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* Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi2020-06-271-6/+6
| | | Each new file builds its own .o, along with separate main.o and home.o, which necessitates many more "exported::" labels.
* Move more tables from engine/ to data/Rangi2020-06-231-37/+1
| | | | This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
* Merge branch 'master' of https://github.com/pret/pokereddannye2016-07-181-22/+22
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| * more syncing with pokeyellowYamaArashi2016-06-121-17/+17
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| * sync engine code with pokeyellowYamaArashi2016-06-121-5/+5
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* | Clean up text commandsdannye2016-07-181-1/+1
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* remove address commentsYamaArashi2016-06-111-12/+12
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* No more W_dannye2015-08-301-3/+3
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* jpab/jpba macrosYamaArashi2015-07-191-3/+1
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* Use more *Coorddannye2015-07-141-1/+1
| | | | | | also town map code relabelling YamaArashi just did town map relabelling but oh well I aleady made the changes and don't feel like redoing it
* Start using text predef macrosdannye2015-07-041-17/+34
| | | | also sprite direction constants
* TX_ASMU-Daniel-PC\Daniel2015-07-031-3/+3
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* Rename hVBlank* constants to h*.yenatch2014-09-231-1/+1
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* Commented/labelled misc functionsYamaArashi2014-09-141-13/+14
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* Commented more sprite and map codeYamaArashi2014-09-131-1/+1
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* Labelled many functions/variablesYamaArashi2014-08-081-1/+1
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* Use *Coord instead of FuncCoordU-Fish-PC\Daniel2014-06-251-2/+1
| | | | | | Using 'Coord =' doesn't like using wTileMap So use hlCoord, deCoord, bcCoord, aCoord, Coorda, or dwCoord to avoid static addresses
* Remove most static wram addresses. Use labels instead.yenatch2014-05-261-7/+7
| | | | | | For unknown addresses, use "w<address>". Label overleads are still an issue.
* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-221-0/+138