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AgeCommit message (Collapse)Author
2018-07-11Replace more hex values with constants or decimalRangi
2018-07-04Miscellaneous reorganization fixesRangi
2018-06-25Use specific constants for overwritten text tilesRangi
2018-06-25Keep more data/ INCLUDEs with relevant routinesRangi
2018-06-25No space between labels and bodiesRangi
2018-06-25Single newline at the end of filesRangi
2018-06-25Remove more triple newlinesRangi
2018-06-24Fix triple newlines left over from removing address commentsRangi
2018-06-24Remove more address commentsRangi
2018-06-25Remove even more address commentsmid-kid
That should be all of them this time
2018-06-24Remove all address commentsmid-kid
2018-06-12Note which labels are only needed for locating banks (relevant to issue #485)Rangi
2018-06-04Merge branch 'master' of https://github.com/pret/pokecrystalmid-kid
2018-06-01Miscellaneous fixes in the use of _command constants.mid-kid
2018-05-23Start improving sprite movement engine (to do: identify bit flags)Rangi
Introduce maskbits N[, S]: optionally shift the bitmask
2018-05-191 << FRZ == $20Rangi
2018-05-06Merge branch 'master' of https://github.com/pret/pokecrystalRangi
2018-05-06'rept' is not indentedRangi
2018-05-05fix-various-little-thingsmid-kid
A compilation of suggestions from the discord that don't deserve separate commits and are not questionable at all™.
2018-04-09Merge pull request #503 from Rangi42/masteryenatch
Factor wMisc into meaningful parts; move most code out of home.asm
2018-04-05Use constants for bit/set/res moreRangi
2018-04-05HanleDefrost -> HandleDefrostmid-kid
2018-04-05Fix some uses of EFFECTIVEmid-kid
2018-04-04Merge pull request #505 from mid-kid/battlecommandsyenatch
Battle command fixes
2018-04-04Rename some battle commandsmid-kid
`hittarget` was misleading, as it doesn't actually "hit" the target, it only plays the animation. As such, I've renamed it to `moveanim`. `checkfaint` has nothing to do with checking if the user or target has fainted, instead, it applies wCurDamage onto the target's HP, hitting the substitute if applicable. I've renamed the command to `applydamage` and all of its subfunctions accordingly.
2018-04-04Label BattleCommand_BeatUpFailTextmid-kid
2018-04-04`endloop` loops back to critical itselfmid-kid
The comments seemed to specify that `endloop` loops back to the command before `critical` and executes that, which simply isn't true. It loops back to `critical` itself, and executes `critical`, before continuing on with the remaining commands.
2018-04-04Label bidefailtextmid-kid
This "unknown" battle command is actually used to give the proper fail message to bide.
2018-04-04Comment SapHealthmid-kid
Also fixed some Beat Up inconsistencies to make it more readable.
2018-04-04Fix snake_case filenamesmid-kid
Renamed a bunch of files, most of them one-off functions, to better fit the general snake_case naming scheme. Also renamed some awfully long filenames.
2018-04-01Fix file permissionsmid-kid
I have no idea why this was a thing (do people store this repo on FAT32 flash drives or something?), but quite a bit of files had a permission of 755. This isn't really a problem, but it's inconsistent and weird.
2018-03-25Organize the engine/ directory, director's cutmid-kid
Cleaned up `engine/routines`, in favor of moving files into more appropriate directories. predef-related routines are now in top-level `engine`. `rtc/delete_save_change_clock.asm` has been split into both `menus/delete_save.asm` and `rtc/reset_password.asm`. Made a new subdirectory: * engine/math: Contains all generic math-related routines.
2018-02-25Merge branch 'master' of https://github.com/pret/pokecrystalRangi
# Conflicts: # constants/map_constants.asm # constants/wram_constants.asm # data/radio/oaks_pkmn_talk_routes.asm # data/radio/pnp_hidden_places.asm # engine/battle/core.asm # engine/breeding.asm # engine/phone/phone_scripts.asm # engine/radio.asm # maps/BattleTower1F.asm # maps/OlivineLighthouse2F.asm # maps/OlivineLighthouse6F.asm # maps/PokemonFanClub.asm # maps/RadioTower1F.asm # maps/RadioTower2F.asm # maps/Route30BerryHouse.asm # maps/Route34IlexForestGate.asm # maps/Route36NationalParkGate.asm # maps/RuinsOfAlphKabutoChamber.asm # maps/RuinsOfAlphResearchCenter.asm # maps/VermilionPort.asm # maps/VictoryRoad.asm
2018-02-25Meaningful $ff valuesRangi
2018-02-22Pkmn -> Monmid-kid
Since we're aiming for consistency across the codebase, I believe it includes a uniform way to refer to the creatures this game consists of in the labels of the code. The only exceptions to this rule are labels referring to things named through the use of the <PK><MN> or <PKMN> characters, in which case PKMN is used. Most of this was already consistent enough™, I just picked the convention with the most occurences and fixed the outliers.
2018-02-20Use maskbits NUM_TYPESRangi
2018-02-04Consistent "X percent [+/- Y]" orderRangi
2018-02-04Sync code with wikiRangi
2018-02-03Macro factors out sine code, just like sine data, since it's used 5 timesRangi
2018-02-03Keep documentation in sync with new WRAM labelsRangi
2018-02-03Merge branch 'master' of https://github.com/pret/pokecrystalRangi
# Conflicts: # audio/engine.asm # constants/gfx_constants.asm # constants/map_data_constants.asm # constants/pokemon_data_constants.asm # constants/sprite_constants.asm # constants/wram_constants.asm # data/maps/data.asm # engine/battle/ai/scoring.asm # engine/battle/core.asm # engine/battle/effect_commands.asm # engine/battle/misc.asm # engine/battle_anims/getpokeballwobble.asm # engine/breeding.asm # engine/buy_sell_toss.asm # engine/decorations.asm # engine/events/battle_tower/battle_tower.asm # engine/events/battle_tower/rules.asm # engine/events/buena.asm # engine/events/bug_contest/contest_2.asm # engine/events/daycare.asm # engine/events/dratini.asm # engine/events/halloffame.asm # engine/events/happiness_egg.asm # engine/events/kurt.asm # engine/events/lucky_number.asm # engine/events/magnet_train.asm # engine/events/overworld.asm # engine/events/pokerus/pokerus.asm # engine/events/print_unown.asm # engine/events/print_unown_2.asm # engine/events/unown_walls.asm # engine/item_effects.asm # engine/link.asm # engine/mon_menu.asm # engine/player_object.asm # engine/routines/playslowcry.asm # engine/scripting.asm # engine/search.asm # engine/search2.asm # engine/specials.asm # engine/start_menu.asm # engine/timeset.asm # home/battle_vars.asm # home/map.asm # maps/GoldenrodUndergroundSwitchRoomEntrances.asm # maps/IlexForest.asm # maps/KrissHouse2F.asm # maps/Route39Barn.asm # mobile/mobile_12_2.asm # mobile/mobile_40.asm # mobile/mobile_5f.asm # wram.asm
2018-02-02sine_wave macro parameterizes table size, not frequency ("amplitude" was an ↵Rangi
incorrect comment)
2018-01-30Fix wVirtualOAM labels, part 2.luckytyphlosion
2018-01-30Fix comment/style issues caused from w-izing.luckytyphlosion
2018-01-28Badge type boosts make sense in data/types/Rangi
2018-01-26Move-unique effect commands consistently go in engine/battle/move_effects/Rangi
2018-01-26Move power data belongs in data/moves/Rangi
2018-01-25More battle data in data/battle/Rangi
2018-01-25Move AI data tables into data/battle/ai (mirroring engine/battle/ai) so ↵Rangi
they're more discoverable.
2018-01-24Rename some routines to avoid conflicts when removing "Special_" prefixesRangi