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2018-12-23Fix issue #581 (random stuff ax6 noticed)Rangi
2018-12-09Formatting and commentsRangi
2018-12-09Merge pull request #578 from mid-kid/masterRangi
Fixes in the animation subsystem.
2018-11-25Rename "feet and head follow" commandsmid-kid
The lot of these were rather misnamed, since they're used to replace part of the player or enemy with objects for several background effects. https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
2018-11-23CalcStats -> CalcBattleStatsmid-kid
Confusingly ambiguous name
2018-11-22Identified another user of wBattleAnimTempmid-kid
QueueBattleAnimation loads an object using these wram addresses. Usually populated by the anim_obj command, but in a couple of cases also manually.
2018-11-21Define ANIM_GFX for PLAYER and ENEMYmid-kid
These are used where the head or the feet of the player/enemy have to be moved in an animation, and shouldn't overlap. These aren't actual GFX and should be loaded with the proper commands, and they're always loaded at the end of the VRAM area. Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from which battle animation graphics may start to load. This value was picked to make sure at least an entire pokemon pic fits in the area before it, even though it doesn't seem very used...
2018-11-21Move BattleSideCopy to transform.asmmid-kid
2018-11-18Resolve issue #575: Rename text commandsRangi
2018-11-11Merge pull request #573 from mid-kid/masterRangi
text_jump → text_far
2018-11-10Finish new connection macromid-kid
Tried simplifying things a bit, although not nearly as much as I wanted. Ideally, we'd either have one of two situations: - A single set of calculations based on values depending on the direction of the connection - A bunch of "generic" calculations done before applying simple modifiers to them in the final `if` block Right now it's an icky mix of both and I'm not really sure what to make of it.
2018-11-05CorrectNickErrors fixes control characters, not text commandsmid-kid
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`.
2018-11-05Add colons to some function labelsmid-kid
2018-10-21Identify BATTLEACTION_D and _E (thanks, ax6)Rangi
2018-10-11Rename CheckTrainerBattlemid-kid
Renamed to be more in line with our current coding standards. Hopefully this is slightly more readable.
2018-09-22PREDEFPAL_4D -> PREDEFPAL_GAMEFREAK_LOGO_OBRangi
2018-09-22Naming screen constantsRangi
2018-09-16Merge branch 'master' of https://github.com/pret/pokecrystalRangi
2018-09-16Identify some Spaceworld beta contentRangi
2018-09-16This isn't actually PAL_BG_ROOFmid-kid
My bad.
2018-09-16wMonStatusFlags -> wDebugFlagsmid-kid
2018-09-16Fix use of in LoadMansionPalettemid-kid
2018-09-09Use existing bigdw macroRangi
2018-09-09Use 0/1/2/3 for palettes, and rgbds opt feature for battle transition graphicRangi
2018-09-09wCursorCurTile -> wCursorCurrentTileRangi
2018-09-09wPreviousLandmark → wPrevLandmarkRangi
2018-09-09hMultiplicand is four bytes internally, but the high byte is always 0 since ↵Rangi
allowing four-byte multiplicands could overflow hProduct.
2018-09-09Curr -> CurRangi
2018-08-26; fallthroughRangi
2018-08-26spaces->tab, and remove redundant commentRangi
2018-08-26hQuotient is a four-byte buffer (fixes #558)Rangi
2018-08-26Explain wCreditsBlankFrame2bppRangi
2018-08-26wCreditsFaux2bpp -> wCreditsBlankFrame2bpp, with the right buffer sizeRangi
Remove some unused WRAM labels
2018-08-25_Divide results go in hQuotient and hRemainder, not in hDividend and hDivisorRangi
Note that the result quotient is four bytes, but hQuotient is a three-byte buffer. This is because no Divide caller ever needed a four-byte quotient, so the buffer didn't include the high byte.
2018-08-25Use rgbasm's GameBoy graphics literal for initializing wCreditsFaux2bppRangi
In the 2BPP format, two bytes %ABCDEFGH %abcdefgh define eight pixels %Aa %Bb %Cc %Dd %Ee %Ff %Gg %Hh. Four valid colors: %00 = 0 = white, %01 = 1 = dark, %10 = 2 = light, %11 = 3 = black. Thus `22222222 = pixels %10 %10 %10 %10 %10 %10 %10 %10 = bytes %11111111 %00000000 = $ff00.
2018-08-25Reorganize math-related HRAM union (ffb3)Rangi
2018-08-25These are signed offsets, not addresses (thanks, PikalaxALT)Rangi
2018-08-25Remove HRAM label address commentsRangi
2018-08-25hLabel - $ff00 -> LOW(hLabel)Rangi
2018-08-25Use labels instead of constants for HRAMRangi
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-08-17CheckDestinyBond -> CheckFaintmid-kid
Its main function is fainting the opponent and ending the move effect. Updated the comment accordingly.
2018-08-17Fix some StatUp-related labelsmid-kid
2018-08-16GetDamageStatsCritical -> CheckDamageStatsCriticalmid-kid
Clarified its usage, as the comments surrounding it were factually wrong.
2018-08-07Fix more uses of EFFECTIVEmid-kid
2018-08-07Fix constants in BattleCommand_MirrorCoatmid-kid
2018-08-07wWeeklyFlags -> wDailyFlags2mid-kid
These are by far not always checked each week, and as such shouldn't be called that. Since they're almost always used through the `bit` instruction, it's very inconvenient to just make wDailyFlags a `dw` instead.
2018-08-07RestorePPofDepositedPokemon -> RestorePPOfDepositedPokemonmid-kid
2018-08-07Split print_move_description and mon_menumid-kid
2018-07-29Pokedex_PutScrollbarOAM data valuesRangi