Use {interpolation} to generate sequences of RAM labels
This makes the table_width/assert_table_length usages unnecessary, and also keeps the labels automatically up to date if the length constants change.
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@@ -4,8 +4,8 @@ BATTLETOWER_STREAK_LENGTH EQU 7
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BATTLETOWER_NUM_UNIQUE_MON EQU 21
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BATTLETOWER_NUM_UNIQUE_TRAINERS EQU 70
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BATTLETOWER_TRAINERDATALENGTH EQU $24
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BATTLE_TOWER_STRUCT_LENGTH EQU NAME_LENGTH + BATTLETOWER_PARTY_LENGTH * NICKNAMED_MON_STRUCT_LENGTH + BATTLETOWER_TRAINERDATALENGTH
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BATTLETOWER_TRAINERDATALENGTH EQU 18 * 2 ; $24
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BATTLE_TOWER_STRUCT_LENGTH EQU NAME_LENGTH + BATTLETOWER_PARTY_LENGTH * NICKNAMED_MON_STRUCT_LENGTH + BATTLETOWER_TRAINERDATALENGTH ; $e0
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; BattleTowerAction setval arguments (see engine/events/battle_tower/battle_tower.asm)
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const_def
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@@ -136,11 +136,15 @@ PARTY_LENGTH EQU 6
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; boxes
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MONS_PER_BOX EQU 20
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; box: count, species, mons, OTs, nicknames, padding
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BOX_LENGTH EQU 1 + MONS_PER_BOX + 1 + (BOXMON_STRUCT_LENGTH + NAME_LENGTH + MON_NAME_LENGTH) * MONS_PER_BOX + 2 ; $450
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NUM_BOXES EQU 14
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; hall of fame
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HOF_MON_LENGTH EQU 1 + 2 + 2 + 1 + (MON_NAME_LENGTH - 1) ; species, id, dvs, level, nick
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HOF_LENGTH EQU 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; win count, party, terminator
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; hof_mon: species, id, dvs, level, nicknames
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HOF_MON_LENGTH EQU 1 + 2 + 2 + 1 + (MON_NAME_LENGTH - 1) ; $10
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; hall_of_fame: win count, party, terminator
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HOF_LENGTH EQU 1 + HOF_MON_LENGTH * PARTY_LENGTH + 1 ; $62
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NUM_HOF_TEAMS EQU 30
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; evolution types (used in data/pokemon/evos_attacks.asm)
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