Commit Graph

88 Commits

Author SHA1 Message Date
Rangi a2e8f078a4 Split "gfx anims" into "pic anims" and "sprite anims"
Fixes #876
2022-07-04 01:11:42 -04:00
vulcandth 31c3c94d64
Build the Virtual Console patch with `make crystal11_vc` (#882)
Fixes #813
2022-03-12 18:34:04 -05:00
Rangi 40902ffe24 Verify data table sizes with table_width and assert_table_length macros
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 212846af57 Treat map setup commands like trade script commands
Fixes #736
2020-07-22 13:37:43 -04:00
Rangi de073374a6 Port pokered's more local system for trade animation scripts
Also factor out trade tilemaps
2020-07-17 16:53:22 -04:00
Rangi eca33ef190 Define map setup commands as macros like other script commands 2020-07-13 20:44:16 -04:00
Rangi 6ca82e5c86 Eliminate enum: use const instead, with case-by-case parallel const implementations 2020-07-08 15:30:23 -04:00
Rangi 07fddb1803 Legacy support macros 2018-02-02 22:24:50 -05:00
Rangi a73c532738 tile+color macros in gfx.asm 2018-01-22 19:40:17 -05:00
Remy Oukaour 8aa58dca9e Specialized macros go with their data/code 2018-01-10 00:08:05 -05:00
Remy Oukaour 6c20ff9e20 Reorganize some macros
* tileset data macros go atop their related files, like all the ones in data/
* charmaps are not macros
2018-01-07 13:11:29 -05:00
Remy Oukaour 7a4d641251 Remove redundant data/ filename prefixes 2017-12-27 01:29:15 -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 e34e68095d Resolve #428: Use `HIGH(X)` and `LOW(X)` instead of `X / $100` and `X % $100` or `X >> 8` and `X & $ff` 2017-12-25 14:23:16 -05:00
Remy Oukaour 94722aa8f0 Move predef/ files into engine/
Get rid of single-file engine/ subdirectories
Move tilesets/ palettes unrelated to individual tilesets into data/palettes/ (more from engine/colors.asm can be moved here too)
2017-12-15 12:31:18 -05:00
Remy Oukaour d6dc9351e9 Start documenting effect commands 2017-12-15 00:48:59 -05:00
Remy Oukaour 6ab1d028bb Split items/ and trainers/ into their data/ and engine/ components
Move some data into a pokemon/ subdirectory
2017-12-14 23:00:54 -05:00
Remy Oukaour e48a401290 Reorganize macros 2017-12-14 00:36:24 -05:00
yenatch a6656a986b condense tileset sprite palettes 2017-12-12 23:47:13 -05:00
Remy Oukaour e4a61cf1ae Use constants for asm collision data 2017-12-12 16:27:09 -05:00
Remy Oukaour 720cdc72b2 Comments distinguish "move effects" and "effect commands"
Effect command enums are used like constants, not macros
2017-12-11 17:41:18 -05:00
Remy Oukaour b4261d27d8 Use new palette constants 2017-12-10 20:50:08 -05:00
Ben10do e6ea1889fb
Replace ‘jp [hl]’ with ‘jp hl’
The former is arguably misleading (as you don’t access the memory location in hl to retrieve the jump location), and is consequently deprecated in newer versions of rgbds.

This fix silences these deprecation warnings.
2017-06-09 22:01:10 +01:00
pikalaxalt 789ebc7304 Port homecall macro 2016-05-27 10:41:59 -04:00
pikalaxalt 98f443f70c engine/events.asm labels finished
fixed palred/green/blue macros
2016-05-17 08:40:56 -04:00
pikalaxalt 1544185bec Revise frame macro to account for flags in sprite anim framesets 2016-05-15 23:05:41 -04:00
pikalaxalt ee906a67c7 These macros are perfect for the object anim engine 2016-05-15 22:33:51 -04:00
pikalaxalt 87b733994b SPRITE_ANIM_FRAME_IDX constants 2016-05-15 22:00:17 -04:00
PikalaxALT d02c9e39dd BG pal constants, convert tileset pal maps to asm 2016-01-20 19:16:25 -05:00
PikalaxALT f030315b1f jumptable macro repurposed 2015-12-26 21:59:03 -05:00
PikalaxALT 3d36f1a837 Events and some WRAM cleanup 2015-12-18 20:07:09 -05:00
PikalaxALT ecd277204a Card Flip 2015-12-11 16:59:40 -05:00
PikalaxALT f198dfd862 card flip (checkpoint commit) 2015-12-11 08:17:38 -05:00
PikalaxALT b9870541d4 slot machines 2015-12-10 22:26:31 -05:00
PikalaxALT e83a5bae87 Address some comments from padz 2015-12-05 08:08:01 -05:00
PikalaxALT be082943ed More work interpreting the sprite engine 2015-12-02 13:24:18 -05:00
PikalaxALT ffbf2c0f5d More animations including cutting grass 2015-12-01 15:35:28 -05:00
PikalaxALT 8612a4a531 Renaming sections, further dissolving main.asm 2015-11-28 15:13:40 -05:00
PikalaxALT c7985e1f3c Battle Tower scripts and text labels 2015-11-26 21:05:32 -05:00
PikalaxALT 58020fb5f6 trade animation 2015-11-23 00:21:21 -05:00
PikalaxALT 812976cee6 bgcoord 2015-11-20 11:47:52 -05:00
PikalaxALT 3f4044cd46 engine/compose_mail.asm; ldpixel 2015-11-18 13:01:55 -05:00
PikalaxALT 40802da3cf Map header labels, tileset constants 2015-11-12 11:10:19 -05:00
PikalaxALT 10beeb3c06 Battle Tower 2015-11-03 15:22:04 -05:00
PikalaxALT b1dc88b728 Experience and level calculations 2015-11-03 12:36:33 -05:00
PikalaxALT 3b4805ee98 Sweepthrough of ClearBox arg conversion to lb 2015-11-01 09:38:48 -05:00
PikalaxALT 4d17f6e1f6 Address comments on PR 322 2015-10-24 19:49:19 -04:00
PikalaxALT 119d6b4119 About time I got to these functions 2015-10-24 10:39:52 -04:00
PikalaxALT 0a244e043c Move battle start animation functions to its own file 2015-10-19 10:23:58 -04:00
PikalaxALT f53d65c536 Battle intro animation function 2015-10-17 17:18:52 -04:00