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2017-12-26Split battle/ into data/ and engine/ componentsRemy Oukaour
2017-12-26Rename: emote_headers, sprite_headers, cry_headers, gfx_headers, tileset_headersRemy Oukaour
2017-12-25LOW(MAX_LEVEL + 1) would still fail for MAX_LEVEL = 255, so don't try ↵Remy Oukaour
supporting it here
2017-12-25Use percentages for AI scoring logicRemy Oukaour
Define MAX_DAY_CARE_EXP
2017-12-25More support for MAX_LEVEL = 255Remy Oukaour
(ValidateOTTrademon and Function102bdc have `cp MAX_LEVEL + 1` operations that would still fail with such a correction, so there isn't perfect support.)
2017-12-25Resolve #428: Use `HIGH(X)` and `LOW(X)` instead of `X / $100` and `X % ↵Remy Oukaour
$100` or `X >> 8` and `X & $ff`
2017-12-24Change a few Unknown labelsRemy Oukaour
2017-12-24Add more constants for some maximum valuesRemy Oukaour
2017-12-24Remove all code from main.asm (some labeled INCBINs, like out-of-context ↵Remy Oukaour
graphics, are still present) engine/routines/ stores isolated out-of-context routines as individual files. It might be preferable later to append them to their related engine/ files in unique little SECTIONs, relying on the linkerscript to place them appropriately; or some other organization method. In the meantime, they're now easily findable apart from main.asm's other content.
2017-12-24Merge branch 'master' of https://github.com/pret/pokecrystalRemy Oukaour
2017-12-24Fix issue #345:Remy Oukaour
- GetMonFrontpic → GetEnemyMonFrontpic - GetMonBackpic → GetBattleMonBackpic - FrontpicPredef → GetAnimatedFrontpicPredef - GetFrontpic → GetMonFrontpic - GetBackpic → GetMonBackpic - CutAndPasteMap → PadMapForHDMATransfer
2017-12-24callba/callab → farcall/callfarRemy Oukaour
2017-12-24Misc fixes for the usage of constantsmid-kid
Several improvements that will make it easier to edit some data structures for everyone.
2017-12-24HELD_TRADE_EVOLVE -> HELD_FLINCHmid-kid
This item effect effectively causes the target to flinch (sometimes). It's not exclusive to trade evolve items in later generations either.
2017-12-19Document two more bugsRemy Oukaour
2017-12-16Ad some more constants for meaningful audio WRAM bitsRemy Oukaour
2017-12-15Move more contiguous related code blocks from main.asm to engine/ and events/Remy Oukaour
2017-12-15Document another bugRemy Oukaour
Remove an unused file
2017-12-15Start documenting effect commandsRemy Oukaour
2017-12-15Document one more bug/oversightRemy Oukaour
Move FleeMons table into data/
2017-12-14Document two more bugs found by Crystal_Remy Oukaour
2017-12-14Replace two numbers with constants (found by pfero)Remy Oukaour
2017-12-14Reorganize macrosRemy Oukaour
2017-12-12Document more bugsRemy Oukaour
2017-12-12Document bugs and glitchesRemy Oukaour
2017-12-12Identify more sprite-related constantsRemy Oukaour
Start more documentation
2017-12-11Move pic animation documentation to docs/Remy Oukaour
Move growth rates to a data/ table Name more SECTIONs
2017-12-11Keep table labels in the same files as their contents.Remy Oukaour
2017-12-11Comments distinguish "move effects" and "effect commands"Remy Oukaour
Effect command enums are used like constants, not macros
2017-12-11Add member constants for the base data struct, same as most other structsRemy Oukaour
2017-12-11Factor out one more data tableRemy Oukaour
2017-12-11Document macros/map.asmRemy Oukaour
Rename MORN/DAY/NITE to MORN_F/DAY_F/NITE_F; use MORN/DAY/NITE for shifted values (cleaner for person_events) Prefix FLOOR to the `elevfloor` constants
2017-12-10Use new palette constantsRemy Oukaour
2017-12-10Define more palette constantsRemy Oukaour
2017-12-10Consistent code formatting: no redundant `a`s and spaces after commasRemy Oukaour
2017-12-09Add constants for battle object colorsRemy Oukaour
2017-12-09More WRAM cleanupRemy Oukaour
2017-12-09Further WRAM organizationRemy Oukaour
2017-12-09More WRAM organizationRemy Oukaour
2017-12-09Define more charmap characters and use them in place of hard-coded numbersRemy Oukaour
2017-12-09Document constants with comments, actual names, and more thorough usageRemy Oukaour
2017-11-30Label all of PARTYMENUACTION_*mid-kid
It's pretty clear what it's used for. PartyMenuActionText is used for two things: 1) Storing what kind of action we're going to do (<$10) 2) Storing the text for some kind of healing stuff I'm not entirely sure (>=$f0) In the former case, if GetPartyMenuTilemapPointers is ran, it will be used to pick a sequence of actions that should be done, specified in the table, and it'll print the corresponding string using the PartyMenuStrings table. The items in the sequence of actions that should be done are in WritePartyMenuTilemap. Strangely enough, one possible value is left completely unused: PARTYMENUACTION_GIVE_MON_FEMALE. It works in the exact same way as it's male counterpart, and as such I don't believe it was used in the japanese version either, since it doesn't matter which gender your 'mon is when you put 'em in the daycare.
2017-11-19DetermineMobileBattleResult -> DisplayLinkBattleResultmid-kid
Changed this function's name, because it confusingly only calls DetermineLinkBattleResult when linked through mobile. It does absolutely nothing with determining the battle result in a regular link battle, and is only responsible for displaying the battle result and counting stats.
2017-11-18SelfDestruct -> Selfdestructmid-kid
Just keeping things consistent. Nobody's going to write SELF_DESTRUCT. Kind of subjective, and we could do it the other way around, if anybody really cares.
2017-11-15Clean up labels in battle/moves/move_effects.asmmid-kid
There were a lot of unused labels in there, and a few confusing misnomers around move_effects_pointers.asm. They now match up exactly with the names in battle_constants.asm. Also renamed a few effects, to make their purpose clearer, and to match up with their respective event script commands: EFFECT_EXPLOSION -> EFFECT_SELFDESCTRUCT EFFECT_HAZE -> EFFECT_RESET_STATS EFFECT_WHIRLWIND -> EFFECT_FORCE_SWITCH EFFECT_BIND -> EFFECT_TRAP_TARGET EFFECT_TWINEEDLE -> EFFECT_POISON_MULTI_HIT EFFECT_STEEL_WING -> EFFECT_DEFENSE_UP_HIT EFFECT_METAL_CLAW -> EFFECT_ATTACK_UP_HIT EFFECT_ANCIENTPOWER -> EFFECT_ALL_UP_HIT
2017-06-24Merge pull request #354 from FredrIQ/commentsyenatch
Fix a reversed label mistake and reference a major bug
2017-06-09Replace ‘jp [hl]’ with ‘jp hl’Ben10do
The former is arguably misleading (as you don’t access the memory location in hl to retrieve the jump location), and is consequently deprecated in newer versions of rgbds. This fix silences these deprecation warnings.
2017-01-16Labels for Trainer Rankings stat tracking functionshatschky
2017-01-08Fix an overlooked replaceFredrik Ljungdahl
The build should match now...
2017-01-08Explain a major AI-related bug with type matchup checksFredrik Ljungdahl