Age | Commit message (Collapse) | Author |
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Make the map setup commands match the actual function names better
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These functions used as map setup commands are used in other places,
too, so I can't prefix them under the same. The names should match
except I won't repeat "map" in a map setup command name.
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Labelled WRAM addresses, added constants for mobile commands, fixed some
mobile lib function names, documented most of the functions for specific
commands.
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Name a lot of text labels according to our conventions
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Bugsy has trainer class id 3 and his DVs are 9/8/8/8.
Whitney has trainer class id 2 and her DVs are 8/8/8/8.
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Having this here is completely redundant and useless, and doesn't even
work since it should use `if DEF(_CRYSTAL)` instead.
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Build Australian Crystal.
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Create some battle tower SRAM labels
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TextBox -> Textbox
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Homogenizing names.
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Should be almost everything besides some of the mobile stuff and some debug text.
Removed VS stuff
oops
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`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`,
and documented it in docs/battle_anim_commands.md
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The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.
Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!
wBattleAnimDelay is populated with the values passed to `anim_wait`.
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Having the pic animation macros be the same as the oam animation macros
isn't really turning out so well... I wonder if we should split them up
eventually.
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Fixes #589
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automatically, you call them from the Pokégear)
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Fixes in the animation subsystem.
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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
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Confusingly ambiguous name
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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...
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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.
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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.
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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.
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Eliminate redundant Makefile rules
Keep Makefile's Pokemon-specific hack rules next to the misc file-specific graphics rules
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This avoids overwriting a .pal file from a .png with the same name.
It also prevents people from trying to edit generated .pal files.
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Its main function is fainting the opponent and ending the move effect.
Updated the comment accordingly.
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