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path: root/engine/overworld/events.asm
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2021-06-08Rename `prioritysjump` to `sdefer`Rangi
2021-03-22Miscellaneous cleanupRangi
2021-03-17Assert some more table widthsRangi
2021-01-09Rename GetFarHalfword to GetFarWordRangi
Fixes #796
2020-12-23Remove "Buffer" suffix from two HRAM labelsRangi
2020-11-17Correct some filename commentsRangi
2020-11-17Resolve some "???" commentsRangi
2020-10-28Identify more WRAM labels, and start a <X>_DummyFunction label conventionRangi
2020-10-26Comment, remove, or revise many unreferenced labelsRangi
2020-10-06Update battle anim bg function comments, and identify more unnamed labelsRangi
2020-10-04Identify some more unnamed labelsRangi
2020-07-17return → endcallback, reloadandreturn → reloadendRangi
2020-06-21Replace "Unreferenced" labels with "; unreferenced" commentsRangi
2020-06-17Harmonize engine/overworld with pokegoldRangi
2020-04-16Fix #709 miscellaneous issuesRangi
2020-02-04Use CMDQUEUE constantsRangi
2019-11-03Identify PLAYERMOVEMENT_* constantsRangi
2019-11-03Rename OBJECT_LENGTH to MAPOBJECT_LENGTH and OBJECT_STRUCT_LENGTH to ↵Rangi
OBJECT_LENGTH
2019-04-23More fixes for fixesRangi
2019-04-08Identify and eliminate wEngineBuffer1-5Rangi
2019-03-10Rename some call/jump script commands to avoid confusion with jr/jp asm ↵Rangi
instructions Fixes #580
2019-03-10Rename more script commands for consistency and predictabilityRangi
Fixes #540
2019-03-03Define constants for map event sizesRangi
2019-01-24Use and define more WRAM constantsRangi
2018-10-11Rename CheckTrainerBattlemid-kid
Renamed to be more in line with our current coding standards. Hopefully this is slightly more readable.
2018-09-09Curr -> CurRangi
2018-08-25Use labels instead of constants for HRAMRangi
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-07-29Make reviewed fixes; standardize on " + "Rangi
2018-07-29; entries correspond to PLAYEREVENT_* constantsRangi
2018-07-18Make proper cmdqueue constantsmid-kid
2018-06-25Merge events_2.asm with events.asmRangi
(events_2.asm was only separate because scripting.asm intervenes; but other files have a similar "code / INCLUDE self-contained code / more code" structure to this)
2018-06-25No space between labels and bodiesRangi
2018-06-24Remove all address commentsmid-kid
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.