Age | Commit message (Collapse) | Author |
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Use macros for spawns and flypoints.
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Keep the unused labels for readability (and maybe some symfile magic).
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Map header macros and misc comments
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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.
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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.
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This is mostly just whitespace reduction.
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Fix predefs and battle code.
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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.
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Use the "map" macro instead of using GROUP_* and MAP_* constants.
Also remove redundant "(bank then label)" comments.
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Also add SUBSTATUS_IN_LOOP for multi-hit moves.
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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.
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Also start using hp palette constants.
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Besides making predefs convenient, naming a predef no longer requires
adding or renaming a predef constant. This also lets predefs be rearranged at will.
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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.
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Reads the contents of trainers/trainers.asm.
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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.
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Also add constants for trap and Celebi event battles.
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- 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.
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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.
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This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
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There turned out to be a lot of instances of NUM_MOVES.
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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.
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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
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A goal is to be able to reproduce the original lz data in the repository.
In the meantime, make it smaller than before.
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Variables can't use labels, so a macro that doesn't use variables is better suited.
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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.
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If MAX_LEVEL was set to 255, the value could not fit into a byte.
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