GROUP_N_A EQU -1 MAP_N_A EQU -1 GROUP_NONE EQU 0 MAP_NONE EQU 0 ; map header struct members (see data/maps/definitions.asm) const_def const MAPDEF_MAPDATA_BANK ; 0 const MAPDEF_TILESET ; 1 const MAPDEF_ENVIRONMENT ; 2 const MAPDEF_MAPDATA ; 3 const MAPDEF_MAPDATA_HI ; 4 const MAPDEF_LOCATION ; 5 const MAPDEF_MUSIC ; 6 const MAPDEF_PALETTE ; 7 const MAPDEF_FISHGROUP ; 8 NUM_MAPDEF_ATTRIBUTES EQU const_value ; map environments (wEnvironment) const_value set 1 const TOWN const ROUTE const INDOOR const CAVE const ENVIRONMENT_5 const GATE const DUNGEON ; map palettes (wEnvironment) const_def const PALETTE_AUTO const PALETTE_DAY const PALETTE_NITE const PALETTE_MORN const PALETTE_DARK ; fish groups const_def const FISHGROUP_NONE const FISHGROUP_SHORE const FISHGROUP_OCEAN const FISHGROUP_LAKE const FISHGROUP_POND const FISHGROUP_DRATINI const FISHGROUP_QWILFISH_SWARM const FISHGROUP_REMORAID_SWARM const FISHGROUP_GYARADOS const FISHGROUP_DRATINI_2 const FISHGROUP_WHIRL_ISLANDS const FISHGROUP_QWILFISH const FISHGROUP_REMORAID const FISHGROUP_QWILFISH_NO_SWARM ; connection directions (see data/maps/data.asm) const_def const EAST_F const WEST_F const SOUTH_F const NORTH_F ; MapConnections const_def shift_const EAST shift_const WEST shift_const SOUTH shift_const NORTH ; SpawnPoints indexes (see data/maps/spawn_points.asm) const_value = -1 const SPAWN_N_A const SPAWN_HOME const SPAWN_DEBUG ; kanto const SPAWN_PALLET const SPAWN_VIRIDIAN const SPAWN_PEWTER const SPAWN_CERULEAN const SPAWN_ROCK_TUNNEL const SPAWN_VERMILION const SPAWN_LAVENDER const SPAWN_SAFFRON const SPAWN_CELADON const SPAWN_FUCHSIA const SPAWN_CINNABAR const SPAWN_INDIGO ; johto const SPAWN_NEW_BARK const SPAWN_CHERRYGROVE const SPAWN_VIOLET const SPAWN_UNION_CAVE const SPAWN_AZALEA const SPAWN_CIANWOOD const SPAWN_GOLDENROD const SPAWN_OLIVINE const SPAWN_ECRUTEAK const SPAWN_MAHOGANY const SPAWN_LAKE const SPAWN_BLACKTHORN const SPAWN_MT_SILVER const SPAWN_FAST_SHIP NUM_SPAWNS EQU const_value ; outdoor sprite limits (see engine/overworld.asm) MAX_OUTDOOR_SPRITES EQU 23 SPRITE_GFX_LIST_CAPACITY EQU $20 ; map_object struct members (see macros/wram.asm) const_def const MAPOBJECT_OBJECT_STRUCT_ID ; 0 const MAPOBJECT_SPRITE ; 1 const MAPOBJECT_Y_COORD ; 2 const MAPOBJECT_X_COORD ; 3 const MAPOBJECT_MOVEMENT ; 4 const MAPOBJECT_RADIUS ; 5 const MAPOBJECT_HOUR ; 6 const MAPOBJECT_TIMEOFDAY ; 7 const MAPOBJECT_COLOR ; 8 const MAPOBJECT_RANGE ; 9 const MAPOBJECT_SCRIPT_POINTER ; a const MAPOBJECT_POINTER_HI ; b const MAPOBJECT_EVENT_FLAG ; c const MAPOBJECT_FLAG_HI ; d const MAPOBJECT_E ; unused const MAPOBJECT_F ; unused OBJECT_LENGTH EQU const_value MAPOBJECT_SCREEN_HEIGHT EQU 11 MAPOBJECT_SCREEN_WIDTH EQU 12 ; NPCs disappear if standing on tile $60-$7f or $e0-$ff, ; since those IDs are for text characters and textbox frames. MAPOBJECT_VISIBLE_TILE_LIMIT EQU $60 ; object_struct members (see macros/wram.asm) const_def const OBJECT_SPRITE ; 00 const OBJECT_MAP_OBJECT_INDEX ; 01 const OBJECT_SPRITE_TILE ; 02 const OBJECT_MOVEMENTTYPE ; 03 const OBJECT_FLAGS1 ; 04 const OBJECT_FLAGS2 ; 05 const OBJECT_PALETTE ; 06 const OBJECT_DIRECTION_WALKING ; 07 const OBJECT_FACING ; 08 const OBJECT_STEP_TYPE ; 09 const OBJECT_STEP_DURATION ; 0a const OBJECT_ACTION ; 0b const OBJECT_STEP_FRAME ; 0c const OBJECT_FACING_STEP ; 0d const OBJECT_NEXT_TILE ; 0e const OBJECT_STANDING_TILE ; 0f const OBJECT_NEXT_MAP_X ; 10 const OBJECT_NEXT_MAP_Y ; 11 const OBJECT_MAP_X ; 12 const OBJECT_MAP_Y ; 13 const OBJECT_INIT_X ; 14 const OBJECT_INIT_Y ; 15 const OBJECT_RADIUS ; 16 const OBJECT_SPRITE_X ; 17 const OBJECT_SPRITE_Y ; 18 const OBJECT_SPRITE_X_OFFSET ; 19 const OBJECT_SPRITE_Y_OFFSET ; 1a const OBJECT_MOVEMENT_BYTE_INDEX ; 1b const OBJECT_1C ; 1c const OBJECT_1D ; 1d const OBJECT_1E ; 1e const OBJECT_1F ; 1f const OBJECT_RANGE ; 20 ; 21-27 are not used OBJECT_STRUCT_LENGTH EQU 40 NUM_OBJECT_STRUCTS EQU 13 ; see ObjectStructs ; object_struct OBJECT_FACING values OW_DOWN EQU DOWN << 2 OW_UP EQU UP << 2 OW_LEFT EQU LEFT << 2 OW_RIGHT EQU RIGHT << 2 ; object_struct OBJECT_FLAGS1 bit flags INVISIBLE EQU 0 FIXED_FACING EQU 2 SLIDING EQU 3 EMOTE_OBJECT EQU 7