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* dump in Mansion3ScriptBryan Bishop2012-01-141-2/+13
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* add script, texts and blocks for Mansion2Bryan Bishop2012-01-141-3/+18
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* label MtMoon2TextsBryan Bishop2012-01-141-2/+6
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* IndigoPlateauTexts and IndigoPlateauObject are the sameBryan Bishop2012-01-141-1/+2
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* found Route18GateHeaderBlocksBryan Bishop2012-01-141-2/+3
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* found Route18GateBlocksBryan Bishop2012-01-141-1/+2
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* found Route16GateUpstairsBlocksBryan Bishop2012-01-141-1/+2
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* clean up CeladonMartRoofTextsBryan Bishop2012-01-141-3/+13
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* found Route15GateBlocksBryan Bishop2012-01-141-1/+2
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* found Route12GateUpstairsBlocksBryan Bishop2012-01-141-1/+2
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* fix Route11GateUpstairsTextsBryan Bishop2012-01-141-2/+3
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* fix CeladonPokecenterTextsBryan Bishop2012-01-141-8/+10
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* fix up RockTunnelPokecenterTexts and blockBryan Bishop2012-01-141-7/+11
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* fix MtMoonPokecenterTextsBryan Bishop2012-01-141-4/+7
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* clean up CeladonPrizeRoomTextsBryan Bishop2012-01-141-3/+5
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* fix CinnabarMartBlocks and CopycatsHouseF1BlocksBryan Bishop2012-01-141-6/+10
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* improve map headersBryan Bishop2012-01-141-3/+6
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* clean up FuchsiaPokecenterTextsBryan Bishop2012-01-141-4/+7
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* label for CeruleanHouse3TextsBryan Bishop2012-01-141-2/+3
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* extract and include blockset dataBryan Bishop2012-01-141-19/+19
| | | | | | | | | | | | | extract_tileblocks also has the ability to output asm, but the output seems like it would be too much for rgbasm to handle. Instead of cluttering up common.asm, I am opting to place the data in binary data files under gfx/blocksets/ in .bst files. Every 16 bytes is a separate block in the blockset. Each byte is referencing a tile id from the tileset graphics in gfx/tilesets/. hg-commit-id: 0540eff0f081
* Adding graphical differences between Red/Blue.stag0192012-01-141-4/+44
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* fix pokeblue.gbc make targetBryan Bishop2012-01-141-1/+3
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* Another attempt at splitting Red/Blue versions.stag0192012-01-141-0/+41477
hg-commit-id: bd7cb987f964