code:
#ifndef GUARD_CONSTANTS_POKEMON_H
#define GUARD_CONSTANTS_POKEMON_H

// Pokemon types
#define TYPE_NONE             255
#define TYPE_NORMAL           0
#define TYPE_FIGHTING         1
#define TYPE_FLYING           2
#define TYPE_POISON           3
#define TYPE_GROUND           4
#define TYPE_ROCK             5
#define TYPE_BUG              6
#define TYPE_GHOST            7
#define TYPE_STEEL            8
#define TYPE_MYSTERY          9
#define TYPE_FIRE             10
#define TYPE_WATER            11
#define TYPE_GRASS            12
#define TYPE_ELECTRIC         13
#define TYPE_PSYCHIC          14
#define TYPE_ICE              15
#define TYPE_DRAGON           16
#define TYPE_DARK             17
#define NUMBER_OF_MON_TYPES   18

// Pokemon egg groups
#define EGG_GROUP_NONE          0
#define EGG_GROUP_MONSTER       1
#define EGG_GROUP_WATER_1       2
#define EGG_GROUP_BUG           3
#define EGG_GROUP_FLYING        4
#define EGG_GROUP_FIELD         5
#define EGG_GROUP_FAIRY         6
#define EGG_GROUP_GRASS         7
#define EGG_GROUP_HUMAN_LIKE    8
#define EGG_GROUP_WATER_3       9
#define EGG_GROUP_MINERAL       10
#define EGG_GROUP_AMORPHOUS     11
#define EGG_GROUP_WATER_2       12
#define EGG_GROUP_DITTO         13
#define EGG_GROUP_DRAGON        14
#define EGG_GROUP_UNDISCOVERED  15

#define EGG_GROUPS_PER_MON      2

// Pokemon natures
#define NATURE_HARDY    0
#define NATURE_LONELY   1
#define NATURE_BRAVE    2
#define NATURE_ADAMANT  3
#define NATURE_NAUGHTY  4
#define NATURE_BOLD     5
#define NATURE_DOCILE   6
#define NATURE_RELAXED  7
#define NATURE_IMPISH   8
#define NATURE_LAX      9
#define NATURE_TIMID    10
#define NATURE_HASTY    11
#define NATURE_SERIOUS  12
#define NATURE_JOLLY    13
#define NATURE_NAIVE    14
#define NATURE_MODEST   15
#define NATURE_MILD     16
#define NATURE_QUIET    17
#define NATURE_BASHFUL  18
#define NATURE_RASH     19
#define NATURE_CALM     20
#define NATURE_GENTLE   21
#define NATURE_SASSY    22
#define NATURE_CAREFUL  23
#define NATURE_QUIRKY   24
#define NUM_NATURES     25

// Pokemon Stats
#define STAT_HP      0
#define STAT_ATK     1
#define STAT_DEF     2
#define STAT_SPEED   3
#define STAT_SPATK   4
#define STAT_SPDEF   5
#define STAT_ACC     6 // Only in battles.
#define STAT_EVASION 7 // Only in battles.

#define NUM_NATURE_STATS NUM_STATS - 1 // excludes HP
#define NUM_BATTLE_STATS NUM_STATS + 2 // includes Accuracy and Evasion

#define MIN_STAT_STAGE     0
#define DEFAULT_STAT_STAGE 6
#define MAX_STAT_STAGE    12

// Shiny odds
#define SHINY_ODDS 8 // Actual probability is SHINY_ODDS/65536

// Flags for Get(Box)MonData / Set(Box)MonData
#define MON_DATA_PERSONALITY        0
#define MON_DATA_OT_ID              1
#define MON_DATA_NICKNAME           2
#define MON_DATA_LANGUAGE           3
#define MON_DATA_SANITY_IS_BAD_EGG  4
#define MON_DATA_SANITY_HAS_SPECIES 5
#define MON_DATA_SANITY_IS_EGG      6
#define MON_DATA_OT_NAME            7
#define MON_DATA_MARKINGS           8
#define MON_DATA_CHECKSUM           9
#define MON_DATA_ENCRYPT_SEPARATOR 10
#define MON_DATA_SPECIES           11
#define MON_DATA_HELD_ITEM         12
#define MON_DATA_MOVE1             13
#define MON_DATA_MOVE2             14
#define MON_DATA_MOVE3             15
#define MON_DATA_MOVE4             16
#define MON_DATA_PP1               17
#define MON_DATA_PP2               18
#define MON_DATA_PP3               19
#define MON_DATA_PP4               20
#define MON_DATA_PP_BONUSES        21
#define MON_DATA_COOL              22
#define MON_DATA_BEAUTY            23
#define MON_DATA_CUTE              24
#define MON_DATA_EXP               25
#define MON_DATA_HP_EV             26
#define MON_DATA_ATK_EV            27
#define MON_DATA_DEF_EV            28
#define MON_DATA_SPEED_EV          29
#define MON_DATA_SPATK_EV          30
#define MON_DATA_SPDEF_EV          31
#define MON_DATA_FRIENDSHIP        32
#define MON_DATA_SMART             33
#define MON_DATA_POKERUS           34
#define MON_DATA_MET_LOCATION      35
#define MON_DATA_MET_LEVEL         36
#define MON_DATA_MET_GAME          37
#define MON_DATA_POKEBALL          38
#define MON_DATA_HP_IV             39
#define MON_DATA_ATK_IV            40
#define MON_DATA_DEF_IV            41
#define MON_DATA_SPEED_IV          42
#define MON_DATA_SPATK_IV          43
#define MON_DATA_SPDEF_IV          44
#define MON_DATA_IS_EGG            45
#define MON_DATA_ABILITY_NUM       46
#define MON_DATA_TOUGH             47
#define MON_DATA_SHEEN             48
#define MON_DATA_OT_GENDER         49
#define MON_DATA_COOL_RIBBON       50
#define MON_DATA_BEAUTY_RIBBON     51
#define MON_DATA_CUTE_RIBBON       52
#define MON_DATA_SMART_RIBBON      53
#define MON_DATA_TOUGH_RIBBON      54
#define MON_DATA_STATUS            55
#define MON_DATA_LEVEL             56
#define MON_DATA_HP                57
#define MON_DATA_MAX_HP            58
#define MON_DATA_ATK               59
#define MON_DATA_DEF               60
#define MON_DATA_SPEED             61
#define MON_DATA_SPATK             62
#define MON_DATA_SPDEF             63
#define MON_DATA_MAIL              64
#define MON_DATA_SPECIES2          65
#define MON_DATA_IVS               66
#define MON_DATA_CHAMPION_RIBBON   67
#define MON_DATA_WINNING_RIBBON    68
#define MON_DATA_VICTORY_RIBBON    69
#define MON_DATA_ARTIST_RIBBON     70
#define MON_DATA_EFFORT_RIBBON     71
#define MON_DATA_GIFT_RIBBON_1     72
#define MON_DATA_GIFT_RIBBON_2     73
#define MON_DATA_GIFT_RIBBON_3     74
#define MON_DATA_GIFT_RIBBON_4     75
#define MON_DATA_GIFT_RIBBON_5     76
#define MON_DATA_GIFT_RIBBON_6     77
#define MON_DATA_GIFT_RIBBON_7     78
#define MON_DATA_FATEFUL_ENCOUNTER 79
#define MON_DATA_OBEDIENCE         80
#define MON_DATA_KNOWN_MOVES       81
#define MON_DATA_RIBBON_COUNT      82
#define MON_DATA_RIBBONS           83
#define MON_DATA_ATK2              84
#define MON_DATA_DEF2              85
#define MON_DATA_SPEED2            86
#define MON_DATA_SPATK2            87
#define MON_DATA_SPDEF2            88

#define MIN_LEVEL 1
#define MAX_LEVEL 100

#define OT_ID_PLAYER_ID       0
#define OT_ID_PRESET          1
#define OT_ID_RANDOM_NO_SHINY 2

#define MON_GIVEN_TO_PARTY      0
#define MON_GIVEN_TO_PC         1
#define MON_CANT_GIVE           2

#define PLAYER_HAS_TWO_USABLE_MONS     0
#define PLAYER_HAS_ONE_MON             1
#define PLAYER_HAS_ONE_USABLE_MON      2

#define MON_ALREADY_KNOWS_MOVE  0xFFFE
#define MON_HAS_MAX_MOVES       0xFFFF

#define LEVEL_UP_MOVE_ID   0x01FF
#define LEVEL_UP_MOVE_LV   0xFE00
#define LEVEL_UP_END       0xFFFF

#define MAX_LEVEL_UP_MOVES       20

#define MON_MALE       0x00
#define MON_FEMALE     0xFE
#define MON_GENDERLESS 0xFF

// Constants for AdjustFriendship
#define FRIENDSHIP_EVENT_GROW_LEVEL       0
#define FRIENDSHIP_EVENT_VITAMIN          1 // unused, handled by PokemonUseItemEffects
#define FRIENDSHIP_EVENT_BATTLE_ITEM      2 // unused, handled by PokemonUseItemEffects
#define FRIENDSHIP_EVENT_LEAGUE_BATTLE    3
#define FRIENDSHIP_EVENT_LEARN_TMHM       4
#define FRIENDSHIP_EVENT_WALKING          5
#define FRIENDSHIP_EVENT_FAINT_SMALL      6
#define FRIENDSHIP_EVENT_FAINT_FIELD_PSN  7
#define FRIENDSHIP_EVENT_FAINT_LARGE      8 // If opponent was >= 30 levels higher. See AdjustFriendshipOnBattleFaint

#define MAX_FRIENDSHIP  0xFF

#define STATUS_PRIMARY_NONE      0
#define STATUS_PRIMARY_POISON    1
#define STATUS_PRIMARY_PARALYSIS 2
#define STATUS_PRIMARY_SLEEP     3
#define STATUS_PRIMARY_FREEZE    4
#define STATUS_PRIMARY_BURN      5
#define STATUS_PRIMARY_POKERUS   6
#define STATUS_PRIMARY_FAINTED   7

#define MAX_PER_STAT_EVS 255
#define MAX_TOTAL_EVS 510
#define EV_ITEM_RAISE_LIMIT 100

#define UNOWN_FORM_COUNT 28

// Battle move flags
#define FLAG_MAKES_CONTACT          (1 << 0)
#define FLAG_PROTECT_AFFECTED       (1 << 1)
#define FLAG_MAGIC_COAT_AFFECTED    (1 << 2)
#define FLAG_SNATCH_AFFECTED        (1 << 3)
#define FLAG_MIRROR_MOVE_AFFECTED   (1 << 4)
#define FLAG_KINGS_ROCK_AFFECTED    (1 << 5)

// Growth rates
#define GROWTH_MEDIUM_FAST  0
#define GROWTH_ERRATIC      1
#define GROWTH_FLUCTUATING  2
#define GROWTH_MEDIUM_SLOW  3
#define GROWTH_FAST         4
#define GROWTH_SLOW         5

// Body colors for pokedex search
#define BODY_COLOR_RED      0
#define BODY_COLOR_BLUE     1
#define BODY_COLOR_YELLOW   2
#define BODY_COLOR_GREEN    3
#define BODY_COLOR_BLACK    4
#define BODY_COLOR_BROWN    5
#define BODY_COLOR_PURPLE   6
#define BODY_COLOR_GRAY     7
#define BODY_COLOR_WHITE    8
#define BODY_COLOR_PINK     9

#define F_SUMMARY_SCREEN_FLIP_SPRITE 0x80

// Evolution types
#define EVO_FRIENDSHIP       1  // Pokémon levels up with friendship ≥ 220
#define EVO_FRIENDSHIP_DAY   2  // Pokémon levels up during the day with friendship ≥ 220
#define EVO_FRIENDSHIP_NIGHT 3  // Pokémon levels up at night with friendship ≥ 220
#define EVO_LEVEL            4  // Pokémon reaches the specified level
#define EVO_TRADE            5  // Pokémon is traded
#define EVO_TRADE_ITEM       6  // Pokémon is traded while it's holding the specified item
#define EVO_ITEM             7  // specified item is used on Pokémon
#define EVO_LEVEL_ATK_GT_DEF 8  // Pokémon reaches the specified level with attack > defense
#define EVO_LEVEL_ATK_EQ_DEF 9  // Pokémon reaches the specified level with attack = defense
#define EVO_LEVEL_ATK_LT_DEF 10 // Pokémon reaches the specified level with attack < defense
#define EVO_LEVEL_SILCOON    11 // Pokémon reaches the specified level with a Silcoon personality value
#define EVO_LEVEL_CASCOON    12 // Pokémon reaches the specified level with a Cascoon personality value
#define EVO_LEVEL_NINJASK    13 // Pokémon reaches the specified level (special value for Ninjask)
#define EVO_LEVEL_SHEDINJA   14 // Pokémon reaches the specified level (special value for Shedinja)
#define EVO_BEAUTY           15 // Pokémon levels up with beauty ≥ specified value

#define EVOS_PER_MON 5

#define NUM_MALE_LINK_FACILITY_CLASSES   8
#define NUM_FEMALE_LINK_FACILITY_CLASSES 8

#endif // GUARD_CONSTANTS_POKEMON_H


code:
#ifndef GUARD_REGIONMAPSEC_H
#define GUARD_REGIONMAPSEC_H

#define MAPSEC_LITTLEROOT_TOWN              0x00
#define MAPSEC_OLDALE_TOWN                  0x01
#define MAPSEC_DEWFORD_TOWN                 0x02
#define MAPSEC_LAVARIDGE_TOWN               0x03
#define MAPSEC_FALLARBOR_TOWN               0x04
#define MAPSEC_VERDANTURF_TOWN              0x05
#define MAPSEC_PACIFIDLOG_TOWN              0x06
#define MAPSEC_PETALBURG_CITY               0x07
#define MAPSEC_SLATEPORT_CITY               0x08
#define MAPSEC_MAUVILLE_CITY                0x09
#define MAPSEC_RUSTBORO_CITY                0x0A
#define MAPSEC_FORTREE_CITY                 0x0B
#define MAPSEC_LILYCOVE_CITY                0x0C
#define MAPSEC_MOSSDEEP_CITY                0x0D
#define MAPSEC_SOOTOPOLIS_CITY              0x0E
#define MAPSEC_EVER_GRANDE_CITY             0x0F
#define MAPSEC_ROUTE_101                    0x10
#define MAPSEC_ROUTE_102                    0x11
#define MAPSEC_ROUTE_103                    0x12
#define MAPSEC_ROUTE_104                    0x13
#define MAPSEC_ROUTE_105                    0x14
#define MAPSEC_ROUTE_106                    0x15
#define MAPSEC_ROUTE_107                    0x16
#define MAPSEC_ROUTE_108                    0x17
#define MAPSEC_ROUTE_109                    0x18
#define MAPSEC_ROUTE_110                    0x19
#define MAPSEC_ROUTE_111                    0x1A
#define MAPSEC_ROUTE_112                    0x1B
#define MAPSEC_ROUTE_113                    0x1C
#define MAPSEC_ROUTE_114                    0x1D
#define MAPSEC_ROUTE_115                    0x1E
#define MAPSEC_ROUTE_116                    0x1F
#define MAPSEC_ROUTE_117                    0x20
#define MAPSEC_ROUTE_118                    0x21
#define MAPSEC_ROUTE_119                    0x22
#define MAPSEC_ROUTE_120                    0x23
#define MAPSEC_ROUTE_121                    0x24
#define MAPSEC_ROUTE_122                    0x25
#define MAPSEC_ROUTE_123                    0x26
#define MAPSEC_ROUTE_124                    0x27
#define MAPSEC_ROUTE_125                    0x28
#define MAPSEC_ROUTE_126                    0x29
#define MAPSEC_ROUTE_127                    0x2A
#define MAPSEC_ROUTE_128                    0x2B
#define MAPSEC_ROUTE_129                    0x2C
#define MAPSEC_ROUTE_130                    0x2D
#define MAPSEC_ROUTE_131                    0x2E
#define MAPSEC_ROUTE_132                    0x2F
#define MAPSEC_ROUTE_133                    0x30
#define MAPSEC_ROUTE_134                    0x31
#define MAPSEC_UNDERWATER_124               0x32
#define MAPSEC_UNDERWATER_126               0x33
#define MAPSEC_UNDERWATER_127               0x34
#define MAPSEC_UNDERWATER_128               0x35
#define MAPSEC_UNDERWATER_SOOTOPOLIS        0x36
#define MAPSEC_GRANITE_CAVE                 0x37
#define MAPSEC_MT_CHIMNEY                   0x38
#define MAPSEC_SAFARI_ZONE                  0x39
#define MAPSEC_BATTLE_FRONTIER              0x3A
#define MAPSEC_PETALBURG_WOODS              0x3B
#define MAPSEC_RUSTURF_TUNNEL               0x3C
#define MAPSEC_ABANDONED_SHIP               0x3D
#define MAPSEC_NEW_MAUVILLE                 0x3E
#define MAPSEC_METEOR_FALLS                 0x3F
#define MAPSEC_METEOR_FALLS2                0x40
#define MAPSEC_MT_PYRE                      0x41
#define MAPSEC_AQUA_HIDEOUT_OLD             0x42
#define MAPSEC_SHOAL_CAVE                   0x43
#define MAPSEC_SEAFLOOR_CAVERN              0x44
#define MAPSEC_UNDERWATER_SEAFLOOR_CAVERN   0x45
#define MAPSEC_VICTORY_ROAD                 0x46
#define MAPSEC_MIRAGE_ISLAND                0x47
#define MAPSEC_CAVE_OF_ORIGIN               0x48
#define MAPSEC_SOUTHERN_ISLAND              0x49
#define MAPSEC_FIERY_PATH                   0x4A
#define MAPSEC_FIERY_PATH2                  0x4B
#define MAPSEC_JAGGED_PASS                  0x4C
#define MAPSEC_JAGGED_PASS2                 0x4D
#define MAPSEC_SEALED_CHAMBER               0x4E
#define MAPSEC_UNDERWATER_SEALED_CHAMBER    0x4F
#define MAPSEC_SCORCHED_SLAB                0x50
#define MAPSEC_ISLAND_CAVE                  0x51
#define MAPSEC_DESERT_RUINS                 0x52
#define MAPSEC_ANCIENT_TOMB                 0x53
#define MAPSEC_INSIDE_OF_TRUCK              0x54
#define MAPSEC_SKY_PILLAR                   0x55
#define MAPSEC_SECRET_BASE                  0x56
#define MAPSEC_DYNAMIC                      0x57
#define MAPSEC_PALLET_TOWN                  0x58
#define MAPSEC_VIRIDIAN_CITY                0x59
#define MAPSEC_PEWTER_CITY                  0x5A
#define MAPSEC_CERULEAN_CITY                0x5B
#define MAPSEC_LAVENDER_TOWN                0x5C
#define MAPSEC_VERMILION_CITY               0x5D
#define MAPSEC_CELADON_CITY                 0x5E
#define MAPSEC_FUCHSIA_CITY                 0x5F
#define MAPSEC_CINNABAR_ISLAND              0x60
#define MAPSEC_INDIGO_PLATEAU               0x61
#define MAPSEC_SAFFRON_CITY                 0x62
#define MAPSEC_ROUTE_4_FLYDUP               0x63
#define MAPSEC_ROUTE_10_FLYDUP              0x64
#define MAPSEC_ROUTE_1                      0x65
#define MAPSEC_ROUTE_2                      0x66
#define MAPSEC_ROUTE_3                      0x67
#define MAPSEC_ROUTE_4                      0x68
#define MAPSEC_ROUTE_5                      0x69
#define MAPSEC_ROUTE_6                      0x6A
#define MAPSEC_ROUTE_7                      0x6B
#define MAPSEC_ROUTE_8                      0x6C
#define MAPSEC_ROUTE_9                      0x6D
#define MAPSEC_ROUTE_10                     0x6E
#define MAPSEC_ROUTE_11                     0x6F
#define MAPSEC_ROUTE_12                     0x70
#define MAPSEC_ROUTE_13                     0x71
#define MAPSEC_ROUTE_14                     0x72
#define MAPSEC_ROUTE_15                     0x73
#define MAPSEC_ROUTE_16                     0x74
#define MAPSEC_ROUTE_17                     0x75
#define MAPSEC_ROUTE_18                     0x76
#define MAPSEC_ROUTE_19                     0x77
#define MAPSEC_ROUTE_20                     0x78
#define MAPSEC_ROUTE_21                     0x79
#define MAPSEC_ROUTE_22                     0x7A
#define MAPSEC_ROUTE_23                     0x7B
#define MAPSEC_ROUTE_24                     0x7C
#define MAPSEC_ROUTE_25                     0x7D
#define MAPSEC_VIRIDIAN_FOREST              0x7E
#define MAPSEC_MT_MOON                      0x7F
#define MAPSEC_S_S_ANNE                     0x80
#define MAPSEC_UNDERGROUND_PATH             0x81
#define MAPSEC_UNDERGROUND_PATH_2           0x82
#define MAPSEC_DIGLETTS_CAVE                0x83
#define MAPSEC_KANTO_VICTORY_ROAD           0x84
#define MAPSEC_ROCKET_HIDEOUT               0x85
#define MAPSEC_SILPH_CO                     0x86
#define MAPSEC_POKEMON_MANSION              0x87
#define MAPSEC_KANTO_SAFARI_ZONE            0x88
#define MAPSEC_POKEMON_LEAGUE               0x89
#define MAPSEC_ROCK_TUNNEL                  0x8A
#define MAPSEC_SEAFOAM_ISLANDS              0x8B
#define MAPSEC_POKEMON_TOWER                0x8C
#define MAPSEC_CERULEAN_CAVE                0x8D
#define MAPSEC_POWER_PLANT                  0x8E
#define MAPSEC_ONE_ISLAND                   0x8F
#define MAPSEC_TWO_ISLAND                   0x90
#define MAPSEC_THREE_ISLAND                 0x91
#define MAPSEC_FOUR_ISLAND                  0x92
#define MAPSEC_FIVE_ISLAND                  0x93
#define MAPSEC_SEVEN_ISLAND                 0x94
#define MAPSEC_SIX_ISLAND                   0x95
#define MAPSEC_KINDLE_ROAD                  0x96
#define MAPSEC_TREASURE_BEACH               0x97
#define MAPSEC_CAPE_BRINK                   0x98
#define MAPSEC_BOND_BRIDGE                  0x99
#define MAPSEC_THREE_ISLE_PORT              0x9A
#define MAPSEC_SEVII_ISLE_6                 0x9B
#define MAPSEC_SEVII_ISLE_7                 0x9C
#define MAPSEC_SEVII_ISLE_8                 0x9D
#define MAPSEC_SEVII_ISLE_9                 0x9E
#define MAPSEC_RESORT_GORGEOUS              0x9F
#define MAPSEC_WATER_LABYRINTH              0xA0
#define MAPSEC_FIVE_ISLE_MEADOW             0xA1
#define MAPSEC_MEMORIAL_PILLAR              0xA2
#define MAPSEC_OUTCAST_ISLAND               0xA3
#define MAPSEC_GREEN_PATH                   0xA4
#define MAPSEC_WATER_PATH                   0xA5
#define MAPSEC_RUIN_VALLEY                  0xA6
#define MAPSEC_TRAINER_TOWER                0xA7
#define MAPSEC_CANYON_ENTRANCE              0xA8
#define MAPSEC_SEVAULT_CANYON               0xA9
#define MAPSEC_TANOBY_RUINS                 0xAA
#define MAPSEC_SEVII_ISLE_22                0xAB
#define MAPSEC_SEVII_ISLE_23                0xAC
#define MAPSEC_SEVII_ISLE_24                0xAD
#define MAPSEC_NAVEL_ROCK_FRLG              0xAE
#define MAPSEC_MT_EMBER                     0xAF
#define MAPSEC_BERRY_FOREST                 0xB0
#define MAPSEC_ICEFALL_CAVE                 0xB1
#define MAPSEC_ROCKET_WAREHOUSE             0xB2
#define MAPSEC_TRAINER_TOWER_2              0xB3
#define MAPSEC_DOTTED_HOLE                  0xB4
#define MAPSEC_LOST_CAVE                    0xB5
#define MAPSEC_PATTERN_BUSH                 0xB6
#define MAPSEC_ALTERING_CAVE_FRLG           0xB7
#define MAPSEC_TANOBY_CHAMBERS              0xB8
#define MAPSEC_THREE_ISLE_PATH              0xB9
#define MAPSEC_TANOBY_KEY                   0xBA
#define MAPSEC_BIRTH_ISLAND_FRLG            0xBB
#define MAPSEC_MONEAN_CHAMBER               0xBC
#define MAPSEC_LIPTOO_CHAMBER               0xBD
#define MAPSEC_WEEPTH_CHAMBER               0xBE
#define MAPSEC_DILFORD_CHAMBER              0xBF
#define MAPSEC_SCUFIB_CHAMBER               0xC0
#define MAPSEC_RIXY_CHAMBER                 0xC1
#define MAPSEC_VIAPOIS_CHAMBER              0xC2
#define MAPSEC_EMBER_SPA                    0xC3
#define MAPSEC_SPECIAL_AREA                 0xC4
#define MAPSEC_AQUA_HIDEOUT                 0xC5
#define MAPSEC_MAGMA_HIDEOUT                0xC6
#define MAPSEC_MIRAGE_TOWER                 0xC7
#define MAPSEC_BIRTH_ISLAND                 0xC8
#define MAPSEC_FARAWAY_ISLAND               0xC9
#define MAPSEC_ARTISAN_CAVE                 0xCA
#define MAPSEC_MARINE_CAVE                  0xCB
#define MAPSEC_UNDERWATER_MARINE_CAVE       0xCC
#define MAPSEC_TERRA_CAVE                   0xCD
#define MAPSEC_UNDERWATER_105               0xCE
#define MAPSEC_UNDERWATER_125               0xCF
#define MAPSEC_UNDERWATER_129               0xD0
#define MAPSEC_DESERT_UNDERPASS             0xD1
#define MAPSEC_ALTERING_CAVE                0xD2
#define MAPSEC_NAVEL_ROCK                   0xD3
#define MAPSEC_TRAINER_HILL                 0xD4
#define MAPSEC_NONE                         0xD5

#define METLOC_SPECIAL_EGG                  0xFD
#define METLOC_IN_GAME_TRADE                0xFE
#define METLOC_FATEFUL_ENCOUNTER            0xFF

#define KANTO_MAPSEC_START  MAPSEC_PALLET_TOWN
#define KANTO_MAPSEC_END    MAPSEC_SPECIAL_AREA
#define KANTO_MAPSEC_COUNT (KANTO_MAPSEC_END - KANTO_MAPSEC_START + 1)

#endif //GUARD_REGIONMAPSEC_H

repo_name: Lunos/pokeemerald

license: mit


code:
#ifndef GUARD_RGB_H
#define GUARD_RGB_H

#define GET_R(color) ((color) & 0x1F)
#define GET_G(color) (((color) >> 5) & 0x1F)
#define GET_B(color) (((color) >> 10) & 0x1F)

#define RGB(r, g, b) ((r) | ((g) << 5) | ((b) << 10))
#define RGB2(r, g, b) (((b) << 10) | ((g) << 5) | (r))
#define _RGB(r, g, b) ((((b) & 0x1F) << 10) + (((g) & 0x1F) << 5) + ((r) & 0x1F))

#define RGB_BLACK RGB(0, 0, 0)
#define RGB_WHITE RGB(31, 31, 31)
#define RGB_RED RGB(31, 0, 0)
#define RGB_GREEN RGB(0, 31, 0)
#define RGB_BLUE RGB(0, 0, 31)
#define RGB_YELLOW RGB(31, 31, 0)
#define RGB_MAGENTA RGB(31, 0, 31)
#define RGB_CYAN RGB(0, 31, 31)
#define RGB_WHITEALPHA (RGB_WHITE | 0x8000)

#endif // GUARD_RGB_H


code:
#ifndef GUARD_CONSTANTS_ROULETTE_H
#define GUARD_CONSTANTS_ROULETTE_H

// Flag set in gSpecialVar_0x8004 when playing Roulette on a Game Corner service day
#define ROULETTE_SPECIAL_RATE (1 << 7)

#endif // GUARD_CONSTANTS_ROULETTE_H


code:
#ifndef GUARD_SCRIPT_MENU_CONSTANTS_H
#define GUARD_SCRIPT_MENU_CONSTANTS_H

#define MULTICHOICE(name) {name, ARRAY_COUNT(name)}

#define MAX_MULTICHOICE_WIDTH 28

#define MULTI_B_PRESSED  127

// Multichoice Ids
#define MULTI_BRINEY_ON_DEWFORD            0
#define MULTI_PC                           1 // Exit only, populated by CreatePCMultichoice
#define MULTI_ENTERINFO                    2
#define MULTI_CONTEST_INFO                 3
#define MULTI_CONTEST_TYPE                 4
#define MULTI_BASE_PC_NO_REGISTRY          5
#define MULTI_BASE_PC_WITH_REGISTRY        6
#define MULTI_REGISTER_MENU                7
#define MULTI_SSTIDAL_LILYCOVE             8 // Exit only, populated by CreateLilycoveSSTidalMultichoice
#define MULTI_UNUSED_9                     9
#define MULTI_UNUSED_10                    10
#define MULTI_FRONTIER_PASS_INFO           11
#define MULTI_BIKE                         12
#define MULTI_STATUS_INFO                  13
#define MULTI_BRINEY_OFF_DEWFORD           14
#define MULTI_UNUSED_15                    15
#define MULTI_VIEWED_PAINTINGS             16
#define MULTI_YESNOINFO                    17
#define MULTI_BATTLE_MODE                  18
#define MULTI_UNUSED_19                    19
#define MULTI_YESNOINFO_2                  20
#define MULTI_UNUSED_21                    21
#define MULTI_UNUSED_22                    22
#define MULTI_CHALLENGEINFO                23
#define MULTI_LEVEL_MODE                   24
#define MULTI_MECHADOLL1_Q1                25
#define MULTI_MECHADOLL1_Q2                26
#define MULTI_MECHADOLL1_Q3                27
#define MULTI_MECHADOLL2_Q1                28
#define MULTI_MECHADOLL2_Q2                29
#define MULTI_MECHADOLL2_Q3                30
#define MULTI_MECHADOLL3_Q1                31
#define MULTI_MECHADOLL3_Q2                32
#define MULTI_MECHADOLL3_Q3                33
#define MULTI_MECHADOLL4_Q1                34
#define MULTI_MECHADOLL4_Q2                35
#define MULTI_MECHADOLL4_Q3                36
#define MULTI_MECHADOLL5_Q1                37
#define MULTI_MECHADOLL5_Q2                38
#define MULTI_MECHADOLL5_Q3                39
#define MULTI_UNUSED_40                    40
#define MULTI_UNUSED_41                    41
#define MULTI_VENDING_MACHINE              42
#define MULTI_MACH_BIKE_INFO               43
#define MULTI_ACRO_BIKE_INFO               44
#define MULTI_SATISFACTION                 45
#define MULTI_STERN_DEEPSEA                46
#define MULTI_UNUSED_ASH_VENDOR            47 // Replaced by scrollable multichoice
#define MULTI_GAME_CORNER_DOLLS            48
#define MULTI_GAME_CORNER_COINS            49
#define MULTI_HOWS_FISHING                 50
#define MULTI_UNUSED_51                    51
#define MULTI_SSTIDAL_SLATEPORT_WITH_BF    52
#define MULTI_SSTIDAL_BATTLE_FRONTIER      53
#define MULTI_RIGHTLEFT                    54
#define MULTI_GAME_CORNER_TMS              55
#define MULTI_SSTIDAL_SLATEPORT_NO_BF      56
#define MULTI_FLOORS                       57
#define MULTI_SHARDS_R                     58
#define MULTI_SHARDS_Y                     59
#define MULTI_SHARDS_RY                    60
#define MULTI_SHARDS_B                     61
#define MULTI_SHARDS_RB                    62
#define MULTI_SHARDS_YB                    63
#define MULTI_SHARDS_RYB                   64
#define MULTI_SHARDS_G                     65
#define MULTI_SHARDS_RG                    66
#define MULTI_SHARDS_YG                    67
#define MULTI_SHARDS_RYG                   68
#define MULTI_SHARDS_BG                    69
#define MULTI_SHARDS_RBG                   70
#define MULTI_SHARDS_YBG                   71
#define MULTI_SHARDS_RYBG                  72
#define MULTI_TOURNEY_WITH_RECORD          73
#define MULTI_CABLE_CLUB_NO_RECORD_MIX     74
#define MULTI_WIRELESS_NO_RECORD_BERRY     75
#define MULTI_CABLE_CLUB_WITH_RECORD_MIX   76
#define MULTI_WIRELESS_NO_BERRY            77
#define MULTI_WIRELESS_NO_RECORD           78
#define MULTI_WIRELESS_ALL_SERVICES        79
#define MULTI_WIRELESS_MINIGAME            80
#define MULTI_LINK_LEADER                  81
#define MULTI_CONTEST_RANK                 82
#define MULTI_FRONTIER_ITEM_CHOOSE         83
#define MULTI_LINK_CONTEST_INFO            84
#define MULTI_LINK_CONTEST_MODE            85
#define MULTI_FORCED_START_MENU            86
#define MULTI_FRONTIER_GAMBLER_BET         87
#define MULTI_TENT                         88
#define MULTI_UNUSED_SSTIDAL_1             89 // These 4 were replaced by CreateLilycoveSSTidalMultichoice
#define MULTI_UNUSED_SSTIDAL_2             90 //
#define MULTI_UNUSED_SSTIDAL_3             91 //
#define MULTI_UNUSED_SSTIDAL_4             92 //
#define MULTI_FOSSIL                       93
#define MULTI_YESNO                        94
#define MULTI_FRONTIER_RULES               95
#define MULTI_BATTLE_ARENA_RULES           96
#define MULTI_BATTLE_TOWER_RULES           97
#define MULTI_BATTLE_DOME_RULES            98
#define MULTI_BATTLE_FACTORY_RULES         99
#define MULTI_BATTLE_PALACE_RULES          100
#define MULTI_BATTLE_PYRAMID_RULES         101
#define MULTI_BATTLE_PIKE_RULES            102
#define MULTI_GO_ON_RECORD_REST_RETIRE     103
#define MULTI_GO_ON_REST_RETIRE            104
#define MULTI_GO_ON_RECORD_RETIRE          105
#define MULTI_GO_ON_RETIRE                 106
#define MULTI_TOURNEY_NO_RECORD            107
#define MULTI_TV_LATI                      108
#define MULTI_BATTLE_TOWER_FEELINGS        109
#define MULTI_WHERES_RAYQUAZA              110
#define MULTI_SLATEPORT_TENT_RULES         111
#define MULTI_FALLARBOR_TENT_RULES         112
#define MULTI_TAG_MATCH_TYPE               113

// Lilycove SS Tidal Multichoice Selections
#define SSTIDAL_SELECTION_SLATEPORT        0
#define SSTIDAL_SELECTION_BATTLE_FRONTIER  1
#define SSTIDAL_SELECTION_SOUTHERN_ISLAND  2
#define SSTIDAL_SELECTION_NAVEL_ROCK       3
#define SSTIDAL_SELECTION_BIRTH_ISLAND     4
#define SSTIDAL_SELECTION_FARAWAY_ISLAND   5
#define SSTIDAL_SELECTION_EXIT             6
#define SSTIDAL_SELECTION_COUNT            7

// Std String Ids
#define STDSTRING_COOL             0
#define STDSTRING_BEAUTY           1
#define STDSTRING_CUTE             2
#define STDSTRING_SMART            3
#define STDSTRING_TOUGH            4
#define STDSTRING_NORMAL           5
#define STDSTRING_SUPER            6
#define STDSTRING_HYPER            7
#define STDSTRING_MASTER           8
#define STDSTRING_COOL2            9
#define STDSTRING_BEAUTY2          10
#define STDSTRING_CUTE2            11
#define STDSTRING_SMART2           12
#define STDSTRING_TOUGH2           13
#define STDSTRING_ITEMS            14
#define STDSTRING_KEYITEMS         15
#define STDSTRING_POKEBALLS        16
#define STDSTRING_TMHMS            17
#define STDSTRING_BERRIES          18
#define STDSTRING_SINGLE           19
#define STDSTRING_DOUBLE           20
#define STDSTRING_MULTI            21
#define STDSTRING_MULTI_LINK       22
#define STDSTRING_BATTLE_TOWER     23
#define STDSTRING_BATTLE_DOME      24
#define STDSTRING_BATTLE_FACTORY   25
#define STDSTRING_BATTLE_PALACE    26
#define STDSTRING_BATTLE_ARENA     27
#define STDSTRING_BATTLE_PIKE      28
#define STDSTRING_BATTLE_PYRAMID   29

#endif //GUARD_SCRIPT_MENU_CONSTANTS_H


code:
#ifndef GUARD_CONSTANTS_SECRET_BASES_H
#define GUARD_CONSTANTS_SECRET_BASES_H

#define SECRET_BASE_RED_CAVE 1
#define SECRET_BASE_BROWN_CAVE 2
#define SECRET_BASE_BLUE_CAVE 3
#define SECRET_BASE_YELLOW_CAVE 4
#define SECRET_BASE_TREE 5
#define SECRET_BASE_SHRUB 6

// Each secret base location is assigned an identifier value.
// The secret base's map is determined by (id / 10). The ones
// digit is used to differentiate secret bases using the same map.
// Therefore, each secret base map can be used by up to 10 different
// secret bases in the game. These ids are 1-based, but there is no
// apparent reason for that.

#define SECRET_BASE_RED_CAVE1_1     1
#define SECRET_BASE_RED_CAVE1_2     2
#define SECRET_BASE_RED_CAVE1_3     3

#define SECRET_BASE_RED_CAVE2_1     11
#define SECRET_BASE_RED_CAVE2_2     12
#define SECRET_BASE_RED_CAVE2_3     13

#define SECRET_BASE_RED_CAVE3_1     21
#define SECRET_BASE_RED_CAVE3_2     22
#define SECRET_BASE_RED_CAVE3_3     23

#define SECRET_BASE_RED_CAVE4_1     31
#define SECRET_BASE_RED_CAVE4_2     32
#define SECRET_BASE_RED_CAVE4_3     33

#define SECRET_BASE_BROWN_CAVE1_1   41
#define SECRET_BASE_BROWN_CAVE1_2   42
#define SECRET_BASE_BROWN_CAVE1_3   43

#define SECRET_BASE_BROWN_CAVE2_1   51
#define SECRET_BASE_BROWN_CAVE2_2   52
#define SECRET_BASE_BROWN_CAVE2_3   53

#define SECRET_BASE_BROWN_CAVE3_1   61
#define SECRET_BASE_BROWN_CAVE3_2   62
#define SECRET_BASE_BROWN_CAVE3_3   63

#define SECRET_BASE_BROWN_CAVE4_1   71
#define SECRET_BASE_BROWN_CAVE4_2   72
#define SECRET_BASE_BROWN_CAVE4_3   73

#define SECRET_BASE_BLUE_CAVE1_1    81
#define SECRET_BASE_BLUE_CAVE1_2    82
#define SECRET_BASE_BLUE_CAVE1_3    83

#define SECRET_BASE_BLUE_CAVE2_1    91
#define SECRET_BASE_BLUE_CAVE2_2    92
#define SECRET_BASE_BLUE_CAVE2_3    93

#define SECRET_BASE_BLUE_CAVE3_1    101
#define SECRET_BASE_BLUE_CAVE3_2    102
#define SECRET_BASE_BLUE_CAVE3_3    103

#define SECRET_BASE_BLUE_CAVE4_1    111
#define SECRET_BASE_BLUE_CAVE4_2    112
#define SECRET_BASE_BLUE_CAVE4_3    113

#define SECRET_BASE_YELLOW_CAVE1_1  121
#define SECRET_BASE_YELLOW_CAVE1_2  122
#define SECRET_BASE_YELLOW_CAVE1_3  123

#define SECRET_BASE_YELLOW_CAVE2_1  131
#define SECRET_BASE_YELLOW_CAVE2_2  132
#define SECRET_BASE_YELLOW_CAVE2_3  133

#define SECRET_BASE_YELLOW_CAVE3_1  141
#define SECRET_BASE_YELLOW_CAVE3_2  142
#define SECRET_BASE_YELLOW_CAVE3_3  143

#define SECRET_BASE_YELLOW_CAVE4_1  151
#define SECRET_BASE_YELLOW_CAVE4_2  152
#define SECRET_BASE_YELLOW_CAVE4_3  153

#define SECRET_BASE_TREE1_1         161
#define SECRET_BASE_TREE1_2         162
#define SECRET_BASE_TREE1_3         163
#define SECRET_BASE_TREE1_4         164

#define SECRET_BASE_TREE2_1         171
#define SECRET_BASE_TREE2_2         172
#define SECRET_BASE_TREE2_3         173
#define SECRET_BASE_TREE2_4         174

#define SECRET_BASE_TREE3_1         181
#define SECRET_BASE_TREE3_2         182
#define SECRET_BASE_TREE3_3         183

#define SECRET_BASE_TREE4_1         191
#define SECRET_BASE_TREE4_2         192
#define SECRET_BASE_TREE4_3         193

#define SECRET_BASE_SHRUB1_1        201
#define SECRET_BASE_SHRUB1_2        202
#define SECRET_BASE_SHRUB1_3        203
#define SECRET_BASE_SHRUB1_4        204

#define SECRET_BASE_SHRUB2_1        211
#define SECRET_BASE_SHRUB2_2        212
#define SECRET_BASE_SHRUB2_3        213

#define SECRET_BASE_SHRUB3_1        221
#define SECRET_BASE_SHRUB3_2        222
#define SECRET_BASE_SHRUB3_3        223

#define SECRET_BASE_SHRUB4_1        231
#define SECRET_BASE_SHRUB4_2        232
#define SECRET_BASE_SHRUB4_3        233

#endif  // GUARD_CONSTANTS_SECRET_BASES_H


code:
#ifndef GUARD_CONSTANTS_SLOT_MACHINE_H
#define GUARD_CONSTANTS_SLOT_MACHINE_H

#define SLOT_MACHINE_COUNT 12

#endif // GUARD_CONSTANTS_SLOT_MACHINE_H


code:
#ifndef GUARD_CONSTANTS_SONGS_H
#define GUARD_CONSTANTS_SONGS_H

// Original JP names listed on right, along with any additional notes

#define MUS_DUMMY                   0 // MUS_DUMMY
#define SE_USE_ITEM                 1 // SE_KAIFUKU
#define SE_PC_LOGIN                 2 // SE_PC_LOGIN
#define SE_PC_OFF                   3 // SE_PC_OFF
#define SE_PC_ON                    4 // SE_PC_ON
#define SE_SELECT                   5 // SE_SELECT
#define SE_WIN_OPEN                 6 // SE_WIN_OPEN
#define SE_WALL_HIT                 7 // SE_WALL_HIT
#define SE_DOOR                     8 // SE_DOOR
#define SE_EXIT                     9 // SE_KAIDAN
#define SE_LEDGE                    10 // SE_DANSA
#define SE_BIKE_BELL                11 // SE_JITENSYA
#define SE_NOT_EFFECTIVE            12 // SE_KOUKA_L
#define SE_EFFECTIVE                13 // SE_KOUKA_M
#define SE_SUPER_EFFECTIVE          14 // SE_KOUKA_H
#define SE_BALL_OPEN                15 // SE_BOWA2
#define SE_FAINT                    16 // SE_POKE_DEAD
#define SE_FLEE                     17 // SE_NIGERU
#define SE_SLIDING_DOOR             18 // SE_JIDO_DOA
#define SE_SHIP                     19 // SE_NAMINORI
#define SE_BANG                     20 // SE_BAN
#define SE_PIN                      21 // SE_PIN (General "good", commonly for "!")
#define SE_BOO                      22 // SE_BOO (General "bad")
#define SE_BALL                     23 // SE_BOWA (Giving Poké Ball to nurse, Poké Ball shake, etc)
#define SE_CONTEST_PLACE            24 // SE_JYUNI
#define SE_A                        25 // SE_A (Bard sounds)
#define SE_I                        26 // SE_I
#define SE_U                        27 // SE_U
#define SE_E                        28 // SE_E
#define SE_O                        29 // SE_O
#define SE_N                        30 // SE_N
#define SE_SUCCESS                  31 // SE_SEIKAI
#define SE_FAILURE                  32 // SE_HAZURE
#define SE_EXP                      33 // SE_EXP
#define SE_BIKE_HOP                 34 // SE_JITE_PYOKO
#define SE_SWITCH                   35 // SE_MU_PACHI
#define SE_CLICK                    36 // SE_TK_KASYA
#define SE_FU_ZAKU                  37 // SE_FU_ZAKU (Unknown purpose, unused)
#define SE_CONTEST_CONDITION_LOSE   38 // SE_FU_ZAKU2
#define SE_LAVARIDGE_FALL_WARP      39 // SE_FU_ZUZUZU
#define SE_ICE_STAIRS               40 // SE_RU_GASHIN
#define SE_ICE_BREAK                41 // SE_RU_GASYAN
#define SE_ICE_CRACK                42 // SE_RU_BARI
#define SE_FALL                     43 // SE_RU_HYUU
#define SE_UNLOCK                   44 // SE_KI_GASYAN
#define SE_WARP_IN                  45 // SE_TK_WARPIN
#define SE_WARP_OUT                 46 // SE_TK_WARPOUT
#define SE_REPEL                    47 // SE_TU_SAA
#define SE_ROTATING_GATE            48 // SE_HI_TURUN
#define SE_TRUCK_MOVE               49 // SE_TRACK_MOVE
#define SE_TRUCK_STOP               50 // SE_TRACK_STOP
#define SE_TRUCK_UNLOAD             51 // SE_TRACK_HAIKI
#define SE_TRUCK_DOOR               52 // SE_TRACK_DOOR
#define SE_BERRY_BLENDER            53 // SE_MOTER
#define SE_CARD                     54 // SE_CARD (Unused, different from the RS card SE)
#define SE_SAVE                     55 // SE_SAVE
#define SE_BALL_BOUNCE_1            56 // SE_KON
#define SE_BALL_BOUNCE_2            57 // SE_KON2
#define SE_BALL_BOUNCE_3            58 // SE_KON3
#define SE_BALL_BOUNCE_4            59 // SE_KON4
#define SE_BALL_TRADE               60 // SE_SUIKOMU
#define SE_BALL_THROW               61 // SE_NAGERU
#define SE_NOTE_C                   62 // SE_TOY_C
#define SE_NOTE_D                   63 // SE_TOY_D
#define SE_NOTE_E                   64 // SE_TOY_E
#define SE_NOTE_F                   65 // SE_TOY_F
#define SE_NOTE_G                   66 // SE_TOY_G
#define SE_NOTE_A                   67 // SE_TOY_A
#define SE_NOTE_B                   68 // SE_TOY_B
#define SE_NOTE_C_HIGH              69 // SE_TOY_C1
#define SE_PUDDLE                   70 // SE_MIZU
#define SE_BRIDGE_WALK              71 // SE_HASHI
#define SE_ITEMFINDER               72 // SE_DAUGI
#define SE_DING_DONG                73 // SE_PINPON
#define SE_BALLOON_RED              74 // SE_FUUSEN1
#define SE_BALLOON_BLUE             75 // SE_FUUSEN2
#define SE_BALLOON_YELLOW           76 // SE_FUUSEN3
#define SE_BREAKABLE_DOOR           77 // SE_TOY_KABE
#define SE_MUD_BALL                 78 // SE_TOY_DANGO
#define SE_FIELD_POISON             79 // SE_DOKU
#define SE_ESCALATOR                80 // SE_ESUKA
#define SE_THUNDERSTORM             81 // SE_T_AME
#define SE_THUNDERSTORM_STOP        82 // SE_T_AME_E
#define SE_DOWNPOUR                 83 // SE_T_OOAME
#define SE_DOWNPOUR_STOP            84 // SE_T_OOAME_E
#define SE_RAIN                     85 // SE_T_KOAME
#define SE_RAIN_STOP                86 // SE_T_KOAME_E
#define SE_THUNDER                  87 // SE_T_KAMI
#define SE_THUNDER2                 88 // SE_T_KAMI2
#define SE_ELEVATOR                 89 // SE_ELEBETA
#define SE_LOW_HEALTH               90 // SE_HINSI
#define SE_EXP_MAX                  91 // SE_EXPMAX
#define SE_ROULETTE_BALL            92 // SE_TAMAKORO
#define SE_ROULETTE_BALL2           93 // SE_TAMAKORO_E
#define SE_TAILLOW_WING_FLAP        94 // SE_BASABASA
#define SE_SHOP                     95 // SE_REGI
#define SE_CONTEST_HEART            96 // SE_C_GAJI
#define SE_CONTEST_CURTAIN_RISE     97 // SE_C_MAKU_U
#define SE_CONTEST_CURTAIN_FALL     98 // SE_C_MAKU_D
#define SE_CONTEST_ICON_CHANGE      99 // SE_C_PASI
#define SE_CONTEST_ICON_CLEAR       100 // SE_C_SYU
#define SE_CONTEST_MONS_TURN        101 // SE_C_PIKON
#define SE_SHINY                    102 // SE_REAPOKE
#define SE_INTRO_BLAST              103 // SE_OP_BASYU
#define SE_MUGSHOT                  104 // SE_BT_START
#define SE_APPLAUSE                 105 // SE_DENDOU
#define SE_VEND                     106 // SE_JIHANKI
#define SE_ORB                      107 // SE_TAMA
#define SE_DEX_SCROLL               108 // SE_Z_SCROLL
#define SE_DEX_PAGE                 109 // SE_Z_PAGE
#define SE_POKENAV_ON               110 // SE_PN_ON
#define SE_POKENAV_OFF              111 // SE_PN_OFF
#define SE_DEX_SEARCH               112 // SE_Z_SEARCH
#define SE_EGG_HATCH                113 // SE_TAMAGO
#define SE_BALL_TRAY_ENTER          114 // SE_TB_START
#define SE_BALL_TRAY_BALL           115 // SE_TB_KON
#define SE_BALL_TRAY_EXIT           116 // SE_TB_KARA
#define SE_GLASS_FLUTE              117 // SE_BIDORO
// Move SFX
#define SE_M_THUNDERBOLT            118 // SE_W085
#define SE_M_THUNDERBOLT2           119 // SE_W085B
#define SE_M_HARDEN                 120 // SE_W231
#define SE_M_NIGHTMARE              121 // SE_W171
#define SE_M_VITAL_THROW            122 // SE_W233
#define SE_M_VITAL_THROW2           123 // SE_W233B
#define SE_M_BUBBLE                 124 // SE_W145
#define SE_M_BUBBLE2                125 // SE_W145B
#define SE_M_BUBBLE3                126 // SE_W145C
#define SE_M_RAIN_DANCE             127 // SE_W240
#define SE_M_CUT                    128 // SE_W015
#define SE_M_STRING_SHOT            129 // SE_W081
#define SE_M_STRING_SHOT2           130 // SE_W081B
#define SE_M_ROCK_THROW             131 // SE_W088
#define SE_M_GUST                   132 // SE_W016
#define SE_M_GUST2                  133 // SE_W016B
#define SE_M_DOUBLE_SLAP            134 // SE_W003
#define SE_M_DOUBLE_TEAM            135 // SE_W104
#define SE_M_RAZOR_WIND             136 // SE_W013
#define SE_M_ICY_WIND               137 // SE_W196
#define SE_M_THUNDER_WAVE           138 // SE_W086
#define SE_M_COMET_PUNCH            139 // SE_W004
#define SE_M_MEGA_KICK              140 // SE_W025
#define SE_M_MEGA_KICK2             141 // SE_W025B
#define SE_M_CRABHAMMER             142 // SE_W152
#define SE_M_JUMP_KICK              143 // SE_W026
#define SE_M_FLAME_WHEEL            144 // SE_W172
#define SE_M_FLAME_WHEEL2           145 // SE_W172B
#define SE_M_FLAMETHROWER           146 // SE_W053
#define SE_M_FIRE_PUNCH             147 // SE_W007
#define SE_M_TOXIC                  148 // SE_W092
#define SE_M_SACRED_FIRE            149 // SE_W221
#define SE_M_SACRED_FIRE2           150 // SE_W221B
#define SE_M_EMBER                  151 // SE_W052
#define SE_M_TAKE_DOWN              152 // SE_W036
#define SE_M_BLIZZARD               153 // SE_W059
#define SE_M_BLIZZARD2              154 // SE_W059B
#define SE_M_SCRATCH                155 // SE_W010
#define SE_M_VICEGRIP               156 // SE_W011
#define SE_M_WING_ATTACK            157 // SE_W017
#define SE_M_FLY                    158 // SE_W019
#define SE_M_SAND_ATTACK            159 // SE_W028
#define SE_M_RAZOR_WIND2            160 // SE_W013B
#define SE_M_BITE                   161 // SE_W044
#define SE_M_HEADBUTT               162 // SE_W029
#define SE_M_SURF                   163 // SE_W057
#define SE_M_HYDRO_PUMP             164 // SE_W056
#define SE_M_WHIRLPOOL              165 // SE_W250
#define SE_M_HORN_ATTACK            166 // SE_W030
#define SE_M_TAIL_WHIP              167 // SE_W039
#define SE_M_MIST                   168 // SE_W054
#define SE_M_POISON_POWDER          169 // SE_W077
#define SE_M_BIND                   170 // SE_W020
#define SE_M_DRAGON_RAGE            171 // SE_W082
#define SE_M_SING                   172 // SE_W047
#define SE_M_PERISH_SONG            173 // SE_W195
#define SE_M_PAY_DAY                174 // SE_W006
#define SE_M_DIG                    175 // SE_W091
#define SE_M_DIZZY_PUNCH            176 // SE_W146
#define SE_M_SELF_DESTRUCT          177 // SE_W120
#define SE_M_EXPLOSION              178 // SE_W153
#define SE_M_ABSORB_2               179 // SE_W071B
#define SE_M_ABSORB                 180 // SE_W071
#define SE_M_SCREECH                181 // SE_W103
#define SE_M_BUBBLE_BEAM            182 // SE_W062
#define SE_M_BUBBLE_BEAM2           183 // SE_W062B
#define SE_M_SUPERSONIC             184 // SE_W048
#define SE_M_BELLY_DRUM             185 // SE_W187
#define SE_M_METRONOME              186 // SE_W118
#define SE_M_BONEMERANG             187 // SE_W155
#define SE_M_LICK                   188 // SE_W122
#define SE_M_PSYBEAM                189 // SE_W060
#define SE_M_FAINT_ATTACK           190 // SE_W185
#define SE_M_SWORDS_DANCE           191 // SE_W014
#define SE_M_LEER                   192 // SE_W043
#define SE_M_SWAGGER                193 // SE_W207
#define SE_M_SWAGGER2               194 // SE_W207B
#define SE_M_HEAL_BELL              195 // SE_W215
#define SE_M_CONFUSE_RAY            196 // SE_W109
#define SE_M_SNORE                  197 // SE_W173
#define SE_M_BRICK_BREAK            198 // SE_W280
#define SE_M_GIGA_DRAIN             199 // SE_W202
#define SE_M_PSYBEAM2               200 // SE_W060B
#define SE_M_SOLAR_BEAM             201 // SE_W076
#define SE_M_PETAL_DANCE            202 // SE_W080
#define SE_M_TELEPORT               203 // SE_W100
#define SE_M_MINIMIZE               204 // SE_W107
#define SE_M_SKETCH                 205 // SE_W166
#define SE_M_SWIFT                  206 // SE_W129
#define SE_M_REFLECT                207 // SE_W115
#define SE_M_BARRIER                208 // SE_W112
#define SE_M_DETECT                 209 // SE_W197
#define SE_M_LOCK_ON                210 // SE_W199
#define SE_M_MOONLIGHT              211 // SE_W236
#define SE_M_CHARM                  212 // SE_W204
#define SE_M_CHARGE                 213 // SE_W268
#define SE_M_STRENGTH               214 // SE_W070
#define SE_M_HYPER_BEAM             215 // SE_W063
#define SE_M_WATERFALL              216 // SE_W127
#define SE_M_REVERSAL               217 // SE_W179
#define SE_M_ACID_ARMOR             218 // SE_W151
#define SE_M_SANDSTORM              219 // SE_W201
#define SE_M_TRI_ATTACK             220 // SE_W161
#define SE_M_TRI_ATTACK2            221 // SE_W161B
#define SE_M_ENCORE                 222 // SE_W227
#define SE_M_ENCORE2                223 // SE_W227B
#define SE_M_BATON_PASS             224 // SE_W226
#define SE_M_MILK_DRINK             225 // SE_W208
#define SE_M_ATTRACT                226 // SE_W213
#define SE_M_ATTRACT2               227 // SE_W213B
#define SE_M_MORNING_SUN            228 // SE_W234
#define SE_M_FLATTER                229 // SE_W260
#define SE_M_SAND_TOMB              230 // SE_W328
#define SE_M_GRASSWHISTLE           231 // SE_W320
#define SE_M_SPIT_UP                232 // SE_W255
#define SE_M_DIVE                   233 // SE_W291
#define SE_M_EARTHQUAKE             234 // SE_W089
#define SE_M_TWISTER                235 // SE_W239
#define SE_M_SWEET_SCENT            236 // SE_W230
#define SE_M_YAWN                   237 // SE_W281
#define SE_M_SKY_UPPERCUT           238 // SE_W327
#define SE_M_STAT_INCREASE          239 // SE_W287
#define SE_M_HEAT_WAVE              240 // SE_W257
#define SE_M_UPROAR                 241 // SE_W253
#define SE_M_HAIL                   242 // SE_W258
#define SE_M_COSMIC_POWER           243 // SE_W322
#define SE_M_TEETER_DANCE           244 // SE_W298
#define SE_M_STAT_DECREASE          245 // SE_W287B
#define SE_M_HAZE                   246 // SE_W114
#define SE_M_HYPER_BEAM2            247 // SE_W063B
// FRLG SFX
#define SE_RG_DOOR                  248 // SE_RG_W_DOOR
#define SE_RG_CARD_FLIP             249 // SE_RG_CARD1
#define SE_RG_CARD_FLIPPING         250 // SE_RG_CARD2
#define SE_RG_CARD_OPEN             251 // SE_RG_CARD3
#define SE_RG_BAG_CURSOR            252 // SE_RG_BAG1
#define SE_RG_BAG_POCKET            253 // SE_RG_BAG2
#define SE_RG_BALL_CLICK            254 // SE_RG_GETTING
#define SE_RG_SHOP                  255 // SE_RG_SHOP
#define SE_RG_SS_ANNE_HORN          256 // SE_RG_KITEKI
#define SE_RG_HELP_OPEN             257 // SE_RG_HELP_OP
#define SE_RG_HELP_CLOSE            258 // SE_RG_HELP_CL
#define SE_RG_HELP_ERROR            259 // SE_RG_HELP_NG
#define SE_RG_DEOXYS_MOVE           260 // SE_RG_DEOMOV
#define SE_RG_POKE_JUMP_SUCCESS     261 // SE_RG_EXCELLENT
#define SE_RG_POKE_JUMP_FAILURE     262 // SE_RG_NAWAMISS
// New Emerald SFX
#define SE_POKENAV_CALL             263 // SE_TOREEYE
#define SE_POKENAV_HANG_UP          264 // SE_TOREOFF
#define SE_ARENA_TIMEUP1            265 // SE_HANTEI1
#define SE_ARENA_TIMEUP2            266 // SE_HANTEI2
#define SE_PIKE_CURTAIN_CLOSE       267 // SE_CURTAIN
#define SE_PIKE_CURTAIN_OPEN        268 // SE_CURTAIN1
#define SE_SUDOWOODO_SHAKE          269 // SE_USSOKI

// Music
#define MUS_LITTLEROOT_TEST         350 // MUS_TETSUJI
#define MUS_GSC_ROUTE38             351 // MUS_FIELD13
#define MUS_CAUGHT                  352 // MUS_KACHI22
#define MUS_VICTORY_WILD            353 // MUS_KACHI2
#define MUS_VICTORY_GYM_LEADER      354 // MUS_KACHI3
#define MUS_VICTORY_LEAGUE          355 // MUS_KACHI5
#define MUS_C_COMM_CENTER           356 // MUS_PCC
#define MUS_GSC_PEWTER              357 // MUS_NIBI
#define MUS_C_VS_LEGEND_BEAST       358 // MUS_SUIKUN
#define MUS_ROUTE101                359 // MUS_DOORO1
#define MUS_ROUTE110                360 // MUS_DOORO_X1
#define MUS_ROUTE120                361 // MUS_DOORO_X3
#define MUS_PETALBURG               362 // MUS_MACHI_S2
#define MUS_OLDALE                  363 // MUS_MACHI_S4
#define MUS_GYM                     364 // MUS_GIM
#define MUS_SURF                    365 // MUS_NAMINORI
#define MUS_PETALBURG_WOODS         366 // MUS_DAN01
#define MUS_LEVEL_UP                367 // MUS_FANFA1
#define MUS_HEAL                    368 // MUS_ME_ASA
#define MUS_OBTAIN_BADGE            369 // MUS_ME_BACHI
#define MUS_OBTAIN_ITEM             370 // MUS_FANFA4
#define MUS_EVOLVED                 371 // MUS_FANFA5
#define MUS_OBTAIN_TMHM             372 // MUS_ME_WAZA
#define MUS_LILYCOVE_MUSEUM         373 // MUS_BIJYUTU
#define MUS_ROUTE122                374 // MUS_DOORO_X4
#define MUS_OCEANIC_MUSEUM          375 // MUS_FUNE_KAN
#define MUS_EVOLUTION_INTRO         376 // MUS_ME_SHINKA
#define MUS_EVOLUTION               377 // MUS_SHINKA
#define MUS_MOVE_DELETED            378 // MUS_ME_WASURE
#define MUS_ENCOUNTER_GIRL          379 // MUS_SYOUJOEYE
#define MUS_ENCOUNTER_MALE          380 // MUS_BOYEYE
#define MUS_ABANDONED_SHIP          381 // MUS_DAN02
#define MUS_FORTREE                 382 // MUS_MACHI_S3
#define MUS_BIRCH_LAB               383 // MUS_ODAMAKI
#define MUS_B_TOWER_RS              384 // MUS_B_TOWER
#define MUS_ENCOUNTER_SWIMMER       385 // MUS_SWIMEYE
#define MUS_CAVE_OF_ORIGIN          386 // MUS_DAN03
#define MUS_OBTAIN_BERRY            387 // MUS_ME_KINOMI
#define MUS_AWAKEN_LEGEND           388 // MUS_ME_TAMA
#define MUS_SLOTS_JACKPOT           389 // MUS_ME_B_BIG
#define MUS_SLOTS_WIN               390 // MUS_ME_B_SMALL
#define MUS_TOO_BAD                 391 // MUS_ME_ZANNEN
#define MUS_ROULETTE                392 // MUS_BD_TIME
#define MUS_LINK_CONTEST_P1         393 // MUS_TEST1
#define MUS_LINK_CONTEST_P2         394 // MUS_TEST2
#define MUS_LINK_CONTEST_P3         395 // MUS_TEST3
#define MUS_LINK_CONTEST_P4         396 // MUS_TEST4
#define MUS_ENCOUNTER_RICH          397 // MUS_TEST
#define MUS_VERDANTURF              398 // MUS_GOMACHI0
#define MUS_RUSTBORO                399 // MUS_GOTOWN
#define MUS_POKE_CENTER             400 // MUS_POKECEN
#define MUS_ROUTE104                401 // MUS_NEXTROAD
#define MUS_ROUTE119                402 // MUS_GRANROAD
#define MUS_CYCLING                 403 // MUS_CYCLING
#define MUS_POKE_MART               404 // MUS_FRIENDLY
#define MUS_LITTLEROOT              405 // MUS_MISHIRO
#define MUS_MT_CHIMNEY              406 // MUS_TOZAN
#define MUS_ENCOUNTER_FEMALE        407 // MUS_GIRLEYE
#define MUS_LILYCOVE                408 // MUS_MINAMO
#define MUS_ROUTE111                409 // MUS_ASHROAD
#define MUS_HELP                    410 // MUS_EVENT0
#define MUS_UNDERWATER              411 // MUS_DEEPDEEP
#define MUS_VICTORY_TRAINER         412 // MUS_KACHI1
#define MUS_TITLE                   413 // MUS_TITLE3
#define MUS_INTRO                   414 // MUS_DEMO1
#define MUS_ENCOUNTER_MAY           415 // MUS_GIRL_SUP
#define MUS_ENCOUNTER_INTENSE       416 // MUS_HAGESHII
#define MUS_ENCOUNTER_COOL          417 // MUS_KAKKOII
#define MUS_ROUTE113                418 // MUS_KAZANBAI
#define MUS_ENCOUNTER_AQUA          419 // MUS_AQA_0
#define MUS_FOLLOW_ME               420 // MUS_TSURETEK
#define MUS_ENCOUNTER_BRENDAN       421 // MUS_BOY_SUP
#define MUS_EVER_GRANDE             422 // MUS_RAINBOW
#define MUS_ENCOUNTER_SUSPICIOUS    423 // MUS_AYASII
#define MUS_VICTORY_AQUA_MAGMA      424 // MUS_KACHI4
#define MUS_CABLE_CAR               425 // MUS_ROPEWAY
#define MUS_GAME_CORNER             426 // MUS_CASINO
#define MUS_DEWFORD                 427 // MUS_HIGHTOWN
#define MUS_SAFARI_ZONE             428 // MUS_SAFARI
#define MUS_VICTORY_ROAD            429 // MUS_C_ROAD
#define MUS_AQUA_MAGMA_HIDEOUT      430 // MUS_AJITO
#define MUS_SAILING                 431 // MUS_M_BOAT
#define MUS_MT_PYRE                 432 // MUS_M_DUNGON
#define MUS_SLATEPORT               433 // MUS_FINECITY
#define MUS_MT_PYRE_EXTERIOR        434 // MUS_MACHUPI
#define MUS_SCHOOL                  435 // MUS_P_SCHOOL
#define MUS_HALL_OF_FAME            436 // MUS_DENDOU
#define MUS_FALLARBOR               437 // MUS_TONEKUSA
#define MUS_SEALED_CHAMBER          438 // MUS_MABOROSI
#define MUS_CONTEST_WINNER          439 // MUS_CON_FAN
#define MUS_CONTEST                 440 // MUS_CONTEST0
#define MUS_ENCOUNTER_MAGMA         441 // MUS_MGM0
#define MUS_INTRO_BATTLE            442 // MUS_T_BATTLE
#define MUS_ABNORMAL_WEATHER        443 // MUS_OOAME (Replaces MUS_WEATHER_KYOGRE from R/S)
#define MUS_WEATHER_GROUDON         444 // MUS_HIDERI (Unused, from R/S)
#define MUS_SOOTOPOLIS              445 // MUS_RUNECITY
#define MUS_CONTEST_RESULTS         446 // MUS_CON_K
#define MUS_HALL_OF_FAME_ROOM       447 // MUS_EIKOU_R
#define MUS_TRICK_HOUSE             448 // MUS_KARAKURI
#define MUS_ENCOUNTER_TWINS         449 // MUS_HUTAGO
#define MUS_ENCOUNTER_ELITE_FOUR    450 // MUS_SITENNOU
#define MUS_ENCOUNTER_HIKER         451 // MUS_YAMA_EYE
#define MUS_CONTEST_LOBBY           452 // MUS_CONLOBBY
#define MUS_ENCOUNTER_INTERVIEWER   453 // MUS_INTER_V
#define MUS_ENCOUNTER_CHAMPION      454 // MUS_DAIGO
#define MUS_CREDITS                 455 // MUS_THANKFOR
#define MUS_END                     456 // MUS_END
#define MUS_B_FRONTIER              457 // MUS_B_FRONTIER
#define MUS_B_ARENA                 458 // MUS_B_ARENA
#define MUS_OBTAIN_B_POINTS         459 // MUS_ME_POINTGET
#define MUS_REGISTER_MATCH_CALL     460 // MUS_ME_TORE_EYE
#define MUS_B_PYRAMID               461 // MUS_PYRAMID
#define MUS_B_PYRAMID_TOP           462 // MUS_PYRAMID_TOP
#define MUS_B_PALACE                463 // MUS_B_PALACE
#define MUS_RAYQUAZA_APPEARS        464 // MUS_REKKUU_KOURIN
#define MUS_B_TOWER                 465 // MUS_SATTOWER
#define MUS_OBTAIN_SYMBOL           466 // MUS_ME_SYMBOLGET
#define MUS_B_DOME                  467 // MUS_B_DOME
#define MUS_B_PIKE                  468 // MUS_B_TUBE
#define MUS_B_FACTORY               469 // MUS_B_FACTORY
#define MUS_VS_RAYQUAZA             470 // MUS_VS_REKKU (Identical to MUS_VS_KYOGRE_GROUDON)
#define MUS_VS_FRONTIER_BRAIN       471 // MUS_VS_FRONT
#define MUS_VS_MEW                  472 // MUS_VS_MEW
#define MUS_B_DOME_LOBBY            473 // MUS_B_DOME1
#define MUS_VS_WILD                 474 // MUS_BATTLE27
#define MUS_VS_AQUA_MAGMA           475 // MUS_BATTLE31
#define MUS_VS_TRAINER              476 // MUS_BATTLE20
#define MUS_VS_GYM_LEADER           477 // MUS_BATTLE32
#define MUS_VS_CHAMPION             478 // MUS_BATTLE33
#define MUS_VS_REGI                 479 // MUS_BATTLE36
#define MUS_VS_KYOGRE_GROUDON       480 // MUS_BATTLE34
#define MUS_VS_RIVAL                481 // MUS_BATTLE35
#define MUS_VS_ELITE_FOUR           482 // MUS_BATTLE38
#define MUS_VS_AQUA_MAGMA_LEADER    483 // MUS_BATTLE30
// FRLG Music
#define MUS_RG_FOLLOW_ME            484 // MUS_RG_ANNAI
#define MUS_RG_GAME_CORNER          485 // MUS_RG_SLOT
#define MUS_RG_ROCKET_HIDEOUT       486 // MUS_RG_AJITO
#define MUS_RG_GYM                  487 // MUS_RG_GYM
#define MUS_RG_JIGGLYPUFF           488 // MUS_RG_PURIN
#define MUS_RG_INTRO_FIGHT          489 // MUS_RG_DEMO
#define MUS_RG_TITLE                490 // MUS_RG_TITLE
#define MUS_RG_CINNABAR             491 // MUS_RG_GUREN
#define MUS_RG_LAVENDER             492 // MUS_RG_SHION
#define MUS_RG_HEAL                 493 // MUS_RG_KAIHUKU
#define MUS_RG_CYCLING              494 // MUS_RG_CYCLING
#define MUS_RG_ENCOUNTER_ROCKET     495 // MUS_RG_ROCKET
#define MUS_RG_ENCOUNTER_GIRL       496 // MUS_RG_SHOUJO
#define MUS_RG_ENCOUNTER_BOY        497 // MUS_RG_SHOUNEN
#define MUS_RG_HALL_OF_FAME         498 // MUS_RG_DENDOU
#define MUS_RG_VIRIDIAN_FOREST      499 // MUS_RG_T_MORI
#define MUS_RG_MT_MOON              500 // MUS_RG_OTSUKIMI
#define MUS_RG_POKE_MANSION         501 // MUS_RG_POKEYASHI
#define MUS_RG_CREDITS              502 // MUS_RG_ENDING
#define MUS_RG_ROUTE1               503 // MUS_RG_LOAD01
#define MUS_RG_ROUTE24              504 // MUS_RG_OPENING
#define MUS_RG_ROUTE3               505 // MUS_RG_LOAD02
#define MUS_RG_ROUTE11              506 // MUS_RG_LOAD03
#define MUS_RG_VICTORY_ROAD         507 // MUS_RG_CHAMP_R
#define MUS_RG_VS_GYM_LEADER        508 // MUS_RG_VS_GYM
#define MUS_RG_VS_TRAINER           509 // MUS_RG_VS_TORE
#define MUS_RG_VS_WILD              510 // MUS_RG_VS_YASEI
#define MUS_RG_VS_CHAMPION          511 // MUS_RG_VS_LAST
#define MUS_RG_PALLET               512 // MUS_RG_MASARA
#define MUS_RG_OAK_LAB              513 // MUS_RG_KENKYU
#define MUS_RG_OAK                  514 // MUS_RG_OHKIDO
#define MUS_RG_POKE_CENTER          515 // MUS_RG_POKECEN
#define MUS_RG_SS_ANNE              516 // MUS_RG_SANTOAN
#define MUS_RG_SURF                 517 // MUS_RG_NAMINORI
#define MUS_RG_POKE_TOWER           518 // MUS_RG_P_TOWER
#define MUS_RG_SILPH                519 // MUS_RG_SHIRUHU
#define MUS_RG_FUCHSIA              520 // MUS_RG_HANADA
#define MUS_RG_CELADON              521 // MUS_RG_TAMAMUSI
#define MUS_RG_VICTORY_TRAINER      522 // MUS_RG_WIN_TRE (Identical to MUS_VICTORY_TRAINER)
#define MUS_RG_VICTORY_WILD         523 // MUS_RG_WIN_YASEI (Identical to MUS_VICTORY_WILD)
#define MUS_RG_VICTORY_GYM_LEADER   524 // MUS_RG_WIN_GYM (Identical to MUS_VICTORY_GYM_LEADER)
#define MUS_RG_VERMILLION           525 // MUS_RG_KUCHIBA
#define MUS_RG_PEWTER               526 // MUS_RG_NIBI
#define MUS_RG_ENCOUNTER_RIVAL      527 // MUS_RG_RIVAL1
#define MUS_RG_RIVAL_EXIT           528 // MUS_RG_RIVAL2
#define MUS_RG_DEX_RATING           529 // MUS_RG_FAN2
#define MUS_RG_OBTAIN_KEY_ITEM      530 // MUS_RG_FAN5
#define MUS_RG_CAUGHT_INTRO         531 // MUS_RG_FAN6
#define MUS_RG_PHOTO                532 // MUS_ME_RG_PHOTO
#define MUS_RG_GAME_FREAK           533 // MUS_RG_TITLEROG
#define MUS_RG_CAUGHT               534 // MUS_RG_GET_YASEI
#define MUS_RG_NEW_GAME_INSTRUCT    535 // MUS_RG_SOUSA
#define MUS_RG_NEW_GAME_INTRO       536 // MUS_RG_SEKAIKAN
#define MUS_RG_NEW_GAME_EXIT        537 // MUS_RG_SEIBETU
#define MUS_RG_POKE_JUMP            538 // MUS_RG_JUMP
#define MUS_RG_UNION_ROOM           539 // MUS_RG_UNION
#define MUS_RG_NET_CENTER           540 // MUS_RG_NETWORK
#define MUS_RG_MYSTERY_GIFT         541 // MUS_RG_OKURIMONO
#define MUS_RG_BERRY_PICK           542 // MUS_RG_KINOMIKUI
#define MUS_RG_SEVII_CAVE           543 // MUS_RG_NANADUNGEON (Identical to MUS_RG_MT_MOON)
#define MUS_RG_TEACHY_TV_SHOW       544 // MUS_RG_OSHIE_TV (Identical to MUS_RG_FOLLOW_ME)
#define MUS_RG_SEVII_ROUTE          545 // MUS_RG_NANASHIMA
#define MUS_RG_SEVII_DUNGEON        546 // MUS_RG_NANAISEKI (Identical to MUS_RG_VIRIDIAN_FOREST)
#define MUS_RG_SEVII_123            547 // MUS_RG_NANA123 (Identical to MUS_RG_PEWTER)
#define MUS_RG_SEVII_45             548 // MUS_RG_NANA45
#define MUS_RG_SEVII_67             549 // MUS_RG_NANA67
#define MUS_RG_POKE_FLUTE           550 // MUS_RG_POKEFUE
#define MUS_RG_VS_DEOXYS            551 // MUS_RG_VS_DEO
#define MUS_RG_VS_MEWTWO            552 // MUS_RG_VS_MYU2
#define MUS_RG_VS_LEGEND            553 // MUS_RG_VS_DEN
#define MUS_RG_ENCOUNTER_GYM_LEADER 554 // MUS_RG_EXEYE
#define MUS_RG_ENCOUNTER_DEOXYS     555 // MUS_RG_DEOEYE
#define MUS_RG_TRAINER_TOWER        556 // MUS_RG_T_TOWER
#define MUS_RG_SLOW_PALLET          557 // MUS_RG_SLOWMASARA
#define MUS_RG_TEACHY_TV_MENU       558 // MUS_RG_TVNOIZE

#define PH_TRAP_BLEND               559
#define PH_TRAP_HELD                560
#define PH_TRAP_SOLO                561
#define PH_FACE_BLEND               562
#define PH_FACE_HELD                563
#define PH_FACE_SOLO                564
#define PH_CLOTH_BLEND              565
#define PH_CLOTH_HELD               566
#define PH_CLOTH_SOLO               567
#define PH_DRESS_BLEND              568
#define PH_DRESS_HELD               569
#define PH_DRESS_SOLO               570
#define PH_FLEECE_BLEND             571
#define PH_FLEECE_HELD              572
#define PH_FLEECE_SOLO              573
#define PH_KIT_BLEND                574
#define PH_KIT_HELD                 575
#define PH_KIT_SOLO                 576
#define PH_PRICE_BLEND              577
#define PH_PRICE_HELD               578
#define PH_PRICE_SOLO               579
#define PH_LOT_BLEND                580
#define PH_LOT_HELD                 581
#define PH_LOT_SOLO                 582
#define PH_GOAT_BLEND               583
#define PH_GOAT_HELD                584
#define PH_GOAT_SOLO                585
#define PH_THOUGHT_BLEND            586
#define PH_THOUGHT_HELD             587
#define PH_THOUGHT_SOLO             588
#define PH_CHOICE_BLEND             589
#define PH_CHOICE_HELD              590
#define PH_CHOICE_SOLO              591
#define PH_MOUTH_BLEND              592
#define PH_MOUTH_HELD               593
#define PH_MOUTH_SOLO               594
#define PH_FOOT_BLEND               595
#define PH_FOOT_HELD                596
#define PH_FOOT_SOLO                597
#define PH_GOOSE_BLEND              598
#define PH_GOOSE_HELD               599
#define PH_GOOSE_SOLO               600
#define PH_STRUT_BLEND              601
#define PH_STRUT_HELD               602
#define PH_STRUT_SOLO               603
#define PH_CURE_BLEND               604
#define PH_CURE_HELD                605
#define PH_CURE_SOLO                606
#define PH_NURSE_BLEND              607
#define PH_NURSE_HELD               608
#define PH_NURSE_SOLO               609

#define MUS_ROUTE118                0x7FFF  // Map is split into 2 music sections. controlled by GetCurrLocationDefaultMusic().

#define MUS_NONE                    0xFFFF

#endif  // GUARD_CONSTANTS_SONGS_H