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https://gitlab.com/xCrystal/pokecrystal-board.git
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7d4486e6a3
engine/routines/ stores isolated out-of-context routines as individual files. It might be preferable later to append them to their related engine/ files in unique little SECTIONs, relying on the linkerscript to place them appropriately; or some other organization method. In the meantime, they're now easily findable apart from main.asm's other content.
121 lines
2.8 KiB
NASM
121 lines
2.8 KiB
NASM
; Boolean checks
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FALSE EQU 0
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TRUE EQU 1
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; genders
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MALE EQU 0
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FEMALE EQU 1
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; FlagAction arguments (see home/flag.asm)
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RESET_FLAG EQU 0
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SET_FLAG EQU 1
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CHECK_FLAG EQU 2
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; GetHPPal return values (see home.asm)
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HP_GREEN EQU 0
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HP_YELLOW EQU 1
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HP_RED EQU 2
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; name lengths
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NAME_LENGTH EQU 11
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PLAYER_NAME_LENGTH EQU 8
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BOX_NAME_LENGTH EQU 9
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PKMN_NAME_LENGTH EQU 11
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MOVE_NAME_LENGTH EQU 13
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ITEM_NAME_LENGTH EQU 13
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TRAINER_CLASS_NAME_LENGTH EQU 13
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NAME_LENGTH_JAPANESE EQU 6
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; GetName types (see home/names.asm)
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PKMN_NAME EQU 1
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MOVE_NAME EQU 2
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; dummied out EQU 3
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ITEM_NAME EQU 4
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PARTY_OT_NAME EQU 5
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ENEMY_OT_NAME EQU 6
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TRAINER_NAME EQU 7
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; broken ptr EQU 8
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; printing text
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const_value set 5
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const PRINTNUM_MONEY_F ; 5
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const PRINTNUM_RIGHTALIGN_F ; 6
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const PRINTNUM_LEADINGZEROS_F ; 7
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; PrintNum arguments (see engine/printnum.asm)
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PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F
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PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F
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PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F
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; DoPlayerMovement.DoStep arguments (see engine/player_movement.asm)
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const_def
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const STEP_SLOW ; 0
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const STEP_WALK ; 1
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const STEP_BIKE ; 2
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const STEP_LEDGE ; 3
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const STEP_ICE ; 4
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const STEP_TURN ; 5
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const STEP_BACK_LEDGE ; 6
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const STEP_WALK_IN_PLACE ; 7
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; hMenuReturn
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HMENURETURN_SCRIPT EQU %10000000
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HMENURETURN_ASM EQU %11111111
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; save file corruption check values
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SAVE_CHECK_VALUE_1 EQU 99
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SAVE_CHECK_VALUE_2 EQU 127
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; time of day boundaries
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MORN_HOUR EQU 4 ; 4 AM
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DAY_HOUR EQU 10 ; 10 AM
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NITE_HOUR EQU 18 ; 6 PM
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NOON_HOUR EQU 12 ; 12 PM
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MAX_HOUR EQU 24 ; 12 AM
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; boxes
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MONS_PER_BOX EQU 20
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NUM_BOXES EQU 14
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; hall of fame
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HOF_MON_LENGTH = 1 + 2 + 2 + 1 + (PKMN_NAME_LENGTH +- 1) ; species, id, dvs, level, nick
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HOF_LENGTH = 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; win count, party, terminator
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NUM_HOF_TEAMS = 30
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; significant money values
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START_MONEY EQU 3000
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MOM_MONEY EQU 2300
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MAX_MONEY EQU 999999
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MAX_COINS EQU 9999
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; ChangeHappiness arguments (see data/happiness_changes.asm)
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const_value = 1
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const HAPPINESS_GAINLEVEL ; 01
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const HAPPINESS_USEDITEM ; 02
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const HAPPINESS_USEDXITEM ; 03
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const HAPPINESS_GYMBATTLE ; 04
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const HAPPINESS_LEARNMOVE ; 05
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const HAPPINESS_FAINTED ; 06
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const HAPPINESS_POISONFAINT ; 07
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const HAPPINESS_BEATENBYSTRONGFOE ; 08
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const HAPPINESS_YOUNGCUT1 ; 09
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const HAPPINESS_YOUNGCUT2 ; 0a
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const HAPPINESS_YOUNGCUT3 ; 0b
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const HAPPINESS_OLDERCUT1 ; 0c
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const HAPPINESS_OLDERCUT2 ; 0d
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const HAPPINESS_OLDERCUT3 ; 0e
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const HAPPINESS_BITTERPOWDER ; 0f
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const HAPPINESS_ENERGYROOT ; 10
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const HAPPINESS_REVIVALHERB ; 11
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const HAPPINESS_MASSAGE ; 12
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const HAPPINESS_GAINLEVELATHOME ; 13
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