Enumerate move constants and add unnamed animation constants.

This commit is contained in:
yenatch 2014-09-17 12:35:51 -07:00
parent 342791a001
commit 29aff84107
2 changed files with 219 additions and 182 deletions

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@ -1,184 +1,210 @@
NUM_ATTACKS EQU $A4 const_value = 1
POUND EQU $01 const POUND
KARATE_CHOP EQU $02 const KARATE_CHOP
DOUBLESLAP EQU $03 const DOUBLESLAP
COMET_PUNCH EQU $04 const COMET_PUNCH
MEGA_PUNCH EQU $05 const MEGA_PUNCH
PAY_DAY EQU $06 const PAY_DAY
FIRE_PUNCH EQU $07 const FIRE_PUNCH
ICE_PUNCH EQU $08 const ICE_PUNCH
THUNDERPUNCH EQU $09 const THUNDERPUNCH
SCRATCH EQU $0A const SCRATCH
VICEGRIP EQU $0B const VICEGRIP
GUILLOTINE EQU $0C const GUILLOTINE
RAZOR_WIND EQU $0D const RAZOR_WIND
SWORDS_DANCE EQU $0E const SWORDS_DANCE
CUT EQU $0F const CUT
GUST EQU $10 const GUST
WING_ATTACK EQU $11 const WING_ATTACK
WHIRLWIND EQU $12 const WHIRLWIND
FLY EQU $13 const FLY
BIND EQU $14 const BIND
SLAM EQU $15 const SLAM
VINE_WHIP EQU $16 const VINE_WHIP
STOMP EQU $17 const STOMP
DOUBLE_KICK EQU $18 const DOUBLE_KICK
MEGA_KICK EQU $19 const MEGA_KICK
JUMP_KICK EQU $1A const JUMP_KICK
ROLLING_KICK EQU $1B const ROLLING_KICK
SAND_ATTACK EQU $1C const SAND_ATTACK
HEADBUTT EQU $1D const HEADBUTT
HORN_ATTACK EQU $1E const HORN_ATTACK
FURY_ATTACK EQU $1F const FURY_ATTACK
HORN_DRILL EQU $20 const HORN_DRILL
TACKLE EQU $21 const TACKLE
BODY_SLAM EQU $22 const BODY_SLAM
WRAP EQU $23 const WRAP
TAKE_DOWN EQU $24 const TAKE_DOWN
THRASH EQU $25 const THRASH
DOUBLE_EDGE EQU $26 const DOUBLE_EDGE
TAIL_WHIP EQU $27 const TAIL_WHIP
POISON_STING EQU $28 const POISON_STING
TWINEEDLE EQU $29 const TWINEEDLE
PIN_MISSILE EQU $2A const PIN_MISSILE
LEER EQU $2B const LEER
BITE EQU $2C const BITE
GROWL EQU $2D const GROWL
ROAR EQU $2E const ROAR
SING EQU $2F const SING
SUPERSONIC EQU $30 const SUPERSONIC
SONICBOOM EQU $31 const SONICBOOM
DISABLE EQU $32 const DISABLE
ACID EQU $33 const ACID
EMBER EQU $34 const EMBER
FLAMETHROWER EQU $35 const FLAMETHROWER
MIST EQU $36 const MIST
WATER_GUN EQU $37 const WATER_GUN
HYDRO_PUMP EQU $38 const HYDRO_PUMP
SURF EQU $39 const SURF
ICE_BEAM EQU $3A const ICE_BEAM
BLIZZARD EQU $3B const BLIZZARD
PSYBEAM EQU $3C const PSYBEAM
BUBBLEBEAM EQU $3D const BUBBLEBEAM
AURORA_BEAM EQU $3E const AURORA_BEAM
HYPER_BEAM EQU $3F const HYPER_BEAM
PECK EQU $40 const PECK
DRILL_PECK EQU $41 const DRILL_PECK
SUBMISSION EQU $42 const SUBMISSION
LOW_KICK EQU $43 const LOW_KICK
COUNTER EQU $44 const COUNTER
SEISMIC_TOSS EQU $45 const SEISMIC_TOSS
STRENGTH EQU $46 const STRENGTH
ABSORB EQU $47 const ABSORB
MEGA_DRAIN EQU $48 const MEGA_DRAIN
LEECH_SEED EQU $49 const LEECH_SEED
GROWTH EQU $4A const GROWTH
RAZOR_LEAF EQU $4B const RAZOR_LEAF
SOLARBEAM EQU $4C const SOLARBEAM
POISONPOWDER EQU $4D const POISONPOWDER
STUN_SPORE EQU $4E const STUN_SPORE
SLEEP_POWDER EQU $4F const SLEEP_POWDER
PETAL_DANCE EQU $50 const PETAL_DANCE
STRING_SHOT EQU $51 const STRING_SHOT
DRAGON_RAGE EQU $52 const DRAGON_RAGE
FIRE_SPIN EQU $53 const FIRE_SPIN
THUNDERSHOCK EQU $54 const THUNDERSHOCK
THUNDERBOLT EQU $55 const THUNDERBOLT
THUNDER_WAVE EQU $56 const THUNDER_WAVE
THUNDER EQU $57 const THUNDER
ROCK_THROW EQU $58 const ROCK_THROW
EARTHQUAKE EQU $59 const EARTHQUAKE
FISSURE EQU $5A const FISSURE
DIG EQU $5B const DIG
TOXIC EQU $5C const TOXIC
CONFUSION EQU $5D const CONFUSION
PSYCHIC_M EQU $5E const PSYCHIC_M
HYPNOSIS EQU $5F const HYPNOSIS
MEDITATE EQU $60 const MEDITATE
AGILITY EQU $61 const AGILITY
QUICK_ATTACK EQU $62 const QUICK_ATTACK
RAGE EQU $63 const RAGE
TELEPORT EQU $64 const TELEPORT
NIGHT_SHADE EQU $65 const NIGHT_SHADE
MIMIC EQU $66 const MIMIC
SCREECH EQU $67 const SCREECH
DOUBLE_TEAM EQU $68 const DOUBLE_TEAM
RECOVER EQU $69 const RECOVER
HARDEN EQU $6A const HARDEN
MINIMIZE EQU $6B const MINIMIZE
SMOKESCREEN EQU $6C const SMOKESCREEN
CONFUSE_RAY EQU $6D const CONFUSE_RAY
WITHDRAW EQU $6E const WITHDRAW
DEFENSE_CURL EQU $6F const DEFENSE_CURL
BARRIER EQU $70 const BARRIER
LIGHT_SCREEN EQU $71 const LIGHT_SCREEN
HAZE EQU $72 const HAZE
REFLECT EQU $73 const REFLECT
FOCUS_ENERGY EQU $74 const FOCUS_ENERGY
BIDE EQU $75 const BIDE
METRONOME EQU $76 const METRONOME
MIRROR_MOVE EQU $77 const MIRROR_MOVE
SELFDESTRUCT EQU $78 const SELFDESTRUCT
EGG_BOMB EQU $79 const EGG_BOMB
LICK EQU $7A const LICK
SMOG EQU $7B const SMOG
SLUDGE EQU $7C const SLUDGE
BONE_CLUB EQU $7D const BONE_CLUB
FIRE_BLAST EQU $7E const FIRE_BLAST
WATERFALL EQU $7F const WATERFALL
CLAMP EQU $80 const CLAMP
SWIFT EQU $81 const SWIFT
SKULL_BASH EQU $82 const SKULL_BASH
SPIKE_CANNON EQU $83 const SPIKE_CANNON
CONSTRICT EQU $84 const CONSTRICT
AMNESIA EQU $85 const AMNESIA
KINESIS EQU $86 const KINESIS
SOFTBOILED EQU $87 const SOFTBOILED
HI_JUMP_KICK EQU $88 const HI_JUMP_KICK
GLARE EQU $89 const GLARE
DREAM_EATER EQU $8A const DREAM_EATER
POISON_GAS EQU $8B const POISON_GAS
BARRAGE EQU $8C const BARRAGE
LEECH_LIFE EQU $8D const LEECH_LIFE
LOVELY_KISS EQU $8E const LOVELY_KISS
SKY_ATTACK EQU $8F const SKY_ATTACK
TRANSFORM EQU $90 const TRANSFORM
BUBBLE EQU $91 const BUBBLE
DIZZY_PUNCH EQU $92 const DIZZY_PUNCH
SPORE EQU $93 const SPORE
FLASH EQU $94 const FLASH
PSYWAVE EQU $95 const PSYWAVE
SPLASH EQU $96 const SPLASH
ACID_ARMOR EQU $97 const ACID_ARMOR
CRABHAMMER EQU $98 const CRABHAMMER
EXPLOSION EQU $99 const EXPLOSION
FURY_SWIPES EQU $9A const FURY_SWIPES
BONEMERANG EQU $9B const BONEMERANG
REST EQU $9C const REST
ROCK_SLIDE EQU $9D const ROCK_SLIDE
HYPER_FANG EQU $9E const HYPER_FANG
SHARPEN EQU $9F const SHARPEN
CONVERSION EQU $A0 const CONVERSION
TRI_ATTACK EQU $A1 const TRI_ATTACK
SUPER_FANG EQU $A2 const SUPER_FANG
SLASH EQU $A3 const SLASH
SUBSTITUTE EQU $A4 const SUBSTITUTE
STRUGGLE EQU $A5
; these do double duty as animation identifiers NUM_ATTACKS EQU const_value + -1
SHOWPIC_ANIM EQU $A6 ; redraw monster pic
STATUS_AFFECTED_ANIM EQU $A7 ; effect when monster receives a status aliment const STRUGGLE
XSTATITEM_ANIM EQU $AE ; use X Attack/Defense/Speed/Special
BURN_PSN_ANIM EQU $BA ; Plays when a monster is burned or poisoned ; Moves do double duty as animation identifiers.
SLP_ANIM EQU $BD ; sleeping monster
CONF_ANIM EQU $BF ; confused monster const SHOWPIC_ANIM
TOSS_ANIM EQU $C1 ; toss Poké Ball const STATUS_AFFECTED_ANIM
SHAKE_ANIM EQU $C2 ; shaking Poké Ball when catching monster const ANIM_A8
POOF_ANIM EQU $C3 ; puff of smoke const ANIM_A9
BLOCKBALL_ANIM EQU $C4 ; trainer knocks away Poké Ball const ANIM_AA
GREATTOSS_ANIM EQU $C5 ; toss Great Ball const ANIM_AB
ULTRATOSS_ANIM EQU $C6 ; toss Ultra Ball or Master Ball const ANIM_AC
HIDEPIC_ANIM EQU $C8 ; monster disappears const ANIM_AD
ROCK_ANIM EQU $C9 ; throw rock const XSTATITEM_ANIM ; use X Attack/Defense/Speed/Special
BAIT_ANIM EQU $CA ; throw bait const ANIM_AF
const ANIM_B0
const ANIM_B1
const ANIM_B2
const ANIM_B3
const ANIM_B4
const ANIM_B5
const ANIM_B6
const ANIM_B7
const ANIM_B8
const ANIM_B9
const BURN_PSN_ANIM ; Plays when a monster is burned or poisoned
const ANIM_BB
const ANIM_BC
const SLP_ANIM ; sleeping monster
const ANIM_BE
const CONF_ANIM ; confused monster
const ANIM_C0
const TOSS_ANIM ; toss Poké Ball
const SHAKE_ANIM ; shaking Poké Ball when catching monster
const POOF_ANIM ; puff of smoke
const BLOCKBALL_ANIM ; trainer knocks away Poké Ball
const GREATTOSS_ANIM ; toss Great Ball
const ULTRATOSS_ANIM ; toss Ultra Ball or Master Ball
const ANIM_C7
const HIDEPIC_ANIM ; monster disappears
const ROCK_ANIM ; throw rock
const BAIT_ANIM ; throw bait

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@ -14,6 +14,17 @@ dex EQUS "db $5f, $50" ; End a Pokedex entry.
percent EQUS "* $ff / 100" percent EQUS "* $ff / 100"
; Constant enumeration is useful for monsters, items, moves, etc.
const_def: MACRO
const_value = 0
ENDM
const: MACRO
\1 EQU const_value
const_value = const_value + 1
ENDM
homecall: MACRO homecall: MACRO
ld a, [H_LOADEDROMBANK] ld a, [H_LOADEDROMBANK]
push af push af