pokered/data/battle_anims, branch masterPokémon Red and BlueImprove some RAM formatting2021-05-31T15:46:10+00:00Rangiremy.oukaour+rangi42@gmail.com2021-05-31T15:46:10+00:008701ef4d61a6a55ee71aa1a964d4f7d10eded87e
Verify data table and name list sizes with assertion macros2021-03-25T20:44:41+00:00Rangiremy.oukaour+rangi42@gmail.com2021-03-25T20:33:05+00:0095ec2cf039f0efdc6dadfb6fe766ace231a1b6b1
Fixes #312
Fixes #312
Port dbsprite macro for OAM y,x,tile,attr data from pokecrystal2020-07-17T19:58:06+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-17T19:58:06+00:0076289dfda0b7405944e10a78b7381c723475bea4
Define constants for subanimations' base coords and frame block modes2020-07-17T19:16:54+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-17T19:16:54+00:00f53341efa170a322392e5d9cf094128a52041b1d
Factor our frame blocks' base coordinates2020-07-17T02:40:48+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-17T02:40:48+00:0044b424353d42a24627055aff38d2cffa2eb0f17c
Define constants for subanimation transform types2020-07-17T02:14:39+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-17T02:14:39+00:006f7337bbb1a65e95ad59d3a738c47faf1e96027a
Add constants for move animations' frame blocks2020-07-17T02:00:16+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-17T02:00:16+00:0041a9e30268a4505c758980dd112aea632a2ab51a
Use a battle_anim macro for move animations' special effects and subanimations2020-07-17T01:45:30+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-17T01:45:30+00:002f43a411007194aef77849e4ea982e139e37507d
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+00:00Rangiremy.oukaour+rangi42@gmail.com2020-07-16T23:50:48+00:00cd71ae03af9e75235c8035821700dd6dc6b69616