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2015-04-01Rename battle files and split move effects Part 5xCrystal
15.asm, 16.asm, 1a.asm, 1c.asm
2015-04-01Rename battle files and split move effects Part 4xCrystal
e.asm, e_2. asm, and 14.asm
2015-04-01Rename battle files and split move effects Part 3xCrystal
b.asm, b_2.asm, c.asm, and d.asm
2015-04-01Rename battle files and split move effects Part 2xCrystal
5.asm, 9.asm, and a.asm
2015-04-01Rename battle files and split move effects Part 1xCrystal
1.asm, 4.asm, and 4_2.asm
2015-02-08Rename some labelsYamaArashi
2015-02-08named misc functionsYamaArashi
2015-02-07Named wram symbolsYamaArashi
2015-02-07commented battle stuffYamaArashi
2015-02-07commented menu stuffYamaArashi
2015-02-07serial/trade/miscYamaArashi
2014-10-17Fix a few more bugs in the beach house.IIMarckus
2014-10-17Modularize the beach house.IIMarckus
2014-10-17Add the beach house tileset.IIMarckus
2014-10-17Fix Route 19 for Yellow.IIMarckus
2014-10-17Add more from the beach house.IIMarckus
2014-10-17Kill version.asm.IIMarckus
2014-09-23Rename hVBlank* constants to h*.yenatch
2014-09-20Merge remote-tracking branch 'YamaArashi/master'yenatch
Conflicts: constants/misc_constants.asm engine/battle/core.asm engine/menu/pokedex.asm engine/town_map.asm home.asm hram.asm
2014-09-14Commented/labelled misc functionsYamaArashi
2014-09-13Commented more sprite and map codeYamaArashi
2014-09-09Labelled and commented mostly sprite-related thingsYamaArashi
2014-08-22Use PARTY_LENGTH and related constants in menu and hud code.yenatch
This should allow reducing PARTY_LENGTH to work as intended. Increasing it also works provided space is provided in wram, but breaks pc/saving.
2014-08-08Labelled many functions/variablesYamaArashi
2014-07-28Commented functionYamaArashi
- Named and commented Func_4c70. - Removed gfx/diagonal_lines.png, which is not actually graphics.
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
2014-06-16Use macros to define predefs.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.
2014-06-16Remove 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
2014-05-31Explicit sections for pics, sprites and misc graphics.yenatch
2014-05-31Split out joypad code from main.asm.yenatch
2014-05-30Remove redundant dimensions in image filenames.yenatch
2014-05-29Use VRAM constants where applicable.yenatch
2014-05-26Remove most static wram addresses. Use labels instead.yenatch
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-25Recomment LoadMonData_.yenatch
2014-05-25Split out item fragment code.yenatch
2014-05-25Split out overworld object movement.yenatch
2014-05-25Try to clean up PrepareOAMData.yenatch
2014-05-25Split out map sprite facing data.yenatch
2014-05-25Label BCD math predefs.yenatch
2014-05-25Rename GetJoypadState -> Joypad.yenatch
2014-05-25Rename joypad registers.yenatch
2014-05-25Move bank 0 into home.asm.yenatch
2014-05-25Clean up some bank 3 functions and rename flag action functions.yenatch
2014-05-24Use global labels for pics.yenatch
2014-05-24Organize file includes in banks 4 through 1e.yenatch
2014-05-24Rename engine/rng.asm to engine/random.asm.yenatch
2014-05-24Rename random number function and hram labels.yenatch
GenRandom -> Random GenRandomInBattle -> BattleRandom H_RAND1 -> hRandomAdd H_RAND2 -> hRandomSub