Age | Commit message (Collapse) | Author |
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These constants are defined only once and shouldn't be redefined anyway.
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Having this here is completely redundant and useless, and doesn't even
work since it should use `if DEF(_CRYSTAL)` instead.
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Homogenizing names.
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instructions
Fixes #580
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Fixes #540
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`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`,
and documented it in docs/battle_anim_commands.md
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Having the pic animation macros be the same as the oam animation macros
isn't really turning out so well... I wonder if we should split them up
eventually.
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Fixes in the animation subsystem.
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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
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This replaces the uses of $d0 in the audio engine with proper constants.
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text_jump → text_far
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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`.
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Abuse __enumdir__ instead, for better readability.
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This avoids overwriting a .pal file from a .png with the same name.
It also prevents people from trying to edit generated .pal files.
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Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
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Its main function is fainting the opponent and ending the move effect.
Updated the comment accordingly.
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For some reason I thought BattleAnim_Ret was never used, due to how the
battle anim loop would be exited early from. It seems I was wrong.
Removing commands before anim_ret without it being part of the `enum`
seems to break things.
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Some of the TX_ commands didn't use the TX_ prefix for their
constants, and the label names were inconsistent. I've chosen to adopt
the `TextCommand_` prefix as opposed to `Text_`, as it has a clear
difference in namespace compared to the possibly-used `Text_` namespace
for actual dialogue text.
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Introduce maskbits N[, S]: optionally shift the bitmask
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fix lb/ln and "left shift of negative value" warning
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fixes #511
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A compilation of suggestions from the discord that don't deserve
separate commits and are not questionable at all™.
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Battle command fixes
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`hittarget` was misleading, as it doesn't actually "hit" the target, it
only plays the animation. As such, I've renamed it to `moveanim`.
`checkfaint` has nothing to do with checking if the user or target has
fainted, instead, it applies wCurDamage onto the target's HP, hitting
the substitute if applicable. I've renamed the command to `applydamage`
and all of its subfunctions accordingly.
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This "unknown" battle command is actually used to give the proper fail
message to bide.
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I have no idea why this was a thing (do people store this repo on FAT32
flash drives or something?), but quite a bit of files had a permission
of 755. This isn't really a problem, but it's inconsistent and weird.
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