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path: root/engine/battle_anims/bg_effects.asm
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2021-04-27Use {interpolation} to generate sequences of RAM labelsRangi
This makes the table_width/assert_table_length usages unnecessary, and also keeps the labels automatically up to date if the length constants change.
2020-11-09Replace $0 with 0 for "ld l, a / ld h, 0" idiomRangi
2020-11-09Identify wBattleAnimTemp0-3Rangi
2020-10-22Identify more sprite graphics and map object labels, and have consistent ↵Rangi
anonymous jumptable labels
2020-10-21Identify remaining two battle anim BG effect functionsRangi
2020-10-06Update battle anim bg function comments, and identify more unnamed labelsRangi
2020-10-06 Identify battle bg effects functions and constants (#773)7Soul
Identify battle bg effects functions and constants
2020-08-05Use TRUE for hCGBPalUpdatemid-kid
2020-06-16Harmonize engine/{battle, battle_anims, events, games} with pokegoldRangi
2020-06-13Label some mobile addresses, and revise some commentsRangi
2020-05-10Update some commentsRangi
2019-04-09TextBox -> Textboxmid-kid
Homogenizing names.
2019-02-16Add more constants for battle anim structsmid-kid
Any access of the wram arrays for battle anim objects and background effects use appropriate macros and constants, now.
2019-02-15wNumActiveBattleAnims → wLastAnimObjectIndexmid-kid
This variable never decrements, it only increments to give each battle animation a different, and incremental "index".
2019-02-06BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAMmid-kid
This structure member is used for storing the parameter passed to `anim_obj`.
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
2018-11-22Identified another user of wBattleAnimTempmid-kid
QueueBattleAnimation loads an object using these wram addresses. Usually populated by the anim_obj command, but in a couple of cases also manually.
2018-09-09Use 0/1/2/3 for palettes, and rgbds opt feature for battle transition graphicRangi
2018-08-25hLabel - $ff00 -> LOW(hLabel)Rangi
2018-08-25Use labels instead of constants for HRAMRangi
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-06-25Single newline at the end of filesRangi
2018-06-24Fix triple newlines left over from removing address commentsRangi
2018-06-24Remove all address commentsmid-kid
2018-01-23Prefix wram labels with w, part 2.luckytyphlosion
2018-01-14Merge branch 'dev' of https://github.com/TheMostCuriousThing/pokecrystal ↵Remy Oukaour
(resolve PR #460) # Conflicts: # engine/battle/core.asm # engine/save.asm
2018-01-12Label more ANIM_OBJ_* constantsRemy Oukaour
2018-01-03Use BANK for hardcoded WRAM banks (except where bankswitches appear ↵Adelaide Walter
unnecessary).
2018-01-01Rename Pals labels in WRAM bank 5xCrystal
2018-01-01Use more palette(s) constantsxCrystal
2017-12-29Consistently name unknown fields in macros/wram as FieldxxxCrystal
2017-12-29Clean up .Jumptable: spacesxCrystal
2017-12-28endm -> ENDMxCrystal
2017-12-26Use "battle_anims" and "sprite_anims" for clarity, not just "anims"Remy Oukaour