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path: root/engine/mon_party_sprites.asm
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2020-07-02Add subdirectories to engine/ similar to pokecrystalRangi
2020-06-27Move trade bubble from gfx/icons to gfx/tradeRangi
2020-06-27Individual images for party menu icon graphicsRangi
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.
2016-06-12sync engine code with pokeyellowYamaArashi
2016-06-12Remove some leftover address commentsdannye
2016-06-11remove address commentsYamaArashi
2015-08-12named more variablesYamaArashi
2015-08-12commented SGB palette stuffYamaArashi
2015-07-13named town map stuffYamaArashi
2015-07-13comment slot machineYamaArashi
2015-03-14commented trade amim functionsYamaArashi
2015-03-13relabel and add commentYamaArashi
2015-03-13commented mon_party_sprites.asmYamaArashi
2015-02-07serial/trade/miscYamaArashi
2014-09-13Commented more sprite and map codeYamaArashi
2014-06-16Use macros for predef calls/jumps instead of static ids.yenatch
2014-06-16Remove generated "indirect jump" comments.yenatch
The destination is obvious when using the predef macro.
2014-06-14Use monster struct macros in wram. Rename related labels for consistency.yenatch
2014-05-29Use VRAM constants where applicable.yenatch
2014-05-27More wOAMBuffer references.yenatch
2014-05-26Remove most static wram addresses. Use labels instead.yenatch
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel