@ Does nothing. .macro nop .byte 0x00 .endm @ Does nothing. .macro nop1 .byte 0x01 .endm @ Terminates script execution. .macro end .byte 0x02 .endm @ Jumps back to after the last-executed call statement, and continues script execution from there. .macro return .byte 0x03 .endm @ Jumps to destination and continues script execution from there. The location of the calling script is remembered and can be returned to later. .macro call destination:req .byte 0x04 .4byte \destination .endm @ Jumps to destination and continues script execution from there. .macro goto destination:req .byte 0x05 .4byte \destination .endm @ If the result of the last comparison matches condition (see Comparison operators), jumps to destination and continues script execution from there. .macro goto_if condition:req, destination:req .byte 0x06 .byte \condition .4byte \destination .endm @ If the result of the last comparison matches condition (see Comparison operators), calls destination. .macro call_if condition:req, destination:req .byte 0x07 .byte \condition .4byte \destination .endm @ Jumps to the script in gStdScripts at index function. .macro gotostd function:req .byte 0x08 .byte \function .endm @ callstd function names STD_OBTAIN_ITEM = 0 STD_FIND_ITEM = 1 STD_OBTAIN_DECORATION = 7 STD_REGISTER_MATCH_CALL = 8 @ Calls the script in gStdScripts at index function. .macro callstd function:req .byte 0x09 .byte \function .endm @ If the result of the last comparison matches condition (see Comparison operators), jumps to the script in gStdScripts at index function. .macro gotostd_if condition:req, function:req .byte 0x0a .byte \condition .byte \function .endm @ If the result of the last comparison matches condition (see Comparison operators), calls the script in gStdScripts at index function. .macro callstd_if condition:req, function:req .byte 0x0b .byte \condition .byte \function .endm @ Equivalent to the 'return' command for a RAM script. .macro returnram .byte 0x0c .endm @ Equivalent to the 'end' command for a RAM script. .macro endram .byte 0x0d .endm @ Sets the Mystery Event script status (MEVENT_STATUS_*). .macro setmysteryeventstatus value:req .byte 0x0e .byte \value .endm @ Sets the value at the specified script data index to a fixed 4-byte value. .macro loadword destIndex:req, value:req .byte 0x0f .byte \destIndex .4byte \value .endm @ Sets the value at the specified script data index to a fixed byte value. .macro loadbyte destIndex:req, value:req .byte 0x10 .byte \destIndex .byte \value .endm @ Sets the value at the specified pointer. .macro setptr value:req, ptr:req .byte 0x11 .byte \value .4byte \ptr .endm @ Sets the value at the specified script data index to the value at pointer 'source'. .macro loadbytefromptr destIndex:req, source:req .byte 0x12 .byte \destIndex .4byte \source .endm @ Sets the value at pointer 'destination' to the contents of the script data at 'srcIndex'. .macro setptrbyte srcIndex:req, destination:req .byte 0x13 .byte \srcIndex .4byte \destination .endm @ Copies the contents of the script data from one index to another. .macro copylocal destIndex:req, srcIndex:req .byte 0x14 .byte \destIndex .byte \srcIndex .endm @ Copies the byte at source to destination, replacing whatever byte was previously there. .macro copybyte destination:req, source:req .byte 0x15 .4byte \destination .4byte \source .endm @ Changes the value of destination to value. .macro setvar destination:req, value:req .byte 0x16 .2byte \destination .2byte \value .endm @ Changes the value of destination by adding value to it. Overflow is not prevented (0xFFFF + 1 = 0x0000). .macro addvar destination:req, value:req .byte 0x17 .2byte \destination .2byte \value .endm @ Changes the value of destination by subtracting value to it. Overflow is not prevented (0x0000 - 1 = 0xFFFF). .macro subvar destination:req, value:req .byte 0x18 .2byte \destination .2byte \value .endm @ Copies the value of source into destination. .macro copyvar destination:req, source:req .byte 0x19 .2byte \destination .2byte \source .endm @ If source is not a variable, then this function acts like setvar. Otherwise, it acts like copyvar. .macro setorcopyvar destination:req, source:req .byte 0x1a .2byte \destination .2byte \source .endm @ Compares the values of the script data at indexes 'local1' and 'local2'. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_local_to_local local1:req, local2:req .byte 0x1b .byte \local1 .byte \local2 .endm @ Compares the value of the script data at index 'local' to a fixed value. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_local_to_value local:req, value:req .byte 0x1c .byte \local .byte \value .endm @ Compares the value of the script data at index 'local' to the value at 'ptr' @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_local_to_ptr local:req, ptr:req .byte 0x1d .byte \local .4byte \ptr .endm @ Compares the value at 'ptr' to the value of the script data at index 'local'. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_ptr_to_local ptr:req, local:req .byte 0x1e .4byte \ptr .byte \local .endm @ Compares the value at 'ptr' to a fixed value. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_ptr_to_value ptr:req, value:req .byte 0x1f .4byte \ptr .byte \value .endm @ Compares the value at 'ptr1' to the value at 'ptr2'. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_ptr_to_ptr ptr1:req, ptr2:req .byte 0x20 .4byte \ptr1 .4byte \ptr2 .endm @ Compares the value of 'var' to a fixed value. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_var_to_value var:req, value:req .byte 0x21 .2byte \var .2byte \value .endm @ Compares the value of 'var1' to the value of 'var2'. @ The result is stored in comparisonResult to be acted on by goto_if / call_if .macro compare_var_to_var var1:req, var2:req .byte 0x22 .2byte \var1 .2byte \var2 .endm @ Generic compare macro which attempts to deduce argument types based on their values @ Any values between VARS_START to VARS_END and SPECIAL_VARS_START to SPECIAL_VARS_END are considered event variable identifiers .macro compare var:req, arg:req .if ((\arg >= VARS_START && \arg <= VARS_END) || (\arg >= SPECIAL_VARS_START && \arg <= SPECIAL_VARS_END)) compare_var_to_var \var, \arg .else compare_var_to_value \var, \arg .endif .endm @ Calls the native C function stored at func. .macro callnative func:req .byte 0x23 .4byte \func .endm @ Replaces the script with the function stored at func. Execution returns to the bytecode script when func returns TRUE. .macro gotonative func:req .byte 0x24 .4byte \func .endm @ Calls a function listed in the table in data/specials.inc. .macro special function:req .byte 0x25 .2byte SPECIAL_\function .endm @ Calls a function listed in the table in data/specials.inc. @ That function's output (if any) will be written to the variable specified by 'output'. .macro specialvar output:req, function:req .byte 0x26 .2byte \output .2byte SPECIAL_\function .endm @ Blocks script execution until a command or C code manually unblocks it. Generally used with specific @ commands and specials. Calling EnableBothScriptContexts for instance will allow execution to continue. .macro waitstate .byte 0x27 .endm @ Blocks script execution for frames. (Pokemon Emerald runs at just shy of 60 frames per second.) .macro delay frames:req .byte 0x28 .2byte \frames .endm @ Sets flag to TRUE. .macro setflag flag:req .byte 0x29 .2byte \flag .endm @ Sets flag to FALSE. .macro clearflag flag:req .byte 0x2a .2byte \flag .endm @ Compares flag to TRUE and stores the result in comparisonResult to be used by goto_if, etc @ See additional _if_unset and _if_set macros .macro checkflag flag:req .byte 0x2b .2byte \flag .endm @ Initializes the RTC`s local time offset to the given hour and minute. .macro initclock hour:req, minute:req .byte 0x2c .2byte \hour .2byte \minute .endm @ Updates local time using the RTC and runs time based events. .macro dotimebasedevents .byte 0x2d .endm @ Sets the values of variables VAR_0x8000, VAR_0x8001, and VAR_0x8002 to the current hour, minute, and second. .macro gettime .byte 0x2e .endm @ Plays the specified sound. Only one sound may play at a time, with newer ones interrupting older ones. .macro playse song:req .byte 0x2f .2byte \song .endm @ Blocks script execution until the currently-playing sound (triggered by playse) finishes playing. .macro waitse .byte 0x30 .endm @ Plays the fanfare specified by the song number. If the specified song is not a fanfare it will instead play the first song in sFanfares. .macro playfanfare song:req .byte 0x31 .2byte \song .endm @ Blocks script execution until all currently-playing fanfares finish. .macro waitfanfare .byte 0x32 .endm @ Plays the specified song. If save_song is TRUE, the @ specified song will be saved as if savebgm was called with it. .macro playbgm song:req, save_song:req .byte 0x33 .2byte \song .byte \save_song .endm @ Saves the specified song to be played later. Saved music may be played when Overworld_PlaySpecialMapMusic is called. This occurs on @ exiting most warps. .macro savebgm song:req .byte 0x34 .2byte \song .endm @ Crossfades the currently-playing song into the map's default song. .macro fadedefaultbgm .byte 0x35 .endm @ Crossfades the currently-playing song into the specified song. .macro fadenewbgm song:req .byte 0x36 .2byte \song .endm @ Fades out the currently-playing song. .macro fadeoutbgm speed:req .byte 0x37 .byte \speed .endm @ Fades the previously-playing song back in. .macro fadeinbgm speed:req .byte 0x38 .byte \speed .endm @ Helper macro for warp commands that formats their arguments. @ It allows warp macros to either provide 1. a valid id for which warp location to use, @ or 2. a pair of x/y coordinates to use. Both may be provided but at least one will be @ ignored by SetPlayerCoordsFromWarp. If none are provided it will use dummy arguments, @ and the warp will send the player to the center of the map. @ Examples of valid inputs for a warp command: @ - warp MAP, x, y @ - warp MAP, warpId @ - warp MAP @ - warp MAP, warpId, x, y .macro formatwarp map:req, a, b, c map \map .ifb \a @ No arguments provided, use dummy warpId and coords. .byte WARP_ID_NONE .2byte -1 @ x .2byte -1 @ y .else .ifb \b @ Only one argument provided, treat it as a warpId and use dummy coords. .byte \a @ warpId .2byte -1 @ x .2byte -1 @ y .else .ifb \c @ Only two arguments provided, treat them as a coord pair and use dummy warpId. .byte WARP_ID_NONE .2byte \a @ x .2byte \b @ y .else @ All three arguments provided. Output them and let the warp sort out which to use. .byte \a @ warpId .2byte \b @ x .2byte \c @ y .endif .endif .endif .endm @ Warps the player to the specified map. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warp map:req, a, b, c .byte 0x39 formatwarp \map, \a, \b, \c .endm @ Warps the player to the specified map without playing a sound effect. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warpsilent map:req, a, b, c .byte 0x3a formatwarp \map, \a, \b, \c .endm @ Warps the player to the specified map and plays a door opening animation before stepping upwards into it. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warpdoor map:req, a, b, c .byte 0x3b formatwarp \map, \a, \b, \c .endm @ Warps the player to another map using a hole animation. If the specified map is MAP_UNDEFINED it will instead @ use the map set by setholewarp. In either case the target coordinates on the destination map will be the @ player's current position. .macro warphole map:req .byte 0x3c map \map .endm @ Warps the player to the specified map using a teleport effect. Effect is similar to warpspinenter but @ this warp has a fade out first and doesn't maintain the original facing direction. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warpteleport map:req, a, b, c .byte 0x3d formatwarp \map, \a, \b, \c .endm @ Sets the warp destination to be used later. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro setwarp map:req, a, b, c .byte 0x3e formatwarp \map, \a, \b, \c .endm @ Sets the dynamic warp destination. Warps with a destination map of MAP_NONE will target this destination. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro setdynamicwarp map:req, a, b, c .byte 0x3f formatwarp \map, \a, \b, \c .endm @ Sets the destination that diving or emerging from a dive will take the player to. Note that this only @ applies if the current map does not have a dive/emerge connection. If it does have a corresponding @ map connection then that map and the player's current coordinates will be used as the destination instead. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro setdivewarp map:req, a, b, c .byte 0x40 formatwarp \map, \a, \b, \c .endm @ Sets the destination that falling into a hole will take the player to. @ While it does accept and set the x/y coordinates and warpId, they are ultimately ignored. @ This is only used to set the map the player should fall to. The exact location on the @ map to fall to is determined by warphole. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro setholewarp map:req, a=0, b=0, c .byte 0x41 formatwarp \map, \a, \b, \c .endm @ Retrieves the player's zero-indexed x- and y-coordinates in the map, and stores them in the specified variables. .macro getplayerxy x:req, y:req .byte 0x42 .2byte \x .2byte \y .endm @ Retrieves the number of Pokemon in the player's party, and stores that number in VAR_RESULT. .macro getpartysize .byte 0x43 .endm @ Attempts to add quantity of the specified item to the player's Bag. If the player has enough room, the item will @ be added and VAR_RESULT will be set to TRUE; otherwise, VAR_RESULT is set to FALSE. .macro additem itemId:req, quantity=1 .byte 0x44 .2byte \itemId .2byte \quantity .endm @ Removes quantity of the specified item from the player's Bag. If the player has fewer than 'quantity' in their bag @ then none will be removed and VAR_RESULT will be set to FALSE. Otherwise it will be set to TRUE. .macro removeitem itemId:req, quantity=1 .byte 0x45 .2byte \itemId .2byte \quantity .endm @ Checks if the player has enough space in their Bag to hold quantity more of the specified item. Sets VAR_RESULT to @ TRUE if there is room, or FALSE is there is no room. .macro checkitemspace itemId:req, quantity=1 .byte 0x46 .2byte \itemId .2byte \quantity .endm @ Checks if the player has quantity or more of the specified item in their Bag. Sets VAR_RESULT to TRUE if the player has @ enough of the item, or FALSE if they have fewer than quantity of the item. .macro checkitem itemId:req, quantity=1 .byte 0x47 .2byte \itemId .2byte \quantity .endm @ Checks which Bag pocket the specified item belongs in, and writes the pocket value (POCKET_*) to VAR_RESULT. @ This is used to show the name of the proper Bag pocket when the player receives an item via callstd. .macro checkitemtype itemId:req .byte 0x48 .2byte \itemId .endm @ Adds quantity of the specified item to the player's PC. .macro addpcitem itemId:req, quantity=1 .byte 0x49 .2byte \itemId .2byte \quantity .endm @ Checks for quantity of the specified item in the player's PC. .macro checkpcitem itemId:req, quantity=1 .byte 0x4a .2byte \itemId .2byte \quantity .endm @ Adds a decoration to the player's PC. .macro adddecoration decoration:req .byte 0x4b .2byte \decoration .endm @ Removes a decoration from the player's PC. .macro removedecoration decoration:req .byte 0x4c .2byte \decoration .endm @ Checks for decoration in the player's PC. .macro checkdecor decoration:req .byte 0x4d .2byte \decoration .endm @ Checks if the player has enough space in their PC to hold the decoration. @ Sets VAR_RESULT to TRUE if there is room, or FALSE is there is no room. .macro checkdecorspace decoration:req .byte 0x4e .2byte \decoration .endm @ Applies the movement data at movements to the specified (localId) object. If no map is specified, then the current map is used. .macro applymovement localId:req, movements:req, map .ifb \map .byte 0x4f .2byte \localId .4byte \movements .else @ Really only useful if the object has followed from one map to another (e.g. Wally during the catching event). .byte 0x50 .2byte \localId .4byte \movements map \map .endif .endm @ Blocks script execution until the movements being applied to the specified (localId) object finish. @ If the specified object is 0, then the command will block script execution until all objects @ affected by applymovement finish their movements. If the specified object is not currently being @ manipulated with applymovement, then this command does nothing. @ If no map is specified, then the current map is used. .macro waitmovement localId:req, map .ifb \map .byte 0x51 .2byte \localId .else .byte 0x52 .2byte \localId map \map .endif .endm @ Attempts to despawn the specified (localId) object on the specified map. @ It also sets the object's visibility flag if it has one. @ If no map is specified, then the current map is used. .macro removeobject localId:req, map .ifb \map .byte 0x53 .2byte \localId .else .byte 0x54 .2byte \localId map \map .endif .endm @ Attempts to spawn the specified (localId) object the specified map. @ Note that unlike removeobject this does not modify the object's flag. @ If no map is specified, then the current map is used. .macro addobject localId:req, map .ifb \map .byte 0x55 .2byte \localId .else .byte 0x56 .2byte \localId map \map .endif .endm @ Sets the specified (localId) object's position on the current map. .macro setobjectxy localId:req, x:req, y:req .byte 0x57 .2byte \localId .2byte \x .2byte \y .endm @ Sets the specified object's invisibility to FALSE. .macro showobjectat localId:req, map:req .byte 0x58 .2byte \localId map \map .endm @ Sets the specified object's invisibility to TRUE. .macro hideobjectat localId:req, map:req .byte 0x59 .2byte \localId map \map .endm @ Turns the currently selected object (if there is one) to face the player. .macro faceplayer .byte 0x5a .endm @ Turns the specified object in the specified direction. .macro turnobject localId:req, direction:req .byte 0x5b .2byte \localId .byte \direction .endm @ Configures the arguments for a trainer battle, then jumps to the appropriate script in scripts/trainer_battle.inc .macro trainerbattle type:req, trainer:req, local_id:req, pointer1:req, pointer2, pointer3, pointer4 .byte 0x5c .byte \type .2byte \trainer .2byte \local_id .if \type == TRAINER_BATTLE_SINGLE .4byte \pointer1 @ text .4byte \pointer2 @ text .elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT_NO_MUSIC .4byte \pointer1 @ text .4byte \pointer2 @ text .4byte \pointer3 @ event script .elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT .4byte \pointer1 @ text .4byte \pointer2 @ text .4byte \pointer3 @ event script .elseif \type == TRAINER_BATTLE_SINGLE_NO_INTRO_TEXT .4byte \pointer1 @ text .elseif \type == TRAINER_BATTLE_DOUBLE .4byte \pointer1 @ text .4byte \pointer2 @ text .4byte \pointer3 @ text .elseif \type == TRAINER_BATTLE_REMATCH .4byte \pointer1 @ text .4byte \pointer2 @ text .elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE .4byte \pointer1 @ text .4byte \pointer2 @ text .4byte \pointer3 @ text .4byte \pointer4 @ event script .elseif \type == TRAINER_BATTLE_REMATCH_DOUBLE .4byte \pointer1 @ text .4byte \pointer2 @ text .4byte \pointer3 @ text .elseif \type == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE_NO_MUSIC .4byte \pointer1 @ text .4byte \pointer2 @ text .4byte \pointer3 @ text .4byte \pointer4 @ event script .elseif \type == TRAINER_BATTLE_PYRAMID .4byte \pointer1 @ text .4byte \pointer2 @ text .elseif \type == TRAINER_BATTLE_SET_TRAINER_A .4byte \pointer1 @ text .4byte \pointer2 @ text .elseif \type == TRAINER_BATTLE_SET_TRAINER_B .4byte \pointer1 @ text .4byte \pointer2 @ text .elseif \type == TRAINER_BATTLE_HILL .4byte \pointer1 @ text .4byte \pointer2 @ text .endif .endm NO_MUSIC = FALSE @ Starts a single trainer battle. Takes a trainer, intro text, loss text, and an optional event script. @ When used with an event script, you can also pass in an optional flag to disable music .macro trainerbattle_single trainer:req, intro_text:req, lose_text:req, event_script=FALSE, music=TRUE .if \event_script == FALSE trainerbattle TRAINER_BATTLE_SINGLE, \trainer, 0, \intro_text, \lose_text .elseif \music == TRUE trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT, \trainer, 0, \intro_text, \lose_text, \event_script .else trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT_NO_MUSIC, \trainer, 0, \intro_text, \lose_text, \event_script .endif .endm @ Starts a double trainer battle. Takes a trainer, intro text, loss text, text for when you have too few pokemon @ and an optional event script. When used with an event script you can pass in an optional flag to disable music .macro trainerbattle_double trainer:req, intro_text:req, lose_text:req, not_enough_pkmn_text:req, event_script=FALSE, music=TRUE .if \event_script == FALSE trainerbattle TRAINER_BATTLE_DOUBLE, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text .elseif \music == TRUE trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text, \event_script .else trainerbattle TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE_NO_MUSIC, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text, \event_script .endif .endm @ Starts a rematch battle. Takes a trainer, intro text and loss text .macro trainerbattle_rematch trainer:req, intro_text:req, lose_text:req trainerbattle TRAINER_BATTLE_REMATCH, \trainer, 0, \intro_text, \lose_text .endm @ Starts a rematch double battle. Takes a trainer, intro text, loss text, and text for when you have too few pokemon .macro trainerbattle_rematch_double trainer:req, intro_text:req, lose_text:req, not_enough_pkmn_text:req trainerbattle TRAINER_BATTLE_REMATCH_DOUBLE, \trainer, 0, \intro_text, \lose_text, \not_enough_pkmn_text .endm @ Starts a trainer battle, skipping intro text. Takes a trainer and loss text .macro trainerbattle_no_intro trainer:req, lose_text:req trainerbattle TRAINER_BATTLE_SINGLE_NO_INTRO_TEXT, \trainer, 0, \lose_text .endm @ Starts a trainer battle using the battle information stored in RAM (usually by the scripts in trainer_battle.inc, which @ are run by trainerbattle), and blocks script execution until the battle finishes. .macro dotrainerbattle .byte 0x5d .endm @ Goes to address after the trainerbattle command (called by the battle functions, see battle_setup.c) .macro gotopostbattlescript .byte 0x5e .endm @ Goes to address specified in the trainerbattle command (called by the battle functions, see battle_setup.c) .macro gotobeatenscript .byte 0x5f .endm @ Checks if the trainer has been defeated by the player (by comparing the flag 'trainer + TRAINER_FLAGS_START' to TRUE). .macro checktrainerflag trainer:req .byte 0x60 .2byte \trainer .endm @ Sets the trainer flag (trainer + TRAINER_FLAGS_START) to TRUE (defeated). .macro settrainerflag trainer:req .byte 0x61 .2byte \trainer .endm @ Sets the trainer flag (trainer + TRAINER_FLAGS_START) to FALSE (not defeated). .macro cleartrainerflag trainer:req .byte 0x62 .2byte \trainer .endm @ Sets the coordinates of an object's template, so that if the sprite goes off screen @ it'll still be there when it comes back on screen. .macro setobjectxyperm localId:req, x:req, y:req .byte 0x63 .2byte \localId .2byte \x .2byte \y .endm @ Copies a live object event's xy position to its template, so that if the sprite goes off screen @ it'll still be there when it comes back on screen. .macro copyobjectxytoperm localId:req .byte 0x64 .2byte \localId .endm @ Sets the movement type (MOVEMENT_TYPE_*) for an object's template. .macro setobjectmovementtype word:req, byte:req .byte 0x65 .2byte \word .byte \byte .endm @ If a standard message box (or its text) is being drawn on-screen, this command blocks script execution until the @ box and its text have been fully drawn. .macro waitmessage .byte 0x66 .endm @ Starts displaying a standard message box containing the specified text. If text is a pointer, then the string at @ that offset will be loaded and used. If text is NULL, then the value of script data 0 will be treated as @ a pointer to the text. The 'loadword 0' in msgbox sets this value, for instance. .macro message text:req .byte 0x67 .4byte \text .endm @ Closes the current message box. .macro closemessage .byte 0x68 .endm @ Freezes all objects immediately except the player. The player is frozen once their movement is finished. .macro lockall .byte 0x69 .endm @ Freezes all objects immediately except the player and the selected object. The player and selected object are frozen once their movement is finished. .macro lock .byte 0x6a .endm @ Resumes normal movement for all objects on-screen, and closes any standard message boxes that are still open. .macro releaseall .byte 0x6b .endm @ Resumes normal movement for the selected object (if there is one) and the player. Also closes any standard message boxes that are still open. .macro release .byte 0x6c .endm @ Blocks script execution until the player presses the A or B button. .macro waitbuttonpress .byte 0x6d .endm @ Displays a YES/NO multichoice box at the specified coordinates, and blocks script execution until the user makes a selection. @ Their selection is stored in VAR_RESULT as NO (0) or YES (1). Pressing B is equivalent to answering NO .macro yesnobox x:req, y:req .byte 0x6e .byte \x .byte \y .endm @ Displays a multichoice box from which the user can choose a selection, and blocks script execution until a selection is made. @ Lists of options are predefined (sMultichoiceLists) and the one to be used is specified with multichoiceId. @ If ignoreBPress is set to a non-zero value, then the user will not be allowed to back out of the multichoice with the B button. .macro multichoice x:req, y:req, multichoiceId:req, ignoreBPress:req .byte 0x6f .byte \x .byte \y .byte \multichoiceId .byte \ignoreBPress .endm @ Displays a multichoice box from which the user can choose a selection, and blocks script execution until a selection is made. @ Lists of options are predefined (sMultichoiceLists) and the one to be used is specified with multichoiceId. @ The default argument determines the initial position of the cursor when the box is first opened; it is zero-indexed, and if it is too large, it is treated as 0. @ If ignoreBPress is set to a non-zero value, then the user will not be allowed to back out of the multichoice with the B button. .macro multichoicedefault x:req, y:req, multichoiceId:req, default:req, ignoreBPress:req .byte 0x70 .byte \x .byte \y .byte \multichoiceId .byte \default .byte \ignoreBPress .endm @ Displays a multichoice box from which the user can choose a selection, and blocks script execution until a selection is made. @ Lists of options are predefined (sMultichoiceLists) and the one to be used is specified with multichoiceId. @ The per_row argument determines how many list items will be shown on a single row of the box. @ If ignoreBPress is set to a non-zero value, then the user will not be allowed to back out of the multichoice with the B button. .macro multichoicegrid x:req, y:req, multichoiceId:req, per_row:req, ignoreBPress:req .byte 0x71 .byte \x .byte \y .byte \multichoiceId .byte \per_row .byte \ignoreBPress .endm @ Nopped in Emerald. .macro drawbox .byte 0x72 .endm @ Nopped in Emerald, but still consumes parameters. .macro erasebox left:req, top:req, right:req, bottom:req .byte 0x73 .byte \left .byte \top .byte \right .byte \bottom .endm @ Nopped in Emerald, but still consumes parameters. .macro drawboxtext left:req, top:req, multichoiceId:req, ignoreBPress:req .byte 0x74 .byte \left .byte \top .byte \multichoiceId .byte \ignoreBPress .endm @ Displays a box containing the front sprite for the specified Pokemon species. .macro showmonpic species:req, x:req, y:req .byte 0x75 .2byte \species .byte \x .byte \y .endm @ Hides the box displayed by showmonpic. .macro hidemonpic .byte 0x76 .endm @ Draws an image of the winner of the contest. winnerId is any CONTEST_WINNER_* constant. .macro showcontestpainting winnerId:req .byte 0x77 .byte \winnerId .endm @ Displays the given string as braille text in a standard message box. The string should use the .braille directive @ to convert text to braille, and be preceded by brailleformat. The brailleformat data is skipped over (in RS, these @ bytes determined the box's size and position, but in Emerald these are calculated automatically). .macro braillemessage text:req .byte 0x78 .4byte \text .endm @ Formatting for the braille window, to be put at the start of a pointer used by braillemessage. @ These are from RS and are ignored in Emerald (see ScrCmd_braillemessage, and comment above) .macro brailleformat winLeft:req, winTop:req, winRight:req, winBottom:req, textLeft:req, textTop:req .byte \winLeft .byte \winTop .byte \winRight .byte \winBottom .byte \textLeft .byte \textTop .endm @ Gives the player a Pokémon of the specified species and level, holding the specified item. The trailing 0s are unused parameters. @ VAR_RESULT will be set to MON_GIVEN_TO_PARTY, MON_GIVEN_TO_PC, or MON_CANT_GIVE depending on the outcome. .macro givemon species:req, level:req, item:req .byte 0x79 .2byte \species .byte \level .2byte \item .4byte 0 .4byte 0 .byte 0 .endm @ Gives the player an Egg of the specified species. @ VAR_RESULT will be set to MON_GIVEN_TO_PARTY, MON_GIVEN_TO_PC, or MON_CANT_GIVE depending on the outcome. .macro giveegg species:req .byte 0x7a .2byte \species .endm @ Replaces the move at 'slot' of the Pokémon in the player's party at 'partyIndex' with the specified move. @ If a value greater than PARTY_SIZE is given for partyIndex it will use the last Pokémon in the party instead. @ Note that this means in vanilla a value equal to PARTY_SIZE for partyIndex will go out of bounds. .macro setmonmove partyIndex:req, slot:req, move:req .byte 0x7b .byte \partyIndex .byte \slot .2byte \move .endm @ Checks if at least one Pokemon in the player's party knows the specified move. If so, VAR_RESULT is set to the @ (zero-indexed) slot number of the first Pokemon that knows the move. If not, VAR_RESULT is set to PARTY_SIZE. @ VAR_0x8004 is also set to this Pokemon's species. .macro checkpartymove move:req .byte 0x7c .2byte \move .endm @ Converts STR_VAR_1, STR_VAR_2, or STR_VAR_3 to its corresponding index into sScriptStringVars (0, 1, or 2). @ If given anything else it will output it directly. @ Note: Because the STR_VAR_# arguments given to this macro are not part of a processed string they are not @ replaced with their charmap values, they are just passed as the literal characters "STR_VAR_#". .macro stringvar id:req .if \id == STR_VAR_1 .byte 0 .elseif \id == STR_VAR_2 .byte 1 .elseif \id == STR_VAR_3 .byte 2 .else .byte \id .endif .endm @ Writes the name of the given Pokemon species to the specified buffer. .macro bufferspeciesname stringVarId:req, species:req .byte 0x7d stringvar \stringVarId .2byte \species .endm @ Writes the name of the species of the first Pokemon in the player's party to the specified buffer. .macro bufferleadmonspeciesname stringVarId:req .byte 0x7e stringvar \stringVarId .endm @ Writes the nickname of the Pokemon in 'slot' (zero-indexed) of the player's party to the specified buffer. @ If an empty or invalid slot is specified, ten spaces ("") are written to the buffer. .macro bufferpartymonnick stringVarId:req, slot:req .byte 0x7f stringvar \stringVarId .2byte \slot .endm @ Writes the name of the specified item to the specified buffer. If itemId is >= ITEMS_COUNT, @ then the name of ITEM_NONE ("????????") is buffered instead. .macro bufferitemname stringVarId:req, item:req .byte 0x80 stringvar \stringVarId .2byte \item .endm @ Writes the name of the specified decoration to the specified buffer. .macro bufferdecorationname stringVarId:req, decoration:req .byte 0x81 stringvar \stringVarId .2byte \decoration .endm @ Writes the name of the specified move to the specified buffer. .macro buffermovename stringVarId:req, move:req .byte 0x82 stringvar \stringVarId .2byte \move .endm @ Converts the value of input to a decimal string, and writes that string to the specified buffer. .macro buffernumberstring stringVarId:req, input:req .byte 0x83 stringvar \stringVarId .2byte \input .endm @ Writes the given standard string (STDSTRING_*) to the specified buffer. Invalid std string ids are not handled. .macro bufferstdstring stringVarId:req, index:req .byte 0x84 stringvar \stringVarId .2byte \index .endm @ Copies the string at the given pointer to the specified buffer. .macro bufferstring stringVarId:req, text:req .byte 0x85 stringvar \stringVarId .4byte \text .endm @ Opens the Pokemart system, offering the specified products for sale. @ Products should be a list of .2byte item values preceded by an .align 2 .macro pokemart products:req .byte 0x86 .4byte \products .endm @ Opens the Pokemart system and treats the list of items as decorations. @ Products should be a list of .2byte decoration values preceded by an .align 2 .macro pokemartdecoration products:req .byte 0x87 .4byte \products .endm @ Identical to pokemartdecoration, but with slight changes to the clerk dialogue. See uses of MART_TYPE_DECOR2. .macro pokemartdecoration2 products:req .byte 0x88 .4byte \products .endm @ Starts up the slot machine minigame. id is a SLOT_MACHINE_* value that influences probabilities of certain reel outcomes. .macro playslotmachine id:req .byte 0x89 .2byte \id .endm @ Sets a berry tree's berry and growth stage. treeId is any BERRY_TREE_* constant (an index into berryTrees in SaveBlock1), @ berry is any ITEM_TO_BERRY(ITEM_BERRY_NAME) value, and growthStage is any BERRY_STAGE_* constant. .macro setberrytree treeId:req, berry:req, growthStage:req .byte 0x8a .byte \treeId .byte \berry .byte \growthStage .endm @ Opens the party menu to select a Pokemon for a contest. .macro choosecontestmon .byte 0x8b .endm @ Starts the appeals round of a contest. .macro startcontest .byte 0x8c .endm @ Shows the results screen of a contest. .macro showcontestresults .byte 0x8d .endm @ Starts communication to initialize a link contest. .macro contestlinktransfer .byte 0x8e .endm @ Stores a random integer between 0 and limit (exclusive of limit) in VAR_RESULT. .macro random limit:req .byte 0x8f .2byte \limit .endm @ Adds value to the player's money. If adding 'value' money would exceed MAX_MONEY, the player's money is set to MAX_MONEY. @ If 'disable' is set to anything but 0 then this command does nothing. .macro addmoney value:req, disable=0 .byte 0x90 .4byte \value .byte \disable .endm @ Subtracts value from the player's money. If the player has less than 'value' money, their money is set to 0. @ If 'disable' is set to anything but 0 then this command does nothing. .macro removemoney value:req, disable=0 .byte 0x91 .4byte \value .byte \disable .endm @ Checks if the player has money >= value. VAR_RESULT is set to TRUE if the player has enough money, or FALSE if they do not. @ If 'disable' is set to anything but 0 then this command does nothing. .macro checkmoney value:req, disable=0 .byte 0x92 .4byte \value .byte \disable .endm @ Creates a window showing how much money the player has. @ If 'disable' is set to anything but 0 then this command does nothing. .macro showmoneybox x:req, y:req, disable=0 .byte 0x93 .byte \x .byte \y .byte \disable .endm @ Destroys the window created by showmoneybox. Consumption of the x and y arguments was dummied out. .macro hidemoneybox .byte 0x94 .byte 0 @ \x .byte 0 @ \y .endm @ Updates the window created by showmoneybox. Consumption of the x and y arguments was dummied out. @ If 'disable' is set to anything but 0 then this command does nothing. .macro updatemoneybox disable=0 .byte 0x95 .byte 0 @ \x .byte 0 @ \y .byte \disable .endm @ Gets whether the effects of the specified PokeNews program are active. newsKind is a POKENEWS_* constant. .macro getpokenewsactive newsKind:req .byte 0x96 .2byte \newsKind .endm @ Fades the screen to and from black and white. Modes are FADE_(TO/FROM)_(WHITE/BLACK) .macro fadescreen mode:req .byte 0x97 .byte \mode .endm @ Fades the screen to and from black and white. Modes are FADE_(TO/FROM)_(WHITE/BLACK) .macro fadescreenspeed mode:req, speed:req .byte 0x98 .byte \mode .byte \speed .endm @ Sets the flash level. A level of 0 is fully bright, a level of 1 is the largest flash radius, a level @ of 7 is the smallest flash radius, a level of 8 is fully black. .macro setflashlevel level:req .byte 0x99 .2byte \level .endm @ Animates the flash radius from its current size to the size it would be at the specified level. @ Note that this does not actually change the current flash level. It's typically used just before a setflashlevel. .macro animateflash level:req .byte 0x9a .byte \level .endm @ Automatically scrolls through the message without player input and at a fixed speed. .macro messageautoscroll text:req .byte 0x9b .4byte \text .endm @ Executes the specified field effect animation (FLDEFF_*). .macro dofieldeffect animation:req .byte 0x9c .2byte \animation .endm @ Sets the field effect argument at index 'argNum' to 'value.' .macro setfieldeffectargument argNum:req, value:req .byte 0x9d .byte \argNum .2byte \value .endm @ Blocks script execution until all playing field effect animations complete. .macro waitfieldeffect animation:req .byte 0x9e .2byte \animation .endm @ Sets which healing location (HEAL_LOCATION_*) the player will return to if all of the Pokemon in their party faint. .macro setrespawn heallocation:req .byte 0x9f .2byte \heallocation .endm @ Checks the player's gender. Stores the result (MALE (0) or FEMALE (1)) in VAR_RESULT. .macro checkplayergender .byte 0xa0 .endm @ Plays the cry of the given species. Mode is any CRY_MODE_* constant. @ You can use waitmoncry to block script execution until the cry finishes. .macro playmoncry species:req, mode:req .byte 0xa1 .2byte \species .2byte \mode .endm @ Set the metatile at (x, y) on the current map to the given metatile and impassability. .macro setmetatile x:req, y:req, metatileId:req, impassable:req .byte 0xa2 .2byte \x .2byte \y .2byte \metatileId .2byte \impassable .endm @ Queues a weather change to the default weather for the map. .macro resetweather .byte 0xa3 .endm @ Queues a weather change to type weather. .macro setweather type:req .byte 0xa4 .2byte \type .endm @ Executes the weather change queued with resetweather or setweather. The current weather will smoothly fade into the queued weather. .macro doweather .byte 0xa5 .endm @ Enables the overworld task specified by stepCbId (STEP_CB_*). Only 1 can be active at a time. See src/field_tasks.c for more. .macro setstepcallback stepCbId:req .byte 0xa6 .byte \stepCbId .endm @ Sets the current map layout to the one specified by index (LAYOUT_*). @ This should be done before the layout is loaded, typically in the ON_TRANSITION map script. .macro setmaplayoutindex index:req .byte 0xa7 .2byte \index .endm @ Sets the specified object's sprite's subpriority, and sets fixedPriority to TRUE. @ Only used to hide the player and Briney behind the boat. .macro setobjectsubpriority localId:req, map:req, subpriority:req .byte 0xa8 .2byte \localId map \map .byte \subpriority .endm @ Sets the specified object's fixedPriority to FALSE. Does not change the subpriority field. .macro resetobjectsubpriority localId:req, map:req .byte 0xa9 .2byte \localId map \map .endm @ Creates a sprite with object graphics. Used when creating large groups of static NPCs that exceed @ the object event limit (e.g. Contest / Battle Dome audiences and Union Room group members). @ The specified id can be used to refer to the sprite again later with turnvobject. .macro createvobject graphicsId:req, id:req, x:req, y:req, elevation=3, direction=DIR_SOUTH .byte 0xaa .2byte \graphicsId .byte \id .2byte \x .2byte \y .byte \elevation .byte \direction .endm @ Turns a sprite created with createvobject. .macro turnvobject id:req, direction:req .byte 0xab .byte \id .byte \direction .endm @ Opens the door metatile at (x, y) with an animation. .macro opendoor x:req, y:req .byte 0xac .2byte \x .2byte \y .endm @ Closes the door metatile at (x, y) with an animation. .macro closedoor x:req, y:req .byte 0xad .2byte \x .2byte \y .endm @ Waits for the door animation started with opendoor or closedoor to finish. .macro waitdooranim .byte 0xae .endm @ Sets the door metatile at (x, y) to be open without an animation. .macro setdooropen x:req, y:req .byte 0xaf .2byte \x .2byte \y .endm @ Sets the door metatile at (x, y) to be closed without an animation. .macro setdoorclosed x:req, y:req .byte 0xb0 .2byte \x .2byte \y .endm @ Consumes its parameters and does nothing. It is implemented but unused in Ruby/Sapphire. .macro addelevmenuitem a:req, b:req, c:req, d:req .byte 0xb1 .byte \a .2byte \b .2byte \c .2byte \d .endm @ Does nothing. It is implemented but unused in Ruby/Sapphire. .macro showelevmenu .byte 0xb2 .endm @ Gets the number of coins the player has and stores it in the variable 'out'. .macro checkcoins out:req .byte 0xb3 .2byte \out .endm @ Gives 'count' coins to the player, up to a total of MAX_COINS. @ If the player already has MAX_COINS then VAR_RESULT is set to TRUE, otherwise it is set to FALSE. .macro addcoins count:req .byte 0xb4 .2byte \count .endm @ Takes 'count' coins from the player. @ If the player has fewer than 'count' coins then no coins are taken and VAR_RESULT is set to TRUE. @ Otherwise VAR_RESULT is set to FALSE. .macro removecoins count:req .byte 0xb5 .2byte \count .endm @ Prepares to start a wild battle against a 'species' at 'level' holding 'item'. Running this command will not affect @ normal wild battles. You start the prepared battle with dowildbattle. .macro setwildbattle species:req, level:req, item:req .byte 0xb6 .2byte \species .byte \level .2byte \item .endm @ Starts a wild battle against the Pokemon generated by setwildbattle. Blocks script execution until the battle finishes. .macro dowildbattle .byte 0xb7 .endm @ Sets a relative address to be used by the other vcommands as part of a Mystery Gift script. .macro setvaddress pointer:req .byte 0xb8 .4byte \pointer .endm @ Equivalent to goto using the relative address set by setvaddress. .macro vgoto pointer:req .byte 0xb9 .4byte \pointer .endm @ Equivalent to call using the relative address set by setvaddress. .macro vcall pointer:req .byte 0xba .4byte \pointer .endm @ Equivalent to goto_if using the relative address set by setvaddress. .macro vgoto_if byte:req, pointer:req .byte 0xbb .byte \byte .4byte \pointer .endm @ Equivalent to call_if using the relative address set by setvaddress. .macro vcall_if byte:req, pointer:req .byte 0xbc .byte \byte .4byte \pointer .endm @ Equivalent to message using the relative address set by setvaddress. .macro vmessage pointer:req .byte 0xbd .4byte \pointer .endm @ Expands the given text at the pointer (- the relative address set by setvaddress) into gStringVar4 .macro vbuffermessage ptr:req .byte 0xbe .4byte \ptr .endm @ Equivalent to bufferstring using the relative address set by setvaddress. .macro vbufferstring stringVarIndex:req, pointer:req .byte 0xbf stringvar \stringVarIndex .4byte \pointer .endm @ Create a window showing how many Coins the player has. .macro showcoinsbox x:req, y:req .byte 0xc0 .byte \x .byte \y .endm @ Destroys the window created by showcoins. It consumes its arguments but doesn't use them. .macro hidecoinsbox x:req, y:req .byte 0xc1 .byte \x .byte \y .endm @ Updates the window created by showcoins. It consumes its arguments but doesn't use them. .macro updatecoinsbox x:req, y:req .byte 0xc2 .byte \x .byte \y .endm @ Increases the value of the specified game stat by 1. The maximum value of a stat is 0xFFFFFF. See include/constants/game_stat.h .macro incrementgamestat stat:req .byte 0xc3 .byte \stat .endm @ Sets the destination that using an Escape Rope or Dig will take the player to. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro setescapewarp map:req, a, b, c .byte 0xc4 formatwarp \map, \a, \b, \c .endm @ Blocks script execution until cry finishes. .macro waitmoncry .byte 0xc5 .endm @ Writes the name of the specified PC box to the specified buffer. .macro bufferboxname stringVarId:req, box:req .byte 0xc6 stringvar \stringVarId .2byte \box .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro textcolor color:req .byte 0xc7 .byte \color .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro loadhelp pointer:req .byte 0xc8 .4byte \pointer .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro unloadhelp .byte 0xc9 .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro signmsg .byte 0xca .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro normalmsg .byte 0xcb .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro comparehiddenvar a:req, value:req .byte 0xcc .byte \a .4byte \value .endm @ Sets the eventLegal bit for the Pokemon in the specified slot of the player's party. .macro setmoneventlegal slot:req .byte 0xcd .2byte \slot .endm @ Checks if the eventLegal bit is set for the Pokemon in the specified slot of the player's party. If it isn't set, @ VAR_RESULT is TRUE. If the bit is set (or if the specified slot is empty or invalid), VAR_RESULT is FALSE. .macro checkmoneventlegal slot:req .byte 0xce .2byte \slot .endm @ Jumps to the ram script saved from a Wonder Card. If there is no valid saved Wonder Card or if the @ ram script is invalid then this does nothing. .macro trywondercardscript .byte 0xcf .endm @ Used only in FireRed/LeafGreen, does nothing in Emerald. .macro setworldmapflag worldmapflag:req .byte 0xd0 .2byte \worldmapflag .endm @ Warps the player to the specified map using a teleport effect. Effect is similar to warpteleport, but @ this warp has no fade out and maintains the original facing direction. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warpspinenter map:req, a, b, c .byte 0xd1 formatwarp \map, \a, \b, \c .endm @ Changes the location where the player caught the Pokemon in the specified slot of their party. .macro setmonmetlocation slot:req, location:req .byte 0xd2 .2byte \slot .byte \location .endm @ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Moves the objects one rotation @ on the colored puzzle specified by puzzleNumber. .macro moverotatingtileobjects puzzleNumber:req .byte 0xd3 .2byte \puzzleNumber .endm @ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Updates the facing direction of all objects on the puzzle tiles .macro turnrotatingtileobjects .byte 0xd4 .endm @ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Allocates memory for the puzzle objects. @ isTrickHouse is needed to determine which of the two maps the puzzle is on, in order to know where in the tileset @ the puzzle tiles start (TRUE for Trick House Room, FALSE for Mossdeep Gym). .macro initrotatingtilepuzzle isTrickHouse:req .byte 0xd5 .2byte \isTrickHouse .endm @ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Frees the memory allocated for the puzzle objects. .macro freerotatingtilepuzzle .byte 0xd6 .endm @ Warp used by the teleport tiles in the Mossdeep Gym. Plays SE_WARP_IN and does a simple fade transition. @ Also skips reloading object events by setting SKIP_OBJECT_EVENT_LOAD. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warpmossdeepgym map:req, a, b, c .byte 0xd7 formatwarp \map, \a, \b, \c .endm @ Sets the selected object to the id of the currently approaching trainer. .macro selectapproachingtrainer .byte 0xd8 .endm @ Freezes all objects immediately except the player and the approaching trainers. @ The player and trainers are frozen once their movement is finished. .macro lockfortrainer .byte 0xd9 .endm @ Destroys the window created by braillemessage. .macro closebraillemessage .byte 0xda .endm @ Prints and draws the message all at once rather than character by character. @ Does not wait for player input to continue. .macro messageinstant text:req .byte 0xdb .4byte \text .endm @ Equivalent to fadescreen but copies gPlttBufferUnfaded to gPaletteDecompressionBuffer on the fade out @ and the reverse on the fade in, in effect saving gPlttBufferUnfaded to restore it. .macro fadescreenswapbuffers mode:req .byte 0xdc .byte \mode .endm @ Buffers the specified trainer's class name to the given string var. @ If the trainer id is >= TRAINERS_COUNT it will be treated as TRAINER_NONE. .macro buffertrainerclassname stringVarId:req, trainerId:req .byte 0xdd stringvar \stringVarId .2byte \trainerId .endm @ Buffers the specified trainer's name to the given string var. @ If the trainer id is >= TRAINERS_COUNT it will be treated as TRAINER_NONE. .macro buffertrainername stringVarId:req, trainerId:req .byte 0xde stringvar \stringVarId .2byte \trainerId .endm @ Starts a Pokenav call with the given text. .macro pokenavcall text:req .byte 0xdf .4byte \text .endm @ Warp with a fade to white. Used during the Sootopolis legendary fight. @ Warp commands can be given either the id of which warp location to go to on the destination map @ or a pair of x/y coordinates to go to directly on the destination map. .macro warpwhitefade map:req, a, b, c .byte 0xe0 formatwarp \map, \a, \b, \c .endm @ Buffers the name of the contest category to the buffer. @ For example a category of CONTEST_CATEGORY_COOL will buffer the string "COOLNESS CONTEST". .macro buffercontestname stringVarId:req, category:req .byte 0xe1 stringvar \stringVarId .2byte \category .endm @ Writes the name of the specified item to the specified buffer. If 'item' is a Berry or ITEM_POKE_BALL @ and if the quantity is 2 or more, the buffered string will be pluralized ("IES" or "S" appended). @ If the specified item is >= ITEMS_COUNT then the name of ITEM_NONE ("????????") is buffered instead. .macro bufferitemnameplural stringVarId:req, item:req, quantity:req .byte 0xe2 stringvar \stringVarId .2byte \item .2byte \quantity .endm @ Supplementary .macro goto_if_unset flag:req, dest:req checkflag \flag goto_if FALSE, \dest .endm .macro goto_if_set flag:req, dest:req checkflag \flag goto_if TRUE, \dest .endm @ Allows 'compare' followed by a conditional goto/call to be combined into a single statement. @ The following are examples of the two acceptable formats this facilitates: @ compare VAR_RESULT, TRUE @ goto_if_eq MyScript @ - or - @ goto_if_eq VAR_RESULT, TRUE, MyScript @ @ The first two arguments to this macro are the base command, e.g. 'goto_if 1' for goto_if_eq. @ The remaining arguments 'a, b, c' depend on the format: @ For a single statement, 'a' and 'b' are the values to compare and 'c' is the destination pointer. @ For a statement preceded by a compare, 'a' is the destination pointer and 'b/c' are not provided. .macro trycompare jump:req, condition:req, a:req, b, c .ifnb \c compare \a, \b \jump \condition, \c .else \jump \condition, \a .endif .endm .macro goto_if_lt a:req, b, c @ LESS THAN trycompare goto_if, 0, \a, \b, \c .endm .macro goto_if_eq a:req, b, c @ EQUAL trycompare goto_if, 1, \a, \b, \c .endm .macro goto_if_gt a:req, b, c @ GREATER THAN trycompare goto_if, 2, \a, \b, \c .endm .macro goto_if_le a:req, b, c @ LESS THAN OR EQUAL trycompare goto_if, 3, \a, \b, \c .endm .macro goto_if_ge a:req, b, c @ GREATER THAN OR EQUAL trycompare goto_if, 4, \a, \b, \c .endm .macro goto_if_ne a:req, b, c @ NOT EQUAL trycompare goto_if, 5, \a, \b, \c .endm .macro call_if_unset flag:req, dest:req checkflag \flag call_if FALSE, \dest .endm .macro call_if_set flag:req, dest:req checkflag \flag call_if TRUE, \dest .endm .macro call_if_lt a:req, b, c @ LESS THAN trycompare call_if, 0, \a, \b, \c .endm .macro call_if_eq a:req, b, c @ EQUAL trycompare call_if, 1, \a, \b, \c .endm .macro call_if_gt a:req, b, c @ GREATER THAN trycompare call_if, 2, \a, \b, \c .endm .macro call_if_le a:req, b, c @ LESS THAN OR EQUAL trycompare call_if, 3, \a, \b, \c .endm .macro call_if_ge a:req, b, c @ GREATER THAN OR EQUAL trycompare call_if, 4, \a, \b, \c .endm .macro call_if_ne a:req, b, c @ NOT EQUAL trycompare call_if, 5, \a, \b, \c .endm .macro vgoto_if_eq a:req, b, c trycompare vgoto_if, TRUE, \a, \b, \c .endm .macro vgoto_if_ne a:req, b, c trycompare vgoto_if, FALSE, \a, \b, \c .endm .macro vgoto_if_unset flag:req, dest:req checkflag \flag vgoto_if FALSE, \dest .endm .macro vgoto_if_set flag:req, dest:req checkflag \flag vgoto_if TRUE, \dest .endm .macro goto_if_defeated trainer:req, dest:req checktrainerflag \trainer goto_if TRUE, \dest .endm .macro goto_if_not_defeated trainer:req, dest:req checktrainerflag \trainer goto_if FALSE, \dest .endm .macro call_if_defeated trainer:req, dest:req checktrainerflag \trainer call_if TRUE, \dest .endm .macro call_if_not_defeated trainer:req, dest:req checktrainerflag \trainer call_if FALSE, \dest .endm .macro switch var:req copyvar VAR_0x8000, \var .endm .macro case condition:req, dest:req compare VAR_0x8000, \condition goto_if_eq \dest .endm @ Message box types MSGBOX_NPC = 2 MSGBOX_SIGN = 3 MSGBOX_DEFAULT = 4 MSGBOX_YESNO = 5 MSGBOX_AUTOCLOSE = 6 MSGBOX_GETPOINTS = 9 MSGBOX_POKENAV = 10 YES = 1 NO = 0 @ Buffers the given text and calls the relevant standard message script (see gStdScripts). .macro msgbox text:req, type=MSGBOX_DEFAULT loadword 0, \text callstd \type .endm @ Gives 'amount' of the specified 'item' to the player and prints a message with fanfare. @ If the player doesn't have space for all the items then as many are added as possible, the @ message indicates there is no room, and VAR_RESULT is set to FALSE. @ Otherwise VAR_RESULT is set to TRUE, and the message indicates they have received the item(s). .macro giveitem item:req, amount=1 setorcopyvar VAR_0x8000, \item setorcopyvar VAR_0x8001, \amount callstd STD_OBTAIN_ITEM .endm @ For picking up items in the overworld. Similar to giveitem, but with different language and @ sets the flag of the last-talked to object (the item the player picked up). .macro finditem item:req, amount=1 setorcopyvar VAR_0x8000, \item setorcopyvar VAR_0x8001, \amount callstd STD_FIND_ITEM .endm @ Equivalent to giveitem but for a single decoration. .macro givedecoration decoration:req setorcopyvar VAR_0x8000, \decoration callstd STD_OBTAIN_DECORATION .endm @ Registers the specified trainer in Match Call and plays a fanfare with a notification message. .macro register_matchcall trainer:req setvar VAR_0x8004, \trainer special SetMatchCallRegisteredFlag setorcopyvar VAR_0x8000, \trainer callstd STD_REGISTER_MATCH_CALL .endm @ Does a sparkle field effect (e.g. when the Trick Master is hiding) at the given coordinates. .macro dofieldeffectsparkle x:req, y:req, priority:req setfieldeffectargument 0, \x setfieldeffectargument 1, \y setfieldeffectargument 2, \priority dofieldeffect FLDEFF_SPARKLE .endm @ Prints a braille message, waits for an A or B press, then closes the message. .macro braillemsgbox text:req braillemessage \text waitbuttonpress closebraillemessage .endm