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path: root/engine/overworld/scripting.asm
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2020-07-08Eliminate enum: use const instead, with case-by-case parallel const ↵Rangi
implementations
2020-06-22Identify some more labelsRangi
2020-06-17Harmonize engine/overworld with pokegoldRangi
2020-06-17Harmonize engine/{movie, pokemon} with pokegold (renames GetSRAMBank to ↵Rangi
OpenSRAM) To do: engine/{menus, overworld}
2020-06-16Harmonize some more symbols with pokegoldRangi
2020-06-14make DEBUG=1 logs all symbols in the .map and .sym filesRangi
2020-02-13Standardize on lowercase Tilemap and Attrmapmid-kid
We used to have a mixture of TileMap and and Tilemap, as well as the similar AttrMap. Standardize on one.
2019-11-03Bit 6 of PrintNum left-aligns numbersRangi
2019-11-03Suggested formatting changesRangi
2019-11-03Rename buttonsound to promptbuttonRangi
2019-10-20#641 fixes and additions. (#646)mid-kid
Name a lot of text labels according to our conventions
2019-05-25Get rid of _CRYSTALmid-kid
Having this here is completely redundant and useless, and doesn't even work since it should use `if DEF(_CRYSTAL)` instead.
2019-04-19Identify some more WRAM labelsRangi
2019-04-09TextBox -> Textboxmid-kid
Homogenizing names.
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
2019-02-16passtoengine -> autoinputRangi
2019-01-24Use and define more WRAM constantsRangi
2019-01-24Use more constantsRangi
2019-01-07Document bugfix: ScriptCall can overflow wScriptStack and crashRangi
2018-11-18Resolve issue #575: Rename text commandsRangi
2018-11-05text_jump → text_farmid-kid
The previous name for this was rather misleading. It isn't an actual jump like you'd expect the `jp` instruction to behave as. Instead, it behaves more like a `farcall`. This also makes it consistent with its current command ID name of `TX_FAR`.
2018-08-25Use labels instead of constants for HRAMRangi
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-07-29Add meaningful aliases for wd265Rangi
Introduce MONICON_* constants Introduce BATTLEPLAYERACTION_* constants
2018-06-24Fix triple newlines left over from removing address commentsRangi
2018-05-23Use known sprite movement data flag constantsRangi
2018-05-06Fix rest of the givepokeitem/checkpokeitem referencesmid-kid
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
2018-04-05Use data/items/pocket_names.asmmid-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.