#ifndef GUARD_GLOBAL_BERRY_H #define GUARD_GLOBAL_BERRY_H struct Berry { /*0x00*/ u8 name[7]; /*0x07*/ u8 firmness; /*0x08*/ u16 size; /*0x0A*/ u8 maxYield; /*0x0B*/ u8 minYield; /*0x0C*/ const u8 *description1; /*0x10*/ const u8 *description2; /*0x14*/ u8 stageDuration; /*0x15*/ u8 spicy; /*0x16*/ u8 dry; /*0x17*/ u8 sweet; /*0x18*/ u8 bitter; /*0x19*/ u8 sour; /*0x1A*/ u8 smoothness; }; struct EnigmaBerry { /*0x000*/ struct Berry berry; /*0x01B*/ u8 pic[(6 * 6) * TILE_SIZE_4BPP]; /*0x49C*/ u16 palette[16]; /*0x4BC*/ u8 description1[45]; /*0x4E9*/ u8 description2[45]; /*0x516*/ u8 itemEffect[18]; /*0x528*/ u8 holdEffect; /*0x529*/ u8 holdEffectParam; /*0x52C*/ u32 checksum; }; struct BattleEnigmaBerry { /*0x00*/ u8 name[7]; /*0x07*/ u8 holdEffect; /*0x08*/ u8 itemEffect[18]; /*0x1A*/ u8 holdEffectParam; }; struct BerryTree { /*0x00*/ u8 berry; /*0x01*/ u8 stage:7; /* A berry sparkle is a state that a berry tree can be in after growing within the player's viewport. */ /*0x01*/ bool8 growthSparkle:1; /*0x02*/ u16 minutesUntilNextStage; /*0x04*/ u8 berryYield; /*0x05*/ u8 regrowthCount:4; /*0x05*/ u8 watered1:1; /*0x05*/ u8 watered2:1; /*0x05*/ u8 watered3:1; /*0x05*/ u8 watered4:1; }; #endif // GUARD_GLOBAL_BERRY_H