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AgeCommit message (Collapse)Author
2015-10-19Move battle start animation functions to its own filePikalaxALT
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.
2014-06-17Fix 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
2014-06-14Rename _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.
2014-01-01comment and relabel more battle functionsyenatch
2013-12-31rename Function0x{} labels to Function{} for consistencyyenatch
2013-12-31rename CallBankF -> CallBattleCoreyenatch
2013-12-01split out some more move effectsyenatch
2013-10-11fix labels for and rename GetBattleVarPair to GetBattleVaryenatch
2013-09-09split spikes effect into effects/spikes.asmyenatch
2013-09-09add a note to endure.asmyenatch
this is easier than combining protect and endure
2013-09-09split protect and endure effects into battle/effects/yenatch
2013-09-09split curse effect into battle/effects/curse.asmyenatch