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NONE EQU 0
PARTY_LENGTH EQU 6
MAX_ITEMS EQU 20
MAX_BALLS EQU 12
MAX_KEY_ITEMS EQU 25
MAX_PC_ITEMS EQU 50
; strings
PLAYER_NAME_LENGTH EQU 8
PKMN_NAME_LENGTH EQU 11
MOVE_NAME_LENGTH EQU 13
ITEM_NAME_LENGTH EQU 13
TRAINER_CLASS_NAME_LENGTH EQU 13
NAME_LENGTH EQU 11
LV_CHAR EQU $6e
; GetName types
PKMN_NAME EQU 1
MOVE_NAME EQU 2
ITEM_NAME EQU 4
PARTY_OT_NAME EQU 5
ENEMY_OT_NAME EQU 6
TRAINER_NAME EQU 7
; hp
HP_GREEN EQU 0
HP_YELLOW EQU 1
HP_RED EQU 2
; boxes
MONS_PER_BOX EQU 20
NUM_BOXES EQU 14
; hall of fame
HOF_MON_LENGTH = 1 + 2 + 2 + 1 + (PKMN_NAME_LENGTH +- 1) ; species, id, dvs, level, nick
HOF_LENGTH = 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; win count, party, terminator
NUM_HOF_TEAMS = 30
; flag manipulation
RESET_FLAG EQU 0
SET_FLAG EQU 1
CHECK_FLAG EQU 2
; joypad
NO_INPUT EQU %00000000
A_BUTTON EQU %00000001
B_BUTTON EQU %00000010
SELECT EQU %00000100
START EQU %00001000
D_RIGHT EQU %00010000
D_LEFT EQU %00100000
D_UP EQU %01000000
D_DOWN EQU %10000000
BUTTONS EQU A_BUTTON | B_BUTTON | SELECT | START
D_PAD EQU D_RIGHT | D_LEFT | D_UP | D_DOWN
R_DPAD EQU %00100000
R_BUTTONS EQU %00010000
; screen
HP_BAR_LENGTH EQU 6
HP_BAR_LENGTH_PX EQU HP_BAR_LENGTH * 8
EXP_BAR_LENGTH EQU 8
EXP_BAR_LENGTH_PX EQU EXP_BAR_LENGTH * 8
SCREEN_WIDTH EQU 20
SCREEN_HEIGHT EQU 18
SCREEN_WIDTH_PX EQU 160
SCREEN_HEIGHT_PX EQU 144
BG_MAP_WIDTH EQU 32
BG_MAP_HEIGHT EQU 32
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
; ai
CONTEXT_USE_F EQU 6
UNKNOWN_USE_F EQU 5
ALWAYS_USE_F EQU 4
SWITCH_SOMETIMES_F EQU 2
SWITCH_RARELY_F EQU 1
SWITCH_OFTEN_F EQU 0
CONTEXT_USE EQU 1 << CONTEXT_USE_F
UNKNOWN_USE EQU 1 << UNKNOWN_USE_F
ALWAYS_USE EQU 1 << ALWAYS_USE_F
SWITCH_SOMETIMES EQU 1 << SWITCH_SOMETIMES_F
SWITCH_RARELY EQU 1 << SWITCH_RARELY_F
SWITCH_OFTEN EQU 1 << SWITCH_OFTEN_F
SPRITE_GFX_LIST_CAPACITY EQU $20
const_value = 1
const MOM_ITEM
const MOM_DOLL
BATTLETOWER_PKMNSTRUCTLENGTH EQU $30
BATTLETOWER_NROFPKMNS EQU 3
BATTLETOWER_TRAINERDATALENGTH EQU $24
BATTLETOWER_NROFTRAINERS EQU 7
NUM_WILDMONS_PER_AREA_TIME_OF_DAY EQU 7
WILDMON_GRASS_STRUCTURE_LENGTH EQU 2 + 3 * (1 + 2 * NUM_WILDMONS_PER_AREA_TIME_OF_DAY)
PRINTNUM_MONEY_F EQU 5
PRINTNUM_RIGHTALIGN_F EQU 6
PRINTNUM_LEADINGZEROS_F EQU 7
PRINTNUM_MONEY EQU 1 << PRINTNUM_MONEY_F
PRINTNUM_RIGHTALIGN EQU 1 << PRINTNUM_RIGHTALIGN_F
PRINTNUM_LEADINGZEROS EQU 1 << PRINTNUM_LEADINGZEROS_F
const_value = 1
const HAPPINESS_GAINLEVEL ; 01
const HAPPINESS_USEDITEM ; 02
const HAPPINESS_USEDXITEM ; 03
const HAPPINESS_GYMBATTLE ; 04
const HAPPINESS_LEARNMOVE ; 05
const HAPPINESS_FAINTED ; 06
const HAPPINESS_POISONFAINT ; 07
const HAPPINESS_BEATENBYSTRONGFOE ; 08
const HAPPINESS_YOUNGCUT1 ; 09
const HAPPINESS_YOUNGCUT2 ; 0a
const HAPPINESS_YOUNGCUT3 ; 0b
const HAPPINESS_OLDERCUT1 ; 0c
const HAPPINESS_OLDERCUT2 ; 0d
const HAPPINESS_OLDERCUT3 ; 0e
const HAPPINESS_BITTERPOWDER ; 0f
const HAPPINESS_ENERGYROOT ; 10
const HAPPINESS_REVIVALHERB ; 11
const HAPPINESS_MASSAGE ; 12
const HAPPINESS_GAINLEVELATHOME ; 13
const_def
const LINK_NULL
const LINK_TIMECAPSULE
const LINK_TRADECENTER
const LINK_COLOSSEUM
const LINK_MOBILE
HMENURETURN_SCRIPT EQU %10000000
HMENURETURN_ASM EQU %11111111
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