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path: root/constants/misc_constants.asm
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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