mirror of https://github.com/pret/pokecrystal.git
318 lines
5.0 KiB
NASM
318 lines
5.0 KiB
NASM
_CRYSTAL EQU 1
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INCLUDE "constants/pokemon_constants.asm"
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INCLUDE "constants/move_constants.asm"
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INCLUDE "constants/battle_constants.asm"
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INCLUDE "constants/map_constants.asm"
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INCLUDE "constants/item_constants.asm"
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INCLUDE "constants/trainer_constants.asm"
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INCLUDE "constants/script_constants.asm"
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INCLUDE "constants/music_constants.asm"
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; rst vectors
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FarCall EQU $08
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Bankswitch EQU $10
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dwb: MACRO
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dw \1
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db \2
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ENDM
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dbw: MACRO
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db \1
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dw \2
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ENDM
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dn: MACRO
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db \1 << 4 + \2
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ENDM
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bigdw: MACRO ; big-endian word
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dw ((\1)/$100) + (((\1)&$ff)*$100)
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ENDM
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callab: MACRO ; address, bank
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ld hl, \1
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ld a, BANK(\1)
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rst FarCall
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ENDM
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callba: MACRO ; bank, address
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ld a, BANK(\1)
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ld hl, \1
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rst FarCall
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ENDM
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TX_RAM: MACRO
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db 1
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dw \1
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ENDM
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TX_FAR: MACRO
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db $16
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dw \1
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db BANK(\1)
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ENDM
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RGB: MACRO
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dw ((\3 << 10) | (\2 << 5) | (\1))
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ENDM
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note: MACRO
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db \1
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ENDM
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; It's better to use *coord than FuncCoord.
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FuncCoord: MACRO
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Coord = $c4a0 + 20 * \2 + \1
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ENDM
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bccoord: MACRO
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FuncCoord \1, \2
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ld bc, Coord
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ENDM
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decoord: MACRO
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FuncCoord \1, \2
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ld de, Coord
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ENDM
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hlcoord: MACRO
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FuncCoord \1, \2
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ld hl, Coord
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ENDM
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; pic animations
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frame: MACRO
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db \1
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db \2
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ENDM
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setrepeat: MACRO
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db $fe
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db \1
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ENDM
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dorepeat: MACRO
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db $fd
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db \1
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ENDM
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endanim: MACRO
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db $ff
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ENDM
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NONE EQU 0
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; types
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NORMAL EQU $00
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FIGHTING EQU $01
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FLYING EQU $02
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POISON EQU $03
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GROUND EQU $04
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ROCK EQU $05
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BUG EQU $07
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GHOST EQU $08
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STEEL EQU $09
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CURSE_T EQU $13
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FIRE EQU $14
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WATER EQU $15
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GRASS EQU $16
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ELECTRIC EQU $17
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PSYCHIC EQU $18
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ICE EQU $19
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DRAGON EQU $1A
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DARK EQU $1B
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; egg group constants
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MONSTER EQU $01
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AMPHIBIAN EQU $02
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INSECT EQU $03
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AVIAN EQU $04
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FIELD EQU $05
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FAIRY EQU $06
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PLANT EQU $07
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HUMANSHAPE EQU $08
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INVERTEBRATE EQU $09
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INANIMATE EQU $0A
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AMORPHOUS EQU $0B
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FISH EQU $0C
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LADIES_MAN EQU $0D
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REPTILE EQU $0E
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NO_EGGS EQU $0F
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; menu sprites
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ICON_POLIWAG EQU $01
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ICON_JIGGLYPUFF EQU $02
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ICON_DIGLETT EQU $03
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ICON_PIKACHU EQU $04
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ICON_STARYU EQU $05
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ICON_FISH EQU $06
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ICON_BIRD EQU $07
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ICON_MONSTER EQU $08
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ICON_CLEFAIRY EQU $09
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ICON_ODDISH EQU $0a
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ICON_BUG EQU $0b
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ICON_GHOST EQU $0c
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ICON_LAPRAS EQU $0d
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ICON_HUMANSHAPE EQU $0e
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ICON_FOX EQU $0f
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ICON_EQUINE EQU $10
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ICON_SHELL EQU $11
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ICON_BLOB EQU $12
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ICON_SERPENT EQU $13
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ICON_VOLTORB EQU $14
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ICON_SQUIRTLE EQU $15
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ICON_BULBASAUR EQU $16
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ICON_CHARMANDER EQU $17
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ICON_CATERPILLAR EQU $18
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ICON_UNOWN EQU $19
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ICON_GEODUDE EQU $1a
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ICON_FIGHTER EQU $1b
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ICON_EGG EQU $1c
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ICON_JELLYFISH EQU $1d
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ICON_MOTH EQU $1e
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ICON_BAT EQU $1f
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ICON_SNORLAX EQU $20
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ICON_HO_OH EQU $21
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ICON_LUGIA EQU $22
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ICON_GYARADOS EQU $23
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ICON_SLOWPOKE EQU $24
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ICON_SUDOWOODO EQU $25
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ICON_BIGMON EQU $26
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; days of the week
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SUNDAY EQU 0
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MONDAY EQU 1
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TUESDAY EQU 2
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WEDNESDAY EQU 3
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THURSDAY EQU 4
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FRIDAY EQU 5
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SATURDAY EQU 6
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; time of day
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MORN EQU 0
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DAY EQU 1
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NITE EQU 2
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DARKNESS EQU 3
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; evolution types
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EVOLVE_LEVEL EQU 1
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EVOLVE_ITEM EQU 2
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EVOLVE_TRADE EQU 3
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EVOLVE_HAPPINESS EQU 4
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EVOLVE_STAT EQU 5
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BASE_HAPPINESS EQU 70
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; happiness evolution triggers
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HAPPINESS_TO_EVOLVE EQU 220
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TR_ANYTIME EQU 1
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TR_MORNDAY EQU 2
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TR_NITE EQU 3
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; stat evolution triggers
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ATK_GT_DEF EQU 1
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ATK_LT_DEF EQU 2
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ATK_EQ_DEF EQU 3
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; main menu
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CONTINUE EQU 0
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NEW_GAME EQU 1
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OPTION EQU 2
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MYSTERY_GIFT EQU 3
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MOBILE EQU 4
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MOBILE_STUDIUM EQU 5
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; kris's pc menu items
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WITHDRAW_ITEM EQU 0
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DEPOSIT_ITEM EQU 1
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TOSS_ITEM EQU 2
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MAIL_BOX EQU 3
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DECORATION EQU 4
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TURN_OFF EQU 5
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LOG_OFF EQU 6
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; name length
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PLAYER_NAME_LENGTH EQU 8
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PKMN_NAME_LENGTH EQU 11
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; predefs
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PREDEF_FLAG EQU $03
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PREDEF_FILLPP EQU $05
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PREDEF_ADDPARTYMON EQU $06
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PREDEF_FILLSTATS EQU $0C
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PREDEF_FILLMOVES EQU $1B
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PREDEF_GETUNOWNLETTER EQU $2D
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PREDEF_DECOMPRESS EQU $40
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; flag manipulation
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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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; player states
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PLAYER_NORMAL EQU 0
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PLAYER_BIKE EQU 1
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PLAYER_SLIP EQU 2
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PLAYER_SURF EQU 4
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PLAYER_SURF_PIKA EQU 8
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; joypad
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BUTTONS EQU %00010000
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D_PAD EQU %00100000
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AUTO_INPUT EQU $ff
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NO_INPUT EQU %00000000
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BUTTON_A EQU %00000001
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BUTTON_B EQU %00000010
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SELECT EQU %00000100
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START EQU %00001000
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D_RIGHT EQU %00010000
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D_LEFT EQU %00100000
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D_UP EQU %01000000
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D_DOWN EQU %10000000
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; movement
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STANDING EQU -1
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DOWN EQU 0
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UP EQU 1
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LEFT EQU 2
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RIGHT EQU 3
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STEP_SLOW EQU 0
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STEP_WALK EQU 1
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STEP_BIKE EQU 2
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STEP_LEDGE EQU 3
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STEP_ICE EQU 4
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STEP_TURN EQU 5
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STEP_BACK_LEDGE EQU 6
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STEP_WALK_IN_PLACE EQU 7
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; facing
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FACE_CURRENT EQU 0
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FACE_DOWN EQU 8
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FACE_UP EQU 4
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FACE_LEFT EQU 2
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FACE_RIGHT EQU 1
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; Provisional wram bank 5 labels:
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; 8 4-color palettes
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Unkn1Pals EQU $d000
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Unkn2Pals EQU $d040
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BGPals EQU $d080
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OBPals EQU $d0c0
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