Rangi
417f3c7c72
Bug fix: allow Surfing across map connections
2019-02-16 15:45:55 -05:00
Rangi
7c42452748
Standardize on $ff ^ X for bitwise negating 8-bit values
2019-02-16 13:52:19 -05:00
Rangi
96bcf72d96
Document the BattleAnimCmd_ClearObjs bug
2019-02-16 13:31:23 -05:00
Rangi
771d2efd65
Merge pull request #601 from mid-kid/master
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Exciting adventures down battle animation street!
2019-02-16 13:23:17 -05:00
mid-kid
7d6befa181
Fix issues in review
2019-02-16 19:08:34 +01:00
Rangi
af29f1f97c
Eliminate some $xxxx values
2019-02-16 13:04:08 -05:00
Rangi
df337fc417
Update to rgbds 0.3.8
2019-02-16 12:17:55 -05:00
mid-kid
80ece33e3e
Document wBattleAnimFlags
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`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`,
and documented it in docs/battle_anim_commands.md
2019-02-16 12:55:40 +01:00
mid-kid
7e93916c8a
Add more constants for battle anim structs
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Any access of the wram arrays for battle anim objects and background
effects use appropriate macros and constants, now.
2019-02-16 01:43:12 +01:00
mid-kid
ee86b36766
wNumActiveBattleAnims → wLastAnimObjectIndex
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This variable never decrements, it only increments to give each battle
animation a different, and incremental "index".
2019-02-15 17:21:51 +01:00
mid-kid
4154f191e0
Anotate more of the battle anim subsystem
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The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.
Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!
wBattleAnimDelay is populated with the values passed to `anim_wait`.
2019-02-15 03:01:59 +01:00
Rangi
4819a54b16
Merge pull request #598 from mid-kid/temp
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BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM
2019-02-09 18:04:03 -05:00
Rangi
32c34a3619
Separate the 200-byte c608-to-c6d0 union and the 280-byte c6d0-to-c7e8 union
2019-02-08 15:38:31 -05:00
Rangi
6cbdd245fc
$8 = HIGH(vTiles1 - vTiles0)
2019-02-06 23:52:50 -05:00
mid-kid
ffeae953ea
Document all possible values for ReinitBattleAnimFrameset
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This is useful to know where a certain frameset is used, through `grep`
2019-02-06 10:16:40 +01:00
mid-kid
bfedd89308
BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM
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This structure member is used for storing the parameter passed to
`anim_obj`.
2019-02-06 08:12:52 +01:00
Rangi
60cdc65293
wc7e8 -> wUnusedC7E8 (similar to wUnusedD102)
2019-01-30 19:46:45 -05:00
Rangi
88465686cf
Remove the nested UNION within battle WRAM
2019-01-30 19:29:34 -05:00
Rangi
9ecc991814
Merge pull request #593 from mid-kid/temp
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More patches
2019-01-24 21:42:44 -05:00
Rangi
79ea091ff6
Use and define more WRAM constants
2019-01-24 21:41:14 -05:00
Rangi
68d4a53483
Use more constants
2019-01-24 21:15:30 -05:00
Rangi
84b6a084cb
Keep "paragraphs" of related code together
2019-01-24 21:10:45 -05:00
mid-kid
e288ef20d5
Fix map name frame calculation
2019-01-18 16:17:50 +01:00
mid-kid
a21507f22a
Document wSuicuneFrame
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Also fixed inmediate in PlaceMapNameFrame.FillTopBottom to calculate the
amount of loops required. (It fills two tiles in the first iteration,
and four in the remaining, hence the `-2` and `+1` part).
2019-01-15 13:08:40 +01:00
mid-kid
5f60cc24cf
Fix some constants
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Glass ting SFX were added in crystal.
PicAnimations and UnownAnimations are expected to be in the same bank as
their pointers, because the pointers are not BANK()-referenced
separately.
2019-01-15 13:06:16 +01:00
Rangi
1853e3d127
Say "BANK(Foo) ; aka BANK(Bar)" to clarify that Foo and Bar share a bank
2019-01-12 15:17:20 -05:00
Rangi
fe04acad7b
Document bugfix: ScriptCall can overflow wScriptStack and crash
2019-01-07 18:28:47 -05:00
Rangi
26fc7e2521
Consistent formatting in Function_SetEnemyMonAndSendOutAnimation and BattleStartMessage
2019-01-06 22:11:57 -05:00
Rangi
5207615cdc
Document a bugfix: 1/256 failure rate for 100% effect chance
2019-01-05 20:30:46 -05:00
Rangi
36ebcdd8fe
MON_NAME_LENGTH -> NAME_LENGTH
2019-01-03 07:30:44 -05:00
Rangi
b975f3e068
Clean up some Odd Egg and Battle Tower code and data
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Fixes #589
2019-01-02 19:04:50 -05:00
Rangi
afbf1b3ffc
*PhoneScript1 -> *PhoneCalleeScript, and *PhoneScript2 -> *PhoneCallerScript
2018-12-31 16:32:04 -05:00
Rangi
f2785cdb71
Use battle menu flags
2018-12-31 14:25:53 -05:00
Rangi
22657f6078
Split generic phone caller+callee text into individual NPCs
2018-12-30 19:20:45 -05:00
Rangi
d3e0eda398
Distinguish "caller" and "called" phone scripts+text (NPCs call you automatically, you call them from the Pokégear)
2018-12-30 18:05:26 -05:00
Rangi
b921e9c9be
Split engine/phone/phone_scripts.asm and phone_gossip.asm into individual files
2018-12-30 17:15:52 -05:00
mid-kid
930d285fab
Fix comments around BANK() statements
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Found a couple BANK()s that reference multiple labels.
2018-12-26 21:58:13 +01:00
Rangi
0ae5e9b398
Define RANDY_OT_ID
2018-12-23 14:02:07 -05:00
Rangi
f6ecb681d5
Fix issue #581 (random stuff ax6 noticed)
2018-12-23 03:45:41 -05:00
Rangi
e51339f01a
Formatting and comments
2018-12-09 18:13:37 -05:00
Rangi
e025ab9db0
Merge pull request #578 from mid-kid/master
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Fixes in the animation subsystem.
2018-12-09 17:44:09 -05:00
mid-kid
c4979d9770
Rename "feet and head follow" commands
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The lot of these were rather misnamed, since they're used to replace
part of the player or enemy with objects for several background effects.
https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
2018-11-25 23:57:38 +01:00
mid-kid
5dfe652ff6
CalcStats -> CalcBattleStats
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Confusingly ambiguous name
2018-11-23 23:03:27 +01:00
mid-kid
41f39211ca
Identified another user of wBattleAnimTemp
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QueueBattleAnimation loads an object using these wram addresses. Usually
populated by the anim_obj command, but in a couple of cases also
manually.
2018-11-22 12:32:24 +01:00
mid-kid
2746288030
Define ANIM_GFX for PLAYER and ENEMY
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These are used where the head or the feet of the player/enemy have to be
moved in an animation, and shouldn't overlap. These aren't actual GFX
and should be loaded with the proper commands, and they're always loaded
at the end of the VRAM area.
Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from
which battle animation graphics may start to load. This value was picked
to make sure at least an entire pokemon pic fits in the area before it,
even though it doesn't seem very used...
2018-11-21 23:44:31 +01:00
mid-kid
c210f052a8
Move BattleSideCopy to transform.asm
2018-11-21 14:14:34 +01:00
Rangi
3202c4f3df
Resolve issue #575 : Rename text commands
2018-11-18 12:41:11 -05:00
Rangi
ffd2b70902
Merge pull request #573 from mid-kid/master
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text_jump → text_far
2018-11-11 17:07:17 -05:00
mid-kid
375963349a
Finish new connection macro
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Tried simplifying things a bit, although not nearly as much as I wanted.
Ideally, we'd either have one of two situations:
- A single set of calculations based on values depending on the
direction of the connection
- A bunch of "generic" calculations done before applying simple
modifiers to them in the final `if` block
Right now it's an icky mix of both and I'm not really sure what to make
of it.
2018-11-10 14:34:49 +01:00
mid-kid
a469a92c26
CorrectNickErrors fixes control characters, not text commands
2018-11-05 23:08:10 +01:00