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2015-03-03Remove an accidental copy of attack animation graphics.yenatch
2015-02-14Add the ability to build Crystal 1.1.IIMarckus
2015-02-10Blind wram labels part 3.yenatch
2015-02-06Intro palettes.yenatch
2015-02-06Dump known tilemaps and attribute maps.yenatch
2015-02-06More graphics and straggling static refs.yenatch
2015-02-06Dump some more incbinned graphics, mostly 1bpp.yenatch
- Some mail graphics were dumped as 2bpp but are really 1bpp - Some fonts weren't caught by the last dump
2015-02-06A couple of the dumped graphics files were actually tilemaps.yenatch
2015-02-06Dump a bunch of incbinned graphics.yenatch
2015-02-05Tear up bank 47.yenatch
2014-12-29Rename some graphics to avoid collisions later.yenatch
chris.5x7.2bpp and chris.7x7.2bpp would probably both end up as chris.png.
2014-12-29Fix more static banks (trainers, mobile graphics).yenatch
2014-12-03Fix padding in gfx/misc/pokegear.2bpp.lz.yenatch
2014-11-07Fix some static addresses in pic animations.yenatch
2014-08-22Use AttrMap and TileMap labels for relative addressing.yenatch
2014-07-24Pick off more incbins and static labels in pic animation code.yenatch
2014-07-18Name cry functions in home.asm.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.
2014-06-04Use {hl,de,bc}coord macros wherever possible.yenatch
2014-05-02Fix padding in the compressed pokegear sprite graphics.yenatch
2014-04-19Trainer card graphics and misc incbins in banks 21 and 22.yenatch
2014-04-17Shrink pics, an extra egg pic and their labels.yenatch
2014-04-13Item usage strings and misc labels.yenatch
2014-04-13Include palette 0 in PokemonPalettes.yenatch
Now PokemonPalettes is referenced.
2014-04-13Assorted labels, incbins, text, graphics, etc.yenatch
2014-04-10Unused title screen code, graphics, tilemaps, palettes.yenatch
At 43:4000 (UnusedTitleScreen) is a semi-functional title screen. It's never used, and appears in the Japanese version at the same offset. Notably, a portion of the logo is cut out and used as OAM. The final title screen instead uses BG priority to avoid this.
2014-04-02Rename trainer pics to use names instead of ids.yenatch
2014-04-02Image extensions for trainers.yenatch
2014-04-02Image extensions in battle animation graphics.yenatch
2014-04-02Image extensions in gfx/tilesets.yenatch
2014-04-02Image extensions in gfx/{intro,title}.yenatch
2014-04-02Fix image extensions in gfx/{credits,misc}.yenatch
2014-04-01Move monster pics from numbered directories to named ones.yenatch
2014-04-01Monster pic dimensions in filenames.yenatch
While we're here, add the .2bpp root extension too.
2014-03-04Compressed title screen graphics are padded too.yenatch
2014-03-01Lots of SGB incbins in bank 2.yenatch
Palette/block packets, border tilemap, more palettes etc.
2014-02-28Split up pack graphics and point to them.yenatch
2014-02-28Split up emote images and dump emote pointers.yenatch
2014-02-25Battle hud party status graphics.yenatch
2014-02-24Restore byte padding to trainer backpics.yenatch
2014-02-23Trade graphics in gfx/trade.yenatch
2014-02-23Misc trainer card graphics.yenatch
2014-02-23Trainer card gym leader and badge graphics.yenatch
2014-02-22gfx/misc/town_map.lz is actually paddedyenatch
2014-02-22footprintsyenatch
how did we forget that?
2013-12-26flower animation graphicsyenatch
2013-12-26water animation graphicsyenatch
2013-12-26whirlpool animation graphicsyenatch
2013-12-22gbc-only screenyenatch
2013-12-21some mobile stat screen iconsyenatch