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2014-07-18Merge pull request #258 from yenatch/spawnsBryan Bishop
Use macros for spawns and flypoints.
2014-07-18Condense cry headers to one line.yenatch
Keep the unused labels for readability (and maybe some symfile magic).
2014-07-18Merge pull request #257 from yenatch/map-headersBryan Bishop
Map header macros and misc comments
2014-07-18Badge and move constants in Strength and Surf field effects.yenatch
2014-07-18Use WOOPER in Oak speech.yenatch
2014-07-18Move cry functions out of home.asm.yenatch
2014-07-18Name cry functions in home.asm.yenatch
2014-07-18Rename the internal PlayCry function to _PlayCryHeader.yenatch
2014-07-18Use macros for spawns and flypoints.yenatch
This firmly ties spawn constant definition to data allocation, preventing usage earlier in main.asm or in other objects. A potential solution is to abuse ifdefs and include it in both main.asm and constants.asm.
2014-07-18Use macros for both types of map headers.yenatch
This should make map headers much easier to edit than before. Rather than occasionally being able to reuse blockdata semantically, create a label for each map and attach it to some blockdata include. This improves readability and reduces overhead when adding new maps. The macro argument length bug doesn't seem to crop up here... It looks like it only happens when an argument is over 16 characters long and references a symbol that exists before the macro is invoked.
2014-07-18Cry "echo" is actually the upper byte of pitch (now a word).yenatch
2014-07-18Add labels for maps that reuse blockdata.yenatch
2014-07-18Add address labels used by Decompress.yenatch
2014-07-18Use a macro for Odd Egg probabilities.yenatch
2014-07-09Recomment type names.yenatch
This is mostly just whitespace reduction.
2014-06-27Merge pull request #256 from yenatch/masterBryan Bishop
Fix predefs and battle code.
2014-06-24Don't use Olivine maps to define the length of a map header.yenatch
The first and second map header labels have no semantic meaning with regard to length. In fact, none of the labels are used at all.
2014-06-24Remove excessive whitespace in map headers.yenatch
Use the "map" macro instead of using GROUP_* and MAP_* constants. Also remove redundant "(bank then label)" comments.
2014-06-23More comments and constants in move effect command code.yenatch
Also add SUBSTATUS_IN_LOOP for multi-hit moves.
2014-06-23More PartyMon labels for relative addressing.yenatch
2014-06-19More object struct labels and constants.yenatch
2014-06-18Merge remote-tracking branch 'kanzure/master'yenatch
2014-06-18Residual damage, battle text labels, pic predefs.yenatch
2014-06-17Fix some misnamed substatus constants.yenatch
SUBSTATUS_ROLLOUT was actually SUBSTATUS_RAMPAGE. SUBSTATUS_ENCORED was actually SUBSTATUS_ROLLOUT. Substatus 5 bit 4 was actually SUBSTATUS_ENCORED. Also use some more (sub)status constants where needed.
2014-06-17Contest battle type and comment the battle menu.yenatch
2014-06-17Use better constants/comments in DST near-midnight checks.IIMarckus
2014-06-16Name the UpdateEnemyHUD predef.yenatch
Also start using hp palette constants.
2014-06-16Use a predef macro that takes labels instead of juggling constants.yenatch
Besides making predefs convenient, naming a predef no longer requires adding or renaming a predef constant. This also lets predefs be rearranged at will.
2014-06-16Name and comment some move learning functions.yenatch
2014-06-15Makefile: Use lower-case variables and graphics conversion queues.yenatch
This is mostly to make it more like pokered. Queues are an order of magnitude faster than invoking a new python instance for each file.
2014-06-14Name and comment the trainer party reader.yenatch
Reads the contents of trainers/trainers.asm.
2014-06-14Move trainer item AI into battle/ai/items.asm.yenatch
2014-06-14Item constants in trainer ai.yenatch
2014-06-14Rename _GetBattleVar -> GetBattleVarAddr.yenatch
Functions prefixed with _ imply they're private. The real purpose of this function is to use an address, rather than saving a few cycles on push/pop.
2014-06-13Battle type constants in the wild.yenatch
Also add constants for trap and Celebi event battles.
2014-06-13More battle code cleanup.yenatch
- Use more substatus constants. - Reformat some code to be more atomic. - Add constants for unused status prevention held item effects. - Remove pointless or redundant comments.
2014-06-12Reformat the channel_struct macro and use more constants in wram.yenatch
2014-06-12Consolidate monster structs in wram and sram.yenatch
The PartyMon struct is really the box struct with volatile variables like status added. Some other labels have been reworked. Move structs no longer have explicit labels since their location is arbitrary and usually shared.
2014-06-10Use constants for move struct positioning.yenatch
This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
2014-06-10Consolidate NUM_MOVES usage and monster struct labels.yenatch
There turned out to be a lot of instances of NUM_MOVES.
2014-06-10Fix argument handling in *coord macros. Add a "percent" shortcut.yenatch
Random returns a value from 0 to 0xff. Instead of doing extra work, most probabilities are out of 0xff. Convert these from percentages at build time for readability.
2014-06-06Comment PrintNum.yenatch
2014-06-04Merge pull request #254 from yenatch/masteryenatch
Better compression, macro cleanup, use MAX_LEVEL everywhere. - move stats -> data (like pokered). - remove FuncCoord and use {hl,bc,de}coord for all tilemap loads. - use MAX_LEVEL where needed. - update pokemontools for better compression, and recomment related code. - growth rate constants
2014-06-04Bump pokemontools for better compression.yenatch
A goal is to be able to reproduce the original lz data in the repository. In the meantime, make it smaller than before.
2014-06-04Experience growth rate constants.yenatch
2014-06-04Clean up the growth_rate macro.yenatch
2014-06-04Remove the FuncCoord macro.yenatch
Variables can't use labels, so a macro that doesn't use variables is better suited.
2014-06-04Use {hl,de,bc}coord macros wherever possible.yenatch
2014-06-04Add a dereferenced stats screen function.yenatch
This was probably used in the stats screen in JP versions. It fell out of use when the stats screen layout was redon in localization.
2014-06-03Truncate MAX_LEVEL + 1 if it exceeds 8 bits.yenatch
If MAX_LEVEL was set to 255, the value could not fit into a byte.