mirror of https://github.com/pret/pokecrystal.git
109 lines
2.1 KiB
NASM
109 lines
2.1 KiB
NASM
map: MACRO
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;\1: map id
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db GROUP_\1, MAP_\1
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ENDM
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scene_script: MACRO
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;\1: script pointer
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dw \1, 0
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ENDM
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warp_def: MACRO
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;\1: x: left to right, starts at 0
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;\2: y: top to bottom, starts at 0
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;\3: warp destination: starts at 1
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;\4: map id: from constants/map_constants.asm
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db \2, \1, \3
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map \4
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ENDM
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coord_event: MACRO
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;\1: x: left to right, starts at 0
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;\2: y: top to bottom, starts at 0
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;\3: scene id: controlled by setscene/setmapscene
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;\4: script pointer
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db \3, \2, \1, $0
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dw \4
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db $0, $0
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ENDM
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bg_event: MACRO
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;\1: x: left to right, starts at 0
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;\2: y: top to bottom, starts at 0
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;\3: function: a BGEVENT_* constant
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;\4: script pointer
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db \2, \1, \3
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dw \4
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ENDM
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object_event: MACRO
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;\1: x: left to right, starts at 0
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;\2: y: top to bottom, starts at 0
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;\3: sprite: a SPRITE_* constant
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;\4: movement function: a SPRITEMOVEDATA_* constant
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;\5, \6: movement radius: x, y
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;\7, \8: hour limits: h1, h2 (0-23)
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; * if h1 < h2, the object_event will only appear from h1 to h2
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; * if h1 > h2, the object_event will not appear from h2 to h1
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; * if h1 == h2, the object_event will always appear
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; * if h1 == -1, h2 is treated as a time-of-day value:
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; a combo of MORN, DAY, and/or NITE, or -1 to always appear
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;\9: color: a PAL_NPC_* constant, or 0 for sprite default
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;\10: function: a OBJECTTYPE_* constant
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;\11: sight range: applies to OBJECTTYPE_TRAINER
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;\12: script pointer
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;\13: event flag: an EVENT_* constant, or -1 to always appear
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db \3, \2 + 4, \1 + 4, \4
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dn \6, \5
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db \7, \8
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shift
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dn \8, \9
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shift
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db \9
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shift
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dw \9
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shift
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dw \9
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ENDM
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trainer: MACRO
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;\1: flag: an EVENT_BEAT_* constant
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;\2: trainer group
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;\3: trainer id
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;\4: seen text
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;\5: win text
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;\6: loss text
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;\7: after-battle text
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dw \1
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db \2, \3
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dw \4, \5, \6, \7
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ENDM
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itemball: MACRO
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;\1: item: from constants/item_constants.asm
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;\2: quantity: default 1
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if _NARG == 2
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db \1, \2
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else
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db \1, 1
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endc
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ENDM
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elevfloor: MACRO
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;\1: floor: a FLOOR_* constant
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;\2: warp destination: starts at 1
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;\3: map id
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db \1, \2
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map \3
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ENDM
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stonetable: MACRO
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;\1: warp id
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;\2: object_event id
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;\3: script pointer
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db \1, \2
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dw \3
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ENDM
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