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2019-04-12Create some battle tower SRAM labelsmid-kid
2019-04-09TextBox -> Textboxmid-kid
Homogenizing names.
2019-03-16common_1 text documentationFontbane
Should be almost everything besides some of the mobile stuff and some debug text. Removed VS stuff oops
2019-03-03Define constants for map event sizesRangi
2019-03-03Identify more collision-related constants and dataRangi
2019-02-16Document wBattleAnimFlagsmid-kid
`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`, and documented it in docs/battle_anim_commands.md
2019-02-15Anotate more of the battle anim subsystemmid-kid
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`.
2019-02-15dorepeat -> dowait for oam animationsmid-kid
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.
2019-01-12Say "BANK(Foo) ; aka BANK(Bar)" to clarify that Foo and Bar share a bankRangi
2019-01-02Clean up some Odd Egg and Battle Tower code and dataRangi
Fixes #589
2018-12-31*PhoneScript1 -> *PhoneCalleeScript, and *PhoneScript2 -> *PhoneCallerScriptRangi
2018-12-30Split generic phone caller+callee text into individual NPCsRangi
2018-12-30Distinguish "caller" and "called" phone scripts+text (NPCs call you ↵Rangi
automatically, you call them from the Pokégear)
2018-12-30$56 is "<……>"Rangi
2018-12-09Merge pull request #578 from mid-kid/masterRangi
Fixes in the animation subsystem.
2018-11-25Rename "feet and head follow" commandsmid-kid
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
2018-11-23CalcStats -> CalcBattleStatsmid-kid
Confusingly ambiguous name
2018-11-21Define ANIM_GFX for PLAYER and ENEMYmid-kid
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...
2018-11-21Use ANIM_GFX constants for battle animationsmid-kid
2018-11-20Cosmetic fixesmid-kid
2018-11-18Resolve issue #575: Rename text commandsRangi
2018-11-11Adapt `tmhm` for consistencymid-kid
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.
2018-11-11Adapt macro based on suggestionsmid-kid
2018-11-10Finish new connection macromid-kid
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.
2018-11-06Make the `connection` macro simpler to usemid-kid
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.
2018-10-31gfx/roofs/*.png filenames match ROOF_* constantsRangi
2018-09-01normal.gbcpal → front.gbcpalRangi
Eliminate redundant Makefile rules Keep Makefile's Pokemon-specific hack rules next to the misc file-specific graphics rules
2018-08-31Fix #537: Palettes generated from PNGs use .gbcpal directly.Rangi
This avoids overwriting a .pal file from a .png with the same name. It also prevents people from trying to edit generated .pal files.
2018-08-19Update file paths in commentsRangi
2018-08-17CheckDestinyBond -> CheckFaintmid-kid
Its main function is fainting the opponent and ending the move effect. Updated the comment accordingly.
2018-08-07Consistency with order of constant commentsmid-kid
2018-08-07wWeeklyFlags -> wDailyFlags2mid-kid
These are by far not always checked each week, and as such shouldn't be called that. Since they're almost always used through the `bit` instruction, it's very inconvenient to just make wDailyFlags a `dw` instead.
2018-07-29Make reviewed fixes; standardize on " + "Rangi
2018-07-29wDeciramBuffer → wBreedingCompatibility in UnknownText_0x1bd0d8Rangi
2018-07-29Add meaningful aliases for wd265Rangi
Introduce MONICON_* constants Introduce BATTLEPLAYERACTION_* constants
2018-07-24db $0, $0 → dn 0, 0, 0, 0 ; DVsRangi
2018-07-18Fix misnamed character codesmid-kid
Some character codes were erroneously named after their text command counterparts. This has caused a lot of confusion with naming their functions and with other things. I've also removed the `dict2` macro and expanded the `dict` macro. This really isn't something we should be doing for macros but I can't deny it looks a lot neater than repeated code.
2018-07-16Fewer uses of 'Thing2 - Thing1' for sizeof(Thing)Rangi
2018-07-16Consistently use dn for DVsRangi
2018-07-15Tile values agree in data/sprites/emotes.asm and data/sprites/facings.asmRangi
2018-07-12SFX_UNKNOWN_7F → SFX_TOXICRangi
2018-07-11SFX_DEX_FANFARE_50_79 and SFX_LEVEL_UP use identical data, and technically ↵Rangi
the level-up text plays the former
2018-07-07landmark macro includes the +8/+16 offsets for X/Y coordinatesRangi
2018-07-05Correct file pathRangi
2018-07-04Use TRUE/FALSE for wSaveFileExistsRangi
2018-07-04Miscellaneous reorganization fixesRangi
2018-06-25Keep more data/ INCLUDEs with relevant routinesRangi
2018-06-25Single newline at the end of filesRangi
2018-06-25Remove more triple newlinesRangi
2018-06-24"→" should be "ェ"Rangi