pokecrystal-board/constants/radio_constants.asm
mid-kid e8bc86d1fe Pkmn -> Mon
Since we're aiming for consistency across the codebase, I believe it
includes a uniform way to refer to the creatures this game consists of
in the labels of the code.
The only exceptions to this rule are labels referring to things named
through the use of the <PK><MN> or <PKMN> characters, in which case PKMN
is used.

Most of this was already consistent enoughâ„¢, I just picked the
convention with the most occurences and fixed the outliers.
2018-02-22 17:39:06 +01:00

126 lines
4.2 KiB
NASM

; radio channel ids
; indexes for:
; - RadioChannelSongs (see data/radio/channel_music.asm)
; - PlayRadioShow/RadioJumptable (see engine/radio.asm)
; - RadioChannels (see engine/radio.asm)
const_def
const OAKS_POKEMON_TALK ; 00
const POKEDEX_SHOW ; 01
const POKEMON_MUSIC ; 02
const LUCKY_CHANNEL ; 03
const BUENAS_PASSWORD ; 04
const PLACES_AND_PEOPLE ; 05
const LETS_ALL_SING ; 06
const ROCKET_RADIO ; 07
const POKE_FLUTE_RADIO ; 08
const UNOWN_RADIO ; 09
const EVOLUTION_RADIO ; 0a
; internal indexes for channel segments
const OAKS_POKEMON_TALK_2 ; 0b
const OAKS_POKEMON_TALK_3 ; 0c
const OAKS_POKEMON_TALK_4 ; 0d
const OAKS_POKEMON_TALK_5 ; 0e
const OAKS_POKEMON_TALK_6 ; 0f
const OAKS_POKEMON_TALK_7 ; 10
const OAKS_POKEMON_TALK_8 ; 11
const OAKS_POKEMON_TALK_9 ; 12
const POKEDEX_SHOW_2 ; 13
const POKEDEX_SHOW_3 ; 14
const POKEDEX_SHOW_4 ; 15
const POKEDEX_SHOW_5 ; 16
const POKEMON_MUSIC_2 ; 17
const POKEMON_MUSIC_3 ; 18
const POKEMON_MUSIC_4 ; 19
const POKEMON_MUSIC_5 ; 1a
const POKEMON_MUSIC_6 ; 1b
const POKEMON_MUSIC_7 ; 1c
const LETS_ALL_SING_2 ; 1d
const LUCKY_NUMBER_SHOW_2 ; 1e
const LUCKY_NUMBER_SHOW_3 ; 1f
const LUCKY_NUMBER_SHOW_4 ; 20
const LUCKY_NUMBER_SHOW_5 ; 21
const LUCKY_NUMBER_SHOW_6 ; 22
const LUCKY_NUMBER_SHOW_7 ; 23
const LUCKY_NUMBER_SHOW_8 ; 24
const LUCKY_NUMBER_SHOW_9 ; 25
const LUCKY_NUMBER_SHOW_10 ; 26
const LUCKY_NUMBER_SHOW_11 ; 27
const LUCKY_NUMBER_SHOW_12 ; 28
const LUCKY_NUMBER_SHOW_13 ; 29
const LUCKY_NUMBER_SHOW_14 ; 2a
const LUCKY_NUMBER_SHOW_15 ; 2b
const PLACES_AND_PEOPLE_2 ; 2c
const PLACES_AND_PEOPLE_3 ; 2d
const PLACES_AND_PEOPLE_4 ; 2e
const PLACES_AND_PEOPLE_5 ; 2f
const PLACES_AND_PEOPLE_6 ; 30
const PLACES_AND_PEOPLE_7 ; 31
const ROCKET_RADIO_2 ; 32
const ROCKET_RADIO_3 ; 33
const ROCKET_RADIO_4 ; 34
const ROCKET_RADIO_5 ; 35
const ROCKET_RADIO_6 ; 36
const ROCKET_RADIO_7 ; 37
const ROCKET_RADIO_8 ; 38
const ROCKET_RADIO_9 ; 39
const ROCKET_RADIO_10 ; 3a
const OAKS_POKEMON_TALK_10 ; 3b
const OAKS_POKEMON_TALK_11 ; 3c
const OAKS_POKEMON_TALK_12 ; 3d
const OAKS_POKEMON_TALK_13 ; 3e
const OAKS_POKEMON_TALK_14 ; 3f
const BUENAS_PASSWORD_2 ; 40
const BUENAS_PASSWORD_3 ; 41
const BUENAS_PASSWORD_4 ; 42
const BUENAS_PASSWORD_5 ; 43
const BUENAS_PASSWORD_6 ; 44
const BUENAS_PASSWORD_7 ; 45
const BUENAS_PASSWORD_8 ; 46
const BUENAS_PASSWORD_9 ; 47
const BUENAS_PASSWORD_10 ; 48
const BUENAS_PASSWORD_11 ; 49
const BUENAS_PASSWORD_12 ; 4a
const BUENAS_PASSWORD_13 ; 4b
const BUENAS_PASSWORD_14 ; 4c
const BUENAS_PASSWORD_15 ; 4d
const BUENAS_PASSWORD_16 ; 4e
const BUENAS_PASSWORD_17 ; 4f
const BUENAS_PASSWORD_18 ; 50
const BUENAS_PASSWORD_19 ; 51
const BUENAS_PASSWORD_20 ; 52
const BUENAS_PASSWORD_21 ; 53
const RADIO_SCROLL ; 54
const POKEDEX_SHOW_6 ; 55
const POKEDEX_SHOW_7 ; 56
const POKEDEX_SHOW_8 ; 57
; PlayRadio.StationPointers indexes (see engine/pokegear.asm)
const_def
const MAPRADIO_POKEMON_CHANNEL
const MAPRADIO_OAKS_POKEMON_TALK
const MAPRADIO_POKEDEX_SHOW
const MAPRADIO_POKEMON_MUSIC
const MAPRADIO_LUCKY_CHANNEL
const MAPRADIO_UNOWN
const MAPRADIO_PLACES_PEOPLE
const MAPRADIO_LETS_ALL_SING
const MAPRADIO_ROCKET
; These tables in engine/radio.asm are all sized to a power of 2
; so there's no need for a rejection sampling loop
NUM_OAKS_POKEMON_TALK_ADVERBS EQU 16 ; OaksPKMNTalk8.Adverbs
NUM_OAKS_POKEMON_TALK_ADJECTIVES EQU 16 ; OaksPKMNTalk9.Adjectives
NUM_PNP_PEOPLE_ADJECTIVES EQU 16 ; PeoplePlaces5.Adjectives
NUM_PNP_PLACES_ADJECTIVES EQU 16 ; PeoplePlaces7.Adjectives
; BuenasPasswordTable sizes (see data/radio/buenas_passwords.asm)
NUM_PASSWORD_CATEGORIES EQU 11
NUM_PASSWORDS_PER_CATEGORY EQU 3
; GetBuenasPassword.StringFunctionJumpTable indexes (see engine/radio.asm)
const_def
const BUENA_MON
const BUENA_ITEM
const BUENA_MOVE
const BUENA_STRING