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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
184
macros/scripts/maps.asm
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184
macros/scripts/maps.asm
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;\1 map width
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;\2 Rows above (Y-blocks)
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;\3 X movement (X-blocks)
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EVENT_DISP: MACRO
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dw (wOverworldMap + 7 + (\1) + ((\1) + 6) * ((\2) >> 1) + ((\3) >> 1)) ; Ev.Disp
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db \2,\3 ;Y,X
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ENDM
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FLYWARP_DATA: MACRO
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EVENT_DISP \1,\2,\3
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db ((\2) & $01) ;sub-block Y
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db ((\3) & $01) ;sub-block X
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ENDM
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; external map entry macro
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EMAP: MACRO ; emap x-coordinate,y-coordinate,textpointer
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; the appearance of towns and routes in the town map, indexed by map id
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; nybble: y-coordinate
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; nybble: x-coordinate
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; word : pointer to map name
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dn \2, \1
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dw \3
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ENDM
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; internal map entry macro
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IMAP: MACRO ; imap mapid_less_than,x-coordinate,y-coordinate,textpointer
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; the appearance of buildings and dungeons in the town map
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; byte : maximum map id subject to this rule
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; nybble: y-coordinate
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; nybble: x-coordinate
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; word : pointer to map name
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db \1 + 1
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dn \3, \2
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dw \4
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ENDM
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;\1 sprite id
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;\2 x position
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;\3 y position
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;\4 movement (WALK/STAY)
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;\5 range or direction
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;\6 text id
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;\7 items only: item id
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;\7 trainers only: trainer class/pokemon id
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;\8 trainers only: trainer number/pokemon level
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object: MACRO
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db \1
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db \3 + 4
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db \2 + 4
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db \4
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db \5
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IF (_NARG > 7)
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db TRAINER | \6
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db \7
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db \8
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ELSE
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IF (_NARG > 6)
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db ITEM | \6
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db \7
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ELSE
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db \6
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ENDC
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ENDC
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ENDM
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;\1 x position
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;\2 y position
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;\3 destination warp id
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;\4 destination map (-1 = wLastMap)
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warp: MACRO
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db \2, \1, \3, \4
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ENDM
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;\1 x position
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;\2 y position
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;\3 sign id
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sign: MACRO
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db \2, \1, \3
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ENDM
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;\1 x position
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;\2 y position
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;\3 map width
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warp_to: MACRO
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EVENT_DISP \3, \2, \1
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ENDM
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;\1 map name
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;\2 map id
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;\3 tileset
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;\4 connections: combo of NORTH, SOUTH, WEST, and/or EAST, or 0 for none
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map_header: MACRO
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CURRENT_MAP_WIDTH = \2_WIDTH
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CURRENT_MAP_HEIGHT = \2_HEIGHT
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CURRENT_MAP_OBJECT EQUS "\1_Object"
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\1_h::
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db \3
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db CURRENT_MAP_HEIGHT, CURRENT_MAP_WIDTH
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dw \1_Blocks
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dw \1_TextPointers
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dw \1_Script
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db \4
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ENDM
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; Comes after map_header and connection macros
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end_map_header: MACRO
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dw CURRENT_MAP_OBJECT
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PURGE CURRENT_MAP_WIDTH
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PURGE CURRENT_MAP_HEIGHT
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PURGE CURRENT_MAP_OBJECT
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ENDM
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; Connections go in order: north, south, west, east
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;\1 direction
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;\2 map name
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;\3 map id
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;\4 offset of the target map relative to the current map
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; (x offset for east/west, y offset for north/south)
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connection: MACRO
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; Calculate tile offsets for source (current) and target maps
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_src = 0
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_tgt = (\4) + 3
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if _tgt < 2
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_src = -_tgt
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_tgt = 0
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endc
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if "\1" == "north"
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_blk = \3_WIDTH * (\3_HEIGHT - 3) + _src
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_map = _tgt
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_win = (\3_WIDTH + 6) * \3_HEIGHT + 1
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_y = \3_HEIGHT * 2 - 1
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_x = (\4) * -2
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_len = CURRENT_MAP_WIDTH + 3 - (\4)
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if _len > \3_WIDTH
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_len = \3_WIDTH
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endc
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elif "\1" == "south"
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_blk = _src
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_map = (CURRENT_MAP_WIDTH + 6) * (CURRENT_MAP_HEIGHT + 3) + _tgt
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_win = \3_WIDTH + 7
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_y = 0
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_x = (\4) * -2
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_len = CURRENT_MAP_WIDTH + 3 - (\4)
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if _len > \3_WIDTH
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_len = \3_WIDTH
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endc
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elif "\1" == "west"
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_blk = (\3_WIDTH * _src) + \3_WIDTH - 3
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_map = (CURRENT_MAP_WIDTH + 6) * _tgt
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_win = (\3_WIDTH + 6) * 2 - 6
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_y = (\4) * -2
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_x = \3_WIDTH * 2 - 1
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_len = CURRENT_MAP_HEIGHT + 3 - (\4)
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if _len > \3_HEIGHT
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_len = \3_HEIGHT
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endc
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elif "\1" == "east"
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_blk = (\3_WIDTH * _src)
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_map = (CURRENT_MAP_WIDTH + 6) * _tgt + CURRENT_MAP_WIDTH + 3
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_win = \3_WIDTH + 7
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_y = (\4) * -2
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_x = 0
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_len = CURRENT_MAP_HEIGHT + 3 - (\4)
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if _len > \3_HEIGHT
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_len = \3_HEIGHT
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endc
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else
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fail "Invalid direction for 'connection'."
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endc
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db \3
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dw \2_Blocks + _blk
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dw wOverworldMap + _map
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db _len - _src
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db \3_WIDTH
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db _y, _x
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dw wOverworldMap + _win
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ENDM
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