Age | Commit message (Collapse) | Author |
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- `PREDEFPAL_00` -> `PREDEFPAL_ROUTES` (observed from `LoadSGBLayout.GetMapPalsIndex.route`)
- `$0` -> `PLAYER` (standard person ID)
- Fix some whitespace formatting
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electro_ball.png needed to preserve one whitespace tile which tools/gfx would normally remove. Preserving a list of tile indexes has been added as a general feature to tools/gfx.
sgb_border.bin needed to remove the 20x18 center area of $00 bytes. This is achievable with the standard tr utility.
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We used to have a mixture of TileMap and and Tilemap, as well as the
similar AttrMap. Standardize on one.
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These were the wrong way around, as the function in home should not be
prefixed
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Homogenizing names.
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Exciting adventures down battle animation street!
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Glass ting SFX were added in crystal.
PicAnimations and UnownAnimations are expected to be in the same bank as
their pointers, because the pointers are not BANK()-referenced
separately.
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Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
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Introduce MONICON_* constants
Introduce BATTLEPLAYERACTION_* constants
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That should be all of them this time
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Some fixes all around
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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.
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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.
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Renamed `title` to `movies`.
Moved some functions from `engine/routines/` to their fitting
directories, and cleaned up the base `engine/` directory.
Moved `engine/pokemon/tmhm.asm` back to `engine/items/`.
Made a new subdirectory:
* engine/tilesets: Contains all map-related graphics routines.
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Renamed `game` to `games` and `menu` to `menus`.
Moved some functions from `engine/routines/` to their fitting subdirectories.
Made two new subdirectories:
* engine/rtc: Contains all RTC-related things. Menus, hardware, misc
functions.
* engine/items: Contains all item-related things. Pack, item effects,
other item handlers.
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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.
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