pokecrystal-board/engine
yenatch 1a2784d414 Recombine the event engine objects.
They must be in the same bank to work, and defining sections with static banks should only be used to produce an identical rom.

They were only split in the first place to minimize the amount of code tahat needed to be rebuilt based on a single constant, which in retrospect was meaningless.
2014-12-29 08:08:03 -08:00
..
buena_scripts.asm Dump the phone scripts. 2014-07-23 20:20:21 -07:00
color.asm Include palette 0 in PokemonPalettes. 2014-04-13 00:03:21 -04:00
credits_crystal.asm Move includes into object bases instead of their version wrappers. 2014-02-05 19:07:24 -05:00
credits.asm Use the "next" directive in the credits. 2014-12-03 21:26:14 -08:00
engine_flags.asm Consolidate monster structs in wram and sram. 2014-06-12 18:32:42 -07:00
events_2.asm Recombine the event engine objects. 2014-12-29 08:08:03 -08:00
events_crystal.asm Recombine the event engine objects. 2014-12-29 08:08:03 -08:00
events.asm Recombine the event engine objects. 2014-12-29 08:08:03 -08:00
facings.asm split out sprite facing defs into engine/facings.asm 2013-12-11 22:00:56 -05:00
fruit_trees.asm Use :: to export labels between objects. 2014-02-01 20:26:39 -05:00
landmarks.asm Move RegionCheck into engine/landmarks.asm. 2014-04-30 23:44:44 -04:00
more_phone_scripts.asm Dump the phone scripts. 2014-07-23 20:20:21 -07:00
movement.asm more object struct constants 2013-12-23 04:39:26 -05:00
phone_scripts.asm Use landmark constants in displaylocation commands (phone scripts). 2014-08-22 20:36:10 -07:00
scripting.asm Recombine the event engine objects. 2014-12-29 08:08:03 -08:00
std_scripts.asm Use landmark constants in displaylocation commands (phone scripts). 2014-08-22 20:36:10 -07:00
title.asm Use {hl,de,bc}coord macros wherever possible. 2014-06-04 01:10:56 -07:00