Remy Oukaour
05e5eaf12f
Eliminate version.asm ( resolves #464 )
2018-01-09 00:51:53 -05:00
Remy Oukaour
d0a8e8e744
includes.asm → constants.asm
2018-01-09 00:36:15 -05:00
Remy Oukaour
2847e1d720
constants.asm and includes.asm are redundant
2018-01-07 13:18:53 -05:00
Remy Oukaour
6c20ff9e20
Reorganize some macros
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* tileset data macros go atop their related files, like all the ones in data/
* charmaps are not macros
2018-01-07 13:11:29 -05:00
Remy Oukaour
c4a18b1329
Correct documentation
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Split out text_constants.asm
2017-12-26 22:36:01 -05:00
Remy Oukaour
d15429e3b7
Separate constants in a consistent way
2017-12-26 22:25:11 -05:00
Remy Oukaour
35a3a19fda
Use "battle_anims" and "sprite_anims" for clarity, not just "anims"
2017-12-26 18:45:04 -05:00
Remy Oukaour
b5417fafec
Split battle/ into data/ and engine/ components
2017-12-26 17:47:05 -05:00
Remy Oukaour
b5a8e3b3b3
Follow the X_constants/X_data_constants convention
2017-12-25 23:45:54 -05:00
Remy Oukaour
59fe407812
Copy pokered's organization some more, with further constant and data files
2017-12-15 17:22:52 -05:00
Remy Oukaour
d6dc9351e9
Start documenting effect commands
2017-12-15 00:48:59 -05:00
Remy Oukaour
b006415371
Define constants for collision types
2017-12-12 16:15:58 -05:00
Remy Oukaour
065de03646
Separate sprite constants and sprite-related data constants, like Pokémon and maps
2017-12-12 01:06:23 -05:00
Remy Oukaour
720cdc72b2
Comments distinguish "move effects" and "effect commands"
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Effect command enums are used like constants, not macros
2017-12-11 17:41:18 -05:00
Remy Oukaour
690442e31d
Map dimensions are separate from other constants, same as pokemon_constants vs pokemon_data_constants
2017-12-11 16:51:12 -05:00
Remy Oukaour
31cce83e9b
Move lots of data tables into individual data/ files
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(This is not expected to be their final location, but it makes them easier to relocate when necessary, and easier for users to edit until the whole project's file structure is finalized.)
2017-12-11 14:23:18 -05:00
Remy Oukaour
c2ad79c4f2
Add constants for time-of-day boundaries
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Split off more misc constants into proper files
2017-12-11 12:20:01 -05:00
Remy Oukaour
ec380e6df2
tilemap → tileset
2017-12-11 01:11:05 -05:00
Remy Oukaour
55d19b6dca
Separate file for mobile constants
2017-12-09 12:57:42 -05:00
mid-kid
df118afbca
Move all of constants/sram_constants.asm into sram
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This way we can easily use `BANK()` where appropriate, and it is more
tidy.
2017-11-20 23:07:24 +01:00
pikalaxalt
af0119ca7e
Name all printer functions
2016-05-11 17:16:03 -04:00
PikalaxALT
f485a45cda
More mobile-related labels; remove unneeded map object constants
2015-12-26 12:01:21 -05:00
PikalaxALT
0549e3413f
audio flag constants
2015-12-07 18:33:04 -05:00
PikalaxALT
7d8cb98c76
cry constants
2015-12-07 15:22:55 -05:00
PikalaxALT
435b0cf686
Options menu, some mobile fns
2015-11-16 16:46:32 -05:00
PikalaxALT
10beeb3c06
Battle Tower
2015-11-03 15:22:04 -05:00
PikalaxALT
ed29db5841
No more -bash000; engine/movement.asm, SPRITEMOVEFN
2015-10-29 23:32:11 -04:00
PikalaxALT
119d6b4119
About time I got to these functions
2015-10-24 10:39:52 -04:00
PikalaxALT
da7849d800
Restructured functions in main.asm to resemble the home functions they clone
2015-10-17 13:00:34 -04:00
PikalaxALT
c8960dd2c8
Various annotations
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Annotated the SGB functions in predef/sgb.asm, and some of the map scripts. Renamed several functions in home. Renamed six WRAM addresses corresponding to party icon animations, and renamed several others relative to these.
2015-07-22 15:57:02 -04:00
PikalaxALT
94129b6b45
Finished the decoration attributes table
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Interpretation of the Decoration Attributes table is complete.
Other changes include some more event flag and function naming, as well as a minor tweak to the person_events of every map.
2015-07-19 04:58:31 -04:00
PikalaxALT
39524cdb76
More enumeration of constants, more annotations of scripts.
2015-07-15 15:48:44 -04:00
Scott Norton
f74fd6903f
- Renamed "Functiond283" to "GetPocketCapacity" and updated the pointers and constants to better reflect their hypothesized purposes.
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- Using yenatch's version of the macro and constant handling, rewrote the tmhm bit array as a macro-defined environment.
2015-07-03 13:46:38 -04:00
IIMarckus
7ac6aa2d22
Begin enumerating std_scripts constants.
2015-06-23 14:21:54 -06:00
IIMarckus
4d532beee6
Remove trailing newlines.
2015-06-23 12:24:51 -06:00
yenatch
7c02c2bb31
Move remaining constants into constants/{misc,pokemon_data}_constants.asm
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Now constant groups can be included separately if needed.
2014-02-03 18:00:51 -05:00
yenatch
4f5ae6510c
Move rst constants into macros.asm
2014-02-02 16:13:23 -05:00
yenatch
ea01721284
move type constants into constants/type_constants.asm
2014-01-05 08:13:43 -05:00
yenatch
0a11c9f500
clean up type constants
2014-01-05 08:13:43 -05:00
yenatch
4bb8c82d8a
battle animation constants
2013-12-19 04:47:39 -05:00
yenatch
fd73d41e6b
redone landmarks, now with constants
2013-11-28 03:54:21 -05:00
yenatch
7b02d57a8c
split wram constants out of constants.asm
2013-11-27 14:45:44 -05:00
yenatch
1cf607cc41
macros come first since theyre used to define constants
2013-11-27 14:45:43 -05:00
yenatch
94188ee0f7
version-sensitive objects for egg moves and evos/attacks
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this way main.o and wram.o are version-neutral
2013-11-22 00:14:55 -05:00
yenatch
76d8ed2264
split sfx constants out of music constants
2013-11-07 01:10:43 -05:00
yenatch
4aae680b69
move wram constants into constants.asm; make all labels use :s
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any global constants will have to be separate from any one object
there might be a better way to fix this, like pulling constants in preprocessor.py
2013-09-11 19:28:18 -04:00
yenatch
018cf26767
move gbhw.asm and hram.asm to constants.asm
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they're constants, so they have no business in pokecrystal.asm
2013-09-10 02:17:48 -04:00
yenatch
847843d866
rename BUTTON_A and BUTTON_B constants to A_BUTTON and B_BUTTON
2013-09-07 23:49:20 -04:00
yenatch
1ecb307824
split macros out from constants.asm into macros.asm
2013-09-03 18:22:26 -04:00
yenatch
2bae1797c4
bg map width/height constants
2013-08-31 21:12:23 -04:00