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* Don't pass redundant label names to `table_width` and `list_start` (#484)Rangi2024-12-27
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* Use RGBDS 0.9.0 (#482)Rangi2024-12-25
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* Use `SERIAL_RNS_LENGTH` in `BattleRandom`Rangi422024-12-21
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* Remove redundant parenthesesRangi422024-12-16
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* Use "gray", not "grey"Rangi422024-12-16
| | | | This matches the in-game text, e.g. Pewter is "A Stone Gray City"
* Assert the relations between some move effect constants (#478)Sylvie2024-11-24
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* Fix comment: Road -> Roar (#466)Vortyne2024-09-24
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* Identify more flag bits (#464)Sylvie2024-09-23
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* Identify remaining uses of `wd0b5` and `wd11e` (#463)Sylvie2024-09-18
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* Split `hSpriteIndexOrTextID` into `hSpriteIndex` and `hTextID` (#462)Sylvie2024-09-18
| | | Also identify `wPPUpCountAndMaxPP`
* Use correct label in get_trainer_name.asm (#461)Vortyne2024-09-09
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* Identify wcf91 as wCurPartySpecies, wCurItem, and wCurListMenuItem (#457)Sylvie2024-08-04
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* Identify wcd6d as wNameBuffer and others (#455)Sylvie2024-07-24
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* Identify various flag labels and bit constants (#454)Sylvie2024-07-16
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* Identify some unused WRAM variables (#453)Sylvie2024-06-15
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* Fix a few usages of EFFECTIVEdannye2023-11-21
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* Use some more constants in place of raw numbersRangi422023-11-21
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* Replace some `$a` with `EFFECTIVE` (#399)RainbowMetalPigeon2023-11-21
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* Use MEGA_PUNCH constant in explosion animation routine (#434)BlueZangoose2023-11-21
| | | | | | | | | * Use MEGA_PUNCH constant in explosion animation routine * Add AnimationType constants and assert --------- Co-authored-by: vulcandth <vulcandth@gmail.com>
* Add `bigdw` and `dc` data macrosRangi422023-11-20
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* Use PSN constant in PoisonEffect routine (#426)strager2023-09-20
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* Use charmap in link_battle_versus_text (#415)Linus Unnebäck2023-07-16
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* Thoroughly document debug code (#410)SatoMew2023-07-15
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* Name some unnamed animation constants (#396)Vortyne2023-03-25
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* Change names of move subanimations to be meaningful (#389)BlueZangoose2022-09-25
| | | Co-authored-by: Rangi <remy.oukaour+rangi42@gmail.com>
* Use the same music headers as pokecrystal (#382)Rangi2022-08-11
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* Update comments related to Swift and Substitute checks (#380)SatoMew2022-08-11
| | | Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
* Clarify how Metronome picks a moveRangi2022-07-26
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* Identify some `.asm_*` labelsRangi2022-07-10
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* wOAMBuffer -> wShadowOAM (#370)Colton G. Rushton2022-07-09
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* Stop_reducing_move_anim_flashing_Dream_Eater -> ↵vulcandth2022-06-30
| | | | Stop_reducing_move_anim_flashing_Blizzard (#369)
* `cp MR_FUJIS_HOUSE` -> `cp POKEMON_TOWER_7F + 1`Rangi2022-06-17
| | | | Fixes #362
* Rename `SLP` to `SLP_MASK` (#361)vulcandth2022-06-17
| | | Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
* RGBDS syntax updates (#358)vulcandth2022-06-06
| | | New MACRO and DEF syntax
* Improved Virtual Console patch identifiers (#357)vulcandth2022-06-06
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* Build the Virtual Console patches with `make red_vc` and `make blue_vc` (#351)vulcandth2022-03-26
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* Gen 1's Minimize graphic was not a complete 8x8 tileRangi2022-03-04
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* Use ~X instead of $ff ^ XRangi2021-11-23
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* Add some constants for options (#344)Yoann Fievez2021-11-05
| | | Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
* Refactorize check button pressed (#340)Yoann Fievez2021-11-05
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* Comment on the CooltrainerFAI bugRangi2021-11-03
| | | | Fixes #308
* Identify some percentage constant valuesRangi2021-11-02
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* Fix typos (#334)Amber Brault2021-09-26
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* wcf4b -> wStringBufferRangi2021-08-28
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* Correct comments on SwitchAndTeleportEffectSnorlaxMonster2021-06-14
| | | | | | | The comments in the SwitchAndTeleportEffect section incorrectly stated that the random number was generated in the half-open interval [0, playerLevel + enemyLevel), instead of the closed interval [0, playerLevel + enemyLevel].
* More WRAM label cleanup (still needs UNIONs and renaming)Rangi2021-05-31
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* Improve some RAM formattingRangi2021-05-31
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* Use BANK("Pics #") for Pokémon and trainer picsRangi2021-05-06
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* Use {interpolation} to generate sequences of RAM labelsRangi2021-04-27
| | | | Fixes #319
* Fix incorrect sfx iddannye2021-03-30
| | | | AUDIO_1 is loaded during trade animations, not AUDIO_2