Commit Graph

2473 Commits

Author SHA1 Message Date
IIMarckus
1fbe471b74 Use better constants/comments in DST near-midnight checks. 2014-06-17 04:53:58 -06:00
yenatch
541a9c7347 Name the UpdateEnemyHUD predef.
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
0b7dfeb9b2 Name and comment some move learning functions. 2014-06-16 10:32:39 -07:00
yenatch
f244e4483e Makefile: Use lower-case variables and graphics conversion queues.
This is mostly to make it more like pokered.

Queues are an order of magnitude faster than invoking a new python instance for each file.
2014-06-15 16:20:40 -07:00
yenatch
db27602679 Name and comment the trainer party reader.
Reads the contents of trainers/trainers.asm.
2014-06-14 22:35:00 -07:00
yenatch
e6271ca450 Move trainer item AI into battle/ai/items.asm. 2014-06-14 15:03:23 -07:00
yenatch
c7f11f7591 Item constants in trainer ai. 2014-06-14 15:00:03 -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
560b892b2d Reformat the channel_struct macro and use more constants in wram. 2014-06-12 19:32:58 -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
0d682e076a Fix argument handling in *coord macros. Add a "percent" shortcut.
Random returns a value from 0 to 0xff.
Instead of doing extra work, most probabilities are out of 0xff.
Convert these from percentages at build time for readability.
2014-06-10 23:03:21 -07:00
yenatch
61521f4458 Comment PrintNum. 2014-06-06 21:30:11 -07:00
yenatch
dfe221b9d1 Merge pull request #254 from yenatch/master
Better compression, macro cleanup, use MAX_LEVEL everywhere.

- move stats -> data (like pokered).
- remove FuncCoord and use {hl,bc,de}coord for all tilemap loads.
- use MAX_LEVEL where needed.
- update pokemontools for better compression, and recomment related code.
- growth rate constants
2014-06-04 17:23:57 -04:00
yenatch
55972bfb83 Bump pokemontools for better compression.
A goal is to be able to reproduce the original lz data in the repository.
In the meantime, make it smaller than before.
2014-06-04 11:32:59 -07:00
yenatch
2d1a1b9c17 Experience growth rate constants. 2014-06-04 01:41:43 -07:00
yenatch
fc16533207 Clean up the growth_rate macro. 2014-06-04 01:34:07 -07:00
yenatch
8d2b9f3fcb Remove the FuncCoord macro.
Variables can't use labels, so a macro that doesn't use variables is better suited.
2014-06-04 01:18:54 -07:00
yenatch
fd8804472d Use {hl,de,bc}coord macros wherever possible. 2014-06-04 01:10:56 -07:00
yenatch
b17553218b Add a dereferenced stats screen function.
This was probably used in the stats screen in JP versions.
It fell out of use when the stats screen layout was redon in localization.
2014-06-04 00:34:01 -07:00
yenatch
6718981fb1 Truncate MAX_LEVEL + 1 if it exceeds 8 bits.
If MAX_LEVEL was set to 255, the value could not fit into a byte.
2014-06-03 16:34:21 -07:00
yenatch
21708a2271 Recomment lz deecompression. 2014-06-03 14:08:23 -07:00
yenatch
20444d2f63 More MAX_LEVEL use. 2014-06-03 14:07:10 -07:00
yenatch
99fbe3147b Rename directory stats -> data. 2014-05-31 22:57:00 -07:00
Bryan Bishop
1f30919037 Merge pull request #253 from yenatch/master
Clean up music and battle interfaces in home.asm.
2014-05-28 19:51:41 -05:00
yenatch
9755ff375a Split bank 0 battle functions into home/battle.asm. 2014-05-21 16:37:18 -04:00
yenatch
3624794599 Split bank 0 audio functions into home/audio.asm. 2014-05-21 16:26:28 -04:00
yenatch
2cb3f8e1b9 Comment music functions in home.asm. 2014-05-21 16:21:46 -04:00
Bryan Bishop
baf50317d3 Merge pull request #250 from Armada651/master
Use correct menu header identifier in PokeCom Center.
2014-05-19 12:22:08 -05:00
Bryan Bishop
1098c2352e Merge pull request #252 from yenatch/master
Add remaining battle animation data.
2014-05-19 12:21:26 -05:00
yenatch
93f406e8b4 Revert some misused labels to static values in main.asm. 2014-05-06 16:57:21 -04:00
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
ddc88bed4b Use a macro for sine waves.
So far they're identical, but amplitude could change.
2014-05-05 15:58:43 -04:00
yenatch
2a2b5d7f23 Battle BG effect data.
Pokemon appearing from a ball, screen fades, etc.
2014-05-05 15:17:13 -04:00
Bryan Bishop
363600f8b4 Merge pull request #251 from yenatch/master
Pokegear menus, sprite predefs, incbin stomping.
2014-05-05 09:20:34 -05:00
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
2ead808353 More labels and incbins in slots, PC menus, intro. 2014-05-05 03:04:14 -04:00
yenatch
92c40ba266 Labels for mail graphics. 2014-05-04 18:02:45 -04:00
yenatch
066d569e7e Radio text/music and mail jumptables. 2014-05-04 03:28:57 -04:00
yenatch
dbb7431cde Give a name to RandomRange. 2014-05-03 21:44:18 -04:00
yenatch
a7a95e59f7 Headbutt tree encounter maps. 2014-05-03 21:43:54 -04:00
yenatch
3fcaea4780 Misc incbins in fly menu, slots, phone. 2014-05-03 20:57:09 -04:00
yenatch
772c2c48e4 Sprite predef engine data.
Appears to display predefined sprites at given coordinates.
This lets multiple sprites be drawn in any order without interacting with OAM directly.
2014-05-03 17:33:00 -04:00