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2019-02-16Bug fix: allow Surfing across map connectionsRangi
2019-02-16Standardize on $ff ^ X for bitwise negating 8-bit valuesRangi
2019-02-16Document the BattleAnimCmd_ClearObjs bugRangi
2019-02-16Merge pull request #601 from mid-kid/masterRangi
Exciting adventures down battle animation street!
2019-02-16Fix issues in reviewmid-kid
2019-02-16Eliminate some $xxxx valuesRangi
2019-02-16Update to rgbds 0.3.8Rangi
2019-02-16Document wBattleAnimFlagsmid-kid
`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`, and documented it in docs/battle_anim_commands.md
2019-02-16Add more constants for battle anim structsmid-kid
Any access of the wram arrays for battle anim objects and background effects use appropriate macros and constants, now.
2019-02-15wNumActiveBattleAnims → wLastAnimObjectIndexmid-kid
This variable never decrements, it only increments to give each battle animation a different, and incremental "index".
2019-02-15Anotate more of the battle anim subsystemmid-kid
The X and Y flip flags can be applied through the stack consisting of: - Object attributes - Animation frame attributes - OAM Data Each of these negate eachother. Confused yet? The same stack is traversed to obtain the final tile ID, with an added layer on top for the base GFX offset and the offset for the dynamically loaded GFX requested by the object! wBattleAnimDelay is populated with the values passed to `anim_wait`.
2019-02-09Merge pull request #598 from mid-kid/tempRangi
BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM
2019-02-08Separate the 200-byte c608-to-c6d0 union and the 280-byte c6d0-to-c7e8 unionRangi
2019-02-06$8 = HIGH(vTiles1 - vTiles0)Rangi
2019-02-06Document all possible values for ReinitBattleAnimFramesetmid-kid
This is useful to know where a certain frameset is used, through `grep`
2019-02-06BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAMmid-kid
This structure member is used for storing the parameter passed to `anim_obj`.
2019-01-30wc7e8 -> wUnusedC7E8 (similar to wUnusedD102)Rangi
2019-01-30Remove the nested UNION within battle WRAMRangi
2019-01-24Merge pull request #593 from mid-kid/tempRangi
More patches
2019-01-24Use and define more WRAM constantsRangi
2019-01-24Use more constantsRangi
2019-01-24Keep "paragraphs" of related code togetherRangi
2019-01-18Fix map name frame calculationmid-kid
2019-01-15Document wSuicuneFramemid-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).
2019-01-15Fix some constantsmid-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.
2019-01-12Say "BANK(Foo) ; aka BANK(Bar)" to clarify that Foo and Bar share a bankRangi
2019-01-07Document bugfix: ScriptCall can overflow wScriptStack and crashRangi
2019-01-06Consistent formatting in Function_SetEnemyMonAndSendOutAnimation and ↵Rangi
BattleStartMessage
2019-01-05Document a bugfix: 1/256 failure rate for 100% effect chanceRangi
2019-01-03MON_NAME_LENGTH -> NAME_LENGTHRangi
2019-01-02Clean up some Odd Egg and Battle Tower code and dataRangi
Fixes #589
2018-12-31*PhoneScript1 -> *PhoneCalleeScript, and *PhoneScript2 -> *PhoneCallerScriptRangi
2018-12-31Use battle menu flagsRangi
2018-12-30Split generic phone caller+callee text into individual NPCsRangi
2018-12-30Distinguish "caller" and "called" phone scripts+text (NPCs call you ↵Rangi
automatically, you call them from the Pokégear)
2018-12-30Split engine/phone/phone_scripts.asm and phone_gossip.asm into individual filesRangi
2018-12-26Fix comments around BANK() statementsmid-kid
Found a couple BANK()s that reference multiple labels.
2018-12-23Define RANDY_OT_IDRangi
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