vulcandth
3648afda16
RGBDS syntax updates ( #905 )
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New MACRO and DEF syntax
2022-06-06 17:25:42 -04:00
Rangi
ed0a0f7159
Move the dbbw, dbww, and dbwww macros to legacy
2021-05-30 15:51:49 -04:00
Rangi
98da09b3e9
Define more struct offset constants with rsreset instead of const_def
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This was discussed in #739
2021-03-04 18:15:38 -05:00
Rangi
40902ffe24
Verify data table sizes with table_width and assert_table_length macros
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This was discussed in #706
It also uncovered some off-by-one issues with defining some constants.
A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
2021-03-04 00:15:03 -05:00
Rangi
62b756c46e
Rename "dummy game" to "memory game"
2020-11-08 19:32:57 -05:00
Rangi
4a323cf591
UnusedSpriteAnimGFX was to sprite anims as AnimObjGFX is to battle anims
2020-10-30 17:41:03 -04:00
Rangi
fe1a58deea
Identify wSpriteAnimDict key constants
2020-10-30 15:39:08 -04:00
mid-kid
353f78f493
GS_INTRO_STAR/SPARKLE -> GS_GAMEFREAK_LOGO_STAR/SPARKLE
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These two sprite animations are related to the Game Freak Logo splash
screen, not the actual intro.
2020-08-27 15:13:41 +02:00
mid-kid
13c4a93cea
Fix some constants surrounding sprite animations
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Also commented the use of the field surrounding the struct
initialization functions.
SPRITEANIMSTRUCT_0C -> SPRITEANIMSTRUCT_VAR1
SPRITEANIMSTRUCT_0D -> SPRITEANIMSTRUCT_VAR2
SPRITEANIMSTRUCT_0E -> SPRITEANIMSTRUCT_VAR3
SPRITEANIMSTRUCT_0F -> SPRITEANIMSTRUCT_VAR4
BATTLEANIMSTRUCT_01 -> BATTLEANIMSTRUCT_OAMFLAGS
BATTLEANIMSTRUCT_ANON_JT_INDEX -> BATTLEANIMSTRUCT_JUMPTABLE_INDEX
BATTLEANIMSTRUCT_0F -> BATTLEANIMSTRUCT_VAR1
BATTLEANIMSTRUCT_10 -> BATTLEANIMSTRUCT_VAR2
2020-08-27 13:59:33 +02:00
Rangi
7b2515d1e4
[in progress] Harmonize more constant and data files with pokegold
2020-06-16 14:32:57 -04:00
mid-kid
91a768b243
Update file paths in constants/ and docs/
2018-04-01 17:01:51 +02:00
Remy Oukaour
25048bd12d
wiggle → wobble
2018-01-19 00:16:08 -05:00
Remy Oukaour
fe3ef73a8c
Group unused data
2018-01-15 00:44:40 -05:00
Remy Oukaour
07b8fe2983
G/S does use this OAM data: https://i.imgur.com/KdIhKKk.png
2018-01-15 00:21:41 -05:00
Remy Oukaour
d054116458
Merge branch 'patch' of https://github.com/mid-kid/pokecrystal
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# Conflicts:
# constants/sprite_anim_constants.asm
# data/sprite_anims/framesets.asm
# data/sprite_anims/oam.asm
2018-01-12 17:23:50 -05:00
mid-kid
5b7773b7d3
Label frameset 09
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It seems to be used as the "big" text entry cursor (i.e. for the bottom
3 buttons in the text entry screen).
It is never referenced explicitly, instead used when adding 1 to
SPRITEANIMSTRUCT_0E, in NamingScreen_AnimateCursor.
2018-01-12 12:17:55 +01:00
Remy Oukaour
8d095cd5b8
Better names
2018-01-03 01:27:12 -05:00
Remy Oukaour
3fc06b0f9d
Use constants
2018-01-02 20:35:57 -05:00
Remy Oukaour
41de67edbd
Identify more G/S intro OAM data
2018-01-02 17:05:40 -05:00
Remy Oukaour
ae78ee6cc8
One more G/S intro OAM identified
2018-01-02 16:19:04 -05:00
Remy Oukaour
6cc4b534b5
Align comments
2018-01-02 16:01:47 -05:00
Remy Oukaour
64b27d86c0
More G/S intro OAM documentation
2018-01-02 15:54:23 -05:00
Remy Oukaour
6a3045d759
1-based EZ Chat cursor data indexes
2018-01-02 15:02:08 -05:00
Remy Oukaour
2dd9ac08a4
More sprite anim documentation
2018-01-02 14:39:24 -05:00
Remy Oukaour
7ad8ea13c9
Document more sprite anim data
2018-01-02 14:25:58 -05:00
Remy Oukaour
35a3a19fda
Use "battle_anims" and "sprite_anims" for clarity, not just "anims"
2017-12-26 18:45:04 -05:00
Remy Oukaour
b5417fafec
Split battle/ into data/ and engine/ components
2017-12-26 17:47:05 -05:00