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.include "asm/macros/function.s"
.include "asm/macros/event.s"
.include "asm/macros/pokemon_data.s"
.include "asm/macros/ec.s"
.include "asm/macros/map.s"
.include "asm/macros/field_effect_script.s"
.macro region_map_entry x, y, width, height, name
.byte \x
.byte \y
.byte \width
.byte \height
.4byte gMapName_\name
.endm
.macro obj_tiles address, uncompressed_size, tag = 0
.4byte \address
.2byte \uncompressed_size
.2byte \tag
.endm
.macro obj_pal address, tag
.4byte \address
.2byte \tag
.2byte 0; padding
.endm
.macro zero_fill count
.fill \count
.endm
; Berry trees have a table defining the palette slot used for each of their 5
; stages. However, the first 2 stages always use the same slots regardless of
; the type of tree and the slots of the last 3 stages always equal each other.
.macro berry_tree_palette_slot_table slot
.byte 3, 4, \slot, \slot, \slot
.endm
.macro sprite_oam x, y, priority, tile_num_offset, size
.byte \x
.byte \y
.2byte ((\priority) << 14) | ((\tile_num_offset) << 4) | SPRITE_SIZE_\size
.endm
.macro obj_image_anim_frame pic_id, duration, flags = 0
.2byte \pic_id
.byte (\flags) | (\duration)
.byte 0 ; padding
.endm
.macro obj_image_anim_loop count
.2byte 0xfffd
.byte \count
.byte 0 ; padding
.endm
.macro obj_image_anim_jump target_index
.2byte 0xfffe
.byte \target_index
.byte 0 ; padding
.endm
.macro obj_image_anim_end
.2byte 0xffff
.2byte 0 ; padding
.endm
.macro obj_rot_scal_anim_frame delta_x_scale, delta_y_scale, delta_angle, duration
.2byte \delta_x_scale
.2byte \delta_y_scale
.byte \delta_angle
.byte \duration
.2byte 0 ; padding
.endm
.macro obj_rot_scal_anim_loop count
.2byte 0x7ffd
.2byte \count
.4byte 0 ; padding
.endm
.macro obj_rot_scal_anim_jump target_index
.2byte 0x7ffe
.2byte \target_index
.4byte 0 ; padding
.endm
.macro obj_rot_scal_anim_end
.2byte 0x7fff
.fill 6 ; padding
.endm
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