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path: root/engine/hidden_object_functions3.asm
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2020-11-04Sync with pokereddannye
2020-05-20Sync with pokereddannye
2018-11-18Rename spritestatedata structs.luckytyphlosion
2016-06-11sync engine code with pokeredYamaArashi
2016-06-11remove address commentsYamaArashi
2016-06-06Split out pikachu engine functions; sprite state data macrospikalaxalt
2015-10-29overworld item & movement code, cable club code, remove more instances of ↵luckytyphlosion
W_, add PIKAHAPPY_TRADE Also make replace.sh take args
2015-10-18Complete documentation of bank3luckytyphlosion
Also: split out bcd predefs from yellow/main.asm, start removing traces of W_
2015-07-19jpab/jpba macrosYamaArashi
2015-07-14Use more *Coorddannye
also town map code relabelling YamaArashi just did town map relabelling but oh well I aleady made the changes and don't feel like redoing it
2015-07-04Start using text predef macrosdannye
also sprite direction constants
2015-07-03TX_ASMU-Daniel-PC\Daniel
2014-09-23Rename hVBlank* constants to h*.yenatch
2014-09-14Commented/labelled misc functionsYamaArashi
2014-09-13Commented more sprite and map codeYamaArashi
2014-08-08Labelled many functions/variablesYamaArashi
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
2014-05-26Remove 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