Add subdirectories to data/ similar to pokecrystal

Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/.
This commit is contained in:
Rangi 2020-07-03 11:51:00 -04:00
parent c85050497c
commit b29e5ee203
564 changed files with 3511 additions and 3505 deletions

62
data/sgb/sgb_border.asm Executable file
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BorderPalettes:
IF DEF(_RED)
INCBIN "gfx/sgb/red_border.tilemap"
ENDC
IF DEF(_BLUE)
INCBIN "gfx/sgb/blue_border.tilemap"
ENDC
ds $100
IF DEF(_RED)
RGB 30,29,29 ; PAL_SGB1
RGB 25,22,25
RGB 25,17,21
RGB 24,14,12
ENDC
IF DEF(_BLUE)
RGB 0,0,0 ; PAL_SGB1 (the first color is not defined, but if used, turns up as 30,29,29... o_O)
RGB 10,17,26
RGB 5,9,20
RGB 16,20,27
ENDC
ds $18
IF DEF(_RED)
RGB 30,29,29 ; PAL_SGB2
RGB 22,31,16
RGB 27,20,6
RGB 15,15,15
ENDC
IF DEF(_BLUE)
RGB 30,29,29 ; PAL_SGB2
RGB 27,11,6
RGB 5,9,20
RGB 28,25,15
ENDC
ds $18
IF DEF(_RED)
RGB 30,29,29 ; PAL_SGB3
RGB 31,31,17
RGB 18,21,29
RGB 15,15,15
ENDC
IF DEF(_BLUE)
RGB 30,29,29 ; PAL_SGB3
RGB 12,15,11
RGB 5,9,20
RGB 14,22,17
ENDC
ds $18
SGBBorderGraphics:
IF DEF(_RED)
INCBIN "gfx/sgb/red_border.2bpp"
ENDC
IF DEF(_BLUE)
INCBIN "gfx/sgb/blue_border.2bpp"
ENDC

298
data/sgb/sgb_packets.asm Executable file
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ATTR_BLK: MACRO
; This is a command macro.
; Use ATTR_BLK_DATA for data sets.
db ($4 << 3) + ((\1 * 6) / 16 + 1)
db \1
ENDM
ATTR_BLK_DATA: MACRO
db \1 ; which regions are affected
db \2 + (\3 << 2) + (\4 << 4) ; palette for each region
db \5, \6, \7, \8 ; x1, y1, x2, y2
ENDM
PAL_SET: MACRO
db ($a << 3) + 1
dw \1, \2, \3, \4
ds 7
ENDM
PAL_TRN: MACRO
db ($b<< 3) + 1
ds 15
ENDM
MLT_REQ: MACRO
db ($11 << 3) + 1
db \1 - 1
ds 14
ENDM
CHR_TRN: MACRO
db ($13 << 3) + 1
db \1 + (\2 << 1)
ds 14
ENDM
PCT_TRN: MACRO
db ($14 << 3) + 1
ds 15
ENDM
MASK_EN: MACRO
db ($17 << 3) + 1
db \1
ds 14
ENDM
DATA_SND: MACRO
db ($f << 3) + 1
dw \1 ; address
db \2 ; bank
db \3 ; length (1-11)
ENDM
BlkPacket_WholeScreen:
ATTR_BLK 1
ATTR_BLK_DATA %011, 0,0,0, 00,00, 19,17
ds 8
db $03,$00,$00,$13,$11,$00,$00
BlkPacket_Battle:
ATTR_BLK 5
ATTR_BLK_DATA %111, 2,2,0, 00,12, 19,17 ; message box: pal 2
ATTR_BLK_DATA %011, 1,1,0, 01,00, 10,03 ; enemy HP bar: pal 1
ATTR_BLK_DATA %011, 0,0,0, 10,07, 19,10 ; player HP bar: pal 0
ATTR_BLK_DATA %011, 2,2,0, 00,04, 08,11 ; player mon: pal 2
ATTR_BLK_DATA %011, 3,3,0, 11,00, 19,06 ; enemy mon : pal 3
db $03,$00,$00,$13,$0b,$00
db $03,$00,$0c,$13,$11,$02
db $03,$01,$00,$0a,$03,$01
db $03,$0a,$08,$13,$0a,$00
db $03,$00,$04,$08,$0b,$02
db $03,$0b,$00,$13,$07,$03
db $00
BlkPacket_StatusScreen:
ATTR_BLK 1
ATTR_BLK_DATA %111, 1,1,0, 01,00, 07,06 ; mon: pal 1, HP bar: pal 0
ds 8
db $02,$00,$00,$11,$00,$03
db $01,$00,$07,$06,$01,$03
db $01,$07,$13,$11,$00,$03
db $08,$00,$13,$06,$00,$00
BlkPacket_Pokedex:
ATTR_BLK 1
ATTR_BLK_DATA %111, 1,1,0, 01,01, 08,08 ; mon: pal 1, everything else: pal 0
ds 8
db $02,$00,$00,$11,$00,$01
db $00,$01,$13,$00,$03,$01
db $01,$08,$08,$01,$03,$01
db $09,$08,$11,$00,$03,$09
db $01,$13,$11,$00,$00
BlkPacket_Slots:
ATTR_BLK 5
ATTR_BLK_DATA %011, 1,1,0, 00,00, 19,11 ; "3" rows and top of screen: pal 1
ATTR_BLK_DATA %011, 2,2,0, 00,04, 19,09 ; "2" rows: pal 2
ATTR_BLK_DATA %010, 3,3,0, 00,06, 19,07 ; "1" row: pal 3
ATTR_BLK_DATA %011, 0,0,0, 04,04, 15,09 ; slot reels: pal 0
ATTR_BLK_DATA %011, 0,0,0, 00,12, 19,17 ; message box: pal 0
db $03,$00,$00,$13,$0b,$01
db $03,$00,$04,$13,$09,$02
db $03,$00,$06,$13,$07,$03
db $03,$04,$04,$0f,$09,$00
db $03,$00,$0c,$13,$11,$00
db $00
BlkPacket_Titlescreen:
ATTR_BLK 3
ATTR_BLK_DATA %011, 0,0,0, 00,00, 19,07 ; pokemon logo: pal 0
ATTR_BLK_DATA %010, 1,1,0, 00,08, 19,09 ; version text: pal 1
ATTR_BLK_DATA %011, 2,2,0, 00,10, 19,17 ; player, mon, copyright text: pal 2
ds 12
db $03,$00,$00,$13,$07,$00
db $03,$00,$08,$13,$09,$01
db $03,$00,$0a,$13,$11,$02
db $00
BlkPacket_NidorinoIntro:
ATTR_BLK 3
ATTR_BLK_DATA %011, 1,1,0, 00,00, 19,03 ; upper black bar: pal 1
ATTR_BLK_DATA %011, 0,0,0, 00,04, 19,13 ; letterbox: pal 0
ATTR_BLK_DATA %011, 1,1,0, 00,14, 19,17 ; lower black bar: pal 1
ds 12
db $03,$00,$00,$13,$03,$01
db $03,$00,$04,$13,$0d,$00
db $03,$00,$0e,$13,$11,$01
db $00
BlkPacket_PartyMenu:
ATTR_BLK 7
ATTR_BLK_DATA %110, 0,0,1, 01,00, 02,12 ; mon sprites: pal 0, everything else: pal 1
ATTR_BLK_DATA %010, 0,0,0, 05,01, 11,01 ; HP bar 0: pal set dynamically
ATTR_BLK_DATA %010, 0,0,0, 05,03, 11,03 ; HP bar 1: pal set dynamically
ATTR_BLK_DATA %010, 0,0,0, 05,05, 11,05 ; HP bar 2: pal set dynamically
ATTR_BLK_DATA %010, 0,0,0, 05,07, 11,07 ; HP bar 3: pal set dynamically
ATTR_BLK_DATA %010, 0,0,0, 05,09, 11,09 ; HP bar 4: pal set dynamically
ATTR_BLK_DATA %010, 0,0,0, 05,11, 11,11 ; HP bar 5: pal set dynamically
ds 4
db $02,$00,$00,$11,$01,$03
db $01,$00,$02,$0c,$00,$03
db $01,$0d,$02,$11,$01,$03
db $03,$00,$13,$11,$01,$03
db $0c,$00,$12,$01,$00,$03
db $0c,$02,$12,$03,$00,$03
db $0c,$04,$12,$05,$00,$03
db $0c,$06,$12,$07,$00,$03
db $0c,$08,$12,$09,$00,$03
db $0c,$0a,$12,$0b,$00,$00
BlkPacket_TrainerCard:
ATTR_BLK 10
ATTR_BLK_DATA %010, 0,0,0, 03,12, 04,13 ; Boulder Badge
ATTR_BLK_DATA %010, 1,1,0, 07,12, 08,13 ; Cascade Badge
ATTR_BLK_DATA %010, 3,3,0, 11,12, 12,13 ; Thunder Badge
ATTR_BLK_DATA %010, 2,2,0, 16,11, 17,12 ; Rainbow Badge
ATTR_BLK_DATA %010, 1,1,0, 14,13, 15,14 ; Rainbow Badge
ATTR_BLK_DATA %010, 3,3,0, 16,13, 17,14 ; Rainbow Badge
ATTR_BLK_DATA %010, 2,2,0, 03,15, 04,16 ; Soul Badge
ATTR_BLK_DATA %010, 3,3,0, 07,15, 08,16 ; Marsh Badge
ATTR_BLK_DATA %010, 2,2,0, 11,15, 12,16 ; Volcano Badge
ATTR_BLK_DATA %010, 1,1,0, 15,15, 16,16 ; Earth Badge
ds 2
db $03,$03,$0c,$04,$0d,$00
db $03,$07,$0c,$08,$0d,$01
db $03,$0b,$0c,$0c,$0d,$03
db $03,$10,$0b,$11,$0c,$02
db $03,$0e,$0d,$0f,$0e,$01
db $03,$10,$0d,$11,$0e,$03
db $03,$03,$0f,$04,$10,$02
db $03,$07,$0f,$08,$10,$03
db $03,$0b,$0f,$0c,$10,$02
db $03,$0f,$0f,$10,$10,$01
db $00
BlkPacket_GameFreakIntro:
ATTR_BLK 3
ATTR_BLK_DATA %111, 1,1,0, 05,11, 07,13 ; falling stars (left): pal 1, GameFreak logo: pal 0
ATTR_BLK_DATA %010, 2,2,0, 08,11, 09,13 ; falling stars (middle): pal 2
ATTR_BLK_DATA %011, 3,3,0, 12,11, 14,13 ; falling stars (right): pal 3
ds 12
db $03,$00,$00,$13,$0a,$00
db $03,$00,$0b,$04,$0d,$00
db $03,$05,$0b,$07,$0d,$01
db $03,$08,$0b,$13,$0d,$00
db $03,$00,$0e,$13,$11,$00
db $03,$08,$0b,$09,$0d,$02
db $03,$0c,$0b,$0e,$0d,$03
db $00
PalPacket_Empty: PAL_SET 0, 0, 0, 0
PalPacket_PartyMenu: PAL_SET PAL_MEWMON, PAL_GREENBAR, PAL_YELLOWBAR, PAL_REDBAR
PalPacket_Black: PAL_SET PAL_BLACK, PAL_BLACK, PAL_BLACK, PAL_BLACK
PalPacket_TownMap: PAL_SET PAL_TOWNMAP, 0, 0, 0
PalPacket_Pokedex: PAL_SET PAL_BROWNMON, 0, 0, 0
PalPacket_Slots: PAL_SET PAL_SLOTS1, PAL_SLOTS2, PAL_SLOTS3, PAL_SLOTS4
PalPacket_Titlescreen: PAL_SET PAL_LOGO2, PAL_LOGO1, PAL_MEWMON, PAL_PURPLEMON
PalPacket_TrainerCard: PAL_SET PAL_MEWMON, PAL_BADGE, PAL_REDMON, PAL_YELLOWMON
PalPacket_Generic: PAL_SET PAL_MEWMON, 0, 0, 0
PalPacket_NidorinoIntro: PAL_SET PAL_PURPLEMON, PAL_BLACK, 0, 0
PalPacket_GameFreakIntro: PAL_SET PAL_GAMEFREAK, PAL_REDMON, PAL_VIRIDIAN, PAL_BLUEMON
PalTrnPacket: PAL_TRN
MltReq1Packet: MLT_REQ 1
MltReq2Packet: MLT_REQ 2
ChrTrnPacket: CHR_TRN 0, 0
PctTrnPacket: PCT_TRN
MaskEnFreezePacket: MASK_EN 1
MaskEnCancelPacket: MASK_EN 0
; These are DATA_SND packets containing SNES code.
; This set of packets is found in several Japanese SGB-compatible titles.
; It appears to be part of NCL's SGB devkit.
DataSnd_72548: DATA_SND $85d, $0, 11
db $8C ; cpx #$8c (2)
db $D0, $F4 ; bne -$0c
db $60 ; rts
ds 7
DataSnd_72558: DATA_SND $852, $0, 11
db $A9, $E7 ; lda #$e7
db $9F, $01, $C0, $7E ; sta $7ec001, x
db $E8 ; inx
db $E8 ; inx
db $E8 ; inx
db $E8 ; inx
db $E0 ; cpx #$8c (1)
DataSnd_72568: DATA_SND $847, $0, 11
db $C4 ; cmp #$c4 (2)
db $D0, $16 ; bne +$16
db $A5 ; lda dp
db $CB ; wai
db $C9, $05 ; cmp #$05
db $D0, $10 ; bne +$10
db $A2, $28 ; ldx #$28
DataSnd_72578: DATA_SND $83c, $0, 11
db $F0, $12 ; beq +$12
db $A5 ; lda dp
db $C9, $C9 ; cmp #$c9
db $C8 ; iny
db $D0, $1C ; bne +$1c
db $A5 ; lda dp
db $CA ; dex
db $C9 ; cmp #$c4 (1)
DataSnd_72588: DATA_SND $831, $0, 11
dbw $0C, $CAA5 ; tsb $caa5
db $C9, $7E ; cmp #$7e
db $D0, $06 ; bne +$06
db $A5 ; lda dp
db $CB ; wai
db $C9, $7E ; cmp #$7e
DataSnd_72598: DATA_SND $826, $0, 11
db $39 ; bne +$39 (2)
dbw $CD, $C48 ; cmp $c48
db $D0, $34 ; bne +$34
db $A5 ; lda dp
db $C9, $C9 ; cmp #$c9
db $80, $D0 ; bra -$30
DataSnd_725a8: DATA_SND $81b, $0, 11
db $EA ; nop
db $EA ; nop
db $EA ; nop
db $EA ; nop
db $EA ; nop
; $820:
db $A9,$01 ; lda #01
dbw $CD,$C4F ; cmp $c4f
db $D0 ; bne +$39 (1)
DataSnd_725b8: DATA_SND $810, $0, 11
dbw $4C, $820 ; jmp $820
db $EA ; nop
db $EA ; nop
db $EA ; nop
db $EA ; nop
db $EA ; nop
db $60 ; rts
db $EA ; nop
db $EA ; nop

174
data/sgb/sgb_palettes.asm Executable file
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; palettes for overworlds, title screen, monsters
SuperPalettes:
RGB 31,29,31 ; PAL_ROUTE
RGB 21,28,11
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_PALLET
RGB 25,28,27
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_VIRIDIAN
RGB 17,26,3
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_PEWTER
RGB 23,25,16
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_CERULEAN
RGB 17,20,30
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_LAVENDER
RGB 27,20,27
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_VERMILION
RGB 30,18,0
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_CELADON
RGB 16,30,22
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_FUCHSIA
RGB 31,15,22
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_CINNABAR
RGB 26,10,6
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_INDIGO
RGB 22,14,24
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_SAFFRON
RGB 27,27,3
RGB 20,26,31
RGB 3,2,2
RGB 31,29,31 ; PAL_TOWNMAP
RGB 20,26,31
RGB 17,23,10
RGB 3,2,2
IF DEF(_RED)
RGB 31,29,31 ; PAL_LOGO1
RGB 30,30,17
RGB 17,23,10
RGB 21,0,4
ENDC
IF DEF(_BLUE)
RGB 31,29,31 ; PAL_LOGO1
RGB 30,30,17
RGB 21,0,4
RGB 14,19,29
ENDC
RGB 31,29,31 ; PAL_LOGO2
RGB 30,30,17
RGB 18,18,24
RGB 7,7,16
RGB 31,29,31 ; PAL_0F
RGB 24,20,30
RGB 11,20,30
RGB 3,2,2
RGB 31,29,31 ; PAL_MEWMON
RGB 30,22,17
RGB 16,14,19
RGB 3,2,2
RGB 31,29,31 ; PAL_BLUEMON
RGB 18,20,27
RGB 11,15,23
RGB 3,2,2
RGB 31,29,31 ; PAL_REDMON
RGB 31,20,10
RGB 26,10,6
RGB 3,2,2
RGB 31,29,31 ; PAL_CYANMON
RGB 21,25,29
RGB 14,19,25
RGB 3,2,2
RGB 31,29,31 ; PAL_PURPLEMON
RGB 27,22,24
RGB 21,15,23
RGB 3,2,2
RGB 31,29,31 ; PAL_BROWNMON
RGB 28,20,15
RGB 21,14,9
RGB 3,2,2
RGB 31,29,31 ; PAL_GREENMON
RGB 20,26,16
RGB 9,20,11
RGB 3,2,2
RGB 31,29,31 ; PAL_PINKMON
RGB 30,22,24
RGB 28,15,21
RGB 3,2,2
RGB 31,29,31 ; PAL_YELLOWMON
RGB 31,28,14
RGB 26,20,0
RGB 3,2,2
RGB 31,29,31 ; PAL_GREYMON
RGB 26,21,22
RGB 15,15,18
RGB 3,2,2
RGB 31,29,31 ; PAL_SLOTS1
RGB 26,21,22
RGB 27,20,6
RGB 3,2,2
RGB 31,29,31 ; PAL_SLOTS2
RGB 31,31,17
IF DEF(_RED)
RGB 25,17,21
ENDC
IF DEF(_BLUE)
RGB 16,19,29
ENDC
RGB 3,2,2
RGB 31,29,31 ; PAL_SLOTS3
RGB 22,31,16
IF DEF(_RED)
RGB 25,17,21
ENDC
IF DEF(_BLUE)
RGB 16,19,29
ENDC
RGB 3,2,2
RGB 31,29,31 ; PAL_SLOTS4
IF DEF(_RED)
RGB 16,19,29
RGB 25,17,21
ENDC
IF DEF(_BLUE)
RGB 25,17,21
RGB 16,19,29
ENDC
RGB 3,2,2
RGB 31,29,31 ; PAL_BLACK
RGB 7,7,7
RGB 2,3,3
RGB 3,2,2
RGB 31,29,31 ; PAL_GREENBAR
RGB 30,26,15
RGB 9,20,11
RGB 3,2,2
RGB 31,29,31 ; PAL_YELLOWBAR
RGB 30,26,15
RGB 26,20,0
RGB 3,2,2
RGB 31,29,31 ; PAL_REDBAR
RGB 30,26,15
RGB 26,10,6
RGB 3,2,2
RGB 31,29,31 ; PAL_BADGE
RGB 30,22,17
RGB 11,15,23
RGB 3,2,2
RGB 31,29,31 ; PAL_CAVE
RGB 21,14,9
RGB 18,24,22
RGB 3,2,2
RGB 31,29,31 ; PAL_GAMEFREAK
RGB 31,28,14
RGB 24,20,10
RGB 3,2,2