Age | Commit message (Collapse) | Author |
|
This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
|
|
There turned out to be a lot of instances of NUM_MOVES.
|
|
|
|
|
|
Variables can't use labels, so a macro that doesn't use variables is better suited.
|
|
|
|
This was probably used in the stats screen in JP versions.
It fell out of use when the stats screen layout was redon in localization.
|
|
If MAX_LEVEL was set to 255, the value could not fit into a byte.
|
|
|
|
|
|
|
|
|
|
So far they're identical, but amplitude could change.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Appears to display predefined sprites at given coordinates.
This lets multiple sprites be drawn in any order without interacting with OAM directly.
|
|
|
|
|
|
|
|
It's mostly menudata. Whoops.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Still not sure where the bank comes from.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|