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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
2018-02-02use "x + -1" not "x +- 1"Rangi
(TODO: use "x - 1" once rgbds allows it)
2018-01-30Fix wVirtualOAM labels, part 2.luckytyphlosion
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
2018-01-11Break up engine/events_3.asmRemy Oukaour
2018-01-10Resolve #461Remy Oukaour
2018-01-09Move data/palettes/ .pal files into gfx/Remy Oukaour
2018-01-09Binary tilemapsRemy Oukaour
2018-01-09Do a little cleanup towards issue #465Remy Oukaour
2018-01-03Use BANK for hardcoded WRAM banks (except where bankswitches appear ↵Adelaide Walter
unnecessary).
2018-01-02Use BANK for all hardcoded banks with BANK in comments.Adelaide Walter
2018-01-01Rename Pals labels in WRAM bank 5xCrystal
2017-12-30Merge pull request #450 from roukaour/masteryenatch
Constants for TextBoxFlags
2017-12-29bgrows → * BG_MAP_WIDTHRemy Oukaour
No dims macro
2017-12-29LY_BLANK and rLCDC constantsxCrystal
2017-12-28Lowercase v for VRAM addressesxCrystal
2017-12-27Use constantRemy Oukaour
2017-12-15Add more palettes to data/palettes/Remy Oukaour
2017-12-10Use correct WRAM labels for intro/title scenesRemy Oukaour
Remove outdated WRAM alias comments
2017-06-21pngs in gfx/titleyenatch
2016-06-13hLCDCPointer and InitListpikalaxalt
2016-05-10Labeled every function in ROM0 that's referenced in the sourcepikalaxalt
2016-05-04More splitting of main.asm; remove unneeded rept 2pikalaxalt
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
2015-12-26jumptable macro repurposedPikalaxALT
2015-11-20Annotate battle tower text bugPikalaxALT
2015-11-20bgcoordPikalaxALT
2015-11-12Map header labels, tileset constantsPikalaxALT
2015-11-11More splits; map setup labelsPikalaxALT
2015-10-24Address comments on PR 322PikalaxALT
2015-10-21Plus 4 on person events; feeble attempt to annotate color functionsPikalaxALT
2015-10-19So very jumbPikalaxALT
2015-10-14Replaced "ldtile" and "dwtile" with the "tile" equs macroPikalaxALT
2015-07-20Reverted ld_hl_pointer macroPikalaxALT
2015-06-23Remove trailing newlines.IIMarckus
2015-02-10Blindly use wram labels for everything except mobile, part 2.yenatch
2014-06-04Use {hl,de,bc}coord macros wherever possible.yenatch
2014-04-09Fix a title screen label that accidentally made its way into bank 1.yenatch
Somehow, a title screen (bank 0x43) function had its label put in bank 1. This caused changes to either bank to break the compiled rom. fixes 61a3d145
2014-04-02Image extensions in gfx/{intro,title}.yenatch
2014-03-04Compressed title screen graphics are padded too.yenatch
2013-10-08rename 'StartSFX' to 'PlaySFX'yenatch
2013-09-15split title screen functions into engine/title.asmyenatch