PikalaxALT
b9870541d4
slot machines
2015-12-10 22:26:31 -05:00
PikalaxALT
81ea723b04
Getting started with battle anims; sine and cosine
2015-12-04 14:33:29 -05:00
PikalaxALT
d13fb46d40
enum macros/move_anim.asm, resolve battle/anims.asm function labels
2015-11-10 16:53:37 -05:00
PikalaxALT
7fd20e6322
home/copy.asm completely labeled
2015-11-04 16:14:27 -05:00
PikalaxALT
72af3337fd
No more NONE
2015-11-02 14:37:02 -05:00
PikalaxALT
ed29db5841
No more -bash000; engine/movement.asm, SPRITEMOVEFN
2015-10-29 23:32:11 -04:00
PikalaxALT
edf42a54d5
More labels, including fns responsible for partymon generation
2015-10-07 13:19:41 -04:00
PikalaxALT
471492b775
Reverted ld_hl_pointer macro
2015-07-20 22:18:18 -04:00
IIMarckus
4d532beee6
Remove trailing newlines.
2015-06-23 12:24:51 -06:00
yenatch
62b473d6c6
Blind wram labels part 3.
2015-02-10 15:14:21 -08:00
yenatch
8e03321069
Blindly use wram labels for everything except mobile, part 1.
...
Wram banks and mobile make this tough, since any address can secretly be a ghost.
As usual, mobile completely disregards 99% of the codebase. It's been ignored in kind.
2015-02-10 00:53:03 -08:00
yenatch
346844a613
Replace pointless $FF00+$xx with $ffxx.
2014-12-28 18:44:23 -08:00
yenatch
849044ce8a
Remove generated "jump sources" comments.
2014-07-19 14:11:48 -07:00
yenatch
67b3a7fc57
Battle animation object sprite data.
2014-05-05 16:52:40 -04:00
yenatch
32d1a77341
Battle animation object attributes and data.
2014-05-05 16:36:29 -04:00
yenatch
1fcc69e495
Fix up some labels in the battle animation object engine.
2014-05-05 03:30:21 -04:00
yenatch
cad6f30f83
null pointers back in object gfx
2013-12-20 01:06:17 -05:00
yenatch
046d85f37a
finish off object gfx pointers and dont use BANK() for null pointers
...
fixes 2f5b9b96
definitely did this in the original commit...
2013-12-20 00:59:00 -05:00
yenatch
2f5b9b968a
anim object graphics pointers
2013-12-18 03:18:16 -05:00
yenatch
fa2e0108b9
split out battle animation asm (bg effects, objects, commands)
2013-12-17 23:54:25 -05:00