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* Sync sprite and battle anim consts/labels * Add `; 00` comments * Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
58 lines
947 B
NASM
58 lines
947 B
NASM
; These are all the asm constants needed to make the silver_vc patch.
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MACRO vc_const
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DEF x = \1
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println "00:{04x:x} \1" ; same format as rgblink's .sym file
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ENDM
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; [FPA 001 Begin]
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vc_const "F"
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vc_const "I"
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vc_const "S"
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vc_const "U"
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vc_const "R"
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; [FPA 002 Begin]
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vc_const "E"
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vc_const "L"
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vc_const "D"
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; [FPA 003 Begin]
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vc_const "T"
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vc_const "H"
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vc_const "N"
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; [FPA 004 Begin]
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vc_const "Y"
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vc_const "P"
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; "<SPACE>" is necessary since spaces separate template command arguments
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charmap "<SPACE>", " "
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vc_const "<SPACE>"
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; [FPA 005 Begin]
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vc_const "O"
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; [FPA 006 Begin]
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vc_const "X"
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; [FPA 007 Begin]
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vc_const "A"
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vc_const "@"
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; [FPA 042801 Begin]
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vc_const BATTLE_ANIM_GFX_BUBBLE
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; [fight begin]
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vc_const SCREEN_HEIGHT_PX
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; [print forbid 2]
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vc_const NO_INPUT
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vc_const A_BUTTON
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vc_const B_BUTTON
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vc_const D_UP
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vc_const D_DOWN
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; [print forbid 3]
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vc_const MAPGROUP_CIANWOOD
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vc_const MAP_CIANWOOD_PHOTO_STUDIO
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