4aeab6b879
Rename buttonsound to promptbutton
2019-11-03 12:48:54 -05:00
649c8d38da
Get rid of _CRYSTAL
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Having this here is completely redundant and useless, and doesn't even
work since it should use `if DEF(_CRYSTAL)` instead.
2019-05-25 17:59:50 +02:00
745339014c
"object_const_def" instead of "const_def 2"
2019-04-21 17:42:25 -04:00
45e3f6aca9
Identify some more WRAM labels
2019-04-19 11:35:27 -04:00
3e78e5b2b6
TextBox -> Textbox
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Homogenizing names.
2019-04-09 16:09:18 +02:00
f5c9958aea
Rename some call/jump script commands to avoid confusion with jr/jp asm instructions
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Fixes #580
2019-03-10 16:39:31 -04:00
e002b536af
Rename more script commands for consistency and predictability
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Fixes #540
2019-03-10 16:00:19 -04:00
79dc22c769
Define constants for map event sizes
2019-03-03 14:19:16 -05:00
e51c64e167
Don't use legacy macros
2019-02-17 13:31:28 -05:00
2449a17add
dba exists, use it
2019-02-16 16:09:31 -05:00
8e359978d6
passtoengine -> autoinput
2019-02-16 16:06:11 -05:00
80ece33e3e
Document wBattleAnimFlags
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`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`,
and documented it in docs/battle_anim_commands.md
2019-02-16 12:55:40 +01:00
469c51d086
dorepeat -> dowait for oam animations
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Having the pic animation macros be the same as the oam animation macros
isn't really turning out so well... I wonder if we should split them up
eventually.
2019-02-15 02:54:35 +01:00
4b4c53c7ae
Format music macros like movement macros
2018-12-09 17:56:13 -05:00
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
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
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
4e3ed078f9
Cosmetic fixes
2018-11-20 21:53:45 +01:00
3202c4f3df
Resolve issue #575 : Rename text commands
2018-11-18 12:41:11 -05:00
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
056cd5e871
Clarify LEGACY support
2018-11-11 00:44:07 +01:00
940256569b
text_jump → text_far
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The previous name for this was rather misleading. It isn't an actual
jump like you'd expect the `jp` instruction to behave as. Instead, it
behaves more like a `farcall`.
This also makes it consistent with its current command ID name of
`TX_FAR`.
2018-11-05 22:26:18 +01:00
e68713d20e
Stop using __enum__ + 3
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Abuse __enumdir__ instead, for better readability.
2018-10-11 11:39:09 +02:00
50da83cb23
CheckDestinyBond -> CheckFaint
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Its main function is fainting the opponent and ending the move effect.
Updated the comment accordingly.
2018-08-17 20:16:37 +02:00
595127ba65
anim_ret_command is an index in a table after all
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For some reason I thought BattleAnim_Ret was never used, due to how the
battle anim loop would be exited early from. It seems I was wrong.
Removing commands before anim_ret without it being part of the `enum`
seems to break things.
2018-07-28 12:14:04 +02:00