yenatch
e6271ca450
Move trainer item AI into battle/ai/items.asm.
2014-06-14 15:03:23 -07:00
yenatch
b83f237254
Rename _GetBattleVar -> GetBattleVarAddr.
...
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.
...
- 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.
...
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
20444d2f63
More MAX_LEVEL use.
2014-06-03 14:07:10 -07:00
yenatch
67b3a7fc57
Battle animation object sprite data.
2014-05-05 16:52:40 -04:00
yenatch
32d1a77341
Battle animation object attributes and data.
2014-05-05 16:36:29 -04:00
yenatch
50062957f9
Add an unused function in battle animation commands.
2014-05-05 16:27:48 -04:00
yenatch
2a2b5d7f23
Battle BG effect data.
...
Pokemon appearing from a ball, screen fades, etc.
2014-05-05 15:17:13 -04:00
yenatch
c8055c17f2
Fix static farcalls in AI scoring.
2014-05-05 03:30:51 -04:00
yenatch
1fcc69e495
Fix up some labels in the battle animation object engine.
2014-05-05 03:30:21 -04:00
yenatch
850ade2f41
Image extensions in battle animation graphics.
2014-04-02 00:47:22 -04:00
yenatch
13d13263af
Text macros in move and item descriptions.
2014-03-06 00:58:15 -05:00
yenatch
1fe2560a36
Growth rate data.
2014-03-05 06:11:52 -05:00
yenatch
d952b5c3eb
Label more graphics in bank 3e.
2014-03-05 02:43:08 -05:00
yenatch
1045c6a16f
OTPartyMon1HP instead of PartyMon1HP - PartyMon1 + OtPartyMon1
2014-02-23 01:10:58 -05:00
yenatch
a01dad8e49
Partymon structs for opponent and player parties.
2014-02-23 00:37:09 -05:00
yenatch
cf2acc1001
Use :: to export labels between objects.
...
This fixes the build.
2014-02-01 20:26:39 -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
bfaad924e7
label more pointers to Moves
2013-12-30 23:22:27 -05:00
yenatch
82214440e1
move the Moves label into battle/moves/moves.asm
2013-12-30 23:17:11 -05:00
yenatch
f91be01df8
use a macro to define move structs for percentage values
2013-12-30 23:13:25 -05:00
yenatch
e2b00ea117
shorten SP_ATTACK and SP_DEFENSE move effect constants
2013-12-30 23:12:06 -05:00
yenatch
2172461a60
fleemons are global
2013-12-24 17:19:50 -05:00
yenatch
5f0e279bfa
Merge remote-tracking branch 'kanzure/master' into more-objects
...
Conflicts:
main.asm
2013-12-23 05:21:12 -05:00
yenatch
cad6f30f83
null pointers back in object gfx
2013-12-20 01:06:17 -05:00
yenatch
046d85f37a
finish off object gfx pointers and dont use BANK() for null pointers
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fixes 2f5b9b96
definitely did this in the original commit...
2013-12-20 00:59:00 -05:00
yenatch
0500947dd0
dump the battle animations
2013-12-19 04:49:40 -05:00
yenatch
4bb8c82d8a
battle animation constants
2013-12-19 04:47:39 -05:00
yenatch
5613563d1d
split out battle anim object gfx
2013-12-18 03:20:12 -05:00
yenatch
2f5b9b968a
anim object graphics pointers
2013-12-18 03:18:16 -05:00
yenatch
6d7e674bd0
move some labels into included files
2013-12-18 01:14:48 -05:00
yenatch
7ccb6d91e6
split out the battle engine into battle/core.asm
2013-12-18 01:11:06 -05:00
yenatch
fa2e0108b9
split out battle animation asm (bg effects, objects, commands)
2013-12-17 23:54:25 -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