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constants.asm
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_CRYSTAL EQU 1
if _CRYSTAL
VERSION EQU 0
else
VERSION EQU 1
endc
INCLUDE "constants/pokemon_constants.asm"
INCLUDE "constants/move_constants.asm"
INCLUDE "constants/battle_constants.asm"
INCLUDE "constants/map_constants.asm"
INCLUDE "constants/item_constants.asm"
INCLUDE "constants/trainer_constants.asm"
INCLUDE "constants/script_constants.asm"
INCLUDE "constants/event_flags.asm"
INCLUDE "constants/music_constants.asm"
; macros require rst vectors to be defined
FarCall EQU $08
Bankswitch EQU $10
JumpTable EQU $28
dwb: MACRO
dw \1
db \2
ENDM
dbw: MACRO
db \1
dw \2
ENDM
dn: MACRO
db \1 << 4 + \2
ENDM
dt: MACRO ; three-byte (big-endian)
db (\1 >> 16) & $ff
db (\1 >> 8) & $ff
db \1 & $ff
ENDM
bigdw: MACRO ; big-endian word
dw ((\1)/$100) + (((\1)&$ff)*$100)
ENDM
callab: MACRO ; address, bank
ld hl, \1
ld a, BANK(\1)
rst FarCall
ENDM
callba: MACRO ; bank, address
ld a, BANK(\1)
ld hl, \1
rst FarCall
ENDM
TX_RAM: MACRO
db 1
dw \1
ENDM
TX_FAR: MACRO
db $16
dw \1
db BANK(\1)
ENDM
RGB: MACRO
dw ((\3 << 10) | (\2 << 5) | (\1))
ENDM
note: MACRO
db \1
ENDM
; It's better to use *coord than FuncCoord.
FuncCoord: MACRO
Coord = $c4a0 + 20 * \2 + \1
ENDM
bccoord: MACRO
FuncCoord \1, \2
ld bc, Coord
ENDM
decoord: MACRO
FuncCoord \1, \2
ld de, Coord
ENDM
hlcoord: MACRO
FuncCoord \1, \2
ld hl, Coord
ENDM
; pic animations
frame: MACRO
db \1
db \2
ENDM
setrepeat: MACRO
db $fe
db \1
ENDM
dorepeat: MACRO
db $fd
db \1
ENDM
endanim: MACRO
db $ff
ENDM
NONE EQU 0
; types
NORMAL EQU $00
FIGHTING EQU $01
FLYING EQU $02
POISON EQU $03
GROUND EQU $04
ROCK EQU $05
BUG EQU $07
GHOST EQU $08
STEEL EQU $09
CURSE_T EQU $13
FIRE EQU $14
WATER EQU $15
GRASS EQU $16
ELECTRIC EQU $17
PSYCHIC EQU $18
ICE EQU $19
DRAGON EQU $1A
DARK EQU $1B
; egg group constants
MONSTER EQU $01
AMPHIBIAN EQU $02
INSECT EQU $03
AVIAN EQU $04
FIELD EQU $05
FAIRY EQU $06
PLANT EQU $07
HUMANSHAPE EQU $08
INVERTEBRATE EQU $09
INANIMATE EQU $0A
AMORPHOUS EQU $0B
FISH EQU $0C
LADIES_MAN EQU $0D
REPTILE EQU $0E
NO_EGGS EQU $0F
; menu sprites
ICON_POLIWAG EQU $01
ICON_JIGGLYPUFF EQU $02
ICON_DIGLETT EQU $03
ICON_PIKACHU EQU $04
ICON_STARYU EQU $05
ICON_FISH EQU $06
ICON_BIRD EQU $07
ICON_MONSTER EQU $08
ICON_CLEFAIRY EQU $09
ICON_ODDISH EQU $0a
ICON_BUG EQU $0b
ICON_GHOST EQU $0c
ICON_LAPRAS EQU $0d
ICON_HUMANSHAPE EQU $0e
ICON_FOX EQU $0f
ICON_EQUINE EQU $10
ICON_SHELL EQU $11
ICON_BLOB EQU $12
ICON_SERPENT EQU $13
ICON_VOLTORB EQU $14
ICON_SQUIRTLE EQU $15
ICON_BULBASAUR EQU $16
ICON_CHARMANDER EQU $17
ICON_CATERPILLAR EQU $18
ICON_UNOWN EQU $19
ICON_GEODUDE EQU $1a
ICON_FIGHTER EQU $1b
ICON_EGG EQU $1c
ICON_JELLYFISH EQU $1d
ICON_MOTH EQU $1e
ICON_BAT EQU $1f
ICON_SNORLAX EQU $20
ICON_HO_OH EQU $21
ICON_LUGIA EQU $22
ICON_GYARADOS EQU $23
ICON_SLOWPOKE EQU $24
ICON_SUDOWOODO EQU $25
ICON_BIGMON EQU $26
; evolution types
EVOLVE_LEVEL EQU 1
EVOLVE_ITEM EQU 2
EVOLVE_TRADE EQU 3
EVOLVE_HAPPINESS EQU 4
EVOLVE_STAT EQU 5
BASE_HAPPINESS EQU 70
; happiness evolution triggers
HAPPINESS_TO_EVOLVE EQU 220
TR_ANYTIME EQU 1
TR_MORNDAY EQU 2
TR_NITE EQU 3
; stat evolution triggers
ATK_GT_DEF EQU 1
ATK_LT_DEF EQU 2
ATK_EQ_DEF EQU 3
; name length
PLAYER_NAME_LENGTH EQU 8
PKMN_NAME_LENGTH EQU 11
; predefs
PREDEF_FLAG EQU $03
PREDEF_FILLPP EQU $05
PREDEF_ADDPARTYMON EQU $06
PREDEF_FILLSTATS EQU $0C
PREDEF_PRINT_MOVE_DESCRIPTION EQU $11
PREDEF_UPDATE_PLAYER_HUD EQU $12
PREDEF_FILL_BOX EQU $13
PREDEF_UPDATE_ENEMY_HUD EQU $15
PREDEF_FILL_IN_EXP_BAR EQU $17
PREDEF_FILLMOVES EQU $1B
PREDEF_GET_GENDER EQU $24
PREDEF_STATS_SCREEN EQU $25
PREDEF_DRAW_PLAYER_HP EQU $26
PREDEF_DRAW_ENEMY_HP EQU $27
PREDEF_GET_TYPE_NAME EQU $29
PREDEF_PRINT_MOVE_TYPE EQU $2A
PREDEF_PRINT_TYPE EQU $2B
PREDEF_GET_UNOWN_LETTER EQU $2D
PREDEF_LOAD_SGB_LAYOUT EQU $31
PREDEF_CHECK_CONTEST_MON EQU $33
PREDEF_PARTYMON_ITEM_NAME EQU $3B
PREDEF_DECOMPRESS EQU $40
; flag manipulation
RESET_FLAG EQU 0
SET_FLAG EQU 1
CHECK_FLAG EQU 2
; joypad
BUTTONS EQU %00010000
D_PAD EQU %00100000
NO_INPUT EQU %00000000
BUTTON_A EQU %00000001
BUTTON_B EQU %00000010
SELECT EQU %00000100
START EQU %00001000
D_RIGHT EQU %00010000
D_LEFT EQU %00100000
D_UP EQU %01000000
D_DOWN EQU %10000000
; screen
HP_BAR_LENGTH EQU 6
HP_BAR_LENGTH_PX EQU 48
EXP_BAR_LENGTH EQU 8
EXP_BAR_LENGTH_PX EQU 64
SCREEN_WIDTH EQU 20
SCREEN_HEIGHT EQU 18
SCREEN_WIDTH_PX EQU 160
SCREEN_HEIGHT_PX EQU 144
TILE_WIDTH EQU 8
; movement
STEP_SLOW EQU 0
STEP_WALK EQU 1
STEP_BIKE EQU 2
STEP_LEDGE EQU 3
STEP_ICE EQU 4
STEP_TURN EQU 5
STEP_BACK_LEDGE EQU 6
STEP_WALK_IN_PLACE EQU 7