_CRYSTAL EQU 1 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/music_constants.asm" ; rst vectors FarCall EQU $08 Bankswitch EQU $10 dwb: MACRO dw \1 db \2 ENDM dbw: MACRO db \1 dw \2 ENDM dn: MACRO db \1 << 4 + \2 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_FILLMOVES EQU $1B PREDEF_GETUNOWNLETTER EQU $2D 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 ; 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