Age | Commit message (Collapse) | Author |
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BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM
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Remove the nested UNION within battle WRAM
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This is useful to know where a certain frameset is used, through `grep`
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This structure member is used for storing the parameter passed to
`anim_obj`.
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More patches
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Also fixed inmediate in PlaceMapNameFrame.FillTopBottom to calculate the
amount of loops required. (It fills two tiles in the first iteration,
and four in the remaining, hence the `-2` and `+1` part).
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Glass ting SFX were added in crystal.
PicAnimations and UnownAnimations are expected to be in the same bank as
their pointers, because the pointers are not BANK()-referenced
separately.
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BattleStartMessage
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Clean up some Odd Egg and Battle Tower code and data
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Fixes #589
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(still requires setup)
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People love percentages. Gotta show our powerlevel.
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This tool should help us identify which are the symbols that still need
proper names, and in which files they're located.
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Remove dependency on 'extras' submodule
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submodule
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Refactor engine/phone/
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automatically, you call them from the Pokégear)
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Fix comments around BANK() statements
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allow setting RGBASM/etc in environment vars
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Found a couple BANK()s that reference multiple labels.
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