Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-02-16 | Bug fix: allow Surfing across map connections | Rangi | |
2019-02-16 | Standardize on $ff ^ X for bitwise negating 8-bit values | Rangi | |
2019-02-16 | Document the BattleAnimCmd_ClearObjs bug | Rangi | |
2019-02-16 | Merge pull request #601 from mid-kid/master | Rangi | |
Exciting adventures down battle animation street! | |||
2019-02-16 | Fix issues in review | mid-kid | |
2019-02-16 | Eliminate some $xxxx values | Rangi | |
2019-02-16 | Update to rgbds 0.3.8 | Rangi | |
2019-02-16 | Document wBattleAnimFlags | mid-kid | |
`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`, and documented it in docs/battle_anim_commands.md | |||
2019-02-16 | Add more constants for battle anim structs | mid-kid | |
Any access of the wram arrays for battle anim objects and background effects use appropriate macros and constants, now. | |||
2019-02-15 | wNumActiveBattleAnims → wLastAnimObjectIndex | mid-kid | |
This variable never decrements, it only increments to give each battle animation a different, and incremental "index". | |||
2019-02-15 | Anotate more of the battle anim subsystem | mid-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`. | |||
2019-02-09 | Merge pull request #598 from mid-kid/temp | Rangi | |
BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM | |||
2019-02-08 | Separate the 200-byte c608-to-c6d0 union and the 280-byte c6d0-to-c7e8 union | Rangi | |
2019-02-06 | $8 = HIGH(vTiles1 - vTiles0) | Rangi | |
2019-02-06 | Document all possible values for ReinitBattleAnimFrameset | mid-kid | |
This is useful to know where a certain frameset is used, through `grep` | |||
2019-02-06 | BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM | mid-kid | |
This structure member is used for storing the parameter passed to `anim_obj`. | |||
2019-01-30 | wc7e8 -> wUnusedC7E8 (similar to wUnusedD102) | Rangi | |
2019-01-30 | Remove the nested UNION within battle WRAM | Rangi | |
2019-01-24 | Merge pull request #593 from mid-kid/temp | Rangi | |
More patches | |||
2019-01-24 | Use and define more WRAM constants | Rangi | |
2019-01-24 | Use more constants | Rangi | |
2019-01-24 | Keep "paragraphs" of related code together | Rangi | |
2019-01-18 | Fix map name frame calculation | mid-kid | |
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 | |