Used on channel 1)
@ -95,7 +108,8 @@ The first byte tells how many frames to play the destination note for, before th
The high nibble of the second byte is the octave of the destination note.
The low nibble of the second byte is the destination note. If rest is used as the destination note, then the whole destination pitch becomes `$0000` (the lowest pitch).
## `$E1`: `vibrato` *delay*, *extent*
## `$E1`: <code>vibrato <i>delay</i>, <i>extent</i></code>
(Used on channels 1-3)
@ -105,20 +119,23 @@ Second byte, high nibble is the speed timer. It will decrement by one each frame
Second byte, low nibble is the pitch depth. Half of this value will alternate between adding to the pitch, and subtracting from the pitch each time speed timer resets. When this is an odd number, the value added to the pitch will be greater than the value subtracted from the pitch.
Ex: normal pitch of 405, if pitch depth = 3, it will alternate between 407 and 404. Speed timer does NOT reset when a new note is played. only when the song stops or changes. (Also, because a timer counts 0, a timer of 5 will take 6 frames to change.)
## `$E2`: `unknownmusic0xe2` *unknown*
## `$E3`: `togglenoise` *id*
## `$E2`: <code>unknownmusic0xe2 <i>unknown</i></code>
## `$E3`: <code>togglenoise <i>id</i></code>
(Used on channel 4)
Sets the "drum kit" to be used. This needs to be called before channel 4 can make any noise.
Calling it more than once in a song will mute the channel. (Keep it out of loops!)
## `$E4`: `panning` *tracks*
## `$E5`: `volume` *volume*
## `$E4`: <code>panning <i>tracks</i></code>
## `$E6`: `tone` *tone*
## `$E5`: <code>volume <i>volume</i></code>
## `$E6`: <code>tone <i>tone</i></code>
(Used on channel 1-3)
@ -126,52 +143,77 @@ This modifies the pitch of the notes (fine tuning).
It makes notes sound better if multiple channels play the same note simultaneously.
A lot of GSC songs set the main melody channel with a value of 1, and the secondary channel (not bass) as 2.
## `$E7`: `unknownmusic0xe7` *unknown*
## `$E8`: `unknownmusic0xe8` *unknown*
## `$E7`: <code>unknownmusic0xe7 <i>unknown</i></code>
## `$E9`: `tempo_relative` *value*
## `$EA`: `restartchannel` *address*
## `$E8`: <code>unknownmusic0xe8 <i>unknown</i></code>
## `$EB`: `newsong` *id*
## `$EC`: `sfxpriorityon`
## `$E9`: <code>tempo_relative <i>value</i></code>
## `$ED`: `sfxpriorityoff`
## `$EE`: `unknownmusic0xee` *address*
## `$EA`: <code>restartchannel <i>address</i></code>
## `$EF`: `stereopanning` *tracks*
## `$F0`: `sfxtogglenoise` *id*
## `$EB`: <code>newsong <i>id</i></code>
## `$EC`: <code>sfxpriorityon</i></code>
## `$ED`: <code>sfxpriorityoff</i></code>
## `$EE`: <code>unknownmusic0xee <i>address</i></code>
## `$EF`: <code>stereopanning <i>tracks</i></code>
## `$F0`: <code>sfxtogglenoise <i>id</i></code>
## `$F1`: `music0xf1`
## `$F2`: `music0xf2`
## `$F3`: `music0xf3`
## `$F4`: `music0xf4`
## `$F5`: `music0xf5`
## `$F6`: `music0xf6`
## `$F7`: `music0xf7`
## `$F8`: `music0xf8`
## `$F9`: `unknownmusic0xf9`
## `$FA`: `setcondition` *condition*
## `$FB`: `jumpif` *condition*, *address*
## `$FA`: <code>setcondition <i>condition</i></code>
## `$FC`: `jumpchannel` *address*
## `$FD`: `loopchannel` *count*, *address*
## `$FB`: <code>jumpif <i>condition</i>, <i>address</i></code>
## `$FC`: <code>jumpchannel <i>address</i></code>
## `$FD`: <code>loopchannel <i>count</i>, <i>address</i></code>
## `$FE`: <code>callchannel <i>address</i></code>
## `$FE`: `callchannel` *address*
## `$FF`: `endchannel`

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@ -5,9 +5,9 @@ Defined in [macros/scripts/gfx_anims.asm](/macros/scripts/gfx_anims.asm).
Pic animations are assembled in 3 parts:
- Top-level animations:
- `frame` *#*, *duration*: Frame 0 is the original pic (no change)
- `setrepeat` *#*: Sets the number of times to repeat
- `dorepeat` *#*: Repeats from command *#* (starting from 0)
- <code>frame <i>N</i>, <i>duration</i></code>: Frame #0 is the original pic (no change)
- <code>setrepeat <i>N</i></code>: Sets the number of times to repeat
- <code>dorepeat <i>I</i></code>: Repeats from command #<i>I</i> (starting from 0)
- `end`
- Bitmasks:

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@ -3,32 +3,32 @@
Defined in [macros/scripts/text.asm](/macros/scripts/text.asm) and [home/text.asm:TextCommands](/home/text.asm).
## `$00`: `text` *text*
## `$00`: <code>text <i>text</i></code>
Start writing text until `"@"`.
## `$4E`: `next` *text*
## `$4E`: <code>next <i>text</i></code>
Move a line down.
## `$4F`: `line` *text*
## `$4F`: <code>line <i>text</i></code>
Start writing at the bottom line.
## `$50`: `page` *text*
## `$50`: <code>page <i>text</i></code>
Start a new Pokédex page.
## `$51`: `para` *text*
## `$51`: <code>para <i>text</i></code>
Start a new paragraph.
## `$55`: `cont` *text*
## `$55`: <code>cont <i>text</i></code>
Scroll to the next line.
@ -43,24 +43,24 @@ End a text box.
Prompt the player to end a text box (initiating some other event).
## `$01`: `text_from_ram` *address*
## `$01`: <code>text_from_ram <i>address</i></code>
Write text from a RAM address.
## `$02`: `text_bcd` *address*, *flags*
## `$02`: <code>text_bcd <i>address</i>, <i>flags</i></code>
Write [BCD][bcd] from an address, typically RAM.
[bcd]: https://en.wikipedia.org/wiki/Binary-coded_decimal
## `$03`: `text_move` *address*
## `$03`: <code>text_move <i>address</i></code>
Move to a new tile.
## `$04`: `text_box` *address*, *height*, *width*
## `$04`: <code>text_box <i>address</i>, <i>height</i>, <i>width</i></code>
Draw a box.
@ -86,7 +86,7 @@ first character column of the text box.
Start interpreting assembly code.
## `$09`: `deciram` *address*, *bytes*, *digits*
## `$09`: <code>deciram <i>address</i>, <i>bytes</i>, <i>digits</i></code>
Read *bytes* bytes from *address* and print them as a *digits*-digit number.
@ -101,7 +101,7 @@ Exit.
Play `SFX_DEX_FANFARE_50_79`.
## `$0C`: `limited_interpret_data` *number*
## `$0C`: <code>limited_interpret_data <i>number</i></code>
Print *number* `"…"`s.
@ -141,7 +141,7 @@ Play `SFX_FANFARE`.
Play `SFX_SLOT_MACHINE_START`.
## `$14`: `text_buffer` *id*
## `$14`: <code>text_buffer <i>id</i></code>
Write text from one of the following addresses (listed in `StringBufferPointers`):
@ -159,6 +159,6 @@ Write text from one of the following addresses (listed in `StringBufferPointers`
Print the weekday.
## `$16`: `text_jump` *address*
## `$16`: <code>text_jump <i>address</i></code>
Write text from a different bank.