yenatch
541a9c7347
Name the UpdateEnemyHUD predef.
...
Also start using hp palette constants.
2014-06-16 22:53:56 -07:00
yenatch
8639fcd29b
Use a predef macro that takes labels instead of juggling constants.
...
Besides making predefs convenient, naming a predef no longer requires
adding or renaming a predef constant. This also lets predefs be rearranged at will.
2014-06-16 11:20:01 -07:00
yenatch
db27602679
Name and comment the trainer party reader.
...
Reads the contents of trainers/trainers.asm.
2014-06-14 22:35:00 -07:00
yenatch
e6271ca450
Move trainer item AI into battle/ai/items.asm.
2014-06-14 15:03:23 -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
e23f341258
Battle type constants in the wild.
...
Also add constants for trap and Celebi event battles.
2014-06-13 22:53:20 -07:00
yenatch
eb9fc6676c
More battle code cleanup.
...
- Use more substatus constants.
- Reformat some code to be more atomic.
- Add constants for unused status prevention held item effects.
- Remove pointless or redundant comments.
2014-06-13 21:18:14 -07:00
yenatch
023cfdbb05
Consolidate monster structs in wram and sram.
...
The PartyMon struct is really the box struct with volatile variables like status added.
Some other labels have been reworked.
Move structs no longer have explicit labels since their location is arbitrary and usually shared.
2014-06-12 18:32:42 -07:00
yenatch
23f9b5d21e
Use constants for move struct positioning.
...
This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
2014-06-10 23:24:25 -07:00
yenatch
86c1e0feea
Consolidate NUM_MOVES usage and monster struct labels.
...
There turned out to be a lot of instances of NUM_MOVES.
2014-06-10 23:08:07 -07:00
yenatch
fd8804472d
Use {hl,de,bc}coord macros wherever possible.
2014-06-04 01:10:56 -07:00
yenatch
20444d2f63
More MAX_LEVEL use.
2014-06-03 14:07:10 -07:00
yenatch
67b3a7fc57
Battle animation object sprite data.
2014-05-05 16:52:40 -04:00
yenatch
32d1a77341
Battle animation object attributes and data.
2014-05-05 16:36:29 -04:00
yenatch
50062957f9
Add an unused function in battle animation commands.
2014-05-05 16:27:48 -04:00
yenatch
2a2b5d7f23
Battle BG effect data.
...
Pokemon appearing from a ball, screen fades, etc.
2014-05-05 15:17:13 -04:00
yenatch
c8055c17f2
Fix static farcalls in AI scoring.
2014-05-05 03:30:51 -04:00
yenatch
1fcc69e495
Fix up some labels in the battle animation object engine.
2014-05-05 03:30:21 -04:00
yenatch
850ade2f41
Image extensions in battle animation graphics.
2014-04-02 00:47:22 -04:00
yenatch
13d13263af
Text macros in move and item descriptions.
2014-03-06 00:58:15 -05:00
yenatch
1fe2560a36
Growth rate data.
2014-03-05 06:11:52 -05:00
yenatch
d952b5c3eb
Label more graphics in bank 3e.
2014-03-05 02:43:08 -05:00
yenatch
1045c6a16f
OTPartyMon1HP instead of PartyMon1HP - PartyMon1 + OtPartyMon1
2014-02-23 01:10:58 -05:00
yenatch
a01dad8e49
Partymon structs for opponent and player parties.
2014-02-23 00:37:09 -05:00
yenatch
cf2acc1001
Use :: to export labels between objects.
...
This fixes the build.
2014-02-01 20:26:39 -05:00