Commit Graph

5239 Commits

Author SHA1 Message Date
xCrystal
da956ed7e4 Detach PAL_OW_MISC from map palettes i.e. LoadMapPals (#3) 2023-10-07 12:47:37 +02:00
xCrystal
85a616e20e Create tileset and map in debug build for testing 2023-10-06 20:42:00 +02:00
xCrystal
a01f04e967 Implement common tileset portion at second half of vTiles5: palette maps (#19) 2023-10-04 17:20:48 +02:00
xCrystal
adfcd603dd Implement common tileset portion at second half of vTiles5 (#19) 2023-10-03 19:02:36 +02:00
xCrystal
0d016cc8ee Change die roll SFX (#11) 2023-10-03 19:01:24 +02:00
xCrystal
8c7ee46065 Fix map anims not disabled outside of overworld (#17) 2023-10-02 17:39:10 +02:00
xCrystal
63912e8bef Add debug maps for testing 2023-10-02 16:11:52 +02:00
xCrystal
7d9b5bb279 Functional stub of title menus: minor clean up (#17) 2023-10-02 13:22:54 +02:00
xCrystal
0795c02a9c Functional stub of title menus: clean up return from overworld loop [Commit 2] (#17) 2023-10-01 00:39:18 +02:00
xCrystal
a16322350f Functional stub of title menus [Commit 1] (#17) 2023-10-01 00:10:44 +02:00
xCrystal
e53ae0eac9 Optimize some HRAM usage 2023-09-30 19:12:57 +02:00
xCrystal
336b3e77af Adjust duration of move die number animation (#11) [bugfix to 1f2be83ebc] 2023-09-30 19:06:54 +02:00
xCrystal
8967898bc9 Create function to update only secondary sprites to optimize die roll animation (#11) 2023-09-30 13:30:30 +02:00
xCrystal
49a3f6b8c8 Fix accidental corruption of board menu OAM data (#11) [bug fix to 1f2be83ebc) 2023-09-30 13:19:06 +02:00
xCrystal
1f2be83ebc Board menu: move die number animation (#11) 2023-09-27 19:25:47 +02:00
xCrystal
98d69d4e04 Board menu: break die and appear die number animations (#11) 2023-09-26 20:09:13 +02:00
xCrystal
db7d9c7063 Board menu: die roll input and animation (#11) 2023-09-25 21:57:47 +02:00
xCrystal
2cbe0e1764 Sync with pokecrystal up to aba1f14 2023-09-24 15:06:19 +02:00
xCrystal
5e78fd1ecc Sync with pokecrystal up to b0ddb07 2023-09-24 14:30:54 +02:00
xCrystal
d6001be90c Sync with pokecrystal up to 8873506b1 2023-09-24 14:21:42 +02:00
xCrystal
193882bc77 Constants for board menu gfx sizes (#11) 2023-09-23 11:50:25 +02:00
xCrystal
ca919cdf98 Board menu: implement preliminary Party, Bag, Pokegear, and Exit submenus (#11) 2023-09-22 23:12:05 +02:00
xCrystal
c11c53e0d7 Documentation (Overworld loop) 2023-09-15 20:04:16 +02:00
xCrystal
674e838460 Organize debug-only structures for test maps and levels (#16) 2023-09-03 00:22:23 +02:00
xCrystal
eb728d5151 Rename the concept of Money to Coins (#7) 2023-09-02 23:17:20 +02:00
xCrystal
5d95ff952a Replace ¥ font character with <COIN> (#7) 2023-09-02 23:17:21 +02:00
xCrystal
98fa7a9538 Rename the concept of Coins to Chips (#7) 2023-09-02 18:23:25 +02:00
xCrystal
ea31d254fb Relocate Board menu OAM to vTiles0 after outdoor sprites to leave room for overworld HUD tiles in vTiles1 (#11) 2023-09-02 13:21:57 +02:00
xCrystal
ea4ab28652 Enforce capacity limit of sprite list in VRAM (#2); actually fix LoadSpriteGFX (#8) [bugfix to 59bda0b36b] 2023-09-02 13:01:45 +02:00
xCrystal
74f2a55332 Add new map setup script MAPSETUP_ENTERLEVEL (#4), and integrate overworld HUD setup in the corresponding setup scripts (#15) 2023-08-31 19:27:39 +02:00
xCrystal
7bd940aeac Don't hide board menu objects behind the textbox (#11) [adapts Board menu to 2957bce0a9] 2023-08-31 18:51:37 +02:00
xCrystal
2957bce0a9 Don't hide sprites behind a 2BPP textbox if they are partially outside of it, and make 2BPP textboxes have priority over objects (#7); Generalize 1bpp/2bpp text state tracking (#10) [reworks 052d246e] 2023-08-31 18:41:05 +02:00
xCrystal
9f835560d7 Tinker with overworld HUD implementation in f386a63cf8 (#15) 2023-08-30 19:23:51 +02:00
xCrystal
236519fc55 Documentation 2023-08-29 18:52:51 +02:00
xCrystal
f386a63cf8 Overworld HUD implementation (#15) 2023-08-29 18:33:20 +02:00
xCrystal
b275d642cd rename load_map_part.asm to load_screen_tilemap.asm following function name changes in fd6f02036e 2023-08-28 17:52:15 +02:00
xCrystal
f289d5621d Window HUD: Prevent more Window flickering in blocks that disable interrupts (#15) 2023-08-28 17:31:39 +02:00
xCrystal
fd6f02036e Improve some innacurate function names from pokecrystal 2023-08-28 13:30:13 +02:00
xCrystal
11db1300b2 Window HUD: Handle Window being fully shown during reanchor map (#15) 2023-08-28 12:03:32 +02:00
xCrystal
6e49bb9893 Implement the basics of the window HUD functionality (#15) 2023-08-27 19:18:52 +02:00
xCrystal
4ee4655e72 constants for rSTAT register 2023-08-27 16:27:11 +02:00
xCrystal
4dec74b770 Level selection menu: fading animations (#12) (#14) 2023-08-27 13:11:42 +02:00
xCrystal
4855dd9b70 RGB fade engine (#14) 2023-08-25 23:09:42 +02:00
xCrystal
f067112be6 Level selection menu: main logic of landmark transitions involving page change (#12) 2023-08-25 13:42:23 +02:00
xCrystal
d5dc7b38df Level selection menu: implement landmark transitions not involving page change (#12) 2023-08-23 12:50:22 +02:00
xCrystal
e866cdab48 Level selection menu: function to compute valid directions and directional arrows OAM (#12) 2023-08-22 12:42:53 +02:00
xCrystal
c6601a79d3 Adjust flag action on unlocked levels to 8 bits rather than 16 (#13) 2023-08-22 12:08:52 +02:00
xCrystal
d7c59dcef1 Unlocked level flags 2023-08-21 01:45:06 +02:00
xCrystal
daf9e41557 Level selection menu: begin main loop, and landmark transitions (movements) data (#12) 2023-08-20 19:53:33 +02:00
xCrystal
84d5bdb55d Level selection menu: sprite anim data (#12) 2023-08-20 13:03:33 +02:00