Continue macro comment updating
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@@ -1016,74 +1016,74 @@
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@ Writes the name of the given Pokemon species to the specified buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferspeciesname out:req, species:req
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.macro bufferspeciesname stringVarId:req, species:req
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.byte 0x7d
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.byte \out
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.byte \stringVarId
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.2byte \species
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.endm
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@ Writes the name of the species of the first Pokemon in the player's party to the specified buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferleadmonspeciesname out:req
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.macro bufferleadmonspeciesname stringVarId:req
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.byte 0x7e
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.byte \out
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.byte \stringVarId
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.endm
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@ Writes the nickname of the Pokemon in 'slot' (zero-indexed) of the player's party to the specified buffer.
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@ If an empty or invalid slot is specified, ten spaces ("") are written to the buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferpartymonnick out:req, slot:req
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.macro bufferpartymonnick stringVarId:req, slot:req
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.byte 0x7f
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.byte \out
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.byte \stringVarId
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.2byte \slot
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.endm
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@ Writes the name of the specified item to the specified buffer. If itemId is >= ITEMS_COUNT,
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@ then the name of ITEM_NONE ("????????") is buffered instead.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferitemname out:req, item:req
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.macro bufferitemname stringVarId:req, item:req
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.byte 0x80
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.byte \out
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.byte \stringVarId
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.2byte \item
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.endm
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@ Writes the name of the specified decoration to the specified buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferdecorationname out:req, decoration:req
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.macro bufferdecorationname stringVarId:req, decoration:req
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.byte 0x81
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.byte \out
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.byte \stringVarId
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.2byte \decoration
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.endm
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@ Writes the name of the specified move to the specified buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro buffermovename out:req, move:req
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.macro buffermovename stringVarId:req, move:req
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.byte 0x82
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.byte \out
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.byte \stringVarId
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.2byte \move
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.endm
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@ Converts the value of input to a decimal string, and writes that string to the specified buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro buffernumberstring out:req, input:req
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.macro buffernumberstring stringVarId:req, input:req
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.byte 0x83
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.byte \out
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.byte \stringVarId
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.2byte \input
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.endm
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@ Writes the given standard string (STDSTRING_*) to the specified buffer. Invalid std string ids are not handled.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferstdstring out:req, index:req
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.macro bufferstdstring stringVarId:req, index:req
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.byte 0x84
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.byte \out
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.byte \stringVarId
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.2byte \index
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.endm
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@ Copies the string at the given pointer to the specified buffer.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferstring out:req, text:req
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.macro bufferstring stringVarId:req, text:req
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.byte 0x85
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.byte \out
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.byte \stringVarId
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.4byte \text
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.endm
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@@ -1298,25 +1298,30 @@
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.byte 0xa5
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.endm
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@
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.macro setstepcallback subroutine:req
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@ Enables the overworld task specified by stepCbId (STEP_CB_*). Only 1 can be active at a time. See src/field_tasks.c for more.
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.macro setstepcallback stepCbId:req
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.byte 0xa6
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.byte \subroutine
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.byte \stepCbId
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.endm
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@ Sets the current map layout to the one specified by index (LAYOUT_*).
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@ This should be done before the layout is loaded, typically in the ON_TRANSITION map script.
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.macro setmaplayoutindex index:req
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.byte 0xa7
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.2byte \index
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.endm
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.macro setobjectpriority localId:req, map:req, priority:req
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@ Sets the specified object's sprite's subpriority, and sets fixedPriority to TRUE.
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@ Only used to hide the player and Briney behind the boat.
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.macro setobjectsubpriority localId:req, map:req, subpriority:req
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.byte 0xa8
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.2byte \localId
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map \map
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.byte \priority
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.byte \subpriority
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.endm
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.macro resetobjectpriority localId:req, map:req
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@ Sets the specified object's fixedPriority to FALSE. Does not change the subpriority field.
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.macro resetobjectsubpriority localId:req, map:req
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.byte 0xa9
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.2byte \localId
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map \map
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@@ -1357,14 +1362,14 @@
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.byte 0xae
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.endm
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@ Sets the door tile at (x, y) to be open without an animation.
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@ Sets the door metatile at (x, y) to be open without an animation.
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.macro setdooropen x:req, y:req
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.byte 0xaf
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.2byte \x
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.2byte \y
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.endm
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@ Sets the door tile at (x, y) to be closed without an animation.
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@ Sets the door metatile at (x, y) to be closed without an animation.
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.macro setdoorclosed x:req, y:req
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.byte 0xb0
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.2byte \x
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@@ -1463,21 +1468,21 @@
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.4byte \pointer
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.endm
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@ Spawns a secondary box showing how many Coins the player has.
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@ Create a window showing how many Coins the player has.
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.macro showcoinsbox x:req, y:req
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.byte 0xc0
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.byte \x
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.byte \y
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.endm
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@ Hides the secondary box spawned by showcoins. It consumes its arguments but doesn't use them.
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@ Destroys the window created by showcoins. It consumes its arguments but doesn't use them.
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.macro hidecoinsbox x:req, y:req
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.byte 0xc1
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.byte \x
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.byte \y
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.endm
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@ Updates the secondary box spawned by showcoins. It consumes its arguments but doesn't use them.
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@ Updates the window created by showcoins. It consumes its arguments but doesn't use them.
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.macro updatecoinsbox x:req, y:req
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.byte 0xc2
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.byte \x
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@@ -1504,9 +1509,10 @@
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.endm
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@ Writes the name of the specified (box) PC box to the specified buffer.
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.macro bufferboxname out:req, box:req
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferboxname stringVarId:req, box:req
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.byte 0xc6
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.byte \out
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.byte \stringVarId
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.2byte \box
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.endm
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@@ -1583,27 +1589,27 @@
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.byte \location
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.endm
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@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Moves the objects on the colored puzzle
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@ specified by puzzleNumber one rotation
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@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Moves the objects one rotation
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@ on the colored puzzle specified by puzzleNumber.
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.macro moverotatingtileobjects puzzleNumber:req
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.byte 0xd3
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.2byte \puzzleNumber
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.endm
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@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Updates the facing direction of all objects on the puzzle tiles
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@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Updates the facing direction of all objects on the puzzle tiles
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.macro turnrotatingtileobjects
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.byte 0xd4
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.endm
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@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Allocates memory for the puzzle objects.
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@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Allocates memory for the puzzle objects.
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@ isTrickHouse is needed to determine which of the two maps the puzzle is on, in order to know where in the tileset
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@ the puzzle tiles start.
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@ the puzzle tiles start (TRUE for Trick House Room, FALSE for Mossdeep Gym).
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.macro initrotatingtilepuzzle isTrickHouse:req
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.byte 0xd5
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.2byte \isTrickHouse
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.endm
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@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Frees the memory allocated for the puzzle objects.
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@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Frees the memory allocated for the puzzle objects.
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.macro freerotatingtilepuzzle
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.byte 0xd6
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.endm
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@@ -1623,6 +1629,7 @@
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.byte 0xd9
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.endm
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@ Destroys the window created by braillemessage.
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.macro closebraillemessage
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.byte 0xda
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.endm
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@@ -1637,21 +1644,26 @@
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.byte \mode
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.endm
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.macro buffertrainerclassname out:req, class:req
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro buffertrainerclassname stringVarId:req, class:req
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.byte 0xdd
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.byte \out
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.byte \stringVarId
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.2byte \class
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.endm
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.macro buffertrainername out:req, trainer:req
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@ Buffers the specified trainer's name to the given string var.
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@ If the trainer id is >= TRAINERS_COUNT it will be treated as TRAINER_NONE.
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro buffertrainername stringVarId:req, trainerId:req
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.byte 0xde
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.byte \out
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.2byte \trainer
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.byte \stringVarId
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.2byte \trainerId
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.endm
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.macro pokenavcall pointer:req
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@ Starts a Pokenav call with the given text.
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.macro pokenavcall text:req
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.byte 0xdf
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.4byte \pointer
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.4byte \text
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.endm
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@ Warp commands can be given either the id of which warp location to go to on the destination map
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@@ -1661,18 +1673,21 @@
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formatwarp \map, \a, \b, \c
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.endm
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.macro buffercontesttypestring out:req, word:req
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@ Buffers the name of the contest category to the buffer.
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@ For example a category of CONTEST_CATEGORY_COOL will buffer the string "COOLNESS CONTEST".
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.macro buffercontestname stringVarId:req, category:req
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.byte 0xe1
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.byte \out
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.2byte \word
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.byte \stringVarId
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.2byte \category
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.endm
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@ Writes the name of the specified (item) item to the specified buffer. If 'item' is a Berry or ITEM_POKE_BALL
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@ Writes the name of the specified item to the specified buffer. If 'item' is a Berry or ITEM_POKE_BALL
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@ and if the quantity is 2 or more, the buffered string will be pluralized ("IES" or "S" appended).
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@ If the specified item is >= ITEMS_COUNT then the name of ITEM_NONE ("????????") is buffered instead.
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.macro bufferitemnameplural out:req, item:req, quantity:req
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@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
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.macro bufferitemnameplural stringVarId:req, item:req, quantity:req
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.byte 0xe2
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.byte \out
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.byte \stringVarId
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.2byte \item
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.2byte \quantity
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.endm
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@@ -1847,6 +1862,7 @@
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dofieldeffect FLDEFF_SPARKLE
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.endm
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@ Prints a braille message, waits for an A or B press, then closes the message.
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.macro braillemsgbox text:req
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braillemessage \text
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waitbuttonpress
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