Commit Graph

15 Commits

Author SHA1 Message Date
PikalaxALT
0a244e043c Move battle start animation functions to its own file 2015-10-19 10:23:58 -04:00
IIMarckus
4d532beee6 Remove trailing newlines. 2015-06-23 12:24:51 -06:00
yenatch
8e03321069 Blindly use wram labels for everything except mobile, part 1.
Wram banks and mobile make this tough, since any address can secretly be a ghost.

As usual, mobile completely disregards 99% of the codebase. It's been ignored in kind.
2015-02-10 00:53:03 -08:00
yenatch
dbe4c7ab67 Fix some misnamed substatus constants.
SUBSTATUS_ROLLOUT was actually SUBSTATUS_RAMPAGE.
SUBSTATUS_ENCORED was actually SUBSTATUS_ROLLOUT.
Substatus 5 bit 4 was actually SUBSTATUS_ENCORED.

Also use some more (sub)status constants where needed.
2014-06-17 12:52:32 -07:00
yenatch
c2dba43188 Contest battle type and comment the battle menu. 2014-06-17 11:58:11 -07:00
yenatch
b83f237254 Rename _GetBattleVar -> GetBattleVarAddr.
Functions prefixed with _ imply they're private.
The real purpose of this function is to use an address,
rather than saving a few cycles on push/pop.
2014-06-14 00:41:34 -07:00
yenatch
4dbf0d44e0 comment and relabel more battle functions 2014-01-01 08:09:15 -05:00
yenatch
a18cab495d rename Function0x{} labels to Function{} for consistency 2013-12-31 04:10:49 -05:00
yenatch
d1d186d1ee rename CallBankF -> CallBattleCore 2013-12-31 03:25:38 -05:00
yenatch
d7cdd0ac73 split out some more move effects 2013-12-01 14:19:57 -05:00
yenatch
0ead58cdaa fix labels for and rename GetBattleVarPair to GetBattleVar 2013-10-11 03:04:21 -04:00
yenatch
6439706943 split spikes effect into effects/spikes.asm 2013-09-09 22:02:26 -04:00
yenatch
b437aaf329 add a note to endure.asm
this is easier than combining protect and endure
2013-09-09 21:53:21 -04:00
yenatch
40010e2514 split protect and endure effects into battle/effects/ 2013-09-09 21:51:41 -04:00
yenatch
110477cd9e split curse effect into battle/effects/curse.asm 2013-09-09 18:43:22 -04:00