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2020-05-01Re-structure deck AI routines and macrosElectroDeoxys
2020-04-29Partially document duelist NPC structdannye
2020-04-25Terror Strike effect command and related routinesElectroDeoxys
2020-04-24Merge branch 'master' into masterxCrystal
2020-04-23First contributionsJappaWakka
- Renamed some generic variables - Changed variable ThrashDescriptiPn to ThrashDescriptiOn (TrashDescription, the O and P were to clarify which letter I changed)
2020-04-22Added some AI related constantsElectroDeoxys
2019-11-14Merge pull request #62 from jidoc01/masterAroymart
Disassemble bank 6, 7 (Animation Procedure)
2019-10-29Finished extracting Challenge Hall scriptsAndrew Martinek
2019-10-28extracted a lot of challenge hall scriptsAndrew Martinek
2019-10-25a bit more scripting stuff, figured out more npc dataAndrew Martinek
2019-10-24Uncovered NPC Movement and named OWObjectsAndrew Martinek
2019-10-13More scripts, start to figure out mapscriptsAndrew Martinek
2019-10-08Created python script to calculate progress and documented some scriptsAndrew Martinek
2019-10-07Clean up codes in animationjidoc01
Now I will use only a tab(no 4 spaces) when a new line initiates a instruction or a macro. And for code alignment, I will use spaces(no tabs) between code and operands. Even though you could see aligned codes just with tabs in editors, some of environments, like a web, print them in various ways.
2019-10-07Replace spaces with tabs, and ani_ with anim_jidoc01
For code readability, removed spaces, and added tabs. And the prefix 'ani' in macro name was changed to 'anim', as the latter seems more usual.
2019-10-06Uncovered a lot of NPC map data and loading functions.Andrew Martinek
2019-10-03Ronald scripts and overworld data routines. Also made script extractor betterAndrew Martinek
2019-10-02layout another NPC script, make some assumptions about flagsAndrew Martinek
2019-10-01Analyze animation data & Add animation constantsjidoc01
Analyzed data structure for animation, and formatted data in "move_animations.asm". But still needs analysis on which effect using which code.
2019-09-27Disassemble move animation datajidoc01
The disassembled data is pretty huge, so I moved it into a new separated file(data/move_animations.asm). I've just named the data labels in a simple way, and it's needed to rename them depending on their corresponding move names.
2019-09-23Fleshed out flags a lotAndrew Martinek
2019-09-15Lots of NPC data, some temp. comments on mapdatapointersAndrew Martinek
2019-09-12Script reversingAndrew Martinek
2019-09-10Fix move flag constants and some card constantsElectroDeoxys
2019-09-07Add constants for CheckLoadedMoveFlagElectroDeoxys
2019-07-21Effect command constants and documentationxCrystal
2019-07-21More progress related to move effectsxCrystal
2018-07-22home.asm clean up - part 1xCrystal
2018-07-21More hw constants and various clean up/documentationxCrystal
2018-06-30Rename 'Kind' labels (issue #36)xCrystal
2018-02-26Finish documenting booster packs and wFlushPaletteFlags constantsxCrystal
2018-02-20A few text labelsxCrystal
2018-02-16all permissions 755 -> 644xCrystal
2018-02-15StylexCrystal
2018-02-10Refractor/rearrange some macrosxCrystal
2018-02-08Misc formatting and labelingxCrystal
2018-02-08Move booster pack data to data/xCrystal
2018-02-07More accurate card type constantsxCrystal
2018-02-07Use const to enumerate constantsxCrystal
2018-02-07More home disasm and miscxCrystal
2018-02-07More home disassemblyxCrystal
2018-02-06Fix redundant file names in src/data/xCrystal
2016-09-18more move effectsxCrystal
2016-09-18more type $03 effectsxCrystal
2016-09-18Foul Odor and Stiffen effectsxCrystal
2016-09-17Acid effect and CheckNoDamageOrEffectxCrystal
2016-09-17unknown2 param of move struct is actually its animationxCrystal
2016-07-29Began Disassembling Scripting system and AI.Andrew Martinek
2016-06-09disassembled overworld interaction code and a lot of relevant routines. Also ↵Andrew Martinek
ripped a data table and a couple pointer tables.
2016-03-05figure out substatus duelvarsxCrystal
ex can't attack status