mid-kid
3b97a15ea3
Add tool to find unnamed symbols
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This tool should help us identify which are the symbols that still need
proper names, and in which files they're located.
2019-01-01 00:28:51 +01:00
Rangi
9f82304186
Merge pull request #587 from Rangi42/master
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Remove dependency on 'extras' submodule
2018-12-31 18:26:33 -05:00
Rangi
cae3af3e3a
Keep the most relevant data at the top of the Makefile (the built filenames)
2018-12-31 18:08:37 -05:00
Rangi
742df4fdb5
Remove the 'extras' submodule
2018-12-31 17:20:28 -05:00
Rangi
e3bc378492
Keep gfx.py with other tools, and remove its dependency on the 'extras' submodule
2018-12-31 17:17:55 -05:00
Rangi
4259e7051e
Merge pull request #585 from Rangi42/master
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Refactor engine/phone/
2018-12-31 16:35:13 -05:00
Rangi
afbf1b3ffc
*PhoneScript1 -> *PhoneCalleeScript, and *PhoneScript2 -> *PhoneCallerScript
2018-12-31 16:32:04 -05:00
Rangi
f2785cdb71
Use battle menu flags
2018-12-31 14:25:53 -05:00
Rangi
8f60de5aba
Fix a typo
2018-12-31 01:03:38 -05:00
Rangi
22657f6078
Split generic phone caller+callee text into individual NPCs
2018-12-30 19:20:45 -05:00
Rangi
d3e0eda398
Distinguish "caller" and "called" phone scripts+text (NPCs call you automatically, you call them from the Pokégear)
2018-12-30 18:05:26 -05:00
Rangi
059e0df298
$56 is "<……>"
2018-12-30 17:57:56 -05:00
Rangi
b921e9c9be
Split engine/phone/phone_scripts.asm and phone_gossip.asm into individual files
2018-12-30 17:15:52 -05:00
Rangi
378667d9ec
Merge pull request #584 from mid-kid/master
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Fix comments around BANK() statements
2018-12-30 11:07:50 -05:00
Rangi
f7ce402d2a
Merge pull request #583 from melthelesbian/rgbds_environment_config
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allow setting RGBASM/etc in environment vars
2018-12-30 11:07:40 -05:00
mid-kid
930d285fab
Fix comments around BANK() statements
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Found a couple BANK()s that reference multiple labels.
2018-12-26 21:58:13 +01:00
Melody
97e04cfa33
finish renaming RGBDS_DIR to RGBDS
2018-12-25 15:52:36 -05:00
Melody
2471f1ea71
rename RGBDS_DIR to RGBDS
2018-12-25 15:45:03 -05:00
Melody
7e4b956978
allow setting RGBDS_DIR
2018-12-25 15:13:57 -05:00
Melody
4eb935eb5a
allow setting RGBASM in environment vars
2018-12-25 14:48:44 -05:00
Rangi
0ae5e9b398
Define RANDY_OT_ID
2018-12-23 14:02:07 -05:00
Rangi
f6ecb681d5
Fix issue #581 (random stuff ax6 noticed)
2018-12-23 03:45:41 -05:00
Rangi
83ff516c82
Merge pull request #579 from Rangi42/master
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Miscellaneous
2018-12-16 14:19:06 -05:00
Rangi
e51339f01a
Formatting and comments
2018-12-09 18:13:37 -05:00
Rangi
4b4c53c7ae
Format music macros like movement macros
2018-12-09 17:56:13 -05:00
Rangi
e025ab9db0
Merge pull request #578 from mid-kid/master
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Fixes in the animation subsystem.
2018-12-09 17:44:09 -05:00
mid-kid
fd1fa78ffe
Update docs/battle_anim_commands.md
2018-11-26 00:12:23 +01:00
mid-kid
c4979d9770
Rename "feet and head follow" commands
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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
mid-kid
112667e773
Fix Belly Drum fix
2018-11-25 23:15:33 +01:00
mid-kid
5dfe652ff6
CalcStats -> CalcBattleStats
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Confusingly ambiguous name
2018-11-23 23:03:27 +01:00
mid-kid
41f39211ca
Identified another user of wBattleAnimTemp
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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
mid-kid
2746288030
Define ANIM_GFX for PLAYER and ENEMY
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These are used where the head or the feet of the player/enemy have to be
moved in an animation, and shouldn't overlap. These aren't actual GFX
and should be loaded with the proper commands, and they're always loaded
at the end of the VRAM area.
Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from
which battle animation graphics may start to load. This value was picked
to make sure at least an entire pokemon pic fits in the area before it,
even though it doesn't seem very used...
2018-11-21 23:44:31 +01:00
mid-kid
32833adef3
Use ANIM_GFX constants for battle animations
2018-11-21 22:35:36 +01:00
mid-kid
c210f052a8
Move BattleSideCopy to transform.asm
2018-11-21 14:14:34 +01:00
mid-kid
725cee7371
Define first_music_cmd
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This replaces the uses of $d0 in the audio engine with proper constants.
2018-11-21 12:12:22 +01:00
mid-kid
4e3ed078f9
Cosmetic fixes
2018-11-20 21:53:45 +01:00
mid-kid
dac6916c8b
Fix usage of endchannel_cmd
2018-11-20 21:46:00 +01:00
mid-kid
5bff3a1bff
Recommend the AUR package
2018-11-19 21:59:17 +01:00
mid-kid
fed51c47f0
Add flex and pkg-config to INSTALL.md
2018-11-19 20:02:07 +01:00
Rangi
cbf4c66361
Merge pull request #577 from Rangi42/master
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Resolve issue #575 : Rename text commands
2018-11-18 12:44:39 -05:00
Rangi
3202c4f3df
Resolve issue #575 : Rename text commands
2018-11-18 12:41:11 -05:00
Rangi
c05a2d255b
text_jump → text_far in docs/text_commands.md
2018-11-11 21:42:10 -05:00
Rangi
ffd2b70902
Merge pull request #573 from mid-kid/master
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text_jump → text_far
2018-11-11 17:07:17 -05:00
Rangi
ab2f46baef
Merge pull request #574 from mid-kid/connections
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Make the `connection` macro simpler to use
2018-11-10 18:58:49 -05:00
mid-kid
b92b91df17
Adapt tmhm
for consistency
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Using an underscore before macro variables avoids cluttering up the
global namespace. While this isn't much of a problem right now, it's
good practice that'll keep us from problems in the future.
2018-11-11 00:50:53 +01:00
mid-kid
056cd5e871
Clarify LEGACY support
2018-11-11 00:44:07 +01:00
mid-kid
814a720e9d
Adapt macro based on suggestions
2018-11-11 00:32:05 +01:00
mid-kid
375963349a
Finish new connection macro
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Tried simplifying things a bit, although not nearly as much as I wanted.
Ideally, we'd either have one of two situations:
- A single set of calculations based on values depending on the
direction of the connection
- A bunch of "generic" calculations done before applying simple
modifiers to them in the final `if` block
Right now it's an icky mix of both and I'm not really sure what to make
of it.
2018-11-10 14:34:49 +01:00
mid-kid
abb9454307
Make the connection
macro simpler to use
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It now only takes one numerical parameter, which is the offset of the
target map relative to the source map, much like in AdvancedMap. This
makes it easier to make connections and avoids having to calculate these
values by hand, and/or "mess with the values 'till it works", as many
have been doing thus far. It's just one, easy-to-understand value.
To convert from the old macro to the new macro, just take the fourth and
the fifth parameter, and calculate `<4th_param> - <5th_param>`. The
result is the value required for the new macro.
2018-11-06 21:19:07 +01:00
mid-kid
a469a92c26
CorrectNickErrors fixes control characters, not text commands
2018-11-05 23:08:10 +01:00