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card_data_struct: MACRO
\1Type:: db
\1Gfx:: dw
\1Name:: dw
\1Rarity:: db
\1Set:: db
\1ID:: db
\1EnergyCardEffectCommands:: ; dw
\1TrainerCardEffectCommands:: ; dw
\1HP:: db
\1Stage:: db
\1EnergyCardDescription:: ; dw
\1TrainerCardDescription:: ; dw
\1PreEvoName:: dw
\1Move1:: move_data_struct \1Move1
\1Move2:: move_data_struct \1Move2
\1RetreatCost:: db
\1Weakness:: db
\1Resistance:: db
\1Kind:: dw
\1PokedexNumber:: db
\1Unknown1:: db
\1Level:: db
\1Length:: dw
\1Weight:: dw
\1Description:: dw
\1Unknown2:: db
ENDM
move_data_struct: MACRO
\1Energy:: ds NUM_TYPES / 2
\1Name:: dw
\1Description:: ds 4
\1Damage:: db
\1Category:: db
\1EffectCommands:: dw
\1Flag1:: db
\1Flag2:: db
\1Flag3:: db
\1Unknown1:: db
\1Animation:: db
ENDM
; TODO: Figure out what the rest are for
sprite_anim_struct: MACRO
\1Property1:: ds 1
\1Property2:: ds 1 ; movement handling / palette
\1CoordX:: db
\1CoordY:: db
\1TileID:: db
\1Property6:: ds 1
\1Property7:: ds 1
\1Property8:: ds 1
\1Property9:: ds 1
\1Property10:: ds 1
\1Property11:: ds 1
\1Property12:: ds 1
\1Property13:: ds 1
\1Property14:: ds 1
\1MovementCounter:: ds 1
\1Property16:: ds 1
ENDM
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