pokecrystal/data/sprite_anims, branch master Pokémon Crystal Move the dbbw, dbww, and dbwww macros to legacy 2021-05-30T19:51:49+00:00 Rangi remy.oukaour+rangi42@gmail.com 2021-05-30T19:51:49+00:00 ed0a0f71591dd802d6491d57a52040a360cfb406

Verify data table sizes with table_width and assert_table_length macros 2021-03-04T05:15:03+00:00 Rangi remy.oukaour+rangi42@gmail.com 2021-03-04T03:22:41+00:00 40902ffe244544d638567642e4e01b9c5801db23 This was discussed in #706 It also uncovered some off-by-one issues with defining some constants. A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
This was discussed in #706

It also uncovered some off-by-one issues with defining some constants.

A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
Rename "dummy game" to "memory game" 2020-11-09T00:32:57+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-11-09T00:32:57+00:00 62b756c46e5c527a3a3fe2fea0ac99d96bb8cf3e

UnusedSpriteAnimGFX was to sprite anims as AnimObjGFX is to battle anims 2020-10-30T21:41:03+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-10-30T21:32:09+00:00 4a323cf591f27c928acc295f0044ff1608ebada1

Identify wSpriteAnimDict key constants 2020-10-30T19:39:08+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-10-30T19:39:08+00:00 fe1a58deea9b815d60ccab60cdfff19ab0a0110b

Replace many '; unused' with '; unreferenced' 2020-10-28T14:21:10+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-10-28T14:21:10+00:00 6d333bed5fde0c2da0a6a9df2ccae83933400e42

GS_INTRO_STAR/SPARKLE -> GS_GAMEFREAK_LOGO_STAR/SPARKLE 2020-08-27T13:13:41+00:00 mid-kid esteve.varela@gmail.com 2020-08-27T13:10:12+00:00 353f78f493d687051140e5935db012c0f4f4a7d8 These two sprite animations are related to the Game Freak Logo splash screen, not the actual intro.
These two sprite animations are related to the Game Freak Logo splash
screen, not the actual intro.
[in progress] Harmonize more constant and data files with pokegold 2020-06-16T18:32:57+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-06-16T18:11:49+00:00 7b2515d1e47198322407081dfe57c7ca49f22c5f

`dsprite y, ypx, x, xpx, off, attr` -> `dbsprite x, y, xpx, ypx, off, attr` 2020-04-04T20:00:30+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-04-04T20:00:30+00:00 0ef004a4db9428f6350815c199ac5aa6379fc773

Anotate more of the battle anim subsystem 2019-02-15T02:01:59+00:00 mid-kid esteve.varela@gmail.com 2019-02-15T01:56:24+00:00 4154f191e09404748de4faa3a63bcb51faf42c98 The X and Y flip flags can be applied through the stack consisting of: - Object attributes - Animation frame attributes - OAM Data Each of these negate eachother. Confused yet? The same stack is traversed to obtain the final tile ID, with an added layer on top for the base GFX offset and the offset for the dynamically loaded GFX requested by the object! wBattleAnimDelay is populated with the values passed to `anim_wait`.
The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.

Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!

wBattleAnimDelay is populated with the values passed to `anim_wait`.