; Boolean checks FALSE EQU 0 TRUE EQU 1 ; genders MALE EQU 0 FEMALE EQU 1 ; FlagAction arguments (see home/flag.asm) RESET_FLAG EQU 0 SET_FLAG EQU 1 CHECK_FLAG EQU 2 ; GetHPPal return values (see home.asm) HP_GREEN EQU 0 HP_YELLOW EQU 1 HP_RED EQU 2 ; name lengths NAME_LENGTH EQU 11 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_JAPANESE EQU 6 ; GetName types (see home.asm) PKMN_NAME EQU 1 MOVE_NAME EQU 2 ; dummied out EQU 3 ITEM_NAME EQU 4 PARTY_OT_NAME EQU 5 ENEMY_OT_NAME EQU 6 TRAINER_NAME EQU 7 ; broken ptr EQU 8 ; printing text const_value set 5 const PRINTNUM_MONEY_F ; 5 const PRINTNUM_RIGHTALIGN_F ; 6 const PRINTNUM_LEADINGZEROS_F ; 7 PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F ; movement const_def const STEP_SLOW ; 0 const STEP_WALK ; 1 const STEP_BIKE ; 2 const STEP_LEDGE ; 3 const STEP_ICE ; 4 const STEP_TURN ; 5 const STEP_BACK_LEDGE ; 6 const STEP_WALK_IN_PLACE ; 7 HMENURETURN_SCRIPT EQU %10000000 HMENURETURN_ASM EQU %11111111 ; time of day boundaries MORN_HOUR EQU 4 ; 4 AM DAY_HOUR EQU 10 ; 10 AM NITE_HOUR EQU 18 ; 6 PM NOON_HOUR EQU 12 ; 12 PM MAX_HOUR EQU 24 ; 12 AM ; 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 ; significant money values START_MONEY EQU 3000 MOM_MONEY EQU 2300 ; ChangeHappiness arguments (see data/happiness_changes.asm) 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