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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
txsymbol FIRE
txsymbol GRASS
txsymbol LIGHTNING
txsymbol WATER
txsymbol FIGHTING
txsymbol PSYCHIC
txsymbol COLORLESS
txsymbol POISONED
txsymbol ASLEEP
txsymbol CONFUSED
txsymbol PARALYZED
txsymbol CURSOR_U
txsymbol POKEMON
txsymbol UNKNOWN_0E
txsymbol CURSOR_R
txsymbol HP
txsymbol Lv
txsymbol E
txsymbol No
txsymbol PLUSPOWER
txsymbol DEFENDER
txsymbol HP_OK
txsymbol HP_NOK
txsymbol BOX_TOP_L
txsymbol BOX_TOP_R
txsymbol BOX_BTM_L
txsymbol BOX_BTM_R
txsymbol BOX_TOP
txsymbol BOX_BOTTOM
txsymbol BOX_LEFT
txsymbol BOX_RIGHT
txsymbol 0
txsymbol 1
txsymbol 2
txsymbol 3
txsymbol 4
txsymbol 5
txsymbol 6
txsymbol 7
txsymbol 8
txsymbol 9
txsymbol DOT
txsymbol PLUS
txsymbol MINUS
txsymbol x
txsymbol SLASH
txsymbol CURSOR_D
txsymbol PRIZE
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