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menu_constants.asm
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; filter types for CardTypeFilters
; used to categorise the different cards
; i.e. in the deck building screen
DEF FILTER_FIRE EQUS "TYPE_PKMN_FIRE"
DEF FILTER_GRASS EQUS "TYPE_PKMN_GRASS"
DEF FILTER_LIGHTNING EQUS "TYPE_PKMN_LIGHTNING"
DEF FILTER_WATER EQUS "TYPE_PKMN_WATER"
DEF FILTER_FIGHTING EQUS "TYPE_PKMN_FIGHTING"
DEF FILTER_PSYCHIC EQUS "TYPE_PKMN_PSYCHIC"
DEF FILTER_COLORLESS EQUS "TYPE_PKMN_COLORLESS"
DEF FILTER_TRAINER EQUS "TYPE_TRAINER"
DEF FILTER_ENERGY EQU $20
DEF NUM_FILTERS EQU 9
DEF NUM_DECK_CONFIRMATION_VISIBLE_CARDS EQU 7
DEF NUM_CARD_ALBUM_VISIBLE_CARDS EQU 7
DEF NUM_FILTERED_LIST_VISIBLE_CARDS EQU 6
DEF NUM_DECK_MACHINE_VISIBLE_DECKS EQU 5
; deck flags
const_def
const DECK_1_F ; $0
const DECK_2_F ; $1
const DECK_3_F ; $2
const DECK_4_F ; $3
DEF DECK_1 EQU 1 << DECK_1_F ; $1
DEF DECK_2 EQU 1 << DECK_2_F ; $2
DEF DECK_3 EQU 1 << DECK_3_F ; $4
DEF DECK_4 EQU 1 << DECK_4_F ; $8
DEF ALL_DECKS EQU $ff
const_def
const DECK_MACHINE_SAVE ; $0
const DECK_MACHINE_FIGHTING ; $1
const DECK_MACHINE_ROCK ; $2
const DECK_MACHINE_WATER ; $3
const DECK_MACHINE_LIGHTNING ; $4
const DECK_MACHINE_GRASS ; $5
const DECK_MACHINE_PSYCHIC ; $6
const DECK_MACHINE_SCIENCE ; $7
const DECK_MACHINE_FIRE ; $8
const DECK_MACHINE_BASIC ; $9
const DECK_MACHINE_LEGENDARY ; $a
DEF NUM_DECK_MACHINES EQU const_value - 1
DEF NUM_DECK_SAVE_MACHINE_SLOTS EQU 60
DEF NUM_DECK_MACHINE_SLOTS EQU 5
; TODO find a way to not have these hardcoded?
DEF NUM_CARDS_COLOSSEUM EQU 56
DEF NUM_CARDS_EVOLUTION EQU 50
DEF NUM_CARDS_MYSTERY EQU 51
DEF NUM_CARDS_LABORATORY EQU 51
DEF NUM_CARDS_PROMOTIONAL EQU 20
; wOwnedPhantomCardFlags flags
const_def
const VENUSAUR_OWNED_PHANTOM_F ; $0
const MEW_OWNED_PHANTOM_F ; $1
; wStartMenuChoice enums
const_def
const START_MENU_CARD_POP ; 0
const START_MENU_CONTINUE_FROM_DIARY ; 1
const START_MENU_NEW_GAME ; 2
const START_MENU_CONTINUE_DUEL ; 3
DEF NUM_MAILS EQU 15