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* Incorporate the suggested fixesSatoMew2021-05-011-4/+4
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* Identify the unused cry that was carried over to GSCSatoMew2021-05-011-4/+4
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* Fix reference to unused_fanfare.asmSatoMew2020-11-301-1/+1
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* Identify what became GSC's Key Item fanfareSatoMew2020-11-291-1/+1
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* Some formatting changesRangi2020-10-191-3/+6
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* INCLUDE "engine/pokemon/bills_pc.asm" in main.asm, not audio.asmRangi2020-07-031-2/+5
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* Add subdirectories to engine/ similar to pokecrystalRangi2020-07-021-228/+6
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* Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi2020-06-271-15/+15
| | | Each new file builds its own .o, along with separate main.o and home.o, which necessitates many more "exported::" labels.
* Use generic names for noise instrumentsdannye2019-07-281-57/+57
| | | | coming up with satisfactory names is hard, besides this will improve compatibility with crystal
* Update audio macro namesdannye2019-07-271-8/+8
| | | | | | change audio channel numbers from 0-7 back to 1-8 change all note macros back to single note macro todo: fix comments with old macro names, update noise macros/instrument names
* Replace some hard-coded values with constantsRangi2019-07-071-1/+1
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* Rename map files, labels, and constants to be consistent and work with ↵Rangi2019-01-011-3/+0
| | | | Polished Map
* Clean up pre-linkerscript remnants.luckytyphlosion2018-11-181-19/+15
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* Fix typos in commentsdannye2017-06-241-1/+1
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* Revert "Fix floating sections"AntonioND2017-03-211-15/+15
| | | | | | This reverts commit cec6e6e2fb7886acc85200f921d3913fd2ea8a2b. Signed-off-by: AntonioND <antonio_nd@outlook.com>
* Fix floating sectionsAntonioND2017-03-141-15/+15
| | | | | | | This is needed to prevent rgblink from moving them around in future releases. Signed-off-by: AntonioND <antonio_nd@outlook.com>
* Redo audio header macrodannye2016-07-271-3/+3
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* Fix sound effect channel numberingdannye2016-07-271-5/+5
| | | | | mostly so that sound effects that only use the noise channel are labelled 'Ch7' instead of 'Ch1'
* Remove the last address commentsdannye2016-06-121-6/+6
| | | | | except for wram.asm and sram.asm also delete unused yellow file
* remove address commentsYamaArashi2016-06-111-6/+6
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* No more W_dannye2015-08-301-2/+2
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* No more $C8dannye2015-08-101-3/+3
| | | | | Use OPP_ constants separate from trainer constants since valid opponents can be all Pokemon and trainers
* commented audio codeYamaArashi2015-08-081-16/+16
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* Unify audio bank referencesdannye2015-07-221-24/+24
| | | | | | 2→1 8→2 1f→3
* Rename sound effect filesdannye2015-07-221-324/+324
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* Name some battle sound effectsdannye2015-07-211-2/+4
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* Name sound effectsdannye2015-07-191-8/+8
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* Rename/organize part 3 of 4U-Daniel-PC\Daniel2015-07-031-2/+2
| | | | | rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
* Low health alarm documentationU-Daniel-PC\Daniel2015-03-121-35/+52
| | | | RenaKunisaki
* Labelled and commented mostly sprite-related thingsYamaArashi2014-09-091-1/+1
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* Combine wave filesU-Fish-PC\Daniel2014-06-091-3/+3
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* Remove most static wram addresses. Use labels instead.yenatch2014-05-261-16/+16
| | | | | | For unknown addresses, use "w<address>". Label overleads are still an issue.
* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-221-1/+1
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* combine audio and music foldersU-Fish-PC\Daniel2014-04-061-375/+375
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* Use labels instead of static addresses in sound pointers.yenatch2014-03-301-15/+8
| | | | Static address substraction would wreak havoc in other memory configurations.
* Stop using [$ff00+$xx] syntax.yenatch2014-03-301-1/+1
| | | | rgbasm treats $ffxx loads the same. This is more consistent and avoids confusion with $ff00+c,
* audio: Include all constantsyenatch2014-02-141-8/+1
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* Get rid of globals.asm. Use ::s to export labels between objects.yenatch2014-01-271-3/+2
| | | | | | | | | | | globals.asm was a hack that: - gave rgbasm an extra 100k lines to read - increased reliance on the python preprocessor - made the makefile a mess - gave object creation an extra step - wasn't even necessary This speeds up build time by at least a third.
* use music constants everywhereyenatch2014-01-211-8/+8
| | | | some sfx are treated as music, but don't have constants yet
* define music constants instead of running around with ((label-$4000)/3)yenatch2014-01-211-0/+1
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* rearrange audio.asmyenatch2014-01-091-248/+239
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* split instrument duty into audio/yenatch2014-01-091-99/+3
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* consolidate red/blue diffs in sfxyenatch2014-01-091-6/+1
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* split audio components into audio_red.o and audio_blue.oyenatch2014-01-091-0/+778