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path: root/engine/events_2.asm
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2018-03-13Organize the engine/ directorymid-kid
This is an informed attempt at reorganizing the engine/ directory by creating categorized subdirectories, in order to make it easier to navigate and find things. The directories created are as follows: * engine/game: Contains all "minigames", things like the unown puzzle and slot machine. * engine/gfx: Contains all handling of graphics. From loading palettes to playing animations. * engine/link: Contains all multiplayer functionality. * engine/menu: Contains all generic/misc. menus and menu code. Other, more specialized menus are in their own subdirectories (pokedex, pokegear, party menu, etc). * engine/overworld: Contains all handling of the overworld. From loading and connecting maps to wild encounters and the scripting engine. * engine/pokegear: In the same vein as engine/pokedex, except it could use some more splitting up. * engine/pokemon: Contains everything related to manipulating pokemon data. From the pokemon storage system to evolution and mail. * engine/printer: Contains everything related to printing things as well as the printer communication. * engine/title: Contains intro sequences, title screens and credits.
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
2018-01-31Correct engine flag constantsRangi
2018-01-24Remove Special_ prefix from special routines (close #478)Rangi
2018-01-23Prefix wram labels with w, part 2.luckytyphlosion
2018-01-22wStatusFlags/2 bit constantsRangi
2018-01-16map_header → map_def; map_header_2 → map_dataRemy Oukaour
2018-01-02More unreferenced labels and unused textxCrystal
2018-01-02Consolidate Special function namesxCrystal
2017-12-28Prefix engine_flags wram addresses with wxCrystal
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`
2017-12-24Renaming: (fix #412)Remy Oukaour
- MapTriggers / maptrigger → SceneScripts / scene_script - XYTriggers / xy_trigger → CoordEvents / coord_event - Signposts / signpost → BGEvents / bg_event - PersonEvents / person_event → ObjectEvents / object_event
2017-12-24Rename "map permissions" to "map environment" (fix #396)Remy Oukaour
2017-12-24callba/callab → farcall/callfarRemy Oukaour
2017-12-11More consistent data tablesRemy Oukaour
2017-12-11Move lots of data tables into individual data/ filesRemy Oukaour
(This is not expected to be their final location, but it makes them easier to relocate when necessary, and easier for users to edit until the whole project's file structure is finalized.)
2017-12-09Define more charmap characters and use them in place of hard-coded numbersRemy Oukaour
2016-05-17engine/events.asm labels finishedpikalaxalt
fixed palred/green/blue macros
2016-05-10Labeled every function in ROM0 that's referenced in the sourcepikalaxalt
2016-04-10Local labels starting with lowercase letters are no longer decorated with a ↵pikalaxalt
trailing colon
2016-04-10Local labels starting with capital letters are now decorated with a trailing ↵pikalaxalt
colon; remove trailing whitespace; globally correct line endings to UNIX style
2016-01-11Restored StandingTile and introduced LastTilePikalaxALT
2015-12-26jumptable macro repurposedPikalaxALT
2015-12-26Move effects; no more reloadmapmusic, returnafterbattlePikalaxALT
2015-12-26More mobile-related labels; remove unneeded map object constantsPikalaxALT
2015-12-15Replaced SignpostItem with Hidden(ItemName)PikalaxALT
2015-12-01Break up engine/sprites.asm; address yenatch's commentsPikalaxALT
2015-11-25Rename several script commandsPikalaxALT
2015-11-22Foreign language font handling in mailPikalaxALT
2015-11-18CmdQueuesPikalaxALT
2015-11-14More map object, swap StandingTile and NextTilePikalaxALT
2015-11-13sprite engine; tileset constantsPikalaxALT
2015-11-02No more NONEPikalaxALT
2015-11-02Fix NorthMapObjectIndexBuffer etcPikalaxALT
2015-11-02object_structPikalaxALT
2015-11-01Sweepthrough of ClearBox arg conversion to lbPikalaxALT
2015-10-29No more -bash000; engine/movement.asm, SPRITEMOVEFNPikalaxALT
2015-10-24About time I got to these functionsPikalaxALT
2015-10-07Labeling of AI item and wild encounter functionsPikalaxALT
2015-10-01Renamed some unused specialsPikalaxALT
2015-07-23Wild Pokemon functions and dataPikalaxALT
Replaced encounter rates with percent values Added new constants denoting the number of wild Pokemon in the grass and water wild constructs Annotated and relabeled the encounter generating functions Renamed a WRAM address associaed with the temporary storage of the wild Pokemon's species Moved spawn constants to constants/map_constants.asm for use anywhere in the disassembly
2015-07-21Added labels to different parts of the map script and event headersPikalaxALT
2015-07-20Reverted ld_hl_pointer macroPikalaxALT
2015-07-20Named more specials, fixed a missing EOLPikalaxALT
2015-07-20More label updates, moved predefs to new filePikalaxALT
Also named most of the engine and event flag constants.
2015-07-18Trainer data structure and field move functionsPikalaxALT
Trainer data in map scripts is now a macro-defined structure. Field move functions in main.asm are now nearly completely annotated, with local references. Trailing white space deleted.
2015-07-17More annotations and interpretations of functions and scriptsPikalaxALT
2015-07-16Special script annotation, trainer constant enumeration, person-event ↵PikalaxALT
structure update
2015-07-15More enumeration of constants, more annotations of scripts.PikalaxALT
2015-06-23Remove trailing newlines.IIMarckus