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https://github.com/Ninjdai1/pokeemerald.git
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89 lines
1.9 KiB
ArmAsm
89 lines
1.9 KiB
ArmAsm
.include "asm/macros/function.s"
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.include "asm/macros/event.s"
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.include "asm/macros/window.s"
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.include "asm/macros/pokemon_data.s"
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.include "asm/macros/ec.s"
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.include "asm/macros/map.s"
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.include "asm/macros/field_effect_script.s"
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.macro region_map_entry x, y, width, height, name
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.byte \x
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.byte \y
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.byte \width
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.byte \height
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.4byte gMapName_\name
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.endm
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.macro obj_tiles address, uncompressed_size, tag = 0
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.4byte \address
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.2byte \uncompressed_size
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.2byte \tag
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.endm
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.macro obj_pal address, tag
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.4byte \address
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.2byte \tag
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.2byte 0@ padding
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.endm
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@ Berry trees have a table defining the palette slot used for each of their 5
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@ stages. However, the first 2 stages always use the same slots regardless of
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@ the type of tree and the slots of the last 3 stages always equal each other.
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.macro berry_tree_palette_slot_table slot
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.byte 3, 4, \slot, \slot, \slot
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.endm
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.macro sprite_oam x, y, priority, tile_num_offset, size
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.byte \x
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.byte \y
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.2byte ((\priority) << 14) | ((\tile_num_offset) << 4) | SPRITE_SIZE_\size
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.endm
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.macro obj_image_anim_frame pic_id, duration, flags = 0
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.2byte \pic_id
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.byte (\flags) | (\duration)
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.byte 0 @ padding
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.endm
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.macro obj_image_anim_loop count
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.2byte 0xfffd
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.byte \count
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.byte 0 @ padding
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.endm
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.macro obj_image_anim_jump target_index
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.2byte 0xfffe
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.byte \target_index
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.byte 0 @ padding
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.endm
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.macro obj_image_anim_end
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.2byte 0xffff
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.2byte 0 @ padding
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.endm
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.macro obj_rot_scal_anim_frame delta_x_scale, delta_y_scale, delta_angle, duration
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.2byte \delta_x_scale
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.2byte \delta_y_scale
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.byte \delta_angle
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.byte \duration
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.2byte 0 @ padding
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.endm
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.macro obj_rot_scal_anim_loop count
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.2byte 0x7ffd
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.2byte \count
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.4byte 0 @ padding
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.endm
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.macro obj_rot_scal_anim_jump target_index
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.2byte 0x7ffe
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.2byte \target_index
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.4byte 0 @ padding
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.endm
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.macro obj_rot_scal_anim_end
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.2byte 0x7fff
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.fill 6 @ padding
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.endm
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