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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...
Pokémon Crystal 
This is a disassembly of Pokémon Crystal.
It builds the following ROMs:
- Pokemon - Crystal Version (UE) (V1.0) [C][!].gbc
sha1: f4cd194bdee0d04ca4eac29e09b8e4e9d818c133
- Pokemon - Crystal Version (UE) (V1.1) [C][!].gbc
sha1: f2f52230b536214ef7c9924f483392993e226cfb
To set up the repository, see INSTALL.md.
See also
- FAQ
- Documentation
- Wiki (includes tutorials)
- Discord: pret
- IRC: freenode#pret
Other disassembly projects:
Description
Languages
Assembly
89.2%
C
6.3%
Python
2%
C++
1.6%
INI
0.6%
Other
0.2%