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path: root/engine/menu/vending_machine.asm
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2020-07-02Add subdirectories to engine/ similar to pokecrystalRangi
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.
2016-07-18Merge branch 'master' of https://github.com/pret/pokereddannye
2016-07-18Clean up text commandsdannye
2016-06-12sync engine code with pokeyellowYamaArashi
2016-06-11remove address commentsYamaArashi
2015-07-19Name sound effectsdannye
2015-07-18Consolidate coord macrosdannye
2015-07-17money / coins hram constantsYamaArashi
2015-07-17title / diploma / vending machineYamaArashi
2015-07-03Rename/organize part 1 of 4U-Daniel-PC\Daniel
rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
2015-02-07commented menu stuffYamaArashi
2015-02-07serial/trade/miscYamaArashi
2014-06-25Use *Coord instead of FuncCoordU-Fish-PC\Daniel
Using 'Coord =' doesn't like using wTileMap So use hlCoord, deCoord, bcCoord, aCoord, Coorda, or dwCoord to avoid static addresses
2014-06-16Use macros for predef calls/jumps instead of static ids.yenatch
2014-06-16Rename predef functions so they aren't excessive in length.yenatch
This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway.
2014-05-26Remove most static wram addresses. Use labels instead.yenatch
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-25Label BCD math predefs.yenatch
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel