poketcg/src/data/move_animations.asm, branch master Pokémon Trading Card Game Define duel animations, move -> attack 2020-12-27T18:36:47+00:00 ElectroDeoxys ElectroDeoxys@gmail.com 2020-12-27T18:36:37+00:00 852767639eb7e5305236ff3331ce8d6f27db0854

Fix typos 2020-12-20T20:11:21+00:00 dannye 33dannye@gmail.com 2020-12-20T20:11:21+00:00 9fab715759ddf919b0c4bb9a01095c4c225fcac0

Fix some comment alignment 2020-12-14T21:47:00+00:00 dannye 33dannye@gmail.com 2020-12-14T21:47:00+00:00 d4c65263cd550f057681f86f5d09c3676ebab755

Clean up white space 2020-11-15T01:58:10+00:00 dannye 33dannye@gmail.com 2020-11-15T00:42:31+00:00 90336d902707b28094ac832fbf7ee309e59457c8

Clean up codes in animation 2019-10-07T12:13:39+00:00 jidoc01 jidoc01@naver.com 2019-10-07T12:13:39+00:00 14ac0d098d60b69e23fc31d95c196b553d5bbe11 Now I will use only a tab(no 4 spaces) when a new line initiates a instruction or a macro. And for code alignment, I will use spaces(no tabs) between code and operands. Even though you could see aligned codes just with tabs in editors, some of environments, like a web, print them in various ways.
Now I will use only a tab(no 4 spaces) when a new line initiates a
instruction or a macro.
And for code alignment, I will use spaces(no tabs) between code
and operands. Even though you could see aligned codes just with
tabs in editors, some of environments, like a web, print them in
various ways.
Replace spaces with tabs, and ani_ with anim_ 2019-10-07T09:40:03+00:00 jidoc01 jidoc01@naver.com 2019-10-07T09:40:03+00:00 97491d489dd56ffd9edcaa2888b9ca6b06c73189 For code readability, removed spaces, and added tabs. And the prefix 'ani' in macro name was changed to 'anim', as the latter seems more usual.
For code readability, removed spaces, and added tabs.
And the prefix 'ani' in macro name was changed to 'anim', as
the latter seems more usual.
Analyze animation data & Add animation constants 2019-10-01T14:43:32+00:00 jidoc01 jidoc01@naver.com 2019-10-01T14:43:32+00:00 e717bccded4f0fed817e7897491e798cfdc67c8d Analyzed data structure for animation, and formatted data in "move_animations.asm". But still needs analysis on which effect using which code.
Analyzed data structure for animation, and formatted data in
"move_animations.asm". But still needs analysis on which effect
using which code.
Disassemble move animation data 2019-09-27T11:50:45+00:00 jidoc01 jidoc01@naver.com 2019-09-27T11:50:45+00:00 c88c1b02cca80965eef4b8862e925cf5f03d85d4 The disassembled data is pretty huge, so I moved it into a new separated file(data/move_animations.asm). I've just named the data labels in a simple way, and it's needed to rename them depending on their corresponding move names.
The disassembled data is pretty huge, so I moved it into a new
separated file(data/move_animations.asm).
I've just named the data labels in a simple way, and it's needed
to rename them depending on their corresponding move names.