Commit Graph

4346 Commits

Author SHA1 Message Date
Rangi
6289232447 Second try at fixing doc links 2019-03-10 23:00:01 -04:00
Rangi
7231dc19e4 Mention another common error message from not updating rgbds 2019-03-10 22:52:55 -04:00
Rangi
c1daafe741 Link to GitHub Pages documentation, not directly to docs/*.md files
The Pages links are potentially more useful since they can include the Pages infrastructure (sidebar, footer, theming, etc)
2019-03-10 22:47:21 -04:00
Rangi
70ef2f3432 Fix documentation links to work with GitHub Pages 2019-03-10 22:43:57 -04:00
Rangi
388e5a2a78 Add an index.md home page for GitHub Pages 2019-03-10 22:14:27 -04:00
Rangi
8e2f5f00aa Set theme jekyll-theme-hacker 2019-03-10 19:44:57 -04:00
Rangi
f5c9958aea Rename some call/jump script commands to avoid confusion with jr/jp asm instructions
Fixes #580
2019-03-10 16:39:31 -04:00
Rangi
e002b536af Rename more script commands for consistency and predictability
Fixes #540
2019-03-10 16:00:19 -04:00
Rangi
6393ecb7e5 More consistent formatting 2019-03-03 19:55:28 -05:00
Rangi
9e9f43bce7
Merge pull request #610 from ISSOtm/pursuit_fix
Fix Confusion and Pursuit bugs in #603
2019-03-03 19:31:47 -05:00
ISSOtm
f6e94dfd79 Fix spaces 2019-03-04 00:21:30 +01:00
ISSOtm
d79fca8c6e Add Pursuit-switching fainting no-status-clearing fix
Ridiculously long and stupid name for a bug that took a ridiculous and stupid amount of time to track. :')
2019-03-04 00:01:55 +01:00
ISSOtm
c57ed5775c Rename PlayerMonFaintHappinessMod
Seriously, mini-rant here: we were three to spend a couple hours trying to find something in this function
that was completely unrelated to happiness... and apparently there's been far worse. :')
Props to you guys for having been through this =D
2019-03-03 23:55:24 +01:00
Rangi
eee79d7049
Merge pull request #606 from ISSOtm/patch-1
Correct some bugfixes, add some compatibility extensions
2019-03-03 17:30:58 -05:00
Rangi
d46685be86 Correct comments 2019-03-03 17:13:24 -05:00
ISSOtm
bc9d073501 Add confusion + items/selfdestruct fix 2019-03-03 21:49:52 +01:00
Rangi
ae31902074 hFFEC is not an HRAM location 2019-03-03 15:07:00 -05:00
Eldred Habert
6b8abd1af1
Correct compatibility claims 2019-03-03 20:35:29 +01:00
Rangi
e96330e66a
Merge pull request #608 from Rangi42/master
Identify more collision-related constants and data
2019-03-03 14:27:39 -05:00
Rangi
79dc22c769 Define constants for map event sizes 2019-03-03 14:19:16 -05:00
Rangi
dc396822d7 Identify more collision-related constants and data 2019-03-03 13:30:27 -05:00
Eldred Habert
64d8a2b8fe
Correct Thick Club overflow fix
Would, similarly as previous commit, cap incorrectly.
2019-03-03 18:48:24 +01:00
Eldred Habert
ce7e955d10
Correct Metal Powder fix
The cap would be applied when it shouldn't - if the high byte was below `HIGH(MAX_STAT_VALUE)` (and thus the value below the cap) but the low byte above `LOW(MAX_STAT_VALUE)`
2019-03-03 18:36:42 +01:00
Eldred Habert
c170810ad4
Correct indentation
Add spaces before unchanged lines
2019-03-03 18:10:03 +01:00
Eldred Habert
add58fb00d
Fix "100% secondary effect" fix, add compatibility
The original fix was bugged (example: erroneous `pop hl` if `.failed` was jumped to).
Replaced with a less invasive fix, keeping all side effects from the original function; it's less intuitive, but more performant - and the tricky bit has been commented.
Also the new fix is more friendly to the compatibility patch I also added, by request of ShinyDragonHunter.
2019-03-03 17:27:35 +01:00
Rangi
e671636bba Card Flip digits are shifted 1px up, not 2px left 2019-02-18 11:35:28 -05:00
Rangi
d342bf9b45 Bitter Berry → BITTER_BERRY 2019-02-17 13:43:40 -05:00
Rangi
a7c655eb67 asm -> diff 2019-02-17 13:39:12 -05:00
Rangi
47495e7d66 Avoid more redundant code and diffs 2019-02-17 13:38:30 -05:00
Rangi
fcca48f2a6 Avoid redundant code and diffs 2019-02-17 13:35:38 -05:00
Rangi
e51c64e167 Don't use legacy macros 2019-02-17 13:31:28 -05:00
Rangi
a999787cb8 Update documentation:
- Apply more edits from #595
- Move music ID behavior from the wiki to docs
- Move assembly programming links from docs to the wiki
- Describe why the TM item gaps exist
2019-02-17 13:18:38 -05:00
Rangi
1e5c95d8d4 Silence gcc warnings, even in Travis
-Wno-missing-field-initializers is needed because of false positives over {0} initialization
2019-02-16 16:24:47 -05:00
Rangi
2449a17add dba exists, use it 2019-02-16 16:09:31 -05:00
Rangi
8e359978d6 passtoengine -> autoinput 2019-02-16 16:06:11 -05:00
Rangi
1dad1b48d4 Fix indentation 2019-02-16 16:00:13 -05:00
Rangi
417f3c7c72 Bug fix: allow Surfing across map connections 2019-02-16 15:45:55 -05:00
Rangi
4ee7e027be Fix link 2019-02-16 14:12:07 -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
Exciting adventures down battle animation street!
2019-02-16 13:23:17 -05:00
Rangi
f9a60cff7a Define constants for prices in maps' event scripts
Supersedes #592
2019-02-16 13:19:39 -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
5fbd2fb8ba
Merge pull request #602 from Rangi42/master
Update to rgbds 0.3.8
2019-02-16 12:49:18 -05:00
Rangi
df337fc417 Update to rgbds 0.3.8 2019-02-16 12:17:55 -05:00
mid-kid
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
mid-kid
7e93916c8a Add more constants for battle anim structs
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
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
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