5037adc55f
Clean up some macro definitions
2021-03-21 20:09:34 -04:00
d132a20b7a
Verify script command table sizes
2021-03-11 16:28:52 -05:00
c85ba78b77
Use more assertions to ensure correct code and data
2020-10-26 22:24:38 -04:00
6ca82e5c86
Eliminate enum: use const instead, with case-by-case parallel const implementations
2020-07-08 15:30:23 -04:00
3e78e5b2b6
TextBox -> Textbox
...
Homogenizing names.
2019-04-09 16:09:18 +02:00
e51c64e167
Don't use legacy macros
2019-02-17 13:31:28 -05:00
80ece33e3e
Document wBattleAnimFlags
...
`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
c4979d9770
Rename "feet and head follow" commands
...
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
4e3ed078f9
Cosmetic fixes
2018-11-20 21:53:45 +01:00
595127ba65
anim_ret_command is an index in a table after all
...
For some reason I thought BattleAnim_Ret was never used, due to how the
battle anim loop would be exited early from. It seems I was wrong.
Removing commands before anim_ret without it being part of the `enum`
seems to break things.
2018-07-28 12:14:04 +02:00
04d0490c4c
Fix anim_ret_command
2018-07-18 10:55:30 +02:00
f964d04a87
* loadmenuheader -> loadmenu ( ead103d
)
...
* objectface -> turnobject (c834bda
)
2018-02-25 20:05:37 -05:00
4ce75e8dfc
Document some more battle animation commands
2018-01-01 04:40:15 -05:00
cc5aeb8b87
Fix anim_obj x/y values
...
- negative values have no meaning
- left in optional tile x/y for backwards compatibility
2017-12-29 13:43:17 -05:00
50fc9c3389
endm -> ENDM
2017-12-28 22:31:16 +01:00
7beb497d3a
Uppercase MACRO and EQU(S) according to the style guide
2017-12-28 13:23:44 +01:00
35a3a19fda
Use "battle_anims" and "sprite_anims" for clarity, not just "anims"
2017-12-26 18:45:04 -05:00