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2015-01-20Stop using the preprocessor.yenatch
2015-01-19hVBlankyenatch
2015-01-01More labels in code and some mobile datatracking.yenatch
2014-12-29Use "- $ff00" instead of "& $ff" when dealing with hram.yenatch
2014-12-29Recombine the event engine objects.yenatch
They must be in the same bank to work, and defining sections with static banks should only be used to produce an identical rom. They were only split in the first place to minimize the amount of code tahat needed to be rebuilt based on a single constant, which in retrospect was meaningless.
2014-12-03Use the "next" directive in the credits.yenatch
2014-09-30Miscellaneous formatting cleanup.yenatch
2014-08-22Use landmark constants in displaylocation commands (phone scripts).yenatch
2014-08-18Recomment Headbutt tree and Rock Smash encounters.yenatch
2014-07-24Label CheckPhoneCall.yenatch
2014-07-23Dump the phone scripts.yenatch
This is one of the last major incbins. The rest is mostly mobile code.
2014-07-22Fix "name" event command parameter comments.yenatch
2014-07-22Separate phone scripts from std scripts.yenatch
2014-07-22Fix some static addresses in std scripts.yenatch
2014-07-22Reflect the extra loadwilddata argument in its function comment.yenatch
2014-07-19Remove generated "jump sources" comments.yenatch
2014-07-19Name the script special function and clean up a couple specials.yenatch
2014-07-18Name cry functions in home.asm.yenatch
2014-06-17Contest battle type and comment the battle menu.yenatch
2014-06-16Use a predef macro that takes labels instead of juggling constants.yenatch
Besides making predefs convenient, naming a predef no longer requires adding or renaming a predef constant. This also lets predefs be rearranged at will.
2014-06-12Consolidate monster structs in wram and sram.yenatch
The PartyMon struct is really the box struct with volatile variables like status added. Some other labels have been reworked. Move structs no longer have explicit labels since their location is arbitrary and usually shared.
2014-06-04Use {hl,de,bc}coord macros wherever possible.yenatch
2014-05-21Comment music functions in home.asm.yenatch
2014-04-30Move RegionCheck into engine/landmarks.asm.yenatch
2014-04-13Include palette 0 in PokemonPalettes.yenatch
Now PokemonPalettes is referenced.
2014-04-12Replace static bank 0 calls in the event scripting engine.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
2014-04-02Fix image extensions in gfx/{credits,misc}.yenatch
2014-03-04Compressed title screen graphics are padded too.yenatch
2014-03-03Label map trigger functions in home.asm.yenatch
2014-03-02Finish off SGB and CGB code and data.yenatch
That should be it for bank 2.
2014-03-02More SGB and CGB palettes.yenatch
2014-03-01Lots of SGB incbins in bank 2.yenatch
Palette/block packets, border tilemap, more palettes etc.
2014-03-01Smoke out bank 4.yenatch
Highlights: contest trainers and mons
2014-02-05Move includes into object bases instead of their version wrappers.yenatch
2014-02-01Use :: to export labels between objects.yenatch
This fixes the build.
2014-01-26Map setup scripts and commandsyenatch
2013-12-27more npc trade cleanupyenatch
2013-12-27label overworld loop functionsyenatch
2013-12-24item effect incbinsyenatch
2013-12-23more object struct constantsyenatch
2013-12-22no more Public in joypad interface labelsyenatch
2013-12-20use RGB macros for palettes instead of binary chunksyenatch
2013-12-13use the sgb border label in asmyenatch
2013-12-11split out sprite facing defs into engine/facings.asmyenatch
2013-12-04YesNoBoxyenatch
2013-12-02more 3pt macro labels; shorten 3pt macros to take just a labelyenatch
static addresses should be avoided anyway
2013-12-01labels for every 3callasmyenatch
2013-12-01shorten redundant text_jump macrosyenatch