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path: root/constants/misc_constants.asm
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; Boolean checks
FALSE EQU 0
TRUE  EQU 1

; genders
MALE   EQU 0
FEMALE EQU 1

; FlagAction arguments (see home/flag.asm)
RESET_FLAG EQU 0
SET_FLAG   EQU 1
CHECK_FLAG EQU 2

; GetHPPal return values (see home.asm)
HP_GREEN  EQU 0
HP_YELLOW EQU 1
HP_RED    EQU 2


; name lengths
NAME_LENGTH        EQU 11
PLAYER_NAME_LENGTH EQU 8
BOX_NAME_LENGTH    EQU 9
PKMN_NAME_LENGTH   EQU 11
MOVE_NAME_LENGTH   EQU 13
ITEM_NAME_LENGTH   EQU 13
TRAINER_CLASS_NAME_LENGTH EQU 13

; GetName types (see home.asm)
PKMN_NAME     EQU 1
MOVE_NAME     EQU 2
; dummied out EQU 3
ITEM_NAME     EQU 4
PARTY_OT_NAME EQU 5
ENEMY_OT_NAME EQU 6
TRAINER_NAME  EQU 7
; broken ptr  EQU 8


; 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


; joypad

	const_def
	const A_BUTTON_F
	const B_BUTTON_F
	const SELECT_F
	const START_F
	const D_RIGHT_F
	const D_LEFT_F
	const D_UP_F
	const D_DOWN_F

NO_INPUT   EQU %00000000
A_BUTTON   EQU 1 << A_BUTTON_F
B_BUTTON   EQU 1 << B_BUTTON_F
SELECT     EQU 1 << SELECT_F
START      EQU 1 << START_F
D_RIGHT    EQU 1 << D_RIGHT_F
D_LEFT     EQU 1 << D_LEFT_F
D_UP       EQU 1 << D_UP_F
D_DOWN     EQU 1 << D_DOWN_F

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 SCREEN_WIDTH * 8
SCREEN_HEIGHT_PX EQU SCREEN_HEIGHT * 8

BG_MAP_WIDTH  EQU 32
BG_MAP_HEIGHT EQU 32
WMISC_WIDTH   EQU 6 * 4
WMISC_HEIGHT  EQU 5 * 4

TILE_WIDTH EQU 8


; printing text

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


; movement
	const_def
	const STEP_SLOW          ; 0
	const STEP_WALK          ; 1
	const STEP_BIKE          ; 2
	const STEP_LEDGE         ; 3
	const STEP_ICE           ; 4
	const STEP_TURN          ; 5
	const STEP_BACK_LEDGE    ; 6
	const STEP_WALK_IN_PLACE ; 7


; ChangeHappiness arguments (see event/happiness_egg.asm)
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        ; 0
	const LINK_TIMECAPSULE ; 1
	const LINK_TRADECENTER ; 2
	const LINK_COLOSSEUM   ; 3
	const LINK_MOBILE      ; 4

SERIAL_TIMECAPSULE EQU $60
SERIAL_TRADECENTER EQU $70
SERIAL_BATTLE      EQU $80


HMENURETURN_SCRIPT EQU %10000000
HMENURETURN_ASM    EQU %11111111