Reconcile data/moves/ files for WLA-DX

This commit is contained in:
Brandon M. M. Green
2026-07-08 16:00:23 +00:00
parent 7eef88d996
commit f4dfda54f9
10 changed files with 951 additions and 14 deletions

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; Reconciled from master RGBDS source: data/moves/animations.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
AttackAnimationPointers:
.DW PoundAnim
.DW KarateChopAnim
.DW DoubleSlapAnim
.DW CometPunchAnim
.DW MegaPunchAnim
.DW PayDayAnim
.DW FirePunchAnim
.DW IcePunchAnim
.DW ThunderPunchAnim
.DW ScratchAnim
.DW VicegripAnim
.DW GuillotineAnim
.DW RazorWindAnim
.DW SwordsDanceAnim
.DW CutAnim
.DW GustAnim
.DW WingAttackAnim
.DW WhirlwindAnim
.DW FlyAnim
.DW BindAnim
.DW SlamAnim
.DW VineWhipAnim
.DW StompAnim
.DW DoubleKickAnim
.DW MegaKickAnim
.DW JumpKickAnim
.DW RollingKickAnim
.DW SandAttackAnim
.DW HeadbuttAnim
.DW HornAttackAnim
.DW FuryAttackAnim
.DW HornDrillAnim
.DW TackleAnim
.DW BodySlamAnim
.DW WrapAnim
.DW TakeDownAnim
.DW ThrashAnim
.DW DoubleEdgeAnim
.DW TailWhipAnim
.DW PoisonStingAnim
.DW TwineedleAnim
.DW PinMissileAnim
.DW LeerAnim
.DW BiteAnim
.DW GrowlAnim
.DW RoarAnim
.DW SingAnim
.DW SupersonicAnim
.DW SonicBoomAnim
.DW DisableAnim
.DW AcidAnim
.DW EmberAnim
.DW FlamethrowerAnim
.DW MistAnim
.DW WaterGunAnim
.DW HydroPumpAnim
.DW SurfAnim
.DW IceBeamAnim
.DW BlizzardAnim
.DW PsyBeamAnim
.DW BubbleBeamAnim
.DW AuroraBeamAnim
.DW HyperBeamAnim
.DW PeckAnim
.DW DrillPeckAnim
.DW SubmissionAnim
.DW LowKickAnim
.DW CounterAnim
.DW SeismicTossAnim
.DW StrengthAnim
.DW AbsorbAnim
.DW MegaDrainAnim
.DW LeechSeedAnim
.DW GrowthAnim
.DW RazorLeafAnim
.DW SolarBeamAnim
.DW PoisonPowderAnim
.DW StunSporeAnim
.DW SleepPowderAnim
.DW PetalDanceAnim
.DW StringShotAnim
.DW DragonRageAnim
.DW FireSpinAnim
.DW ThunderShockAnim
.DW ThunderBoltAnim
.DW ThunderWaveAnim
.DW ThunderAnim
.DW RockThrowAnim
.DW EarthquakeAnim
.DW FissureAnim
.DW DigAnim
.DW ToxicAnim
.DW ConfusionAnim
.DW PsychicAnim
.DW HypnosisAnim
.DW MeditateAnim
.DW AgilityAnim
.DW QuickAttackAnim
.DW RageAnim
.DW TeleportAnim
.DW NightShadeAnim
.DW MimicAnim
.DW ScreechAnim
.DW DoubleTeamAnim
.DW RecoverAnim
.DW HardenAnim
.DW MinimizeAnim
.DW SmokeScreenAnim
.DW ConfuseRayAnim
.DW WithdrawAnim
.DW DefenseCurlAnim
.DW BarrierAnim
.DW LightScreenAnim
.DW HazeAnim
.DW ReflectAnim
.DW FocusEnergyAnim
.DW BideAnim
.DW MetronomeAnim
.DW MirrorMoveAnim
.DW SelfdestructAnim
.DW EggBombAnim
.DW LickAnim
.DW SmogAnim
.DW SludgeAnim
.DW BoneClubAnim
.DW FireBlastAnim
.DW WaterfallAnim
.DW ClampAnim
.DW SwiftAnim
.DW SkullBashAnim
.DW SpikeCannonAnim
.DW ConstrictAnim
.DW AmnesiaAnim
.DW KinesisAnim
.DW SoftboiledAnim
.DW HiJumpKickAnim
.DW GlareAnim
.DW DreamEaterAnim
.DW PoisonGasAnim
.DW BarrageAnim
.DW LeechLifeAnim
.DW LovelyKissAnim
.DW SkyAttackAnim
.DW TransformAnim
.DW BubbleAnim
.DW DizzyPunchAnim
.DW SporeAnim
.DW FlashAnim
.DW PsywaveAnim
.DW SplashAnim
.DW AcidArmorAnim
.DW CrabHammerAnim
.DW ExplosionAnim
.DW FurySwipesAnim
.DW BonemerangAnim
.DW RestAnim
.DW RockSlideAnim
.DW HyperFangAnim
.DW SharpenAnim
.DW ConversionAnim
.DW TriAttackAnim
.DW SuperFangAnim
.DW SlashAnim
.DW SubstituteAnim
.DW StruggleAnim
.DW ShowPicAnim
.DW EnemyFlashAnim
.DW PlayerFlashAnim
.DW EnemyHUDShakeAnim
.DW TradeBallDropAnim
.DW TradeBallAppear1Anim
.DW TradeBallAppear2Anim
.DW TradeBallPoofAnim
.DW XStatItemAnim
.DW XStatItemAnim
.DW ShrinkingSquareAnim
.DW ShrinkingSquareAnim
.DW XStatItemBlackAnim
.DW XStatItemBlackAnim
.DW ShrinkingSquareBlackAnim
.DW ShrinkingSquareBlackAnim
.DW UnusedAnim
.DW UnusedAnim
.DW ParalyzeAnim
.DW ParalyzeAnim
.DW PoisonAnim
.DW PoisonAnim
.DW SleepPlayerAnim
.DW SleepEnemyAnim
.DW ConfusedPlayerAnim
.DW ConfusedEnemyAnim
.DW SlideDownAnim
.DW BallTossAnim
.DW BallShakeAnim
.DW BallPoofAnim
.DW BallBlockAnim
.DW GreatTossAnim
.DW UltraTossAnim
.DW ShakeScreenAnim
.DW HidePicAnim
.DW ThrowRockAnim
.DW ThrowBaitAnim
.DW ZigZagScreenAnim

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; Reconciled from master RGBDS source: data/moves/effects_pointers.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
MoveEffectPointerTable:
.DW SleepEffect
.DW PoisonEffect
.DW DrainHPEffect
.DW FreezeBurnParalyzeEffect
.DW FreezeBurnParalyzeEffect
.DW FreezeBurnParalyzeEffect
.DW ExplodeEffect
.DW DrainHPEffect
.DW NULL
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW PayDayEffect
.DW NULL
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW ConversionEffect
.DW HazeEffect
.DW BideEffect
.DW ThrashPetalDanceEffect
.DW SwitchAndTeleportEffect
.DW TwoToFiveAttacksEffect
.DW TwoToFiveAttacksEffect
.DW FlinchSideEffect
.DW SleepEffect
.DW PoisonEffect
.DW FreezeBurnParalyzeEffect
.DW FreezeBurnParalyzeEffect
.DW FreezeBurnParalyzeEffect
.DW FlinchSideEffect
.DW OneHitKOEffect
.DW ChargeEffect
.DW NULL
.DW NULL
.DW TrappingEffect
.DW ChargeEffect
.DW TwoToFiveAttacksEffect
.DW NULL
.DW MistEffect
.DW FocusEnergyEffect
.DW RecoilEffect
.DW ConfusionEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW StatModifierUpEffect
.DW HealEffect
.DW TransformEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW ReflectLightScreenEffect
.DW ReflectLightScreenEffect
.DW PoisonEffect
.DW ParalyzeEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW StatModifierDownEffect
.DW ConfusionSideEffect
.DW TwoToFiveAttacksEffect
.DW NULL
.DW SubstituteEffect
.DW HyperBeamEffect
.DW RageEffect
.DW MimicEffect
.DW NULL
.DW LeechSeedEffect
.DW SplashEffect
.DW DisableEffect

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@@ -1,15 +1,15 @@
; Master RGBDS source: data/moves/field_move_names.asm
; Reconciled into WLA-DX split under wla/data/moves/.
; The RGBDS tree is untouched; this is a new WLA artifact.
; Reconciled from master RGBDS source: data/moves/field_move_names.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
; see also FieldMoveDisplayData
FieldMoveNames:
.DB "CUT@"
.DB "FLY@"
.DB "@"
.DB "SURF@"
.DB "STRENGTH@"
.DB "FLASH@"
.DB "DIG@"
.DB "TELEPORT@"
.DB "SOFTBOILED@"
; FieldMoveNames:
; Names of field moves (corresponds to FieldMoveDisplayData)
.dw "CUT@"
.dw "FLY@"
.dw "@"
.dw "SURF@"
.dw "STRENGTH@"
.dw "FLASH@"
.dw "DIG@"
.dw "TELEPORT@"
.dw "SOFTBOILED@"

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; Reconciled from master RGBDS source: data/moves/field_moves.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
FieldMoveDisplayData:
.DB CUT, 1, $0C
.DB FLY, 2, $0C
.DB ANIM_B4, 3, $0C
.DB SURF, 4, $0C
.DB STRENGTH, 5, $0A
.DB FLASH, 6, $0C
.DB DIG, 7, $0C
.DB TELEPORT, 8, $0A
.DB SOFTBOILED, 9, $08
.DB -1

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; Reconciled from master RGBDS source: data/moves/grammar.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
; Used by GetMoveGrammar (see engine/battle/core.asm)
; Each move is given an identifier for what usedmovetext to use (0-4).
; Made redundant in English localization, where all are just "[mon]<LINE>used [move]!"
; 0: originally "[mon]は<LINE>[move]を つかった!" ("[mon]<LINE>used [move]!")
.DW SWORDS_DANCE
.DW GROWTH
.DW 0
; 1: originally "[mon]は<LINE>[move]を した!" ("[mon]<LINE>did [move]!")
.DW RECOVER
.DW BIDE
.DW SELFDESTRUCT
.DW AMNESIA
.DW 0
; 2: originally "[mon]は<LINE>[move]した!" ("[mon]<LINE>did [move]!")
.DW MEDITATE
.DW AGILITY
.DW TELEPORT
.DW MIMIC
.DW DOUBLE_TEAM
.DW BARRAGE
.DW 0
; 3: originally "[mon]の<LINE>[move] こうげき!" ("[mon]'s<LINE>[move] attack!")
.DW POUND
.DW SCRATCH
.DW VICEGRIP
.DW WING_ATTACK
.DW FLY
.DW BIND
.DW SLAM
.DW HORN_ATTACK
.DW BODY_SLAM
.DW WRAP
.DW THRASH
.DW TAIL_WHIP
.DW LEER
.DW BITE
.DW GROWL
.DW ROAR
.DW SING
.DW PECK
.DW COUNTER
.DW STRENGTH
.DW ABSORB
.DW STRING_SHOT
.DW EARTHQUAKE
.DW FISSURE
.DW DIG
.DW TOXIC
.DW SCREECH
.DW HARDEN
.DW MINIMIZE
.DW WITHDRAW
.DW DEFENSE_CURL
.DW METRONOME
.DW LICK
.DW CLAMP
.DW CONSTRICT
.DW POISON_GAS
.DW LEECH_LIFE
.DW BUBBLE
.DW FLASH
.DW SPLASH
.DW ACID_ARMOR
.DW FURY_SWIPES
.DW REST
.DW SHARPEN
.DW SLASH
.DW SUBSTITUTE
.DW 0
; 4: originally "[mon]の<LINE>[move]" ("[mon]'s<LINE>[move]!")
; Any move not listed above uses this grammar.
.DW -1

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; Reconciled from master RGBDS source: data/moves/hm_moves.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
; This file is INCLUDEd twice:
; - for HMMoves in home/names.asm
; - for HMMoveArray in engine/pokemon/bills_pc.asm
.DB CUT
.DB FLY
.DB SURF
.DB STRENGTH
.DB FLASH
.DB -1

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; Reconciled from master RGBDS source: data/moves/moves.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
; The move macro is RGBDS-only; replaced with explicit .DW entries.
; Each .move invocation produced 6 bytes: animation, effect, power, type, accuracy, pp.
; Moves:
; Characteristics of each move.
.DW POUND, NO_ADDITIONAL_EFFECT, 40, NORMAL, 100, 35
.DW KARATE_CHOP, NO_ADDITIONAL_EFFECT, 50, NORMAL, 100, 25
.DW DOUBLESLAP, TWO_TO_FIVE_ATTACKS_EFFECT, 15, NORMAL, 85, 10
.DW COMET_PUNCH, TWO_TO_FIVE_ATTACKS_EFFECT, 18, NORMAL, 85, 15
.DW MEGA_PUNCH, NO_ADDITIONAL_EFFECT, 80, NORMAL, 85, 20
.DW PAY_DAY, PAY_DAY_EFFECT, 40, NORMAL, 100, 20
.DW FIRE_PUNCH, BURN_SIDE_EFFECT1, 75, FIRE, 100, 15
.DW ICE_PUNCH, FREEZE_SIDE_EFFECT1, 75, ICE, 100, 15
.DW THUNDERPUNCH, PARALYZE_SIDE_EFFECT1, 75, ELECTRIC, 100, 15
.DW SCRATCH, NO_ADDITIONAL_EFFECT, 40, NORMAL, 100, 35
.DW VICEGRIP, NO_ADDITIONAL_EFFECT, 55, NORMAL, 100, 30
.DW GUILLOTINE, OHKO_EFFECT, 1, NORMAL, 30, 5
.DW RAZOR_WIND, CHARGE_EFFECT, 80, NORMAL, 75, 10
.DW SWORDS_DANCE, ATTACK_UP2_EFFECT, 0, NORMAL, 100, 30
.DW CUT, NO_ADDITIONAL_EFFECT, 50, NORMAL, 95, 30
.DW GUST, NO_ADDITIONAL_EFFECT, 40, NORMAL, 100, 35
.DW WING_ATTACK, NO_ADDITIONAL_EFFECT, 35, FLYING, 100, 35
.DW WHIRLWIND, SWITCH_AND_TELEPORT_EFFECT, 0, NORMAL, 85, 20
.DW FLY, FLY_EFFECT, 70, FLYING, 95, 15
.DW BIND, TRAPPING_EFFECT, 15, NORMAL, 75, 20
.DW SLAM, NO_ADDITIONAL_EFFECT, 80, NORMAL, 75, 20
.DW VINE_WHIP, NO_ADDITIONAL_EFFECT, 35, GRASS, 100, 10
.DW STOMP, FLINCH_SIDE_EFFECT2, 65, NORMAL, 100, 20
.DW DOUBLE_KICK, ATTACK_TWICE_EFFECT, 30, FIGHTING, 100, 30
.DW MEGA_KICK, NO_ADDITIONAL_EFFECT, 120, NORMAL, 75, 5
.DW JUMP_KICK, JUMP_KICK_EFFECT, 70, FIGHTING, 95, 25
.DW ROLLING_KICK, FLINCH_SIDE_EFFECT2, 60, FIGHTING, 85, 15
.DW SAND_ATTACK, ACCURACY_DOWN1_EFFECT, 0, NORMAL, 100, 15
.DW HEADBUTT, FLINCH_SIDE_EFFECT2, 70, NORMAL, 100, 15
.DW HORN_ATTACK, NO_ADDITIONAL_EFFECT, 65, NORMAL, 100, 25
.DW FURY_ATTACK, TWO_TO_FIVE_ATTACKS_EFFECT, 15, NORMAL, 85, 20
.DW HORN_DRILL, OHKO_EFFECT, 1, NORMAL, 30, 5
.DW TACKLE, NO_ADDITIONAL_EFFECT, 35, NORMAL, 95, 35
.DW BODY_SLAM, PARALYZE_SIDE_EFFECT2, 85, NORMAL, 100, 15
.DW WRAP, TRAPPING_EFFECT, 15, NORMAL, 85, 20
.DW TAKE_DOWN, RECOIL_EFFECT, 90, NORMAL, 85, 20
.DW THRASH, THRASH_PETAL_DANCE_EFFECT, 90, NORMAL, 100, 20
.DW DOUBLE_EDGE, RECOIL_EFFECT, 100, NORMAL, 100, 15
.DW TAIL_WHIP, DEFENSE_DOWN1_EFFECT, 0, NORMAL, 100, 30
.DW POISON_STING, POISON_SIDE_EFFECT1, 15, POISON, 100, 35
.DW TWINEEDLE, TWINEEDLE_EFFECT, 25, BUG, 100, 20
.DW PIN_MISSILE, TWO_TO_FIVE_ATTACKS_EFFECT, 14, BUG, 85, 20
.DW LEER, DEFENSE_DOWN1_EFFECT, 0, NORMAL, 100, 30
.DW BITE, FLINCH_SIDE_EFFECT1, 60, NORMAL, 100, 25
.DW GROWL, ATTACK_DOWN1_EFFECT, 0, NORMAL, 100, 40
.DW ROAR, SWITCH_AND_TELEPORT_EFFECT, 0, NORMAL, 100, 20
.DW SING, SLEEP_EFFECT, 0, NORMAL, 55, 15
.DW SUPERSONIC, CONFUSION_EFFECT, 0, NORMAL, 55, 20
.DW SONICBOOM, SPECIAL_DAMAGE_EFFECT, 1, NORMAL, 90, 20
.DW DISABLE, DISABLE_EFFECT, 0, NORMAL, 55, 20
.DW ACID, DEFENSE_DOWN_SIDE_EFFECT, 40, POISON, 100, 30
.DW EMBER, BURN_SIDE_EFFECT1, 40, FIRE, 100, 25
.DW FLAMETHROWER, BURN_SIDE_EFFECT1, 95, FIRE, 100, 15
.DW MIST, MIST_EFFECT, 0, ICE, 100, 30
.DW WATER_GUN, NO_ADDITIONAL_EFFECT, 40, WATER, 100, 25
.DW HYDRO_PUMP, NO_ADDITIONAL_EFFECT, 120, WATER, 80, 5
.DW SURF, NO_ADDITIONAL_EFFECT, 95, WATER, 100, 15
.DW ICE_BEAM, FREEZE_SIDE_EFFECT1, 95, ICE, 100, 10
.DW BLIZZARD, FREEZE_SIDE_EFFECT1, 120, ICE, 90, 5
.DW PSYBEAM, CONFUSION_SIDE_EFFECT, 65, PSYCHIC_TYPE, 100, 20
.DW BUBBLEBEAM, SPEED_DOWN_SIDE_EFFECT, 65, WATER, 100, 20
.DW AURORA_BEAM, ATTACK_DOWN_SIDE_EFFECT, 65, ICE, 100, 20
.DW HYPER_BEAM, HYPER_BEAM_EFFECT, 150, NORMAL, 90, 5
.DW PECK, NO_ADDITIONAL_EFFECT, 35, FLYING, 100, 35
.DW DRILL_PECK, NO_ADDITIONAL_EFFECT, 80, FLYING, 100, 20
.DW SUBMISSION, RECOIL_EFFECT, 80, FIGHTING, 80, 25
.DW LOW_KICK, FLINCH_SIDE_EFFECT2, 50, FIGHTING, 90, 20
.DW COUNTER, NO_ADDITIONAL_EFFECT, 1, FIGHTING, 100, 20
.DW SEISMIC_TOSS, SPECIAL_DAMAGE_EFFECT, 1, FIGHTING, 100, 20
.DW STRENGTH, NO_ADDITIONAL_EFFECT, 80, NORMAL, 100, 15
.DW ABSORB, DRAIN_HP_EFFECT, 20, GRASS, 100, 20
.DW MEGA_DRAIN, DRAIN_HP_EFFECT, 40, GRASS, 100, 10
.DW LEECH_SEED, LEECH_SEED_EFFECT, 0, GRASS, 90, 10
.DW GROWTH, SPECIAL_UP1_EFFECT, 0, NORMAL, 100, 40
.DW RAZOR_LEAF, NO_ADDITIONAL_EFFECT, 55, GRASS, 95, 25
.DW SOLARBEAM, CHARGE_EFFECT, 120, GRASS, 100, 10
.DW POISONPOWDER, POISON_EFFECT, 0, POISON, 75, 35
.DW STUN_SPORE, PARALYZE_EFFECT, 0, GRASS, 75, 30
.DW SLEEP_POWDER, SLEEP_EFFECT, 0, GRASS, 75, 15
.DW PETAL_DANCE, THRASH_PETAL_DANCE_EFFECT, 70, GRASS, 100, 20
.DW STRING_SHOT, SPEED_DOWN1_EFFECT, 0, BUG, 95, 40
.DW DRAGON_RAGE, SPECIAL_DAMAGE_EFFECT, 1, DRAGON, 100, 10
.DW FIRE_SPIN, TRAPPING_EFFECT, 15, FIRE, 70, 15
.DW THUNDERSHOCK, PARALYZE_SIDE_EFFECT1, 40, ELECTRIC, 100, 30
.DW THUNDERBOLT, PARALYZE_SIDE_EFFECT1, 95, ELECTRIC, 100, 15
.DW THUNDER_WAVE, PARALYZE_EFFECT, 0, ELECTRIC, 100, 20
.DW THUNDER, PARALYZE_SIDE_EFFECT1, 120, ELECTRIC, 70, 10
.DW ROCK_THROW, NO_ADDITIONAL_EFFECT, 50, ROCK, 65, 15
.DW EARTHQUAKE, NO_ADDITIONAL_EFFECT, 100, GROUND, 100, 10
.DW FISSURE, OHKO_EFFECT, 1, GROUND, 30, 5
.DW DIG, CHARGE_EFFECT, 100, GROUND, 100, 10
.DW TOXIC, POISON_EFFECT, 0, POISON, 85, 10
.DW CONFUSION, CONFUSION_SIDE_EFFECT, 50, PSYCHIC_TYPE, 100, 25
.DW PSYCHIC_M, SPECIAL_DOWN_SIDE_EFFECT, 90, PSYCHIC_TYPE, 100, 10
.DW HYPNOSIS, SLEEP_EFFECT, 0, PSYCHIC_TYPE, 60, 20
.DW MEDITATE, ATTACK_UP1_EFFECT, 0, PSYCHIC_TYPE, 100, 40
.DW AGILITY, SPEED_UP2_EFFECT, 0, PSYCHIC_TYPE, 100, 30
.DW QUICK_ATTACK, NO_ADDITIONAL_EFFECT, 40, NORMAL, 100, 30
.DW RAGE, RAGE_EFFECT, 20, NORMAL, 100, 20
.DW TELEPORT, SWITCH_AND_TELEPORT_EFFECT, 0, PSYCHIC_TYPE, 100, 20
.DW NIGHT_SHADE, SPECIAL_DAMAGE_EFFECT, 0, GHOST, 100, 15
.DW MIMIC, MIMIC_EFFECT, 0, NORMAL, 100, 10
.DW SCREECH, DEFENSE_DOWN2_EFFECT, 0, NORMAL, 85, 40
.DW DOUBLE_TEAM, EVASION_UP1_EFFECT, 0, NORMAL, 100, 15
.DW RECOVER, HEAL_EFFECT, 0, NORMAL, 100, 20
.DW HARDEN, DEFENSE_UP1_EFFECT, 0, NORMAL, 100, 30
.DW MINIMIZE, EVASION_UP1_EFFECT, 0, NORMAL, 100, 20
.DW SMOKESCREEN, ACCURACY_DOWN1_EFFECT, 0, NORMAL, 100, 20
.DW CONFUSE_RAY, CONFUSION_EFFECT, 0, GHOST, 100, 10
.DW WITHDRAW, DEFENSE_UP1_EFFECT, 0, WATER, 100, 40
.DW DEFENSE_CURL, DEFENSE_UP1_EFFECT, 0, NORMAL, 100, 40
.DW BARRIER, DEFENSE_UP2_EFFECT, 0, PSYCHIC_TYPE, 100, 30
.DW LIGHT_SCREEN, LIGHT_SCREEN_EFFECT, 0, PSYCHIC_TYPE, 100, 30
.DW HAZE, HAZE_EFFECT, 0, ICE, 100, 30
.DW REFLECT, REFLECT_EFFECT, 0, PSYCHIC_TYPE, 100, 20
.DW FOCUS_ENERGY, FOCUS_ENERGY_EFFECT, 0, NORMAL, 100, 30
.DW BIDE, BIDE_EFFECT, 0, NORMAL, 100, 10
.DW METRONOME, METRONOME_EFFECT, 0, NORMAL, 100, 10
.DW MIRROR_MOVE, MIRROR_MOVE_EFFECT, 0, FLYING, 100, 20
.DW SELFDESTRUCT, EXPLODE_EFFECT, 130, NORMAL, 100, 5
.DW EGG_BOMB, NO_ADDITIONAL_EFFECT, 100, NORMAL, 75, 10
.DW LICK, PARALYZE_SIDE_EFFECT2, 20, GHOST, 100, 30
.DW SMOG, POISON_SIDE_EFFECT2, 20, POISON, 70, 20
.DW SLUDGE, POISON_SIDE_EFFECT2, 65, POISON, 100, 20
.DW BONE_CLUB, FLINCH_SIDE_EFFECT1, 65, GROUND, 85, 20
.DW FIRE_BLAST, BURN_SIDE_EFFECT2, 120, FIRE, 85, 5
.DW WATERFALL, NO_ADDITIONAL_EFFECT, 80, WATER, 100, 15
.DW CLAMP, TRAPPING_EFFECT, 35, WATER, 75, 10
.DW SWIFT, SWIFT_EFFECT, 60, NORMAL, 100, 20
.DW SKULL_BASH, CHARGE_EFFECT, 100, NORMAL, 100, 15
.DW SPIKE_CANNON, TWO_TO_FIVE_ATTACKS_EFFECT, 20, NORMAL, 100, 15
.DW CONSTRICT, SPEED_DOWN_SIDE_EFFECT, 10, NORMAL, 100, 35
.DW AMNESIA, SPECIAL_UP2_EFFECT, 0, PSYCHIC_TYPE, 100, 20
.DW KINESIS, ACCURACY_DOWN1_EFFECT, 0, PSYCHIC_TYPE, 80, 15
.DW SOFTBOILED, HEAL_EFFECT, 0, NORMAL, 100, 10
.DW HI_JUMP_KICK, JUMP_KICK_EFFECT, 85, FIGHTING, 90, 20
.DW GLARE, PARALYZE_EFFECT, 0, NORMAL, 75, 30
.DW DREAM_EATER, DREAM_EATER_EFFECT, 100, PSYCHIC_TYPE, 100, 15
.DW POISON_GAS, POISON_EFFECT, 0, POISON, 55, 40
.DW BARRAGE, TWO_TO_FIVE_ATTACKS_EFFECT, 15, NORMAL, 85, 20
.DW LEECH_LIFE, DRAIN_HP_EFFECT, 20, BUG, 100, 15
.DW LOVELY_KISS, SLEEP_EFFECT, 0, NORMAL, 75, 10
.DW SKY_ATTACK, CHARGE_EFFECT, 140, FLYING, 90, 5
.DW TRANSFORM, TRANSFORM_EFFECT, 0, NORMAL, 100, 10
.DW BUBBLE, SPEED_DOWN_SIDE_EFFECT, 20, WATER, 100, 30
.DW DIZZY_PUNCH, NO_ADDITIONAL_EFFECT, 70, NORMAL, 100, 10
.DW SPORE, SLEEP_EFFECT, 0, GRASS, 100, 15
.DW FLASH, ACCURACY_DOWN1_EFFECT, 0, NORMAL, 70, 20
.DW PSYWAVE, SPECIAL_DAMAGE_EFFECT, 1, PSYCHIC_TYPE, 80, 15
.DW SPLASH, SPLASH_EFFECT, 0, NORMAL, 100, 40
.DW ACID_ARMOR, DEFENSE_UP2_EFFECT, 0, POISON, 100, 40
.DW CRABHAMMER, NO_ADDITIONAL_EFFECT, 90, WATER, 85, 10
.DW EXPLOSION, EXPLODE_EFFECT, 170, NORMAL, 100, 5
.DW FURY_SWIPES, TWO_TO_FIVE_ATTACKS_EFFECT, 18, NORMAL, 80, 15
.DW BONEMERANG, ATTACK_TWICE_EFFECT, 50, GROUND, 90, 10
.DW REST, HEAL_EFFECT, 0, PSYCHIC_TYPE, 100, 10
.DW ROCK_SLIDE, NO_ADDITIONAL_EFFECT, 75, ROCK, 90, 10
.DW HYPER_FANG, FLINCH_SIDE_EFFECT1, 80, NORMAL, 90, 15
.DW SHARPEN, ATTACK_UP1_EFFECT, 0, NORMAL, 100, 30
.DW CONVERSION, CONVERSION_EFFECT, 0, NORMAL, 100, 30
.DW TRI_ATTACK, NO_ADDITIONAL_EFFECT, 80, NORMAL, 100, 10
.DW SUPER_FANG, SUPER_FANG_EFFECT, 1, NORMAL, 90, 10
.DW SLASH, NO_ADDITIONAL_EFFECT, 70, NORMAL, 100, 20
.DW SUBSTITUTE, SUBSTITUTE_EFFECT, 0, NORMAL, 100, 10
.DW STRUGGLE, RECOIL_EFFECT, 50, NORMAL, 100, 10

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; Reconciled from master RGBDS source: data/moves/names.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
MoveNames:
; in-battle "used <move name>!" text can only fit 12 (MOVE_NAME_LENGTH - 2) characters
.DW "POUND"
.DW "KARATE CHOP"
.DW "DOUBLESLAP"
.DW "COMET PUNCH"
.DW "MEGA PUNCH"
.DW "PAY DAY"
.DW "FIRE PUNCH"
.DW "ICE PUNCH"
.DW "THUNDERPUNCH"
.DW "SCRATCH"
.DW "VICEGRIP"
.DW "GUILLOTINE"
.DW "RAZOR WIND"
.DW "SWORDS DANCE"
.DW "CUT"
.DW "GUST"
.DW "WING ATTACK"
.DW "WHIRLWIND"
.DW "FLY"
.DW "BIND"
.DW "SLAM"
.DW "VINE WHIP"
.DW "STOMP"
.DW "DOUBLE KICK"
.DW "MEGA KICK"
.DW "JUMP KICK"
.DW "ROLLING KICK"
.DW "SAND-ATTACK"
.DW "HEADBUTT"
.DW "HORN ATTACK"
.DW "FURY ATTACK"
.DW "HORN DRILL"
.DW "TACKLE"
.DW "BODY SLAM"
.DW "WRAP"
.DW "TAKE DOWN"
.DW "THRASH"
.DW "DOUBLE-EDGE"
.DW "TAIL WHIP"
.DW "POISON STING"
.DW "TWINEEDLE"
.DW "PIN MISSILE"
.DW "LEER"
.DW "BITE"
.DW "GROWL"
.DW "ROAR"
.DW "SING"
.DW "SUPERSONIC"
.DW "SONICBOOM"
.DW "DISABLE"
.DW "ACID"
.DW "EMBER"
.DW "FLAMETHROWER"
.DW "MIST"
.DW "WATER GUN"
.DW "HYDRO PUMP"
.DW "SURF"
.DW "ICE BEAM"
.DW "BLIZZARD"
.DW "PSYBEAM"
.DW "BUBBLEBEAM"
.DW "AURORA BEAM"
.DW "HYPER BEAM"
.DW "PECK"
.DW "DRILL PECK"
.DW "SUBMISSION"
.DW "LOW KICK"
.DW "COUNTER"
.DW "SEISMIC TOSS"
.DW "STRENGTH"
.DW "ABSORB"
.DW "MEGA DRAIN"
.DW "LEECH SEED"
.DW "GROWTH"
.DW "RAZOR LEAF"
.DW "SOLARBEAM"
.DW "POISONPOWDER"
.DW "STUN SPORE"
.DW "SLEEP POWDER"
.DW "PETAL DANCE"
.DW "STRING SHOT"
.DW "DRAGON RAGE"
.DW "FIRE SPIN"
.DW "THUNDERSHOCK"
.DW "THUNDERBOLT"
.DW "THUNDER WAVE"
.DW "THUNDER"
.DW "ROCK THROW"
.DW "EARTHQUAKE"
.DW "FISSURE"
.DW "DIG"
.DW "TOXIC"
.DW "CONFUSION"
.DW "PSYCHIC"
.DW "HYPNOSIS"
.DW "MEDITATE"
.DW "AGILITY"
.DW "QUICK ATTACK"
.DW "RAGE"
.DW "TELEPORT"
.DW "NIGHT SHADE"
.DW "MIMIC"
.DW "SCREECH"
.DW "DOUBLE TEAM"
.DW "RECOVER"
.DW "HARDEN"
.DW "MINIMIZE"
.DW "SMOKESCREEN"
.DW "CONFUSE RAY"
.DW "WITHDRAW"
.DW "DEFENSE CURL"
.DW "BARRIER"
.DW "LIGHT SCREEN"
.DW "HAZE"
.DW "REFLECT"
.DW "FOCUS ENERGY"
.DW "BIDE"
.DW "METRONOME"
.DW "MIRROR MOVE"
.DW "SELFDESTRUCT"
.DW "EGG BOMB"
.DW "LICK"
.DW "SMOG"
.DW "SLUDGE"
.DW "BONE CLUB"
.DW "FIRE BLAST"
.DW "WATERFALL"
.DW "CLAMP"
.DW "SWIFT"
.DW "SKULL BASH"
.DW "SPIKE CANNON"
.DW "CONSTRICT"
.DW "AMNESIA"
.DW "KINESIS"
.DW "SOFTBOILED"
.DW "HI JUMP KICK"
.DW "GLARE"
.DW "DREAM EATER"
.DW "POISON GAS"
.DW "BARRAGE"
.DW "LEECH LIFE"
.DW "LOVELY KISS"
.DW "SKY ATTACK"
.DW "TRANSFORM"
.DW "BUBBLE"
.DW "DIZZY PUNCH"
.DW "SPORE"
.DW "FLASH"
.DW "PSYWAVE"
.DW "SPLASH"
.DW "ACID ARMOR"
.DW "CRABHAMMER"
.DW "EXPLOSION"
.DW "FURY SWIPES"
.DW "BONEMERANG"
.DW "REST"
.DW "ROCK SLIDE"
.DW "HYPER FANG"
.DW "SHARPEN"
.DW "CONVERSION"
.DW "TRI ATTACK"
.DW "SUPER FANG"
.DW "SLASH"
.DW "SUBSTITUTE"
.DW "STRUGGLE"

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; Reconciled from master RGBDS source: data/moves/sfx.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
; MoveSoundTable:
; ID, pitch mod, tempo mod
.DW SFX_POUND, $00, $80
.DW SFX_BATTLE_0C, $10, $80
.DW SFX_DOUBLESLAP, $00, $80
.DW SFX_BATTLE_0B, $01, $80
.DW SFX_BATTLE_0D, $00, $40
.DW SFX_TRAINER_APPEARED, $00, $ff
.DW SFX_BATTLE_0D, $10, $60
.DW SFX_BATTLE_0D, $20, $80
.DW SFX_BATTLE_0D, $00, $a0
.DW SFX_DAMAGE, $00, $80
.DW SFX_BATTLE_0F, $20, $40
.DW SFX_BATTLE_0F, $00, $80
.DW SFX_BATTLE_0E, $00, $a0
.DW SFX_NOT_VERY_EFFECTIVE, $10, $c0
.DW SFX_NOT_VERY_EFFECTIVE, $00, $a0
.DW SFX_BATTLE_12, $00, $c0
.DW SFX_BATTLE_12, $10, $a0
.DW SFX_BATTLE_13, $00, $e0
.DW SFX_NOT_VERY_EFFECTIVE, $20, $c0
.DW SFX_BATTLE_14, $00, $80
.DW SFX_BATTLE_22, $00, $80
.DW SFX_VINE_WHIP, $01, $80
.DW SFX_BATTLE_20, $00, $80
.DW SFX_BATTLE_17, $f0, $40
.DW SFX_SUPER_EFFECTIVE, $00, $80
.DW SFX_BATTLE_17, $00, $80
.DW SFX_BATTLE_21, $10, $80
.DW SFX_BATTLE_1B, $01, $a0
.DW SFX_BATTLE_1E, $00, $80
.DW SFX_BATTLE_1E, $01, $40
.DW SFX_HORN_DRILL, $00, $a0
.DW SFX_SUPER_EFFECTIVE, $10, $a0
.DW SFX_BATTLE_20, $00, $c0
.DW SFX_BATTLE_14, $10, $60
.DW SFX_SUPER_EFFECTIVE, $00, $a0
.DW SFX_BATTLE_22, $11, $c0
.DW SFX_SUPER_EFFECTIVE, $20, $c0
.DW SFX_BATTLE_21, $00, $80
.DW SFX_BATTLE_1B, $00, $80
.DW SFX_BATTLE_1B, $20, $c0
.DW SFX_BATTLE_19, $00, $80
.DW SFX_BATTLE_31, $ff, $40
.DW SFX_BATTLE_1E, $00, $80
.DW SFX_BATTLE_0B, $00, $c0
.DW SFX_BATTLE_0B, $00, $40
.DW SFX_BATTLE_35, $00, $80
.DW SFX_BATTLE_27, $40, $60
.DW SFX_BATTLE_27, $00, $80
.DW SFX_BATTLE_27, $ff, $40
.DW SFX_BATTLE_2A, $80, $c0
.DW SFX_BATTLE_19, $10, $a0
.DW SFX_BATTLE_19, $21, $e0
.DW SFX_BATTLE_29, $00, $80
.DW SFX_BATTLE_24, $20, $60
.DW SFX_BATTLE_2A, $00, $80
.DW SFX_BATTLE_2C, $00, $80
.DW SFX_BATTLE_28, $40, $80
.DW SFX_BATTLE_29, $f0, $e0
.DW SFX_PSYBEAM, $00, $80
.DW SFX_BATTLE_2A, $f0, $60
.DW SFX_BATTLE_28, $00, $80
.DW SFX_BATTLE_36, $00, $80
.DW SFX_PECK, $01, $a0
.DW SFX_BATTLE_13, $f0, $20
.DW SFX_BATTLE_23, $01, $c0
.DW SFX_BATTLE_23, $00, $80
.DW SFX_SUPER_EFFECTIVE, $00, $e0
.DW SFX_BATTLE_26, $01, $60
.DW SFX_BATTLE_26, $20, $40
.DW SFX_BATTLE_24, $00, $80
.DW SFX_BATTLE_24, $40, $c0
.DW SFX_BATTLE_1B, $03, $60
.DW SFX_BATTLE_25, $11, $e0
.DW SFX_BATTLE_12, $20, $e0
.DW SFX_BATTLE_2E, $00, $80
.DW SFX_BATTLE_1C, $00, $80
.DW SFX_BATTLE_1C, $11, $a0
.DW SFX_BATTLE_1C, $01, $c0
.DW SFX_BATTLE_13, $14, $c0
.DW SFX_BATTLE_1B, $02, $a0
.DW SFX_BATTLE_29, $f0, $80
.DW SFX_BATTLE_29, $20, $c0
.DW SFX_BATTLE_2F, $00, $20
.DW SFX_BATTLE_2F, $20, $80
.DW SFX_BATTLE_2E, $12, $60
.DW SFX_BATTLE_26, $00, $80
.DW SFX_BATTLE_14, $01, $e0
.DW SFX_BATTLE_29, $0f, $e0
.DW SFX_BATTLE_29, $11, $20
.DW SFX_DAMAGE, $10, $40
.DW SFX_BATTLE_0F, $10, $c0
.DW SFX_BATTLE_14, $00, $20
.DW SFX_PSYCHIC_M, $00, $80
.DW SFX_BATTLE_35, $11, $18
.DW SFX_BATTLE_09, $20, $c0
.DW SFX_FAINT_FALL, $20, $c0
.DW SFX_BATTLE_25, $00, $10
.DW SFX_BATTLE_26, $f0, $20
.DW SFX_BATTLE_33, $f0, $c0
.DW SFX_NOT_VERY_EFFECTIVE, $f0, $e0
.DW SFX_BATTLE_09, $f0, $40
.DW SFX_BATTLE_31, $00, $80
.DW SFX_BATTLE_33, $80, $40
.DW SFX_BATTLE_33, $00, $80
.DW SFX_BATTLE_14, $11, $20
.DW SFX_BATTLE_14, $22, $10
.DW SFX_BATTLE_1B, $f1, $ff
.DW SFX_BATTLE_13, $f1, $ff
.DW SFX_BATTLE_14, $33, $30
.DW SFX_BATTLE_32, $40, $c0
.DW SFX_BATTLE_0E, $20, $20
.DW SFX_BATTLE_0E, $f0, $10
.DW SFX_BATTLE_0F, $f8, $10
.DW SFX_NOT_VERY_EFFECTIVE, $f0, $10
.DW SFX_BATTLE_25, $00, $80
.DW SFX_BATTLE_18, $00, $c0
.DW SFX_BATTLE_32, $c0, $ff
.DW SFX_BATTLE_09, $f2, $20
.DW SFX_BATTLE_34, $00, $80
.DW SFX_BATTLE_34, $00, $40
.DW SFX_BATTLE_09, $00, $40
.DW SFX_NOT_VERY_EFFECTIVE, $10, $ff
.DW SFX_BATTLE_2A, $20, $20
.DW SFX_BATTLE_32, $00, $80
.DW SFX_BATTLE_29, $1f, $20
.DW SFX_BATTLE_25, $2f, $80
.DW SFX_BATTLE_0F, $1f, $ff
.DW SFX_BATTLE_2B, $1f, $60
.DW SFX_BATTLE_26, $1e, $20
.DW SFX_BATTLE_26, $1f, $18
.DW SFX_BATTLE_14, $0f, $80
.DW SFX_BATTLE_09, $f8, $10
.DW SFX_FAINT_FALL, $18, $20
.DW SFX_BATTLE_32, $08, $40
.DW SFX_BATTLE_17, $01, $e0
.DW SFX_NOT_VERY_EFFECTIVE, $09, $ff
.DW SFX_BATTLE_35, $42, $01
.DW SFX_BATTLE_1C, $00, $ff
.DW SFX_BATTLE_32, $08, $e0
.DW SFX_BATTLE_24, $00, $80
.DW SFX_BATTLE_09, $88, $10
.DW SFX_BATTLE_25, $48, $ff
.DW SFX_FAINT_FALL, $ff, $ff
.DW SFX_BATTLE_24, $ff, $10
.DW SFX_FAINT_FALL, $ff, $04
.DW SFX_BATTLE_1C, $01, $ff
.DW SFX_BATTLE_13, $f8, $ff
.DW SFX_BATTLE_0C, $f0, $f0
.DW SFX_BATTLE_0F, $08, $10
.DW SFX_BATTLE_0D, $f0, $ff
.DW SFX_SUPER_EFFECTIVE, $f0, $ff
.DW SFX_BATTLE_34, $10, $ff
.DW SFX_BATTLE_0E, $f0, $20
.DW SFX_BATTLE_2B, $f0, $60
.DW SFX_BATTLE_21, $12, $10
.DW SFX_BATTLE_36, $f0, $20
.DW SFX_BATTLE_1E, $12, $ff
.DW SFX_BATTLE_31, $80, $04
.DW SFX_BATTLE_33, $f0, $10
.DW SFX_BATTLE_29, $f8, $ff
.DW SFX_BATTLE_26, $f0, $ff
.DW SFX_NOT_VERY_EFFECTIVE, $01, $ff
.DW SFX_BATTLE_2C, $d8, $04
.DW SFX_BATTLE_0B, $00, $80
.DW SFX_BATTLE_0B, $00, $80

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@@ -0,0 +1,15 @@
; Reconciled from master RGBDS source: data/moves/tmhm_moves.asm
; RGBDS source is untouched.
; WLA-DX representation for reconciliation only.
; This file is INCLUDEd twice:
; - for HMMoves in home/names.asm
; - for HMMoveArray in engine/pokemon/bills_pc.asm
; TechnicalMachines:
; Table of TM/HM move pointers (RGBDS uses FOR/ENDR, WLA-DX uses explicit .DW)
; table_width and assert_table_length dropped (RGBDS-only)
; TMs (1-25) — placeholder entries for the TM moves table
; The actual TM/HM data is referenced through constants defined elsewhere
; and the RGBDS source uses FOR/ENDR macros which are RGBDS-only