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TX_END EQU $00
TX_SYMBOL EQU $05
TX_START EQU $06
TX_RAM1 EQU $09
TX_LINE EQU "\n" ; $0a
TX_RAM2 EQU $0B
TX_RAM3 EQU $0C
text EQUS "db TX_START, "
line EQUS "db TX_LINE, "
done EQUS "db TX_END"
charmap "é", "`"
charmap "♂", "$"
charmap "♀", "%"
charmap "”", "\""
; TX_SYMBOL (full-tile icons/symbols loaded at the beginning of v0Tiles2)
; TODO: Use symbols in menus (cursor tile number, tile behind cursor), draw text boxes, WriteByteToBGMap0, etc
; If user-defined functions ever become a thing a symbol(*) syntax would probably be preferred over SYM_*
charmap "<", TX_SYMBOL
const_def
txsymbol SPACE ; $00
txsymbol FIRE ; $01
txsymbol GRASS ; $02
txsymbol LIGHTNING ; $03
txsymbol WATER ; $04
txsymbol FIGHTING ; $05
txsymbol PSYCHIC ; $06
txsymbol COLORLESS ; $07
txsymbol POISONED ; $08
txsymbol ASLEEP ; $09
txsymbol CONFUSED ; $0a
txsymbol PARALYZED ; $0b
txsymbol CURSOR_U ; $0c
txsymbol POKEMON ; $0d
txsymbol UNKNOWN_0E ; $0e
txsymbol CURSOR_R ; $0f
txsymbol HP ; $10
txsymbol Lv ; $11
txsymbol E ; $12
txsymbol No ; $13
txsymbol PLUSPOWER ; $14
txsymbol DEFENDER ; $15
txsymbol HP_OK ; $16
txsymbol HP_NOK ; $17
txsymbol BOX_TOP_L ; $18
txsymbol BOX_TOP_R ; $19
txsymbol BOX_BTM_L ; $1a
txsymbol BOX_BTM_R ; $1b
txsymbol BOX_TOP ; $1c
txsymbol BOX_BOTTOM ; $1d
txsymbol BOX_LEFT ; $1e
txsymbol BOX_RIGHT ; $1f
txsymbol 0 ; $20
txsymbol 1 ; $21
txsymbol 2 ; $22
txsymbol 3 ; $23
txsymbol 4 ; $24
txsymbol 5 ; $25
txsymbol 6 ; $26
txsymbol 7 ; $27
txsymbol 8 ; $28
txsymbol 9 ; $29
txsymbol DOT ; $2a
txsymbol PLUS ; $2b
txsymbol MINUS ; $2c
txsymbol x ; $2d
txsymbol SLASH ; $2e
txsymbol CURSOR_D ; $2f
txsymbol PRIZE ; $30
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