yenatch
d6fbdfb8de
More comments and constants in move effect command code.
...
Also add SUBSTATUS_IN_LOOP for multi-hit moves.
2014-06-23 12:47:52 -07:00
yenatch
32a5f21cc7
More PartyMon labels for relative addressing.
2014-06-23 12:45:30 -07:00
yenatch
bc3a21193d
Residual damage, battle text labels, pic predefs.
2014-06-18 00:55:44 -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
c2dba43188
Contest battle type and comment the battle menu.
2014-06-17 11:58:11 -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.
...
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
b83f237254
Rename _GetBattleVar -> GetBattleVarAddr.
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Functions prefixed with _ imply they're private.
The real purpose of this function is to use an address,
rather than saving a few cycles on push/pop.
2014-06-14 00:41:34 -07:00
yenatch
e23f341258
Battle type constants in the wild.
...
Also add constants for trap and Celebi event battles.
2014-06-13 22:53:20 -07:00
yenatch
eb9fc6676c
More battle code cleanup.
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- Use more substatus constants.
- Reformat some code to be more atomic.
- Add constants for unused status prevention held item effects.
- Remove pointless or redundant comments.
2014-06-13 21:18:14 -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.
...
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
86c1e0feea
Consolidate NUM_MOVES usage and monster struct labels.
...
There turned out to be a lot of instances of NUM_MOVES.
2014-06-10 23:08:07 -07:00
yenatch
fd8804472d
Use {hl,de,bc}coord macros wherever possible.
2014-06-04 01:10:56 -07:00
yenatch
a01dad8e49
Partymon structs for opponent and player parties.
2014-02-23 00:37:09 -05:00
yenatch
08a0462c1e
use constants for berserk gene, kings rock, scope lens effects
2014-01-20 00:07:51 -05:00
yenatch
04f5c51753
explicitly define type categories
2014-01-05 09:17:31 -05:00
yenatch
4e9102f249
recomment hidden power calculation
2014-01-05 08:13:43 -05:00
yenatch
92aab1e185
even more battle labels
2014-01-05 07:28:55 -05:00
yenatch
4dbf0d44e0
comment and relabel more battle functions
2014-01-01 08:09:15 -05:00
yenatch
a18cab495d
rename Function0x{} labels to Function{} for consistency
2013-12-31 04:10:49 -05:00
yenatch
1ab4b59d86
clean up some labels in battle asm
2013-12-31 04:09:00 -05:00
yenatch
d1d186d1ee
rename CallBankF -> CallBattleCore
2013-12-31 03:25:38 -05:00
yenatch
a10ee4e9f1
comment move priority functions
2013-12-30 23:32:37 -05:00
yenatch
4bb8c82d8a
battle animation constants
2013-12-19 04:47:39 -05:00
yenatch
46d96bc7fd
more battle anim labels
2013-12-09 16:20:19 -05:00
yenatch
099e17bbaf
comment some battle animation asm
2013-12-04 02:33:46 -05:00
yenatch
3de254f7a2
more 3pt macro labels; shorten 3pt macros to take just a label
...
static addresses should be avoided anyway
2013-12-02 14:18:03 -05:00
yenatch
d7cdd0ac73
split out some more move effects
2013-12-01 14:19:57 -05:00
yenatch
193dbd53a6
Merge commit '0ead58cd' into merge-mrwint
...
Conflicts:
main.asm
2013-10-25 17:57:27 -04:00
yenatch
0ead58cdaa
fix labels for and rename GetBattleVarPair to GetBattleVar
2013-10-11 03:04:21 -04:00
Mr Wint
181840cf43
* even more callab/callba macros
2013-10-02 03:20:48 +02:00
Mr Wint
eb5a7afe2b
* more callab/callba macros
2013-10-02 02:47:54 +02:00
yenatch
0f8c8e2d52
move effect command 'wait' is now 'movedelay'
2013-10-01 01:02:33 -04:00
yenatch
6439706943
split spikes effect into effects/spikes.asm
2013-09-09 22:02:26 -04:00
yenatch
91e89a29a2
comment spikes move effect
2013-09-09 22:01:24 -04:00
yenatch
40010e2514
split protect and endure effects into battle/effects/
2013-09-09 21:51:41 -04:00
yenatch
aaf77957bf
comment protect and endure move effects
2013-09-09 21:50:34 -04:00
yenatch
110477cd9e
split curse effect into battle/effects/curse.asm
2013-09-09 18:43:22 -04:00
yenatch
9f7adeafcf
ItemIsMail and comment thief move effect
2013-09-08 23:18:30 -04:00
yenatch
bd7563e0b6
comment arena trap move effect asm
2013-09-08 22:44:20 -04:00
yenatch
05db4b4cb6
comment nightmare move effect asm
2013-09-08 22:42:07 -04:00
yenatch
b4d37c675f
comment defrost move effect asm
2013-09-08 22:30:10 -04:00
yenatch
7a1951528d
comment curse move effect asm
2013-09-08 22:23:55 -04:00
yenatch
2acccc3ea5
rename FarBattleTextBox to StdBattleTextBox
...
that's it for bad Far usage
2013-08-31 03:54:02 -04:00
yenatch
c9d3881a2f
rename RNG to Random
...
also fix 'Far' naming scheme for BattleRandom
this was a long time coming
2013-08-30 22:59:40 -04:00
yenatch
14160a180f
hidden power type/power calculation
2013-08-09 17:50:34 -04:00
yenatch
ed200a5a16
fill out bank f more
2013-07-29 13:58:20 -04:00
yenatch
90c18c5cf3
rst $28 -> JumpTable
2013-07-10 19:17:04 -04:00
yenatch
dca6fd37cd
start using relevant constants in wram.asm
2013-07-10 19:17:03 -04:00