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Use NUM_POKEMON
instead of magic number in wram.asm
This requires including the pokemon constants in `wram.asm` to make the constant visible, which required including `macros.asm` for the enum macro used by the pokemon constants, so wram's stationary_text macro was renamed so that it does not conflict with the other stationary_text macro
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wram.asm
21
wram.asm
@ -1,3 +1,6 @@
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INCLUDE "macros.asm"
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INCLUDE "constants/pokemon_constants.asm"
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; Sprite Animations use this 3-byte struct.
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MACRO animation
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\1FrameCounter:: ds 1
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@ -787,7 +790,7 @@ wDisableDrawScoreboardInfo:: ; 0xd5cb
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; 0 = Draw them.
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ds $1
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MACRO scrolling_text
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MACRO scrolling_text_label
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\1Enabled:: ds 1 ; Toggles if enabled. 0 is off, non-0 is on
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\1ScrollDelayCounter:: ds 1 ; Number of frames remaining until the next scroll step
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\1ScrollDelay:: ds 1 ; Number of frames between each scroll step
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@ -799,13 +802,13 @@ MACRO scrolling_text
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ENDM
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wScrollingText1:: ; 0xd5cc
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scrolling_text wScrollingText1
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scrolling_text_label wScrollingText1
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wScrollingText2:: ; 0xd5d4
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scrolling_text wScrollingText2
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scrolling_text_label wScrollingText2
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wScrollingText3:: ; 0xd5dc
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scrolling_text wScrollingText3
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scrolling_text_label wScrollingText3
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MACRO stationary_text
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MACRO stationary_text_label
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\1Enabled::ds 1 ; Toggles if enabled. 0 is off, non-0 is on
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\1MessageBoxOffset:: ds 1 ; Offset in wBottomMessageBuffer to place first character of text
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\1SourceTextOffset:: ds 1 ; Offset in wBottomMessageText for the text to be displayed
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@ -815,13 +818,13 @@ MACRO stationary_text
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ENDM
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wStationaryText1:: ; 0xd5e4
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stationary_text wStationaryText1
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stationary_text_label wStationaryText1
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wStationaryText2:: ; 0xd5e9
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stationary_text wStationaryText2
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stationary_text_label wStationaryText2
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wStationaryText3:: ; 0xd5ee
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stationary_text wStationaryText3
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stationary_text_label wStationaryText3
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wCapturingMon:: ; 0xd5f3
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; Set to 1 when the capturing animation starts.
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@ -2400,7 +2403,7 @@ wd961:: ; 0xd961
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ds $1
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wPokedexFlags:: ; 0xd962
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ds 151 ; NUM_POKEMON
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ds NUM_POKEMON
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wNumPokemonSeen:: ; 0xd9f9
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ds $2
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