xCrystal
2cbe0e1764
Sync with pokecrystal up to aba1f14
2023-09-24 15:06:19 +02:00
xCrystal
5e78fd1ecc
Sync with pokecrystal up to b0ddb07
2023-09-24 14:30:54 +02:00
xCrystal
d6001be90c
Sync with pokecrystal up to 8873506b1
2023-09-24 14:21:42 +02:00
vulcandth
4c239a6f65
Rename macros/wram.asm
to macros/ram.asm
( #1003 )
2022-09-11 01:05:07 -04:00
vulcandth
3648afda16
RGBDS syntax updates ( #905 )
...
New MACRO and DEF syntax
2022-06-06 17:25:42 -04:00
Rangi
98da09b3e9
Define more struct offset constants with rsreset instead of const_def
...
This was discussed in #739
2021-03-04 18:15:38 -05:00
Rangi
40902ffe24
Verify data table sizes with table_width and assert_table_length macros
...
This was discussed in #706
It also uncovered some off-by-one issues with defining some constants.
A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
2021-03-04 00:15:03 -05:00
Rangi
03e149e559
Identify wBattleAnimTemp0-3
2020-11-09 15:05:14 -05:00
Rangi
4a323cf591
UnusedSpriteAnimGFX was to sprite anims as AnimObjGFX is to battle anims
2020-10-30 17:41:03 -04:00
Rangi
fe1a58deea
Identify wSpriteAnimDict key constants
2020-10-30 15:39:08 -04:00
Rangi
2e90df15b7
Update battle anim bg function comments, and identify more unnamed labels
2020-10-06 18:09:33 -04:00
7Soul
cf26f55985
Identify battle bg effects functions and constants ( #773 )
...
Identify battle bg effects functions and constants
2020-10-06 15:45:09 -04:00
7Soul
836da09f4e
Identify anim object constants ( #772 )
...
Identify anim object constants
2020-10-04 15:06:38 -04:00
7Soul
2ffc5f907f
Identify battle animation functions ( #771 )
...
Identify battle animation functions
2020-10-03 21:54:02 -04:00
mid-kid
13c4a93cea
Fix some constants surrounding sprite animations
...
Also commented the use of the field surrounding the struct
initialization functions.
SPRITEANIMSTRUCT_0C -> SPRITEANIMSTRUCT_VAR1
SPRITEANIMSTRUCT_0D -> SPRITEANIMSTRUCT_VAR2
SPRITEANIMSTRUCT_0E -> SPRITEANIMSTRUCT_VAR3
SPRITEANIMSTRUCT_0F -> SPRITEANIMSTRUCT_VAR4
BATTLEANIMSTRUCT_01 -> BATTLEANIMSTRUCT_OAMFLAGS
BATTLEANIMSTRUCT_ANON_JT_INDEX -> BATTLEANIMSTRUCT_JUMPTABLE_INDEX
BATTLEANIMSTRUCT_0F -> BATTLEANIMSTRUCT_VAR1
BATTLEANIMSTRUCT_10 -> BATTLEANIMSTRUCT_VAR2
2020-08-27 13:59:33 +02:00
Rangi
c086de0c98
Use const_skip and const_next macros for brevity
2020-07-10 20:03:46 -04:00
mid-kid
7d6befa181
Fix issues in review
2019-02-16 19:08:34 +01:00
mid-kid
7e93916c8a
Add more constants for battle anim structs
...
Any access of the wram arrays for battle anim objects and background
effects use appropriate macros and constants, now.
2019-02-16 01:43:12 +01:00
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
mid-kid
c4979d9770
Rename "feet and head follow" commands
...
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
2746288030
Define ANIM_GFX for PLAYER and ENEMY
...
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
Rangi
08891da822
const_def N
2018-01-31 11:38:45 -05:00
Remy Oukaour
960783cdf4
Label more ANIM_OBJ_* constants
2018-01-12 13:47:04 -05:00
xCrystal
69762a2bfd
SET -> set
2017-12-29 17:15:01 +01:00
Remy Oukaour
35a3a19fda
Use "battle_anims" and "sprite_anims" for clarity, not just "anims"
2017-12-26 18:45:04 -05:00