pokecrystal/engine/tile_events.asm, branch master Pokémon Crystal Organize the engine/ directory 2018-03-13T12:21:40+00:00 mid-kid esteve.varela@gmail.com 2018-03-13T12:07:16+00:00 baa0dc5a963a79843b37888bcfe1d2dfe833ade9 This is an informed attempt at reorganizing the engine/ directory by creating categorized subdirectories, in order to make it easier to navigate and find things. The directories created are as follows: * engine/game: Contains all "minigames", things like the unown puzzle and slot machine. * engine/gfx: Contains all handling of graphics. From loading palettes to playing animations. * engine/link: Contains all multiplayer functionality. * engine/menu: Contains all generic/misc. menus and menu code. Other, more specialized menus are in their own subdirectories (pokedex, pokegear, party menu, etc). * engine/overworld: Contains all handling of the overworld. From loading and connecting maps to wild encounters and the scripting engine. * engine/pokegear: In the same vein as engine/pokedex, except it could use some more splitting up. * engine/pokemon: Contains everything related to manipulating pokemon data. From the pokemon storage system to evolution and mail. * engine/printer: Contains everything related to printing things as well as the printer communication. * engine/title: Contains intro sequences, title screens and credits.
This is an informed attempt at reorganizing the engine/ directory by
creating categorized subdirectories, in order to make it easier to
navigate and find things.

The directories created are as follows:
* engine/game: Contains all "minigames", things like the unown puzzle
and slot machine.
* engine/gfx: Contains all handling of graphics. From loading palettes
to playing animations.
* engine/link: Contains all multiplayer functionality.
* engine/menu: Contains all generic/misc. menus and menu code.
Other, more specialized menus are in their own subdirectories (pokedex,
pokegear, party menu, etc).
* engine/overworld: Contains all handling of the overworld. From loading
and connecting maps to wild encounters and the scripting engine.
* engine/pokegear: In the same vein as engine/pokedex, except it could
use some more splitting up.
* engine/pokemon: Contains everything related to manipulating pokemon
data. From the pokemon storage system to evolution and mail.
* engine/printer: Contains everything related to printing things as well
as the printer communication.
* engine/title: Contains intro sequences, title screens and credits.
Prefix wram labels with w, part 2. 2018-01-23T22:39:09+00:00 luckytyphlosion 10688458+luckytyphlosion@users.noreply.github.com 2018-01-23T22:39:09+00:00 a1951cefc09035e11077a433b28ec8c66b3b03db

Define constants for collision types 2017-12-12T21:15:58+00:00 Remy Oukaour remy.oukaour@gmail.com 2017-12-12T21:15:58+00:00 b006415371330881ed50aadbe62aa4675c92f9b4

Define GetWarpSFX 2017-10-29T10:14:59+00:00 pfero ohpee@loves.dicksinhisan.us 2017-10-29T10:09:24+00:00 88f1b8165b4e0ce0e416e26d7cb7b3105b8f8c31 This function checks the current tile at the player's feet, and returns an appropriate SFX that should be played when warping from it.
This function checks the current tile at the player's feet, and returns
an appropriate SFX that should be played when warping from it.
Local labels starting with lowercase letters are no longer decorated with a trailing colon 2016-04-10T19:01:49+00:00 pikalaxalt PikalaxALT@gmail.com 2016-04-10T19:01:49+00:00 6be4cd4da98093bf1b9362c946e693c89e4713ad

Battle animation annotations 2016-03-02T03:31:21+00:00 PikalaxALT PikalaxALT@gmail.com 2016-03-02T03:31:21+00:00 599e6e8d16571235f2054aa38f39e66181da3796

Restored StandingTile and introduced LastTile 2016-01-11T07:28:09+00:00 PikalaxALT PikalaxALT@gmail.com 2016-01-11T07:28:09+00:00 1637d915d422d633a883788774a893ce6fa78849

Menu 2015-12-15T23:59:49+00:00 PikalaxALT PikalaxALT@gmail.com 2015-12-15T23:59:49+00:00 77ef8404a197d015398674482103afd9651a9f42