(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.)
Rename MORN/DAY/NITE to MORN_F/DAY_F/NITE_F; use MORN/DAY/NITE for shifted values (cleaner for person_events)
Prefix FLOOR to the `elevfloor` constants
It's pretty clear what it's used for.
PartyMenuActionText is used for two things:
1) Storing what kind of action we're going to do (<$10)
2) Storing the text for some kind of healing stuff I'm not entirely sure (>=$f0)
In the former case, if GetPartyMenuTilemapPointers is ran, it will be
used to pick a sequence of actions that should be done, specified in the
table, and it'll print the corresponding string using the
PartyMenuStrings table. The items in the sequence of actions that should
be done are in WritePartyMenuTilemap.
Strangely enough, one possible value is left completely unused:
PARTYMENUACTION_GIVE_MON_FEMALE. It works in the exact same way as it's
male counterpart, and as such I don't believe it was used in the
japanese version either, since it doesn't matter which gender your 'mon
is when you put 'em in the daycare.
This function is called from a few different places in the mobile code,
including from one special that is only executed when the
BattleTowerRoomMenu special returns with a non-zero code.
Since that special causes a blue "error" screen to appear, that looks
the exact same as the one you'd get when trying to connect from the
mobile trade corner/battle colosseum in a Pokémon Center's top floor,
and this function contains a bunch of japanese strings in a jumptable, I
think it's reasonable to assume it should be called
"DisplayMobileError".
All of the functions called by it are prefixed with BattleTowerRoomMenu,
but a bunch of them seem more generic than that, since they're part of
different mobile menus. Also called another menu jumptable
BattleTowerRoomMenu2 for the lack of a better name (only the Yes/No menu
functions are used in western crystal).
The names of the more generic functions should be fixed when we start
labelling other menus.
A few projects I looked around in used these same labels for these
functions, and it looks like they describe these functions properly.
Also fixed usage of BANK() in a few places.
WATRTILE was wrongly defined as 15, and WALLTILE as 1. Those had to be
flipped around.
This has allowed for us to replace inmediate values with these constants
in several places to improve readability.
WATRTILE was renamed to WATERTILE in the name of readability.
The HAPPINESS_TO_EVOLVE constant is what's supposed to be used to give the number for when a Pokemon should evolve by happiness. The constant was not put in place so it is never used, instead the original 220 was put.