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2014-06-10Use constants for move struct positioning.yenatch
This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
2014-06-10Consolidate NUM_MOVES usage and monster struct labels.yenatch
There turned out to be a lot of instances of NUM_MOVES.
2014-06-06Comment PrintNum.yenatch
2014-06-04Clean up the growth_rate macro.yenatch
2014-06-04Remove the FuncCoord macro.yenatch
Variables can't use labels, so a macro that doesn't use variables is better suited.
2014-06-04Use {hl,de,bc}coord macros wherever possible.yenatch
2014-06-04Add a dereferenced stats screen function.yenatch
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.
2014-06-03Truncate MAX_LEVEL + 1 if it exceeds 8 bits.yenatch
If MAX_LEVEL was set to 255, the value could not fit into a byte.
2014-06-03More MAX_LEVEL use.yenatch
2014-05-31Rename directory stats -> data.yenatch
2014-05-21Comment music functions in home.asm.yenatch
2014-05-06Revert some misused labels to static values in main.asm.yenatch
2014-05-05Use a macro for sine waves.yenatch
So far they're identical, but amplitude could change.
2014-05-05More labels and incbins in slots, PC menus, intro.yenatch
2014-05-04Labels for mail graphics.yenatch
2014-05-04Radio text/music and mail jumptables.yenatch
2014-05-03Give a name to RandomRange.yenatch
2014-05-03Headbutt tree encounter maps.yenatch
2014-05-03Misc incbins in fly menu, slots, phone.yenatch
2014-05-03Sprite predef engine data.yenatch
Appears to display predefined sprites at given coordinates. This lets multiple sprites be drawn in any order without interacting with OAM directly.
2014-05-03Phone contacts and more misc pokegear.yenatch
2014-05-02Fix padding in the compressed pokegear sprite graphics.yenatch
2014-05-02Radio stations and the cell phone menu.yenatch
2014-05-01Fix some lines that were indented with spaces instead of tabs.yenatch
It's mostly menudata. Whoops.
2014-05-01Misc incbins in bank 23.yenatch
2014-05-01A couple Buena's Password specials.yenatch
2014-05-01Some GB Printer strings.yenatch
2014-04-30Move RegionCheck into engine/landmarks.asm.yenatch
2014-04-30Use constants for the skipped dummy TMs.yenatch
2014-04-30Split the mobile adapter library into another object file.yenatch
2014-04-28Add constants for unused items, including Town Map and Poke Flute.yenatch
2014-04-28String and OAM incbins in Town Map code.yenatch
2014-04-28Kanto mon Special stats for the Time Machine.yenatch
2014-04-19More incbins in bank 22.yenatch
2014-04-19The unused name array is move descriptions.yenatch
Still not sure where the bank comes from.
2014-04-19Trainer card graphics and misc incbins in banks 21 and 22.yenatch
2014-04-18Tileset color test debug menu.yenatch
2014-04-18Script vars and the color test debug menu.yenatch
2014-04-17Shrink pics, an extra egg pic and their labels.yenatch
2014-04-17Pick off more bank 12 incbins and labels.yenatch
2014-04-17Fix static banks for monster icons.yenatch
2014-04-14Rough intro comments and palettes.yenatch
2014-04-13Incbins and jumptables in bank 38 (slots, cards, PC).yenatch
2014-04-13Item usage strings and misc labels.yenatch
2014-04-13Assorted labels, incbins, text, graphics, etc.yenatch
2014-04-12Boxes, trading, assorted incbins.yenatch
2014-04-10Anonymous jumptables and sfx in bank 23.yenatch
2014-04-10Magnet Train data.yenatch
2014-04-10Field effect data and sound effects.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.