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.
This commit is contained in:
Rangi 2020-07-03 16:37:47 -04:00
parent ccb01731fe
commit 9878f01e29
43 changed files with 450 additions and 389 deletions

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@ -1,3 +1,29 @@
; pitch
const_def
const C_ ; 0
const C# ; 1
const D_ ; 2
const D# ; 3
const E_ ; 4
const F_ ; 5
const F# ; 6
const G_ ; 7
const G# ; 8
const A_ ; 9
const A# ; A
const B_ ; B
; channel
const_def
const Ch1 ; 0
const Ch2 ; 1
const Ch3 ; 2
const Ch4 ; 3
const Ch5 ; 4
const Ch6 ; 5
const Ch7 ; 6
const Ch8 ; 7
; HW sound channel register base addresses
HW_CH1_BASE EQU (rNR10 % $100)
HW_CH2_BASE EQU ((rNR21 % $100) - 1)

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@ -7,3 +7,8 @@ EAST EQU 1
WEST EQU 2
SOUTH EQU 4
NORTH EQU 8
; tileset environments
INDOOR EQU 0
CAVE EQU 1
OUTDOOR EQU 2

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@ -0,0 +1,14 @@
; different kinds of people events
ITEM EQU $80
TRAINER EQU $40
WALK EQU $FE
STAY EQU $FF
DOWN EQU $D0
UP EQU $D1
LEFT EQU $D2
RIGHT EQU $D3
NONE EQU $FF
BOULDER_MOVEMENT_BYTE_2 EQU $10

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@ -238,3 +238,5 @@ MAX_SFX_ID_2 EQUS "SFX_SILPH_SCOPE"
music_const SFX_SLOTS_NEW_SPIN, SFX_Slots_New_Spin
music_const SFX_SHOOTING_STAR, SFX_Shooting_Star
MAX_SFX_ID_3 EQUS "SFX_SHOOTING_STAR"
SFX_STOP_ALL_MUSIC EQU $ff

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@ -1,9 +1,3 @@
; different kinds of people events
ITEM EQU $80
TRAINER EQU $40
BOULDER_MOVEMENT_BYTE_2 EQU $10
; sprite facing directions
SPRITE_FACING_DOWN EQU $00
SPRITE_FACING_UP EQU $04