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2016-01-12More WRAM tidyingPikalaxALT
2015-12-26Move effects; no more reloadmapmusic, returnafterbattlePikalaxALT
2015-12-18Events and some WRAM cleanupPikalaxALT
2015-12-13PackPikalaxALT
2015-11-28Renaming sections, further dissolving main.asmPikalaxALT
2015-11-10No more DefaultFlypointPikalaxALT
2015-11-10enum macros/move_anim.asm, resolve battle/anims.asm function labelsPikalaxALT
2015-11-08Attempting to decode AI switchingPikalaxALT
2015-11-08More battle core labelsPikalaxALT
2015-11-08AI and player items, withdraw/depositPikalaxALT
2015-11-07more battle core labelsPikalaxALT
2015-11-07Pokemon animationsPikalaxALT
2015-11-07battle/ai/switch.asm and more battle/effect_commands.asmPikalaxALT
2015-11-06More battle command labelsPikalaxALT
2015-11-06BattleCommand labels copied from macrosPikalaxALT
2015-11-06BATTLEACTION constantsPikalaxALT
2015-11-05Some battle labelsPikalaxALT
2015-11-04Replace party struct relative values with EQUS constantsPikalaxALT
2015-10-26merge with newest updateJimB16
2015-10-19merge conflicts resolvedJimB16
2015-10-19Move battle start animation functions to its own filePikalaxALT
2015-10-10changed name of some labelsJimB16
2015-10-07Labeling of AI item and wild encounter functionsPikalaxALT
2015-10-07More labels, including fns responsible for partymon generationPikalaxALT
2015-09-12found functions that determine next OTPkmnJimB16
2015-09-10changed more labelsJimB16
2015-09-04changed more labelsJimB16
2015-08-25change more labelssJimB16
2015-07-20Reverted ld_hl_pointer macroPikalaxALT
2015-07-18Trainer data structure and field move functionsPikalaxALT
Trainer data in map scripts is now a macro-defined structure. Field move functions in main.asm are now nearly completely annotated, with local references. Trailing white space deleted.
2015-06-23Remove trailing newlines.IIMarckus
2015-02-10Blindly use wram labels for everything except mobile, part 1.yenatch
Wram banks and mobile make this tough, since any address can secretly be a ghost. As usual, mobile completely disregards 99% of the codebase. It's been ignored in kind.
2014-10-23Merge remote-tracking branch 'xcrystal/master' into masteryenatch
Conflicts: battle/ai/scoring.asm main.asm
2014-10-22More AI commentary/labelsxCrystal
2014-10-22More AI commentary/labelsxCrystal
2014-10-22evasionup, accdown, whirlwind, hazexCrystal
2014-10-22More AI commentary/labelsxCrystal
2014-10-21More AI commentaryxCrystal
2014-10-21Rename labels and add more commentary to AI stuffxCrystal
2014-10-21Add commentary to some AI layersxCrystal
2014-10-21Start commenting some AI layersxCrystal
2014-09-30Better labels for item/switch AI.yenatch
2014-08-13Better trainer AI comments and finish off trainer attributes.yenatch
2014-07-19Remove generated "jump sources" comments.yenatch
2014-06-23More PartyMon labels for relative addressing.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.
2014-06-16Name 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.
2014-06-14Move trainer item AI into battle/ai/items.asm.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.