PARTY_LENGTH EQU 6 MAX_ITEMS EQU 20 MAX_BALLS EQU 12 MAX_KEY_ITEMS EQU 25 MAX_PC_ITEMS EQU 50 ; strings PLAYER_NAME_LENGTH EQU 8 BOX_NAME_LENGTH EQU 9 PKMN_NAME_LENGTH EQU 11 MOVE_NAME_LENGTH EQU 13 ITEM_NAME_LENGTH EQU 13 TRAINER_CLASS_NAME_LENGTH EQU 13 NAME_LENGTH EQU 11 LV_CHAR EQU $6e ; GetName types PKMN_NAME EQU 1 MOVE_NAME EQU 2 ITEM_NAME EQU 4 PARTY_OT_NAME EQU 5 ENEMY_OT_NAME EQU 6 TRAINER_NAME EQU 7 ; hp HP_GREEN EQU 0 HP_YELLOW EQU 1 HP_RED EQU 2 ; boxes MONS_PER_BOX EQU 20 NUM_BOXES EQU 14 ; hall of fame HOF_MON_LENGTH = 1 + 2 + 2 + 1 + (PKMN_NAME_LENGTH +- 1) ; species, id, dvs, level, nick HOF_LENGTH = 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; win count, party, terminator NUM_HOF_TEAMS = 30 ; flag manipulation RESET_FLAG EQU 0 SET_FLAG EQU 1 CHECK_FLAG EQU 2 ; joypad NO_INPUT EQU %00000000 A_BUTTON EQU %00000001 B_BUTTON EQU %00000010 SELECT EQU %00000100 START EQU %00001000 D_RIGHT EQU %00010000 D_LEFT EQU %00100000 D_UP EQU %01000000 D_DOWN EQU %10000000 BUTTONS EQU A_BUTTON | B_BUTTON | SELECT | START D_PAD EQU D_RIGHT | D_LEFT | D_UP | D_DOWN R_DPAD EQU %00100000 R_BUTTONS EQU %00010000 ; screen HP_BAR_LENGTH EQU 6 HP_BAR_LENGTH_PX EQU HP_BAR_LENGTH * 8 EXP_BAR_LENGTH EQU 8 EXP_BAR_LENGTH_PX EQU EXP_BAR_LENGTH * 8 SCREEN_WIDTH EQU 20 SCREEN_HEIGHT EQU 18 SCREEN_WIDTH_PX EQU 160 SCREEN_HEIGHT_PX EQU 144 BG_MAP_WIDTH EQU 32 BG_MAP_HEIGHT EQU 32 TILE_WIDTH EQU 8 ; movement STEP_SLOW EQU 0 STEP_WALK EQU 1 STEP_BIKE EQU 2 STEP_LEDGE EQU 3 STEP_ICE EQU 4 STEP_TURN EQU 5 STEP_BACK_LEDGE EQU 6 STEP_WALK_IN_PLACE EQU 7 ; ai CONTEXT_USE_F EQU 6 UNKNOWN_USE_F EQU 5 ALWAYS_USE_F EQU 4 SWITCH_SOMETIMES_F EQU 2 SWITCH_RARELY_F EQU 1 SWITCH_OFTEN_F EQU 0 CONTEXT_USE EQU 1 << CONTEXT_USE_F UNKNOWN_USE EQU 1 << UNKNOWN_USE_F ALWAYS_USE EQU 1 << ALWAYS_USE_F SWITCH_SOMETIMES EQU 1 << SWITCH_SOMETIMES_F SWITCH_RARELY EQU 1 << SWITCH_RARELY_F SWITCH_OFTEN EQU 1 << SWITCH_OFTEN_F SPRITE_GFX_LIST_CAPACITY EQU $20 const_value = 1 const MOM_ITEM const MOM_DOLL BATTLETOWER_NROFPKMNS EQU 3 BATTLETOWER_TRAINERDATALENGTH EQU $24 BATTLETOWER_NROFTRAINERS EQU 7 BATTLETOWER_NRMONSPERLEVELBRACKET EQU BATTLETOWER_NROFPKMNS * BATTLETOWER_NROFTRAINERS NUM_WILDMONS_PER_AREA_TIME_OF_DAY EQU 7 WILDMON_GRASS_STRUCTURE_LENGTH EQU 2 + 3 * (1 + 2 * NUM_WILDMONS_PER_AREA_TIME_OF_DAY) MOBILE_EVENT_OBJECT_GS_BALL EQU $b MALE EQU 0 FEMALE EQU 1 PRINTNUM_MONEY_F EQU 5 PRINTNUM_RIGHTALIGN_F EQU 6 PRINTNUM_LEADINGZEROS_F EQU 7 PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F const_value = 1 const HAPPINESS_GAINLEVEL ; 01 const HAPPINESS_USEDITEM ; 02 const HAPPINESS_USEDXITEM ; 03 const HAPPINESS_GYMBATTLE ; 04 const HAPPINESS_LEARNMOVE ; 05 const HAPPINESS_FAINTED ; 06 const HAPPINESS_POISONFAINT ; 07 const HAPPINESS_BEATENBYSTRONGFOE ; 08 const HAPPINESS_YOUNGCUT1 ; 09 const HAPPINESS_YOUNGCUT2 ; 0a const HAPPINESS_YOUNGCUT3 ; 0b const HAPPINESS_OLDERCUT1 ; 0c const HAPPINESS_OLDERCUT2 ; 0d const HAPPINESS_OLDERCUT3 ; 0e const HAPPINESS_BITTERPOWDER ; 0f const HAPPINESS_ENERGYROOT ; 10 const HAPPINESS_REVIVALHERB ; 11 const HAPPINESS_MASSAGE ; 12 const HAPPINESS_GAINLEVELATHOME ; 13 const_def const LINK_NULL const LINK_TIMECAPSULE const LINK_TRADECENTER const LINK_COLOSSEUM const LINK_MOBILE HMENURETURN_SCRIPT EQU %10000000 HMENURETURN_ASM EQU %11111111 NUM_MON_SUBMENU_ITEMS EQU 8