jep-hack/engine/overworld/wildmons.asm
Llinos Evans 7d6c62358e I GOT IT
Ok this fixes all the wild data issues between regions and gives a possible fix for the PokeGear issues.

Yes it was that silly.

I am VERY happy it's done though.

Thanks to Frrf for playing one more Dota 2 game, giving me the time to fix it.
2024-07-10 13:47:45 +01:00

1065 lines
18 KiB
NASM

LoadWildMonData:
call _GrassWildmonLookup
jr c, .copy
ld hl, wMornEncounterRate
xor a
ld [hli], a
ld [hli], a
ld [hl], a
jr .done_copy
.copy
inc hl
inc hl
ld de, wMornEncounterRate
ld bc, 3
call CopyBytes
.done_copy
call _WaterWildmonLookup
ld a, 0
jr nc, .no_copy
inc hl
inc hl
ld a, [hl]
.no_copy
ld [wWaterEncounterRate], a
ret
FindNest:
; Parameters:
; e: 0 = Johto, 1 = Kanto, 2 = Nihon
; wNamedObjectIndex: species
hlcoord 0, 0
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
xor a
call ByteFill
ld a, [wNamedObjectIndex]
call GetPokemonIndexFromID
ld b, h
ld c, l
ld a, e
cp 2
jr z, .nihon
and a
jr nz, .kanto
decoord 0, 0
ld hl, JohtoGrassWildMons
call .FindGrass
ld hl, JohtoWaterWildMons
call .FindWater
call .RoamMon1
call .RoamMon2
ret
.kanto
decoord 0, 0
ld hl, KantoGrassWildMons
call .FindGrass
ld hl, KantoWaterWildMons
jp .FindWater
.nihon
decoord 0, 0
ld hl, NihonGrassWildMons
call .FindGrass
ld hl, NihonWaterWildMons
jp .FindWater
.FindGrass:
ld a, [hl]
cp -1
ret z
push bc
push hl
; use the math buffers as storage, since we're not doing any math
ld a, [hli]
ldh [hMathBuffer], a
ld a, [hli]
ldh [hMathBuffer + 1], a
inc hl
inc hl
inc hl
ld a, NUM_GRASSMON * 3
call .SearchMapForMon
jr nc, .next_grass
ld [de], a
inc de
.next_grass
pop hl
ld bc, GRASS_WILDDATA_LENGTH
add hl, bc
pop bc
jr .FindGrass
.FindWater:
ld a, [hl]
cp -1
ret z
push bc
push hl
; use the math buffers as storage, since we're not doing any math
ld a, [hli]
ldh [hMathBuffer], a
ld a, [hli]
ldh [hMathBuffer + 1], a
inc hl
ld a, NUM_WATERMON
call .SearchMapForMon
jr nc, .next_water
ld [de], a
inc de
.next_water
pop hl
ld bc, WATER_WILDDATA_LENGTH
add hl, bc
pop bc
jr .FindWater
.SearchMapForMon:
inc hl
.ScanMapLoop:
push af
ld a, [hli]
cp c
ld a, [hli]
jr nz, .next_mon
cp b
jr z, .found
.next_mon
inc hl
pop af
dec a
jr nz, .ScanMapLoop
and a
ret
.found
pop af
ldh a, [hMathBuffer]
ld b, a
ldh a, [hMathBuffer + 1]
ld c, a
.AppendNest:
push de
call GetWorldMapLocation
ld c, a
hlcoord 0, 0
ld de, SCREEN_WIDTH * SCREEN_HEIGHT
.AppendNestLoop:
ld a, [hli]
cp c
jr z, .found_nest
dec de
ld a, e
or d
jr nz, .AppendNestLoop
ld a, c
pop de
scf
ret
.found_nest
pop de
and a
ret
.RoamMon1:
ld a, [wRoamMon1Species]
ld b, a
ld a, [wNamedObjectIndex]
cp b
ret nz
ld a, [wRoamMon1MapGroup]
ld b, a
ld a, [wRoamMon1MapNumber]
ld c, a
call .AppendNest
ret nc
ld [de], a
inc de
ret
.RoamMon2:
ld a, [wRoamMon2Species]
ld b, a
ld a, [wNamedObjectIndex]
cp b
ret nz
ld a, [wRoamMon2MapGroup]
ld b, a
ld a, [wRoamMon2MapNumber]
ld c, a
call .AppendNest
ret nc
ld [de], a
inc de
ret
TryWildEncounter::
; Try to trigger a wild encounter.
call .EncounterRate
jr nc, .no_battle
call ChooseWildEncounter
jr nz, .no_battle
call CheckRepelEffect
jr nc, .no_battle
xor a
ret
.no_battle
xor a ; BATTLETYPE_NORMAL
ld [wTempWildMonSpecies], a
ld [wBattleType], a
ld a, 1
and a
ret
.EncounterRate:
call GetMapEncounterRate
call ApplyMusicEffectOnEncounterRate
call ApplyCleanseTagEffectOnEncounterRate
call Random
cp b
ret
GetMapEncounterRate:
ld hl, wMornEncounterRate
call CheckOnWater
ld a, wWaterEncounterRate - wMornEncounterRate
jr z, .ok
ld a, [wTimeOfDay]
.ok
ld c, a
ld b, 0
add hl, bc
ld b, [hl]
ret
ApplyMusicEffectOnEncounterRate::
; Pokemon March and Ruins of Alph signal double encounter rate.
; Pokemon Lullaby halves encounter rate.
ld a, [wMapMusic]
cp MUSIC_POKEMON_MARCH
jr z, .double
cp MUSIC_RUINS_OF_ALPH_RADIO
jr z, .double
cp MUSIC_POKEMON_LULLABY
ret nz
srl b
ret
.double
sla b
ret
ApplyCleanseTagEffectOnEncounterRate::
; Cleanse Tag halves encounter rate.
ld hl, wPartyMon1Item
ld de, PARTYMON_STRUCT_LENGTH
ld a, [wPartyCount]
ld c, a
.loop
ld a, [hl]
cp CLEANSE_TAG
jr z, .cleansetag
add hl, de
dec c
jr nz, .loop
ret
.cleansetag
srl b
ret
ChooseWildEncounter:
call LoadWildMonDataPointer
jp nc, .nowildbattle
call CheckEncounterRoamMon
jp c, .startwildbattle
inc hl
inc hl
inc hl
call CheckOnWater
ld de, WaterMonProbTable
jr z, .watermon
inc hl
inc hl
ld a, [wTimeOfDay]
ld bc, NUM_GRASSMON * 3
call AddNTimes
ld de, GrassMonProbTable
.watermon
; hl contains the pointer to the wild mon data, let's save that to the stack
push hl
.randomloop
call Random
cp 100
jr nc, .randomloop
inc a ; 1 <= a <= 100
ld b, a
ld h, d
ld l, e
; This next loop chooses which mon to load up.
.prob_bracket_loop
ld a, [hli]
cp b
jr nc, .got_it
inc hl
jr .prob_bracket_loop
.got_it
ld c, [hl]
ld b, 0
pop hl
add hl, bc ; this selects our mon
ld a, [hli]
ld b, a
; If the Pokemon is encountered by surfing, we need to give the levels some variety.
call CheckOnWater
jr nz, .ok
; Check if we buff the wild mon, and by how much.
call Random
cp 35 percent
jr c, .ok
inc b
cp 65 percent
jr c, .ok
inc b
cp 85 percent
jr c, .ok
inc b
cp 95 percent
jr c, .ok
inc b
; Store the level
.ok
ld a, b
ld [wCurPartyLevel], a
ld a, [hli]
ld h, [hl]
ld l, a
call ValidateTempWildMonSpecies
jr c, .nowildbattle
ld a, l
sub LOW(UNOWN)
jr nz, .done
if HIGH(UNOWN) > 1
ld a, h
cp HIGH(UNOWN)
elif HIGH(UNOWN) == 1
ld a, h
dec a
else
or h
endc
jr nz, .done
ld a, [wUnlockedUnowns]
and a
jr z, .nowildbattle
.done
call GetPokemonIDFromIndex
ld [wTempWildMonSpecies], a
.startwildbattle
xor a
ret
.nowildbattle
ld a, 1
and a
ret
INCLUDE "data/wild/probabilities.asm"
CheckRepelEffect::
; If there is no active Repel, there's no need to be here.
ld a, [wRepelEffect]
and a
jr z, .encounter
; Get the first Pokemon in your party that isn't fainted.
ld hl, wPartyMon1HP
ld bc, PARTYMON_STRUCT_LENGTH - 1
.loop
ld a, [hli]
or [hl]
jr nz, .ok
add hl, bc
jr .loop
.ok
; to PartyMonLevel
rept 4
dec hl
endr
ld a, [wCurPartyLevel]
cp [hl]
jr nc, .encounter
and a
ret
.encounter
scf
ret
LoadWildMonDataPointer:
call CheckOnWater
jr z, _WaterWildmonLookup
_GrassWildmonLookup:
ld hl, SwarmGrassWildMons
ld bc, GRASS_WILDDATA_LENGTH
call _SwarmWildmonCheck
ret c
ld hl, JohtoGrassWildMons
; Old Nihon Check from 2023.
; Testing new method.
; Nihon Check
; Basically, conditionally load Nihon or Kanto into de, depending on region check.
; IsInJohto returns 1 if Kanto, 2 if Nihon.
; This way, when _JohtoWildmonCheck loads, it'll have Nihon's spliced in if you're there.
; This is INCREDIBLY suboptimal. Consider revising.
; As of 3rd Nov '23, this works correctly for Johto and Kanto, but Nihon routes will return nothing.
; call IsInJohto ; Run IsInJohto
; cp 1 ; If we're in Kanto...
; jr z, .skip ; Skip the splicing.
; ld de, NihonGrassWildMons ; No? Splice in Nihon.
; jr .skip2 ; Now skip loading Kanto.
;.skip ; If you skip here, you're in Kanto.
; ld de, KantoGrassWildMons ; So take this as normal.
; ; fallthrough
;.skip2 ; If you skip here, you're in Nihon or Johto.
ld de, NihonGrassWildMons
ld a, [wMapGroup]
ld b, a
ld a, [wMapNumber]
ld c, a
call GetWorldMapLocation
cp NIHON_LANDMARK
jr nc, .skip2
ld de, KantoGrassWildMons
.skip2
call _JohtoWildmonCheck ; So run this check. More commentary there.
ld bc, GRASS_WILDDATA_LENGTH
jr _NormalWildmonOK
_WaterWildmonLookup:
ld hl, SwarmWaterWildMons
ld bc, WATER_WILDDATA_LENGTH
call _SwarmWildmonCheck
ret c
ld hl, JohtoWaterWildMons
; Nihon Check 2
ld de, NihonWaterWildMons
ld a, [wMapGroup]
ld b, a
ld a, [wMapNumber]
ld c, a
call GetWorldMapLocation
cp NIHON_LANDMARK
jr nc, .skip2
ld de, KantoWaterWildMons
.skip2
call _JohtoWildmonCheck
ld bc, WATER_WILDDATA_LENGTH
jr _NormalWildmonOK
; The Nihon check works with this, because of the following:
; _JohtoWildmonCheck checks if you're above 0.
; Kanto is 1, Nihon is 2.
; Therefore, it'll always take the data from de.
; We've already decided what de is before between Kanto and Nihon.
; Nothing fancy, but don't worry about it.
_JohtoWildmonCheck:
call IsInJohto ; Check if we're in Johto or not.
and a ; Are we?
ret z ; If zero, skip. This means you're in Johto, so you take what's in hl.
ld h, d ; If you're not, though, you take what's in d...
ld l, e ; and e.
ret ; Therefore, you'll take either Kanto or Nihon wild data.
_SwarmWildmonCheck:
call CopyCurrMapDE
push hl
ld hl, wSwarmFlags
bit SWARMFLAGS_DUNSPARCE_SWARM_F, [hl]
pop hl
jr z, .CheckYanma
ld a, [wDunsparceMapGroup]
cp d
jr nz, .CheckYanma
ld a, [wDunsparceMapNumber]
cp e
jr nz, .CheckYanma
call LookUpWildmonsForMapDE
jr nc, _NoSwarmWildmon
scf
ret
.CheckYanma:
push hl
ld hl, wSwarmFlags
bit SWARMFLAGS_YANMA_SWARM_F, [hl]
pop hl
jr z, _NoSwarmWildmon
ld a, [wYanmaMapGroup]
cp d
jr nz, _NoSwarmWildmon
ld a, [wYanmaMapNumber]
cp e
jr nz, _NoSwarmWildmon
call LookUpWildmonsForMapDE
jr nc, _NoSwarmWildmon
scf
ret
_NoSwarmWildmon:
and a
ret
_NormalWildmonOK:
call CopyCurrMapDE
jr LookUpWildmonsForMapDE
CopyCurrMapDE:
ld a, [wMapGroup]
ld d, a
ld a, [wMapNumber]
ld e, a
ret
LookUpGrassJohtoWildmons::
ld hl, JohtoGrassWildMons
ld bc, GRASS_WILDDATA_LENGTH
LookUpWildmonsForMapDE:
.loop
push hl
ld a, [hl]
inc a
jr z, .nope
ld a, d
cp [hl]
jr nz, .next
inc hl
ld a, e
cp [hl]
jr z, .yup
.next
pop hl
add hl, bc
jr .loop
.nope
pop hl
and a
ret
.yup
pop hl
scf
ret
InitRoamMons:
; initialize wRoamMon structs
; species
ld hl, RAIKOU
call GetPokemonIDFromIndex
ld [wRoamMon1Species], a
ld hl, ENTEI
call GetPokemonIDFromIndex
ld [wRoamMon2Species], a
; level
ld a, 40
ld [wRoamMon1Level], a
ld [wRoamMon2Level], a
; raikou starting map
ld a, GROUP_ROUTE_42
ld [wRoamMon1MapGroup], a
ld a, MAP_ROUTE_42
ld [wRoamMon1MapNumber], a
; entei starting map
ld a, GROUP_ROUTE_37
ld [wRoamMon2MapGroup], a
ld a, MAP_ROUTE_37
ld [wRoamMon2MapNumber], a
; hp
xor a ; generate new stats
ld [wRoamMon1HP], a
ld [wRoamMon2HP], a
ret
CheckEncounterRoamMon:
push hl
; Don't trigger an encounter if we're on water.
call CheckOnWater
jr z, .DontEncounterRoamMon
; Load the current map group and number to de
call CopyCurrMapDE
; Randomly select a beast.
call Random
cp 100 ; 25/64 chance
jr nc, .DontEncounterRoamMon
and %00000011 ; Of that, a 3/4 chance. Running total: 75/256, or around 29.3%.
jr z, .DontEncounterRoamMon
dec a ; 1/3 chance that it's Entei, 1/3 chance that it's Raikou
; Compare its current location with yours
ld hl, wRoamMon1MapGroup
ld c, a
ld b, 0
ld a, 7 ; length of the roam_struct
call AddNTimes
ld a, d
cp [hl]
jr nz, .DontEncounterRoamMon
inc hl
ld a, e
cp [hl]
jr nz, .DontEncounterRoamMon
; We've decided to take on a beast, so stage its information for battle.
dec hl
dec hl
dec hl
ld a, [hli]
ld [wTempWildMonSpecies], a
ld a, [hl]
ld [wCurPartyLevel], a
ld a, BATTLETYPE_ROAMING
ld [wBattleType], a
pop hl
scf
ret
.DontEncounterRoamMon:
pop hl
and a
ret
UpdateRoamMons:
ld a, [wRoamMon1MapGroup]
cp GROUP_N_A
jr z, .SkipRaikou
ld b, a
ld a, [wRoamMon1MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon1MapGroup], a
ld a, c
ld [wRoamMon1MapNumber], a
.SkipRaikou:
ld a, [wRoamMon2MapGroup]
cp GROUP_N_A
jr z, .SkipEntei
ld b, a
ld a, [wRoamMon2MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon2MapGroup], a
ld a, c
ld [wRoamMon2MapNumber], a
.SkipEntei:
ld a, [wRoamMon3MapGroup]
cp GROUP_N_A
jr z, .Finished
ld b, a
ld a, [wRoamMon3MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon3MapGroup], a
ld a, c
ld [wRoamMon3MapNumber], a
.Finished:
jp _BackUpMapIndices
.Update:
ld hl, RoamMaps
.loop
; Are we at the end of the table?
ld a, [hl]
cp -1
ret z
; Is this the correct entry?
ld a, b
cp [hl]
jr nz, .next
inc hl
ld a, c
cp [hl]
jr z, .yes
; We don't have the correct entry yet, so let's continue. A 0 terminates each entry.
.next
ld a, [hli]
and a
jr nz, .next
jr .loop
; We have the correct entry now, so let's choose a random map from it.
.yes
inc hl
ld d, h
ld e, l
.update_loop
ld h, d
ld l, e
; Choose which map to warp to.
call Random
and %00011111 ; 1/8n chance it moves to a completely random map, where n is the number of roaming connections from the current map.
jr z, JumpRoamMon
and %11
cp [hl]
jr nc, .update_loop ; invalid index, try again
inc hl
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld a, [wRoamMons_LastMapGroup]
cp [hl]
jr nz, .done
inc hl
ld a, [wRoamMons_LastMapNumber]
cp [hl]
jr z, .update_loop
dec hl
.done
ld a, [hli]
ld b, a
ld c, [hl]
ret
JumpRoamMons:
ld a, [wRoamMon1MapGroup]
cp GROUP_N_A
jr z, .SkipRaikou
call JumpRoamMon
ld a, b
ld [wRoamMon1MapGroup], a
ld a, c
ld [wRoamMon1MapNumber], a
.SkipRaikou:
ld a, [wRoamMon2MapGroup]
cp GROUP_N_A
jr z, .SkipEntei
call JumpRoamMon
ld a, b
ld [wRoamMon2MapGroup], a
ld a, c
ld [wRoamMon2MapNumber], a
.SkipEntei:
ld a, [wRoamMon3MapGroup]
cp GROUP_N_A
jr z, .Finished
call JumpRoamMon
ld a, b
ld [wRoamMon3MapGroup], a
ld a, c
ld [wRoamMon3MapNumber], a
.Finished:
jp _BackUpMapIndices
JumpRoamMon:
.loop
ld hl, RoamMaps
.innerloop1
; 0-15 are all valid indexes into RoamMaps,
; so this retry loop is unnecessary
; since NUM_ROAMMON_MAPS happens to be 16
call Random
maskbits NUM_ROAMMON_MAPS
cp NUM_ROAMMON_MAPS
jr nc, .innerloop1
inc a
ld b, a
.innerloop2 ; Loop to get hl to the address of the chosen roam map.
dec b
jr z, .ok
.innerloop3 ; Loop to skip the current roam map, which is terminated by a 0.
ld a, [hli]
and a
jr nz, .innerloop3
jr .innerloop2
; Check to see if the selected map is the one the player is currently in. If so, try again.
.ok
ld a, [wMapGroup]
cp [hl]
jr nz, .done
inc hl
ld a, [wMapNumber]
cp [hl]
jr z, .loop
dec hl
; Return the map group and number in bc.
.done
ld a, [hli]
ld b, a
ld c, [hl]
ret
_BackUpMapIndices:
ld a, [wRoamMons_CurMapNumber]
ld [wRoamMons_LastMapNumber], a
ld a, [wRoamMons_CurMapGroup]
ld [wRoamMons_LastMapGroup], a
ld a, [wMapNumber]
ld [wRoamMons_CurMapNumber], a
ld a, [wMapGroup]
ld [wRoamMons_CurMapGroup], a
ret
INCLUDE "data/wild/roammon_maps.asm"
ValidateTempWildMonSpecies:
ld a, h
or l
scf
ret z
ld a, h
if LOW(NUM_POKEMON) == $FF
cp HIGH(NUM_POKEMON) + 1
else
cp HIGH(NUM_POKEMON)
ccf
ret nz
ld a, l
cp LOW(NUM_POKEMON) + 1
endc
ccf
ret
GetCallerRouteWildGrassMons:
farcall GetCallerLocation
ld d, b
ld e, c
ld hl, JohtoGrassWildMons
ld bc, GRASS_WILDDATA_LENGTH
call LookUpWildmonsForMapDE
jr c, .found
ld hl, KantoGrassWildMons
call LookUpWildmonsForMapDE
ret nc ; no carry = no grass wild mons for that route
.found
ld bc, 5 ; skip the map ID and encounter rates
add hl, bc
ld a, [wTimeOfDay]
ld bc, NUM_GRASSMON * 3
call AddNTimes
scf
ret
; Finds a rare wild Pokemon in the route of the trainer calling, then checks if it's been Seen already.
; The trainer will then tell you about the Pokemon if you haven't seen it.
RandomUnseenWildMon:
call GetCallerRouteWildGrassMons
jr nc, .done
push hl
.randloop1
call Random
and %11
jr z, .randloop1
ld bc, 10 ; skip three mons plus the level of the fourth
add hl, bc
ld c, a
add hl, bc
add hl, bc
add hl, bc
; We now have the pointer to one of the last (rarest) three wild Pokemon found in that area.
; Load the species index of this rare Pokemon
ld a, [hli]
ld d, [hl]
ld e, a
pop hl
inc hl ; Species index of the most common Pokemon on that route
ld b, 4
.loop2
ld a, [hli]
cp e ; Compare this common Pokemon with the rare one stored in de.
ld a, [hli]
jr nz, .next
cp d
jr z, .done
.next
inc hl
dec b
jr nz, .loop2
; This Pokemon truly is rare.
push de
call CheckSeenMonIndex
pop bc
jr nz, .done
; Since we haven't seen it, have the caller tell us about it.
ld de, wStringBuffer1
call CopyName1
ld h, b
ld l, c
call GetPokemonIDFromIndex
ld [wNamedObjectIndex], a
call GetPokemonName
ld hl, .JustSawSomeRareMonText
call PrintText
xor a
ld [wScriptVar], a
ret
.done
ld a, $1
ld [wScriptVar], a
ret
.JustSawSomeRareMonText:
text_far _JustSawSomeRareMonText
text_end
RandomPhoneWildMon:
call GetCallerRouteWildGrassMons
call Random
and %11
ld c, a
ld b, 0
add hl, bc
add hl, bc
add hl, bc
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
call GetPokemonIDFromIndex
ld [wNamedObjectIndex], a
call GetPokemonName
ld hl, wStringBuffer1
ld de, wStringBuffer4
ld bc, MON_NAME_LENGTH
jp CopyBytes
RandomPhoneMon:
; Get a random monster owned by the trainer who's calling.
farcall GetCallerLocation
ld hl, TrainerGroups
ld a, d
dec a
ld c, a
ld b, 0
add hl, bc
add hl, bc
add hl, bc
ld a, BANK(TrainerGroups)
call GetFarByte
ld [wTrainerGroupBank], a
inc hl
ld a, BANK(TrainerGroups)
call GetFarWord
.skip_trainer
dec e
jr z, .skipped
.skip
ld a, [wTrainerGroupBank]
call GetFarByte
add a, l
ld l, a
jr nc, .skip_trainer
inc h
jr .skip_trainer
.skipped
inc hl
.skip_name
ld a, [wTrainerGroupBank]
call GetFarByte
inc hl
cp "@"
jr nz, .skip_name
ld a, [wTrainerGroupBank]
call GetFarByte
inc hl
ld c, a
ld a, 3
bit TRAINERTYPE_ITEM_F, c
jr z, .no_item
inc a
.no_item
bit TRAINERTYPE_MOVES_F, c
jr z, .no_moves
add a, NUM_MOVES * 2
.no_moves
ld c, a
ld b, 0
ld e, b
push hl
.count_mon
inc e
add hl, bc
ld a, [wTrainerGroupBank]
call GetFarByte
cp -1
jr nz, .count_mon
pop hl
.rand
call Random
maskbits PARTY_LENGTH
cp e
jr nc, .rand
inc a
.get_mon
dec a
jr z, .got_mon
add hl, bc
jr .get_mon
.got_mon
inc hl ; species
ld a, [wTrainerGroupBank]
call GetFarWord
call GetPokemonIDFromIndex
ld [wNamedObjectIndex], a
call GetPokemonName
ld hl, wStringBuffer1
ld de, wStringBuffer4
ld bc, MON_NAME_LENGTH
jp CopyBytes
INCLUDE "data/wild/johto_grass.asm"
INCLUDE "data/wild/johto_water.asm"
INCLUDE "data/wild/kanto_grass.asm"
INCLUDE "data/wild/kanto_water.asm"
INCLUDE "data/wild/nihon_grass.asm"
INCLUDE "data/wild/nihon_water.asm"
INCLUDE "data/wild/swarm_grass.asm"
INCLUDE "data/wild/swarm_water.asm"