| Commit message (Collapse) | Author | Files | Lines | ||
|---|---|---|---|---|---|
| 2022-06-06 | RGBDS syntax updates (#86) | vulcandth | 1 | -1/+1 | |
| New MACRO and DEF syntax | |||||
| 2022-06-06 | RGBDS syntax updates (#358) | vulcandth | 1 | -1/+1 | |
| New MACRO and DEF syntax | |||||
| 2020-11-04 | Sync with pokered | dannye | 1 | -0/+47 | |
| 2020-07-16 | Use a battle_anim macro for move animations' special effects and subanimations | Rangi | 1 | -38/+38 | |
| Move animations' sound IDs are off by one from move IDs. | |||||
| 2020-07-16 | Separate move/battle animation data from move data (to do: further identify ↵ | Rangi | 1 | -0/+0 | |
| animation data labels+constants) | |||||
| 2020-07-15 | Indent comments that describe data table macro formats | Rangi | 1 | -1/+1 | |
| 2020-07-14 | Clean up some data, using macros for multiline list entries | Rangi | 1 | -80/+46 | |
| 2020-07-03 | Add subdirectories to data/ similar to pokecrystal | Rangi | 1 | -0/+0 | |
| Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/. | |||||
| 2020-06-23 | Move more tables from engine/ to data/ | Rangi | 1 | -0/+81 | |
| This also splits the end of engine/battle/core.asm into engine/battle/effects.asm. | |||||
