Merged with yenatch

This commit is contained in:
Marcus Huderle 2014-05-12 17:41:21 -05:00
commit 36d588a83c
8 changed files with 415 additions and 737 deletions

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@ -1,3 +1,5 @@
NUM_MOVES EQU $A4
POUND EQU $01
KARATE_CHOP EQU $02
DOUBLESLAP EQU $03
@ -163,6 +165,7 @@ SUPER_FANG EQU $A2
SLASH EQU $A3
SUBSTITUTE EQU $A4
STRUGGLE EQU $A5
; these do double duty as animation identifiers
SHOWPIC_ANIM EQU $A6 ; redraw monster pic
STATUS_AFFECTED_ANIM EQU $A7 ; effect when monster receives a status aliment

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@ -13,14 +13,18 @@ DREAM_EATER_EFFECT EQU $08
MIRROR_MOVE_EFFECT EQU $09
ATTACK_UP1_EFFECT EQU $0A
DEFENSE_UP1_EFFECT EQU $0B
SPEED_UP1_EFFECT EQU $0C
SPECIAL_UP1_EFFECT EQU $0D
ACCURACY_UP1_EFFECT EQU $0E
EVASION_UP1_EFFECT EQU $0F
PAY_DAY_EFFECT EQU $10
SWIFT_EFFECT EQU $11
ATTACK_DOWN1_EFFECT EQU $12
DEFENSE_DOWN1_EFFECT EQU $13
SPEED_DOWN1_EFFECT EQU $14
SPECIAL_DOWN1_EFFECT EQU $15
ACCURACY_DOWN1_EFFECT EQU $16
EVASION_DOWN1_EFFECT EQU $17
CONVERSION_EFFECT EQU $18
HAZE_EFFECT EQU $19
BIDE_EFFECT EQU $1A
@ -49,9 +53,16 @@ ATTACK_UP2_EFFECT EQU $32
DEFENSE_UP2_EFFECT EQU $33
SPEED_UP2_EFFECT EQU $34
SPECIAL_UP2_EFFECT EQU $35
ACCURACY_UP2_EFFECT EQU $36
EVASION_UP2_EFFECT EQU $37
HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest
TRANSFORM_EFFECT EQU $39
ATTACK_DOWN2_EFFECT EQU $3A
DEFENSE_DOWN2_EFFECT EQU $3B
SPEED_DOWN2_EFFECT EQU $3C
SPECIAL_DOWN2_EFFECT EQU $3D
ACCURACY_DOWN2_EFFECT EQU $3E
EVASION_DOWN2_EFFECT EQU $3F
LIGHT_SCREEN_EFFECT EQU $40
REFLECT_EFFECT EQU $41
POISON_EFFECT EQU $42

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@ -1,6 +1,6 @@
; status ailments (masks)
SLP EQU %00000111
PSN EQU %00001000
BRN EQU %00010000
FRZ EQU %00100000
PAR EQU %01000000
; status ailments
SLP EQU %111 ; mask
PSN EQU 3
BRN EQU 4
FRZ EQU 5
PAR EQU 6

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@ -5,3 +5,6 @@ SPRITEBUFFERSIZE EQU 7*7 * 8 ; 7 * 7 (tiles) * 8 (bytes per tile)
W_WATERRATE EQU $d8a4
W_WATERMONS EQU $d8a5
; Overload enemy stat modifiers
wTradeMonNick EQU $cd1e

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@ -11,6 +11,18 @@ page EQUS "db $49," ; Start a new Pokedex page.
dex EQUS "db $5f, $50" ; End a Pokedex entry.
callba: MACRO
ld b, BANK(\1)
ld hl, \1
call Bankswitch
ENDM
callab: MACRO
ld hl, \1
ld b, BANK(\1)
call Bankswitch
ENDM
;\1 = X
;\2 = Y
FuncCoord: MACRO

1087
main.asm

File diff suppressed because it is too large Load diff

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@ -346,9 +346,7 @@ Func_21673: ; 21673 (8:5673)
jp Func_214e8
Func_216b3: ; 216b3 (8:56b3)
ld b, BANK(Func_738a1)
ld hl, Func_738a1
call Bankswitch ; indirect jump to Func_738a1 (738a1 (1c:78a1))
callba Func_738a1
jp Func_214e8
Func_216be: ; 216be (8:56be)

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@ -964,7 +964,12 @@ W_YBLOCKCOORD:: ; d363
ds 1
W_XBLOCKCOORD:: ; d364
ds 3
ds 1
wLastMap:: ; d365
ds 1
ds 1
W_CURMAPTILESET:: ; d367
ds 1
@ -1323,7 +1328,12 @@ W_RIVALSTARTER:: ; d715
W_PLAYERSTARTER:: ; d717
ds 1
ds 27
ds 1
wLastBlackoutMap:: ; d719
ds 1
ds 25
W_FLAGS_D733:: ; d733