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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.
2014-06-14Name and comment the trainer party reader.yenatch
Reads the contents of trainers/trainers.asm.
2014-06-14Move trainer item AI into battle/ai/items.asm.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.
2014-06-13Battle type constants in the wild.yenatch
Also add constants for trap and Celebi event battles.
2014-06-13More battle code cleanup.yenatch
- 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.
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.
2014-06-10Use constants for move struct positioning.yenatch
This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
2014-06-10Consolidate NUM_MOVES usage and monster struct labels.yenatch
There turned out to be a lot of instances of NUM_MOVES.
2014-06-04Use {hl,de,bc}coord macros wherever possible.yenatch
2014-06-03More MAX_LEVEL use.yenatch
2014-05-05Battle animation object sprite data.yenatch
2014-05-05Battle animation object attributes and data.yenatch
2014-05-05Add an unused function in battle animation commands.yenatch
2014-05-05Battle BG effect data.yenatch
Pokemon appearing from a ball, screen fades, etc.
2014-05-05Fix static farcalls in AI scoring.yenatch
2014-05-05Fix up some labels in the battle animation object engine.yenatch
2014-04-02Image extensions in battle animation graphics.yenatch
2014-03-06Text macros in move and item descriptions.yenatch
2014-03-05Growth rate data.yenatch
2014-03-05Label more graphics in bank 3e.yenatch
2014-02-23OTPartyMon1HP instead of PartyMon1HP - PartyMon1 + OtPartyMon1yenatch
2014-02-23Partymon structs for opponent and player parties.yenatch
2014-02-01Use :: to export labels between objects.yenatch
This fixes the build.
2014-01-20use constants for berserk gene, kings rock, scope lens effectsyenatch
2014-01-05explicitly define type categoriesyenatch
2014-01-05recomment hidden power calculationyenatch
2014-01-05even more battle labelsyenatch
2014-01-01comment and relabel more battle functionsyenatch
2013-12-31rename Function0x{} labels to Function{} for consistencyyenatch
2013-12-31clean up some labels in battle asmyenatch
2013-12-31rename CallBankF -> CallBattleCoreyenatch
2013-12-30comment move priority functionsyenatch
2013-12-30label more pointers to Movesyenatch
2013-12-30move the Moves label into battle/moves/moves.asmyenatch
2013-12-30use a macro to define move structs for percentage valuesyenatch
2013-12-30shorten SP_ATTACK and SP_DEFENSE move effect constantsyenatch
2013-12-24fleemons are globalyenatch
2013-12-23Merge remote-tracking branch 'kanzure/master' into more-objectsyenatch
Conflicts: main.asm
2013-12-20null pointers back in object gfxyenatch
2013-12-20finish off object gfx pointers and dont use BANK() for null pointersyenatch
fixes 2f5b9b96 definitely did this in the original commit...
2013-12-19dump the battle animationsyenatch
2013-12-19battle animation constantsyenatch
2013-12-18split out battle anim object gfxyenatch
2013-12-18anim object graphics pointersyenatch
2013-12-18move some labels into included filesyenatch
2013-12-18split out the battle engine into battle/core.asmyenatch
2013-12-17split out battle animation asm (bg effects, objects, commands)yenatch
2013-12-09more battle anim labelsyenatch
2013-12-04comment some battle animation asmyenatch