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https://gitlab.com/xCrystal/pokecrystal-board.git
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7cef012335
Use local labels for "End"ings
186 lines
4.5 KiB
NASM
186 lines
4.5 KiB
NASM
GROUP_N_A EQU -1
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MAP_N_A EQU -1
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GROUP_NONE EQU 0
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MAP_NONE EQU 0
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; map header struct members (see data/maps/definitions.asm)
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const_def
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const MAPDEF_MAPDATA_BANK ; 0
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const MAPDEF_TILESET ; 1
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const MAPDEF_ENVIRONMENT ; 2
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const MAPDEF_MAPDATA ; 3
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const MAPDEF_MAPDATA_HI ; 4
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const MAPDEF_LOCATION ; 5
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const MAPDEF_MUSIC ; 6
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const MAPDEF_PALETTE ; 7
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const MAPDEF_FISHGROUP ; 8
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NUM_MAPDEF_ATTRIBUTES EQU const_value
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; map environments (wEnvironment)
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const_value set 1
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const TOWN
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const ROUTE
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const INDOOR
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const CAVE
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const ENVIRONMENT_5
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const GATE
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const DUNGEON
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; map palettes (wEnvironment)
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const_def
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const PALETTE_AUTO
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const PALETTE_DAY
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const PALETTE_NITE
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const PALETTE_MORN
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const PALETTE_DARK
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; fish groups
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const_def
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const FISHGROUP_NONE
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const FISHGROUP_SHORE
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const FISHGROUP_OCEAN
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const FISHGROUP_LAKE
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const FISHGROUP_POND
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const FISHGROUP_DRATINI
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const FISHGROUP_QWILFISH_SWARM
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const FISHGROUP_REMORAID_SWARM
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const FISHGROUP_GYARADOS
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const FISHGROUP_DRATINI_2
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const FISHGROUP_WHIRL_ISLANDS
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const FISHGROUP_QWILFISH
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const FISHGROUP_REMORAID
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const FISHGROUP_QWILFISH_NO_SWARM
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; connection directions (see data/maps/data.asm)
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const_def
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const EAST_F
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const WEST_F
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const SOUTH_F
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const NORTH_F
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; MapConnections
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const_def
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shift_const EAST
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shift_const WEST
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shift_const SOUTH
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shift_const NORTH
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; SpawnPoints indexes (see data/maps/spawn_points.asm)
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const_value = -1
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const SPAWN_N_A
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const SPAWN_HOME
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const SPAWN_DEBUG
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; kanto
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const SPAWN_PALLET
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const SPAWN_VIRIDIAN
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const SPAWN_PEWTER
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const SPAWN_CERULEAN
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const SPAWN_ROCK_TUNNEL
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const SPAWN_VERMILION
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const SPAWN_LAVENDER
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const SPAWN_SAFFRON
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const SPAWN_CELADON
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const SPAWN_FUCHSIA
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const SPAWN_CINNABAR
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const SPAWN_INDIGO
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; johto
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const SPAWN_NEW_BARK
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const SPAWN_CHERRYGROVE
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const SPAWN_VIOLET
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const SPAWN_UNION_CAVE
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const SPAWN_AZALEA
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const SPAWN_CIANWOOD
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const SPAWN_GOLDENROD
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const SPAWN_OLIVINE
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const SPAWN_ECRUTEAK
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const SPAWN_MAHOGANY
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const SPAWN_LAKE_OF_RAGE
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const SPAWN_BLACKTHORN
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const SPAWN_MT_SILVER
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const SPAWN_FAST_SHIP
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NUM_SPAWNS EQU const_value
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; outdoor sprite limits (see engine/overworld.asm)
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MAX_OUTDOOR_SPRITES EQU 23
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SPRITE_GFX_LIST_CAPACITY EQU $20
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; map_object struct members (see macros/wram.asm)
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const_def
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const MAPOBJECT_OBJECT_STRUCT_ID ; 0
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const MAPOBJECT_SPRITE ; 1
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const MAPOBJECT_Y_COORD ; 2
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const MAPOBJECT_X_COORD ; 3
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const MAPOBJECT_MOVEMENT ; 4
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const MAPOBJECT_RADIUS ; 5
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const MAPOBJECT_HOUR ; 6
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const MAPOBJECT_TIMEOFDAY ; 7
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const MAPOBJECT_COLOR ; 8
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const MAPOBJECT_RANGE ; 9
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const MAPOBJECT_SCRIPT_POINTER ; a
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const MAPOBJECT_POINTER_HI ; b
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const MAPOBJECT_EVENT_FLAG ; c
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const MAPOBJECT_FLAG_HI ; d
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const MAPOBJECT_E ; unused
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const MAPOBJECT_F ; unused
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OBJECT_LENGTH EQU const_value
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MAPOBJECT_SCREEN_HEIGHT EQU 11
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MAPOBJECT_SCREEN_WIDTH EQU 12
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; object_struct members (see macros/wram.asm)
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const_def
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const OBJECT_SPRITE ; 00
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const OBJECT_MAP_OBJECT_INDEX ; 01
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const OBJECT_SPRITE_TILE ; 02
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const OBJECT_MOVEMENTTYPE ; 03
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const OBJECT_FLAGS1 ; 04
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const OBJECT_FLAGS2 ; 05
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const OBJECT_PALETTE ; 06
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const OBJECT_DIRECTION_WALKING ; 07
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const OBJECT_FACING ; 08
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const OBJECT_STEP_TYPE ; 09
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const OBJECT_STEP_DURATION ; 0a
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const OBJECT_ACTION ; 0b
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const OBJECT_STEP_FRAME ; 0c
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const OBJECT_FACING_STEP ; 0d
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const OBJECT_NEXT_TILE ; 0e
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const OBJECT_STANDING_TILE ; 0f
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const OBJECT_NEXT_MAP_X ; 10
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const OBJECT_NEXT_MAP_Y ; 11
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const OBJECT_MAP_X ; 12
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const OBJECT_MAP_Y ; 13
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const OBJECT_INIT_X ; 14
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const OBJECT_INIT_Y ; 15
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const OBJECT_RADIUS ; 16
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const OBJECT_SPRITE_X ; 17
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const OBJECT_SPRITE_Y ; 18
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const OBJECT_SPRITE_X_OFFSET ; 19
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const OBJECT_SPRITE_Y_OFFSET ; 1a
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const OBJECT_MOVEMENT_BYTE_INDEX ; 1b
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const OBJECT_1C ; 1c
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const OBJECT_1D ; 1d
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const OBJECT_1E ; 1e
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const OBJECT_1F ; 1f
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const OBJECT_RANGE ; 20
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; 21-27 are not used
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OBJECT_STRUCT_LENGTH EQU 40
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NUM_OBJECT_STRUCTS EQU 13 ; see ObjectStructs
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; object_struct OBJECT_FACING values
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OW_DOWN EQU DOWN << 2
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OW_UP EQU UP << 2
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OW_LEFT EQU LEFT << 2
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OW_RIGHT EQU RIGHT << 2
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; object_struct OBJECT_FLAGS1 bit flags
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INVISIBLE EQU 0
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FIXED_FACING EQU 2
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SLIDING EQU 3
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EMOTE_OBJECT EQU 7
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