ref: 0d687ba25ae223f6de2c69d46fd1c3df6ad52da3
dir: /constants/misc_constants.asm/
MAX_LEVEL EQU 100 NUM_MOVES EQU 4 NUM_STATS EQU 5 NUM_STAT_MODS EQU 8 NUM_DVS EQU 2 PARTY_LENGTH EQU 6 MONS_PER_BOX EQU 20 NUM_BOXES EQU 12 BAG_ITEM_CAPACITY EQU 20 PC_ITEM_CAPACITY EQU 50 HOF_MON EQU $10 HOF_TEAM EQU PARTY_LENGTH * HOF_MON HOF_TEAM_CAPACITY EQU 50 NAME_LENGTH EQU 11 ITEM_NAME_LENGTH EQU 13 A_BUTTON EQU %00000001 B_BUTTON EQU %00000010 SELECT EQU %00000100 START EQU %00001000 D_RIGHT EQU %00010000 D_LEFT EQU %00100000 D_UP EQU %01000000 D_DOWN EQU %10000000 SCREEN_WIDTH EQU 20 SCREEN_HEIGHT EQU 18 SCREEN_WIDTH_PIXELS EQU SCREEN_WIDTH * 8 SCREEN_HEIGHT_PIXELS EQU SCREEN_HEIGHT * 8 BG_MAP_WIDTH EQU 32 BG_MAP_HEIGHT EQU 32 SPRITEBUFFERSIZE EQU 7*7 * 8 ; 7 * 7 (tiles) * 8 (bytes per tile) NPC_MOVEMENT_DOWN EQU $00 NPC_MOVEMENT_UP EQU $40 NPC_MOVEMENT_LEFT EQU $80 NPC_MOVEMENT_RIGHT EQU $C0 ; text box IDs MESSAGE_BOX EQU $01 FIELD_MOVE_MON_MENU EQU $04 JP_MOCHIMONO_MENU_TEMPLATE EQU $05 USE_TOSS_MENU_TEMPLATE EQU $06 JP_SAVE_MESSAGE_MENU_TEMPLATE EQU $08 JP_SPEED_OPTIONS_MENU_TEMPLATE EQU $09 BATTLE_MENU_TEMPLATE EQU $0b SWITCH_STATS_CANCEL_MENU_TEMPLATE EQU $0c LIST_MENU_BOX EQU $0d BUY_SELL_QUIT_MENU_TEMPLATE EQU $0e MONEY_BOX_TEMPLATE EQU $0f MON_SPRITE_POPUP EQU $11 JP_AH_MENU_TEMPLATE EQU $12 MONEY_BOX EQU $13 TWO_OPTION_MENU EQU $14 BUY_SELL_QUIT_MENU EQU $15 JP_POKEDEX_MENU_TEMPLATE EQU $1a SAFARI_BATTLE_MENU_TEMPLATE EQU $1b ; two option menu constants YES_NO_MENU EQU 0 NORTH_WEST_MENU EQU 1 SOUTH_EAST_MENU EQU 2 WIDE_YES_NO_MENU EQU 3 NORTH_EAST_MENU EQU 4 TRADE_CANCEL_MENU EQU 5 HEAL_CANCEL_MENU EQU 6 NO_YES_MENU EQU 7 ; menu exit method constants for list menus and the buy/sell/quit menu CHOSE_MENU_ITEM EQU 1 ; pressed A CANCELLED_MENU EQU 2 ; pressed B ; menu exit method constants for two-option menus CHOSE_FIRST_ITEM EQU 1 CHOSE_SECOND_ITEM EQU 2 ; move mon constants BOX_TO_PARTY EQU 0 PARTY_TO_BOX EQU 1 DAYCARE_TO_PARTY EQU 2 PARTY_TO_DAYCARE EQU 3 ; emotion bubbles EXCLAMATION_BUBBLE EQU 0 QUESTION_BUBBLE EQU 1 SMILE_BUBBLE EQU 2 ; slot symbols SLOTS7 EQU $0200 SLOTSBAR EQU $0604 SLOTSCHERRY EQU $0A08 SLOTSFISH EQU $0E0C SLOTSBIRD EQU $1210 SLOTSMOUSE EQU $1614 ; party menu types NORMAL_PARTY_MENU EQU 0 USE_ITEM_PARTY_MENU EQU 1 BATTLE_PARTY_MENU EQU 2 TMHM_PARTY_MENU EQU 3 SWAP_MONS_PARTY_MENU EQU 4 EVO_STONE_PARTY_MENU EQU 5 ; party memu message IDs ANTIDOTE_MSG EQU $F0 BURN_HEAL_MSG EQU $F1 ICE_HEAL_MSG EQU $F2 AWAKENING_MSG EQU $F3 PARALYZ_HEAL_MSG EQU $F4 POTION_MSG EQU $F5 FULL_HEAL_MSG EQU $F6 REVIVE_MSG EQU $F7 RARE_CANDY_MSG EQU $F8 ; naming screen types NAME_PLAYER_SCREEN EQU 0 NAME_RIVAL_SCREEN EQU 1 NAME_MON_SCREEN EQU 2 ; mon data locations ; Note that some values are not supported by all functions that use these values. PLAYER_PARTY_DATA EQU 0 ENEMY_PARTY_DATA EQU 1 BOX_DATA EQU 2 DAYCARE_DATA EQU 3 BATTLE_MON_DATA EQU 4 ; player direction constants PLAYER_DIR_BIT_RIGHT EQU 0 PLAYER_DIR_BIT_LEFT EQU 1 PLAYER_DIR_BIT_DOWN EQU 2 PLAYER_DIR_BIT_UP EQU 3 PLAYER_DIR_RIGHT EQU (1 << PLAYER_DIR_BIT_RIGHT) PLAYER_DIR_LEFT EQU (1 << PLAYER_DIR_BIT_LEFT) PLAYER_DIR_DOWN EQU (1 << PLAYER_DIR_BIT_DOWN) PLAYER_DIR_UP EQU (1 << PLAYER_DIR_BIT_UP) ; flag operations FLAG_RESET EQU 0 FLAG_SET EQU 1 FLAG_TEST EQU 2 ; special text IDs TEXT_MON_FAINTED EQU $d0 TEXT_BLACKED_OUT EQU $d1 TEXT_REPEL_WORE_OFF EQU $d2 TEXT_SAFARI_GAME_OVER EQU $d3 ; PrintNumber BIT_LEFT_ALIGN EQU 6 BIT_LEADING_ZEROES EQU 7 LEFT_ALIGN EQU (1 << BIT_LEFT_ALIGN) LEADING_ZEROES EQU (1 << BIT_LEADING_ZEROES) ; HP bar HP_BAR_GREEN EQU 0 HP_BAR_YELLOW EQU 1 HP_BAR_RED EQU 2 ; D733 flags BIT_TEST_BATTLE EQU 0 ; battle type constants BATTLE_TYPE_NORMAL EQU 0 BATTLE_TYPE_OLD_MAN EQU 1 BATTLE_TYPE_SAFARI EQU 2 ; serial ESTABLISH_CONNECTION_WITH_INTERNAL_CLOCK EQU $01 ESTABLISH_CONNECTION_WITH_EXTERNAL_CLOCK EQU $02 USING_EXTERNAL_CLOCK EQU $01 USING_INTERNAL_CLOCK EQU $02 CONNECTION_NOT_ESTABLISHED EQU $ff ; signals the start of an array of bytes transferred over the link cable SERIAL_PREAMBLE_BYTE EQU $FD ; this byte is used when there is no data to send SERIAL_NO_DATA_BYTE EQU $FE ; signals the end of one part of a patch list (there are two parts) for player/enemy party data SERIAL_PATCH_LIST_PART_TERMINATOR EQU $FF LINK_STATE_NONE EQU $00 ; not using link LINK_STATE_IN_CABLE_CLUB EQU $01 ; in a cable club room (Colosseum or Trade Centre) LINK_STATE_START_TRADE EQU $02 ; pre-trade selection screen initialisation LINK_STATE_START_BATTLE EQU $03 ; pre-battle initialisation LINK_STATE_BATTLING EQU $04 ; in a link battle LINK_STATE_RESET EQU $05 ; reset game (unused) LINK_STATE_TRADING EQU $32 ; in a link trade