pokered/data/battle_anims, branch master Pokémon Red and Blue Improve some RAM formatting 2021-05-31T15:46:10+00:00 Rangi remy.oukaour+rangi42@gmail.com 2021-05-31T15:46:10+00:00 8701ef4d61a6a55ee71aa1a964d4f7d10eded87e

Verify data table and name list sizes with assertion macros 2021-03-25T20:44:41+00:00 Rangi remy.oukaour+rangi42@gmail.com 2021-03-25T20:33:05+00:00 95ec2cf039f0efdc6dadfb6fe766ace231a1b6b1 Fixes #312
Fixes #312
Port dbsprite macro for OAM y,x,tile,attr data from pokecrystal 2020-07-17T19:58:06+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-17T19:58:06+00:00 76289dfda0b7405944e10a78b7381c723475bea4

Define constants for subanimations' base coords and frame block modes 2020-07-17T19:16:54+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-17T19:16:54+00:00 f53341efa170a322392e5d9cf094128a52041b1d

Factor our frame blocks' base coordinates 2020-07-17T02:40:48+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-17T02:40:48+00:00 44b424353d42a24627055aff38d2cffa2eb0f17c

Define constants for subanimation transform types 2020-07-17T02:14:39+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-17T02:14:39+00:00 6f7337bbb1a65e95ad59d3a738c47faf1e96027a

Add constants for move animations' frame blocks 2020-07-17T02:00:16+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-17T02:00:16+00:00 41a9e30268a4505c758980dd112aea632a2ab51a

Use a battle_anim macro for move animations' special effects and subanimations 2020-07-17T01:45:30+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-17T01:45:30+00:00 2f43a411007194aef77849e4ea982e139e37507d Move animations' sound IDs are off by one from move IDs.
Move animations' sound IDs are off by one from move IDs.
Separate move/battle animation data from move data (to do: further identify animation data labels+constants) 2020-07-16T23:50:48+00:00 Rangi remy.oukaour+rangi42@gmail.com 2020-07-16T23:50:48+00:00 cd71ae03af9e75235c8035821700dd6dc6b69616