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* Space out monster constants to make gaps clearer.yenatch2014-06-061-1/+37
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* Comment SGB packets.yenatch2014-06-062-122/+278
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* Merge remote-tracking branch 'danny/master'yenatch2014-06-0619-330/+306
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| * Relabel a few missed map scripts and TheEndTextStringU-Fish-PC\Daniel2014-05-315-11/+12
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| * Remove duplicated dataU-Fish-PC\Daniel2014-05-3110-51/+0
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| * Merge branch 'master' of https://github.com/yenatch/pokeredU-Fish-PC\Daniel2014-05-3083-368/+348
| |\ | | | | | | | | | | | | Conflicts: engine/battle/1c.asm
| * | Fix IsDungeonMap commentsU-Fish-PC\Daniel2014-05-301-2/+3
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| * | Label and comment BattleTransitionU-Fish-PC\Daniel2014-05-293-266/+291
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| * | TM_28 in Cerulean scriptU-Fish-PC\Daniel2014-05-281-1/+1
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* | | Explicit sections for pics, sprites and misc graphics.yenatch2014-05-311-15/+39
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* | | Split out joypad code from main.asm.yenatch2014-05-312-51/+52
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* | | Split more code out of home.asm.yenatch2014-05-319-1619/+1624
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* | | Use rgbasm -h to use halt without nops.yenatch2014-05-312-5/+2
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* | | Clean up bg map and palette fade code in home.asm.yenatch2014-05-311-135/+77
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* | | Split the text engine out of home.asm.yenatch2014-05-302-737/+739
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* | | Recomment some copy/video functions in home.asm.yenatch2014-05-301-202/+195
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* | | Split out joypad and overworld code from home.asm.yenatch2014-05-303-2459/+2460
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* | Remove redundant dimensions in image filenames.yenatch2014-05-3037-31/+31
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* | Dust off the makefile and prepare to build Yellow.yenatch2014-05-3014-61/+65
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* | Use VRAM constants where applicable.yenatch2014-05-2934-276/+230
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* | VRAM constants.yenatch2014-05-292-0/+22
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* Use wOverworldMap in macros.yenatch2014-05-271-9/+10
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* Add macro TX_BCD for printing BCD numbers.yenatch2014-05-274-11/+15
| | | | This fixes some more static wram addresses.
* More wOAMBuffer references.yenatch2014-05-273-3/+3
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* Remove most static wram addresses. Use labels instead.yenatch2014-05-26290-7757/+8260
| | | | | | For unknown addresses, use "w<address>". Label overleads are still an issue.
* Don't hardcode wram sections (except for alignment).yenatch2014-05-261-18/+20
| | | | Sprite buffers must be aligned to the nearest $100, so these sections are explicitly defined.
* Recomment LoadMonData_.yenatch2014-05-251-42/+48
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* Split out item fragment code.yenatch2014-05-252-57/+56
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* Split out overworld object movement.yenatch2014-05-252-859/+859
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* Try to clean up PrepareOAMData.yenatch2014-05-253-178/+205
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* Split out map sprite facing data.yenatch2014-05-252-58/+58
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* Label BCD math predefs.yenatch2014-05-2514-83/+92
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* Rename GetJoypadState -> Joypad.yenatch2014-05-2510-28/+28
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* Rename joypad registers.yenatch2014-05-2573-301/+306
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* Move bank 0 into home.asm.yenatch2014-05-252-10171/+10172
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* Clean up some bank 3 functions and rename flag action functions.yenatch2014-05-2511-232/+326
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* Use global labels for pics.yenatch2014-05-241-360/+357
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* Organize file includes in banks 4 through 1e.yenatch2014-05-241-2005/+745
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* Rename engine/rng.asm to engine/random.asm.yenatch2014-05-242-1/+1
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* Rename random number function and hram labels.yenatch2014-05-2414-109/+121
| | | | | | | GenRandom -> Random GenRandomInBattle -> BattleRandom H_RAND1 -> hRandomAdd H_RAND2 -> hRandomSub
* Comment some more bank 0 functions.yenatch2014-05-2320-533/+573
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* More complete hardware constants. Rename joypad constants.yenatch2014-05-234-24/+124
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* Use a dedicated label for base stats.yenatch2014-05-232-3/+4
| | | | The existing {Bulbasaur,Ivysaur,...}BaseStats labels are for convenience.
* Comment some bank 0 functions, and add wram labels for Predef.yenatch2014-05-2314-151/+184
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* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-22110-38990/+39093
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* Pull out map header pointers and banksU-Fish-PC\Daniel2014-05-213-500/+502
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* Name hidden object routinesU-Fish-PC\Daniel2014-05-218-351/+424
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* Use more constants in object dataU-Fish-PC\Daniel2014-05-2185-476/+476
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* More misc relabellingU-Fish-PC\Daniel2014-05-214-68/+70
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* Misc relabellingU-Fish-PC\Daniel2014-05-218-182/+187
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