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2020-07-16Factor our frame blocks' base coordinatesRangi
2020-07-16Identify trade-related tilemapsRangi
2020-07-16Factor out animation tilemapsRangi
2020-07-16Define constants for subanimation transform typesRangi
2020-07-16Add constants for move animations' frame blocksRangi
2020-07-16Use a battle_anim macro for move animations' special effects and subanimationsRangi
Move animations' sound IDs are off by one from move IDs.
2020-07-16Separate move/battle animation data from move data (to do: further identify ↵Rangi
animation data labels+constants)
2020-07-16Merge pull request #276 from TheFakeMateo/masterRangi
Deobfuscate exit warps on indoor maps
2020-07-15Deobfuscate exit warps on indoor mapsTheFakeMateo
2020-07-15Disassemble the BLUEMONS.GB debug ROMRangi
2020-07-15Align constant comments as a columnRangi
2020-07-15Indent comments that describe data table macro formatsRangi
2020-07-14Factor out spinner tiles from RocketHideoutB2F since they're also used by ↵Rangi
ViridianGym, and to make their data and code more accessible
2020-07-14Use a macro for warp tile IDs, like other tile behaviorsRangi
2020-07-14Define cries with a mon_cry macroRangi
2020-07-14Clean up some data, using macros for multiline list entriesRangi
2020-07-08Factor out MapBadgeFlags and EscapeRopeTilesets data tablesRangi
2020-07-07Use 'tile' and 'tiles' macrosRangi
2020-07-07PSYCHIC -> PSYCHIC_TYPE (PSYCHIC is ambiguous with PSYCHIC_M)Rangi
2020-07-06Use STARTER[123] constants in TitleMonsRangi
2020-07-06Capitalize rgbds control structures (EQU/EQUS, IF/ELIF/ELSE/ENDC, REPT/ENDR, ↵Rangi
MACRO/ENDM, etc)
2020-07-06Automatically list all TM##_MOVE and HM##_MOVE valuesRangi
2020-07-06Align tmhm learnsets in rows of 5Rangi
2020-07-06add_tm and add_hm define TM##_MOVE and HM##_MOVE constants, to avoid ↵Rangi
repeating the move names twice
2020-07-05TM/HM constants named after movesRangi
2020-07-05Port pokecrystal's base data and tmhm structureRangi
To do: TM/HM constants named after moves
2020-07-05Logical spacing in data/sgb/sgb_palettes.asmRangi
2020-07-05Port and improve hidden_object macro from pokeyellowRangi
2020-07-05Port credits command constants from pokeyellowRangi
2020-07-05Update map hide/show data labelsRangi
Fixes #235
2020-07-04Port pokecrystal's formatting of text commands and special charactersRangi
2020-07-04Remove remaining raw $xxxx values, and replace "+ -1" with "- 1" (supported ↵Rangi
by rgbds 0.4.0)
2020-07-03Document why Mew is set apartRangi
2020-07-03Factor out Mew's pics and base dataRangi
2020-07-03Move more code from home.asm to home/Rangi
2020-07-03Replace raw hex values with HRAM constantsRangi
To do: turn constants into labels and use ldh
2020-07-03data/mapHeaders -> data/maps/headers; data/mapObjects -> data/maps/objectsRangi
To do: Polished Map support for loading the objects
2020-07-03Factor out data/sprites/Rangi
2020-07-03Organize macros/ like pokecrystalRangi
While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
2020-07-03Make suggested edits:Rangi
- data/mapWilds -> data/wild/maps - diglett_sculpture.asm -> book_or_sculpture.asm - relocate some audio/music constants
2020-07-03Simplify map connectionsRangi
To do: Polished Map support for detecting the tileset
2020-07-03Reorganize constants/Rangi
To do: add comments associating constants with data and code
2020-07-03Add subdirectories to data/ similar to pokecrystalRangi
Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/.
2020-07-02Add subdirectories to engine/ similar to pokecrystalRangi
2020-06-27Individual images for party menu icon graphicsRangi
2020-06-27Merge pic/ into gfx/Rangi
2020-06-27Replace .tilecoll files with tile ID db dataRangi
2020-06-27Organize gfx/Rangi
2020-06-27Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi
Each new file builds its own .o, along with separate main.o and home.o, which necessitates many more "exported::" labels.
2020-06-23Move more tables from engine/ to data/Rangi
This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.