	.include "asm/macros/asm.inc"
	.include "asm/macros/function.inc"
	.include "asm/macros/window.inc"
	.include "asm/macros/pokemon_data.inc"
	.include "asm/macros/ec.inc"
	.include "asm/macros/map.inc"
	.include "asm/macros/field_effect_script.inc"

	.macro region_map_entry x, y, width, height, name
	.byte \x
	.byte \y
	.byte \width
	.byte \height
	.4byte gMapName_\name
	.endm

	.macro obj_tiles address, uncompressed_size, tag = 0
	.4byte \address
	.2byte \uncompressed_size
	.2byte \tag
	.endm

	.macro obj_pal address, tag
	.4byte \address
	.2byte \tag
	.2byte 0@ padding
	.endm

@ Berry trees have a table defining the palette slot used for each of their 5
@ stages. However, the first 2 stages always use the same slots regardless of
@ the type of tree and the slots of the last 3 stages always equal each other.
	.macro berry_tree_palette_slot_table slot
	.byte 3, 4, \slot, \slot, \slot
	.endm

	.macro sprite_oam x, y, priority, tile_num_offset, size
	.byte \x
	.byte \y
	.2byte ((\priority) << 14) | ((\tile_num_offset) << 4) | SPRITE_SIZE_\size
	.endm

	.macro obj_image_anim_frame pic_id, duration, flags = 0
	.2byte \pic_id
	.byte (\flags) | (\duration)
	.byte 0 @ padding
	.endm

	.macro obj_image_anim_loop count
	.2byte 0xfffd
	.byte \count
	.byte 0 @ padding
	.endm

	.macro obj_image_anim_jump target_index
	.2byte 0xfffe
	.byte \target_index
	.byte 0 @ padding
	.endm

	.macro obj_image_anim_end
	.2byte 0xffff
	.2byte 0 @ padding
	.endm

	.macro obj_rot_scal_anim_frame delta_x_scale, delta_y_scale, delta_angle, duration
	.2byte \delta_x_scale
	.2byte \delta_y_scale
	.byte \delta_angle
	.byte \duration
	.2byte 0 @ padding
	.endm

	.macro obj_rot_scal_anim_loop count
	.2byte 0x7ffd
	.2byte \count
	.4byte 0 @ padding
	.endm

	.macro obj_rot_scal_anim_jump target_index
	.2byte 0x7ffe
	.2byte \target_index
	.4byte 0 @ padding
	.endm

	.macro obj_rot_scal_anim_end
	.2byte 0x7fff
	.fill 6 @ padding
	.endm
