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2015-04-01Rename battle files and split move effects Part 4xCrystal1-1569/+0
e.asm, e_2. asm, and 14.asm
2015-04-01Rename battle files and split move effects Part 1xCrystal1-1/+1
1.asm, 4.asm, and 4_2.asm
2015-03-31Name more in-battle functions and labelsxCrystal1-2/+2
and better document some animation related functions
2015-03-31Further document AI stuffxCrystal1-29/+33
2015-02-08named misc functionsYamaArashi1-85/+92
2015-02-08move-related thingsYamaArashi1-20/+21
2015-02-07fixed hp bar wram label and miscYamaArashi1-1/+1
2015-02-07Named wram symbolsYamaArashi1-5/+5
2015-02-07serial/trade/miscYamaArashi1-5/+5
2015-02-04Use money macro for TrainerPicAndMoneyPointers.Marcus Huderle1-47/+47
2014-08-22Use PARTY_LENGTH and related constants in menu and hud code.yenatch1-3/+3
This should allow reducing PARTY_LENGTH to work as intended. Increasing it also works provided space is provided in wram, but breaks pc/saving.
2014-08-08Labelled many functions/variablesYamaArashi1-2/+2
2014-08-07Fix static banks passed into GetName.yenatch1-1/+1
This appears to be the only other use of wPredefBank. Chances are there are more uncaught banks. Known cases are marked as "hardcoded" or similar.
2014-06-25Use *Coord instead of FuncCoordU-Fish-PC\Daniel1-8/+4
Using 'Coord =' doesn't like using wTileMap So use hlCoord, deCoord, bcCoord, aCoord, Coorda, or dwCoord to avoid static addresses
2014-06-16Use macros for predef calls/jumps instead of static ids.yenatch1-4/+2
2014-06-16Rename predef functions so they aren't excessive in length.yenatch1-2/+2
This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway.
2014-06-14Use monster struct macros in wram. Rename related labels for consistency.yenatch1-45/+45
2014-05-29Use VRAM constants where applicable.yenatch1-1/+1
2014-05-26Remove most static wram addresses. Use labels instead.yenatch1-104/+104
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-24Rename random number function and hram labels.yenatch1-1/+1
GenRandom -> Random GenRandomInBattle -> BattleRandom H_RAND1 -> hRandomAdd H_RAND2 -> hRandomSub
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel1-0/+1563