yenatch
8e03321069
Blindly use wram labels for everything except mobile, part 1.
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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
81e2a3f0cf
Merge remote-tracking branch 'xcrystal/master' into master
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Conflicts:
battle/ai/scoring.asm
main.asm
2014-10-23 02:41:52 -04:00
xCrystal
dd8653fe6f
More AI commentary/labels
2014-10-22 23:08:51 +02:00
xCrystal
bb9818e3c3
More AI commentary/labels
2014-10-22 17:36:42 +02:00
xCrystal
bf60a6b690
evasionup, accdown, whirlwind, haze
2014-10-22 14:47:33 +02:00
xCrystal
7cbec0d52a
More AI commentary/labels
2014-10-22 00:28:51 +02:00
xCrystal
96a89ffad7
More AI commentary
2014-10-21 20:44:42 +02:00
xCrystal
44377acb2a
Rename labels and add more commentary to AI stuff
2014-10-21 19:21:13 +02:00
xCrystal
28097be25c
Add commentary to some AI layers
2014-10-21 14:17:55 +02:00
xCrystal
df2d027501
Start commenting some AI layers
2014-10-21 13:54:04 +02:00
yenatch
78d16c1efa
Better labels for item/switch AI.
2014-09-30 11:20:38 -07:00
yenatch
da799c80d4
Better trainer AI comments and finish off trainer attributes.
2014-08-13 19:44:56 -07:00
yenatch
849044ce8a
Remove generated "jump sources" comments.
2014-07-19 14:11:48 -07:00
yenatch
32a5f21cc7
More PartyMon labels for relative addressing.
2014-06-23 12:45:30 -07:00
yenatch
dbe4c7ab67
Fix some misnamed substatus constants.
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SUBSTATUS_ROLLOUT was actually SUBSTATUS_RAMPAGE.
SUBSTATUS_ENCORED was actually SUBSTATUS_ROLLOUT.
Substatus 5 bit 4 was actually SUBSTATUS_ENCORED.
Also use some more (sub)status constants where needed.
2014-06-17 12:52:32 -07:00
yenatch
541a9c7347
Name the UpdateEnemyHUD predef.
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Also start using hp palette constants.
2014-06-16 22:53:56 -07:00
yenatch
8639fcd29b
Use a predef macro that takes labels instead of juggling constants.
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Besides making predefs convenient, naming a predef no longer requires
adding or renaming a predef constant. This also lets predefs be rearranged at will.
2014-06-16 11:20:01 -07:00
yenatch
e6271ca450
Move trainer item AI into battle/ai/items.asm.
2014-06-14 15:03:23 -07:00
yenatch
023cfdbb05
Consolidate monster structs in wram and sram.
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The PartyMon struct is really the box struct with volatile variables like status added.
Some other labels have been reworked.
Move structs no longer have explicit labels since their location is arbitrary and usually shared.
2014-06-12 18:32:42 -07:00
yenatch
23f9b5d21e
Use constants for move struct positioning.
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This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
2014-06-10 23:24:25 -07:00
yenatch
c8055c17f2
Fix static farcalls in AI scoring.
2014-05-05 03:30:51 -04:00
yenatch
a01dad8e49
Partymon structs for opponent and player parties.
2014-02-23 00:37:09 -05:00
yenatch
a18cab495d
rename Function0x{} labels to Function{} for consistency
2013-12-31 04:10:49 -05:00
yenatch
e2b00ea117
shorten SP_ATTACK and SP_DEFENSE move effect constants
2013-12-30 23:12:06 -05:00
yenatch
c9d3881a2f
rename RNG to Random
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also fix 'Far' naming scheme for BattleRandom
this was a long time coming
2013-08-30 22:59:40 -04:00
yenatch
3a7edf8b1a
even more ai cleanup
2013-05-07 01:11:08 -04:00
yenatch
573db5b1b4
more ai cleanup
2013-05-06 20:51:07 -04:00
yenatch
5859040555
more thorough ai commenting
2013-05-06 14:36:32 -04:00
yenatch
9f5396eff6
clean up ai scoring
2013-05-06 02:39:01 -04:00
yenatch
3beab7dd92
move ai scoring out of main.asm
2013-05-05 19:56:17 -04:00