mid-kid
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13c4a93cea
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Fix some constants surrounding sprite animations
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
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2020-08-27 13:59:33 +02:00 |
mid-kid
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2b2c1ac649
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Split engine/movie/intro.asm into itself and splash.asm
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2020-08-27 13:59:31 +02:00 |
mid-kid
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926e231849
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Move all splash screen files to gfx/splash
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2020-08-27 13:58:54 +02:00 |
mid-kid
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b6055b1944
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Use TRUE for hCGBPalUpdate
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2020-08-05 16:02:48 +02:00 |
Rangi
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fce6243b43
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Identify more labels, and use the jumptable macro when possible
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2020-07-01 13:13:49 -04:00 |
Rangi
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cc460a17b0
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Harmonize engine/{movie, pokemon} with pokegold (renames GetSRAMBank to OpenSRAM)
To do: engine/{menus, overworld}
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2020-06-17 17:03:38 -04:00 |
Rangi
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2354c41a96
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crystal_intro.asm -> intro.asm
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2020-06-16 11:44:03 -04:00 |