Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
Miscellaneous
|
|
|
|
|
|
Fixes in the animation subsystem.
|
|
|
|
The lot of these were rather misnamed, since they're used to replace
part of the player or enemy with objects for several background effects.
https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
|
|
|
|
Confusingly ambiguous name
|
|
QueueBattleAnimation loads an object using these wram addresses. Usually
populated by the anim_obj command, but in a couple of cases also
manually.
|
|
These are used where the head or the feet of the player/enemy have to be
moved in an animation, and shouldn't overlap. These aren't actual GFX
and should be loaded with the proper commands, and they're always loaded
at the end of the VRAM area.
Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from
which battle animation graphics may start to load. This value was picked
to make sure at least an entire pokemon pic fits in the area before it,
even though it doesn't seem very used...
|
|
|
|
|
|
This replaces the uses of $d0 in the audio engine with proper constants.
|
|
|
|
|
|
|
|
|
|
Resolve issue #575: Rename text commands
|
|
|
|
|
|
text_jump → text_far
|
|
Make the `connection` macro simpler to use
|
|
Using an underscore before macro variables avoids cluttering up the
global namespace. While this isn't much of a problem right now, it's
good practice that'll keep us from problems in the future.
|
|
|
|
|
|
Tried simplifying things a bit, although not nearly as much as I wanted.
Ideally, we'd either have one of two situations:
- A single set of calculations based on values depending on the
direction of the connection
- A bunch of "generic" calculations done before applying simple
modifiers to them in the final `if` block
Right now it's an icky mix of both and I'm not really sure what to make
of it.
|
|
It now only takes one numerical parameter, which is the offset of the
target map relative to the source map, much like in AdvancedMap. This
makes it easier to make connections and avoids having to calculate these
values by hand, and/or "mess with the values 'till it works", as many
have been doing thus far. It's just one, easy-to-understand value.
To convert from the old macro to the new macro, just take the fourth and
the fifth parameter, and calculate `<4th_param> - <5th_param>`. The
result is the value required for the new macro.
|
|
|
|
Added two tutorials as a good place to start
|
|
The previous name for this was rather misleading. It isn't an actual
jump like you'd expect the `jp` instruction to behave as. Instead, it
behaves more like a `farcall`.
This also makes it consistent with its current command ID name of
`TX_FAR`.
|
|
|
|
|
|
|
|
Apply SPRITE_GFX_LIST_CAPACITY to wUsedSprites
|
|
|
|
|
|
|
|
Identify BATTLEACTION_D and _E (thanks, ax6)
|
|
|
|
ゴロゴロ
|
|
Renamed to be more in line with our current coding standards. Hopefully
this is slightly more readable.
|
|
Abuse __enumdir__ instead, for better readability.
|
|
|
|
|
|
Refactor .gitattributes and .gitignore
|