Rangi
75035a71a5
Label some mobile addresses, and revise some comments
2020-06-13 18:48:26 -04:00
Rangi
4111725767
wPhoneList, like wItems et al, has a terminating 0 (see PokegearPhone_DeletePhoneNumber); also fix a comment
2020-06-07 16:50:12 -04:00
Fredrik Ljungdahl
0fd4090dbd
Add label for wd431 and remove misleading comment (it's not strictly mobile)
2020-05-26 03:19:52 +02:00
Rangi
e32cf1bfd1
Miscellaneous cleanup noted in #709
2020-05-17 20:59:15 -04:00
Rangi
b50dd57cbb
Miscellaneous updates and corrections
2020-04-23 16:14:50 -04:00
Rangi
22615cecc5
More miscellaneous fixes (see #709 )
2020-04-17 10:52:59 -04:00
Rangi
adbe7f995c
Remove some redundant comments superseded by labels (see #693 )
2020-03-21 14:14:48 -04:00
mid-kid
26b8bf003e
Standardize on lowercase Tilemap and Attrmap
...
We used to have a mixture of TileMap and and Tilemap, as well as the
similar AttrMap. Standardize on one.
2020-02-13 18:31:10 +01:00
Rangi
fb9cbe7d1e
Merge pull request #650 from pret/audio-macros
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Update audio macros and arguments
2020-02-05 18:51:20 -05:00
Rangi
d482dc28f4
Identify four padding bytes in base data as beta front/back pic pointers
2020-02-04 11:07:16 -05:00
dannye
e7be25948d
Merge branch 'master' into audio-macros
2020-01-06 22:07:33 -06:00
mid-kid
1c41b2e579
Fix some mobile-related things
2019-11-18 18:21:57 +01:00
mid-kid
86061d37d2
More mobile SDK documentation
...
Labelled WRAM addresses, added constants for mobile commands, fixed some
mobile lib function names, documented most of the functions for specific
commands.
2019-10-21 00:42:36 +02:00
mid-kid
f4907040c9
Label some more WRAM/SRAM things
...
This should be all of the memory locations that are actually used, and
some more.
Removal of all addresses when?
2019-10-21 00:42:36 +02:00
mid-kid
7d0de22e7e
Document mobile SDK error packets
2019-10-21 00:42:36 +02:00
mid-kid
b7770e5f88
Add more error message translations
...
Thanks to melonjaywalk#5480
2019-10-21 00:42:36 +02:00
mid-kid
e68da6e717
Document some mobile-related things, discovered thanks to Dan Docs and the efforts of the Gameboy Online Restoration Project
2019-10-21 00:42:32 +02:00
dannye
fc051f2130
Update audio macros and arguments
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and update related labels/constants/comments
this fixes a lot of mistakes and maximizes compatibility with red
2019-09-02 03:41:25 -05:00
mid-kid
c048b24d25
Create constants for ScrollingMenu item formats
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...I should've done this quite a while ago.
2019-06-09 02:31:24 +02:00
Rangi
7890fae995
Some more GB Printer documentation
2019-05-11 13:01:59 -04:00
Rangi
71db95dc34
Identify a few more WRAM label uses
2019-04-19 18:55:04 -04:00
Rangi
45e3f6aca9
Identify some more WRAM labels
2019-04-19 11:35:27 -04:00
Rangi
5cdf4f9ae0
Merge pull request #623 from mid-kid/patch-1
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Create some battle tower SRAM labels
2019-04-13 11:50:43 -04:00
mid-kid
c5a4c0bd2e
Create some battle tower SRAM labels
2019-04-12 13:58:49 +02:00
mid-kid
3e78e5b2b6
TextBox -> Textbox
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Homogenizing names.
2019-04-09 16:09:18 +02:00
Rangi
2184b60a0c
Identify and eliminate wEngineBuffer1-5
2019-04-08 19:42:55 -04:00
Fredrik Ljungdahl
e598e49edb
Fix wram labeling for wPCItems
2019-03-18 16:43:58 +01:00
mid-kid
7d6befa181
Fix issues in review
2019-02-16 19:08:34 +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
...
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
349664ec15
Clarify outer union's size
2019-02-08 15:40:32 -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
mid-kid
bfedd89308
BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM
...
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
2fca32b6c8
Explain the c608 union size
2019-01-30 19:43:01 -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
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
Rangi
36ebcdd8fe
MON_NAME_LENGTH -> NAME_LENGTH
2019-01-03 07:30:44 -05:00
mid-kid
41f39211ca
Identified another user of wBattleAnimTemp
...
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
Rangi
81b147609c
Apply SPRITE_GFX_LIST_CAPACITY to wUsedSprites
2018-10-27 20:21:00 -04:00
mid-kid
3540b2a2d6
wMonStatusFlags -> wDebugFlags
2018-09-16 02:15:55 +02:00
Rangi
bb4a6e5f55
wCursorCurTile -> wCursorCurrentTile
2018-09-09 17:15:49 -04:00
Rangi
603bcfe2ae
wPreviousLandmark → wPrevLandmark
2018-09-09 15:27:23 -04:00
Rangi
ae022e1420
Curr -> Cur
2018-09-09 15:09:51 -04:00
Rangi
cb32c895e4
Explain wCreditsBlankFrame2bpp
2018-08-26 13:23:40 -04:00
Rangi
d2053c12c2
wCreditsFaux2bpp -> wCreditsBlankFrame2bpp, with the right buffer size
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Remove some unused WRAM labels
2018-08-26 13:08:01 -04:00
Rangi
4c8c5c10a8
Use rgbasm's GameBoy graphics literal for initializing wCreditsFaux2bpp
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In the 2BPP format, two bytes %ABCDEFGH %abcdefgh define eight pixels %Aa %Bb %Cc %Dd %Ee %Ff %Gg %Hh.
Four valid colors: %00 = 0 = white, %01 = 1 = dark, %10 = 2 = light, %11 = 3 = black.
Thus `22222222 = pixels %10 %10 %10 %10 %10 %10 %10 %10 = bytes %11111111 %00000000 = $ff00.
2018-08-25 22:38:57 -04:00