Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-15 | Document wSuicuneFrame | mid-kid | |
Also fixed inmediate in PlaceMapNameFrame.FillTopBottom to calculate the amount of loops required. (It fills two tiles in the first iteration, and four in the remaining, hence the `-2` and `+1` part). | |||
2019-01-15 | Fix some constants | mid-kid | |
Glass ting SFX were added in crystal. PicAnimations and UnownAnimations are expected to be in the same bank as their pointers, because the pointers are not BANK()-referenced separately. | |||
2019-01-12 | Say "BANK(Foo) ; aka BANK(Bar)" to clarify that Foo and Bar share a bank | Rangi | |
2019-01-07 | Document bugfix: ScriptCall can overflow wScriptStack and crash | Rangi | |
2019-01-06 | Consistent formatting in Function_SetEnemyMonAndSendOutAnimation and ↵ | Rangi | |
BattleStartMessage | |||
2019-01-05 | Document a bugfix: 1/256 failure rate for 100% effect chance | Rangi | |
2019-01-03 | MON_NAME_LENGTH -> NAME_LENGTH | Rangi | |
2019-01-02 | Clean up some Odd Egg and Battle Tower code and data | Rangi | |
Fixes #589 | |||
2018-12-31 | *PhoneScript1 -> *PhoneCalleeScript, and *PhoneScript2 -> *PhoneCallerScript | Rangi | |
2018-12-31 | Use battle menu flags | Rangi | |
2018-12-30 | Split generic phone caller+callee text into individual NPCs | Rangi | |
2018-12-30 | Distinguish "caller" and "called" phone scripts+text (NPCs call you ↵ | Rangi | |
automatically, you call them from the Pokégear) | |||
2018-12-30 | Split engine/phone/phone_scripts.asm and phone_gossip.asm into individual files | Rangi | |
2018-12-26 | Fix comments around BANK() statements | mid-kid | |
Found a couple BANK()s that reference multiple labels. | |||
2018-12-23 | Define RANDY_OT_ID | Rangi | |
2018-12-23 | Fix issue #581 (random stuff ax6 noticed) | Rangi | |
2018-12-09 | Formatting and comments | Rangi | |
2018-12-09 | Merge pull request #578 from mid-kid/master | Rangi | |
Fixes in the animation subsystem. | |||
2018-11-25 | Rename "feet and head follow" commands | mid-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 | |||
2018-11-23 | CalcStats -> CalcBattleStats | mid-kid | |
Confusingly ambiguous name | |||
2018-11-22 | Identified another user of wBattleAnimTemp | mid-kid | |
QueueBattleAnimation loads an object using these wram addresses. Usually populated by the anim_obj command, but in a couple of cases also manually. | |||
2018-11-21 | Define ANIM_GFX for PLAYER and ENEMY | mid-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... | |||
2018-11-21 | Move BattleSideCopy to transform.asm | mid-kid | |
2018-11-18 | Resolve issue #575: Rename text commands | Rangi | |
2018-11-11 | Merge pull request #573 from mid-kid/master | Rangi | |
text_jump → text_far | |||
2018-11-10 | Finish new connection macro | mid-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. | |||
2018-11-05 | CorrectNickErrors fixes control characters, not text commands | mid-kid | |
2018-11-05 | text_jump → text_far | mid-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`. | |||
2018-11-05 | Add colons to some function labels | mid-kid | |
2018-10-21 | Identify BATTLEACTION_D and _E (thanks, ax6) | Rangi | |
2018-10-11 | Rename CheckTrainerBattle | mid-kid | |
Renamed to be more in line with our current coding standards. Hopefully this is slightly more readable. | |||
2018-09-22 | PREDEFPAL_4D -> PREDEFPAL_GAMEFREAK_LOGO_OB | Rangi | |
2018-09-22 | Naming screen constants | Rangi | |
2018-09-16 | Merge branch 'master' of https://github.com/pret/pokecrystal | Rangi | |
2018-09-16 | Identify some Spaceworld beta content | Rangi | |
2018-09-16 | This isn't actually PAL_BG_ROOF | mid-kid | |
My bad. | |||
2018-09-16 | wMonStatusFlags -> wDebugFlags | mid-kid | |
2018-09-16 | Fix use of in LoadMansionPalette | mid-kid | |
2018-09-09 | Use existing bigdw macro | Rangi | |
2018-09-09 | Use 0/1/2/3 for palettes, and rgbds opt feature for battle transition graphic | Rangi | |
2018-09-09 | wCursorCurTile -> wCursorCurrentTile | Rangi | |
2018-09-09 | wPreviousLandmark → wPrevLandmark | Rangi | |
2018-09-09 | hMultiplicand is four bytes internally, but the high byte is always 0 since ↵ | Rangi | |
allowing four-byte multiplicands could overflow hProduct. | |||
2018-09-09 | Curr -> Cur | Rangi | |
2018-08-26 | ; fallthrough | Rangi | |
2018-08-26 | spaces->tab, and remove redundant comment | Rangi | |
2018-08-26 | hQuotient is a four-byte buffer (fixes #558) | Rangi | |
2018-08-26 | Explain wCreditsBlankFrame2bpp | Rangi | |
2018-08-26 | wCreditsFaux2bpp -> wCreditsBlankFrame2bpp, with the right buffer size | Rangi | |
Remove some unused WRAM labels | |||
2018-08-25 | _Divide results go in hQuotient and hRemainder, not in hDividend and hDivisor | Rangi | |
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. |