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Strong Arm, Water Sport, and more HMs.
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.
The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?
This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.
I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?
I shall now lay down in a dark room.
Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
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parent
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77 changed files with 993 additions and 97 deletions
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@ -220,6 +220,8 @@ DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const ANIM_OBJ_PLAYERHEAD_2ROW
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const ANIM_OBJ_COIN_HURL
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const ANIM_OBJ_SHOOTING_MIST
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const ANIM_OBJ_WATER_SPORT_1
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const ANIM_OBJ_WATER_SPORT_2
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DEF NUM_ANIM_OBJS EQU const_value
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; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
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@ -194,7 +194,7 @@ DEF ALL_STATUS EQU (1 << PSN) | (1 << BRN) | (1 << FRZ) | (1 << PAR) | SLP_MASK
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const SUBSTATUS_X_ACCURACY
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const SUBSTATUS_MIST
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const SUBSTATUS_FOCUS_ENERGY
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const_skip
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const SUBSTATUS_UNDERWATER
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const SUBSTATUS_SUBSTITUTE
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const SUBSTATUS_RECHARGE
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const SUBSTATUS_RAGE
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@ -10,6 +10,7 @@ DEF COLL_FLOOR EQU $00
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DEF COLL_01 EQU $01 ; garbage
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DEF COLL_03 EQU $03 ; garbage
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DEF COLL_04 EQU $04 ; garbage
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DEF COLL_ROCKY_WALL EQU $06 ; added using this tutorial https://github.com/pret/pokecrystal/wiki/Rock-Climb
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DEF COLL_WALL EQU $07
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DEF COLL_CUT_08 EQU $08 ; unused
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DEF COLL_TALL_GRASS_10 EQU $10 ; unused
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@ -26,7 +27,8 @@ DEF COLL_WHIRLPOOL EQU $24
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DEF COLL_BUOY EQU $27
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DEF COLL_CUT_28 EQU $28 ; garbage
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DEF COLL_WATER EQU $29
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DEF COLL_ICE_2B EQU $2b ; unused
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DEF COLL_DIVE_DOWN EQU $2a
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DEF COLL_DIVE_UP EQU $2b
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DEF COLL_WHIRLPOOL_2C EQU $2c ; unused
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DEF COLL_WATERFALL_RIGHT EQU $30 ; unused
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DEF COLL_WATERFALL_LEFT EQU $31 ; unused
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@ -291,6 +291,12 @@ DEF HM01 EQU const_value
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add_hm FLASH ; f8
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add_hm WHIRLPOOL ; f9
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add_hm WATERFALL ; fa
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; nihon hms - Bounce is left out under the pretense of it being Waterfall. We are making it a field move, though.
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add_hm UPROOT
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add_hm WATER_SPORT
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add_hm STRONG_ARM
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add_hm BRIGHT_MOSS
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add_hm WIND_RIDE ; ADDME: this is impossible to add until 16bit items exist. add once it's there.
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DEF NUM_HMS EQU __tmhm_value__ - NUM_TMS - 1
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MACRO add_mt
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@ -55,6 +55,11 @@
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const MONMENUITEM_ROCKSMASH ; 12
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const MONMENUITEM_MILKDRINK ; 13
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const MONMENUITEM_SWEETSCENT ; 14
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const MONMENUITEM_UPROOT
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const MONMENUITEM_WATER_SPORT
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const MONMENUITEM_STRONG_ARM
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const MONMENUITEM_BRIGHT_MOSS
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const MONMENUITEM_WIND_RIDE
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; options
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const MONMENUITEM_STATS ; 15
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const MONMENUITEM_SWITCH ; 16
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@ -158,4 +158,7 @@
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const EFFECT_FLY
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const EFFECT_DEFENSE_CURL
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const EFFECT_COIN_HURL
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const EFFECT_SURF
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const EFFECT_WHIRLPOOL
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const EFFECT_BOUNCE
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DEF NUM_MOVE_EFFECTS EQU const_value
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@ -145,6 +145,7 @@
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const SPRITE_BALDING_GUY
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const SPRITE_GAMEBOY_GIRL
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const SPRITE_OVERWORLD_PIKACHU
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const SPRITE_DIVE
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DEF NUM_OVERWORLD_SPRITES EQU const_value - 1
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; SpriteMons indexes (see data/sprites/sprite_mons.asm)
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@ -267,12 +267,13 @@ DEF REGISTERED_POCKET EQU %11000000
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DEF REGISTERED_NUMBER EQU %00111111
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; wPlayerState::
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DEF PLAYER_NORMAL EQU 0
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DEF PLAYER_BIKE EQU 1
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DEF PLAYER_SKATE EQU 2
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DEF PLAYER_SURF EQU 4
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DEF PLAYER_SURF_PIKA EQU 8
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DEF PLAYER_RUN EQU 16
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DEF PLAYER_NORMAL EQU 0
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DEF PLAYER_BIKE EQU 1
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DEF PLAYER_SKATE EQU 2
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DEF PLAYER_SURF EQU 4
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DEF PLAYER_SURF_PIKA EQU 8
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DEF PLAYER_RUN EQU 16
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DEF PLAYER_WATER_SPORT EQU 16
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; wCelebiEvent::
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DEF CELEBIEVENT_FOREST_IS_RESTLESS_F EQU 2
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