pokecrystal/battle/ai, branch master Pokémon Crystal Split battle/ into data/ and engine/ components 2017-12-26T22:47:05+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-26T22:47:05+00:00 b5417fafec7dd37cb4be391f3bd3d4541a2a381e

Use percentages for AI scoring logic 2017-12-25T21:18:05+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-25T21:18:05+00:00 85aa236c34e50da698d4eeacd5c76a05463c83b2 Define MAX_DAY_CARE_EXP
Define MAX_DAY_CARE_EXP
callba/callab → farcall/callfar 2017-12-24T17:47:30+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-24T17:47:30+00:00 c66d195089b1e1b823be4f0a0fc9b8f41f5f790d

Document more bugs 2017-12-13T03:58:20+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-13T03:58:20+00:00 10eb426e40f48df3ae9b40e3ea3aa7e92f890090

Move pic animation documentation to docs/ 2017-12-12T04:44:29+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-12T04:44:29+00:00 79873a1bfc0e40067c45dc74fbbebf547d177978 Move growth rates to a data/ table Name more SECTIONs
Move growth rates to a data/ table
Name more SECTIONs
Document constants with comments, actual names, and more thorough usage 2017-12-09T07:15:46+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-09T05:50:59+00:00 512863989fb2cb17bcca2f27a61fe3fa8f567b9a

Clean up labels in battle/moves/move_effects.asm 2017-11-15T15:36:13+00:00 mid-kid esteve.varela@gmail.com 2017-11-15T15:36:13+00:00 fd14253796f9e696a00a3c757d07d2c8a2131bf0 There were a lot of unused labels in there, and a few confusing misnomers around move_effects_pointers.asm. They now match up exactly with the names in battle_constants.asm. Also renamed a few effects, to make their purpose clearer, and to match up with their respective event script commands: EFFECT_EXPLOSION -> EFFECT_SELFDESCTRUCT EFFECT_HAZE -> EFFECT_RESET_STATS EFFECT_WHIRLWIND -> EFFECT_FORCE_SWITCH EFFECT_BIND -> EFFECT_TRAP_TARGET EFFECT_TWINEEDLE -> EFFECT_POISON_MULTI_HIT EFFECT_STEEL_WING -> EFFECT_DEFENSE_UP_HIT EFFECT_METAL_CLAW -> EFFECT_ATTACK_UP_HIT EFFECT_ANCIENTPOWER -> EFFECT_ALL_UP_HIT
There were a lot of unused labels in there, and a few confusing
misnomers around move_effects_pointers.asm. They now match up exactly
with the names in battle_constants.asm.
Also renamed a few effects, to make their purpose clearer, and to match
up with their respective event script commands:
EFFECT_EXPLOSION    -> EFFECT_SELFDESCTRUCT
EFFECT_HAZE         -> EFFECT_RESET_STATS
EFFECT_WHIRLWIND    -> EFFECT_FORCE_SWITCH
EFFECT_BIND         -> EFFECT_TRAP_TARGET
EFFECT_TWINEEDLE    -> EFFECT_POISON_MULTI_HIT
EFFECT_STEEL_WING   -> EFFECT_DEFENSE_UP_HIT
EFFECT_METAL_CLAW   -> EFFECT_ATTACK_UP_HIT
EFFECT_ANCIENTPOWER -> EFFECT_ALL_UP_HIT
Merge pull request #354 from FredrIQ/comments 2017-06-24T21:43:48+00:00 yenatch yenatch@gmail.com 2017-06-24T21:43:48+00:00 d0d61cb3ab847ff0c72a840363b89d4acf05b5f5 Fix a reversed label mistake and reference a major bug
Fix a reversed label mistake and reference a major bug
Replace ‘jp [hl]’ with ‘jp hl’ 2017-06-09T21:01:10+00:00 Ben10do Ben10do@users.noreply.github.com 2017-06-09T21:01:10+00:00 e6ea1889fbce20b0dc170310ac63891a1cca2bb5 The former is arguably misleading (as you don’t access the memory location in hl to retrieve the jump location), and is consequently deprecated in newer versions of rgbds. This fix silences these deprecation warnings.
The former is arguably misleading (as you don’t access the memory location in hl to retrieve the jump location), and is consequently deprecated in newer versions of rgbds.

This fix silences these deprecation warnings.
Reverse the LastEnemyCounterMove and LastPlayerCounterMove labels 2017-01-08T00:26:48+00:00 Fredrik Ljungdahl fredde1994@gmail.com 2017-01-08T00:26:48+00:00 f8455e9b4f0270811dac718810811292beb41da6 They were swapped
They were swapped