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Organize macros/ like pokecrystal
While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
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43 changed files with 450 additions and 389 deletions
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@ -1,3 +1,29 @@
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; pitch
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const_def
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const C_ ; 0
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const C# ; 1
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const D_ ; 2
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const D# ; 3
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const E_ ; 4
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const F_ ; 5
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const F# ; 6
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const G_ ; 7
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const G# ; 8
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const A_ ; 9
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const A# ; A
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const B_ ; B
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; channel
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const_def
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const Ch1 ; 0
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const Ch2 ; 1
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const Ch3 ; 2
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const Ch4 ; 3
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const Ch5 ; 4
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const Ch6 ; 5
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const Ch7 ; 6
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const Ch8 ; 7
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; HW sound channel register base addresses
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HW_CH1_BASE EQU (rNR10 % $100)
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HW_CH2_BASE EQU ((rNR21 % $100) - 1)
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@ -7,3 +7,8 @@ EAST EQU 1
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WEST EQU 2
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SOUTH EQU 4
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NORTH EQU 8
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; tileset environments
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INDOOR EQU 0
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CAVE EQU 1
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OUTDOOR EQU 2
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14
constants/map_object_constants.asm
Normal file
14
constants/map_object_constants.asm
Normal file
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@ -0,0 +1,14 @@
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; different kinds of people events
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ITEM EQU $80
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TRAINER EQU $40
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WALK EQU $FE
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STAY EQU $FF
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DOWN EQU $D0
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UP EQU $D1
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LEFT EQU $D2
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RIGHT EQU $D3
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NONE EQU $FF
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BOULDER_MOVEMENT_BYTE_2 EQU $10
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@ -238,3 +238,5 @@ MAX_SFX_ID_2 EQUS "SFX_SILPH_SCOPE"
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music_const SFX_SLOTS_NEW_SPIN, SFX_Slots_New_Spin
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music_const SFX_SHOOTING_STAR, SFX_Shooting_Star
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MAX_SFX_ID_3 EQUS "SFX_SHOOTING_STAR"
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SFX_STOP_ALL_MUSIC EQU $ff
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@ -1,9 +1,3 @@
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; different kinds of people events
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ITEM EQU $80
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TRAINER EQU $40
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BOULDER_MOVEMENT_BYTE_2 EQU $10
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; sprite facing directions
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SPRITE_FACING_DOWN EQU $00
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SPRITE_FACING_UP EQU $04
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