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* Rename battle files and split move effects Part 1xCrystal2015-04-011-0/+64
| | | | 1.asm, 4.asm, and 4_2.asm
* move-related thingsYamaArashi2015-02-081-5/+5
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* fixed hp bar wram label and miscYamaArashi2015-02-071-1/+1
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* Named wram symbolsYamaArashi2015-02-071-20/+20
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* commented battle stuffYamaArashi2015-02-071-1/+1
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* Commented/labelled misc functionsYamaArashi2014-09-141-6/+6
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* Use *Coord instead of FuncCoordU-Fish-PC\Daniel2014-06-251-62/+31
| | | | | | Using 'Coord =' doesn't like using wTileMap So use hlCoord, deCoord, bcCoord, aCoord, Coorda, or dwCoord to avoid static addresses
* Use macros for predef calls/jumps instead of static ids.yenatch2014-06-161-4/+2
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* Use macros to define predefs.yenatch2014-06-161-1/+1
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* Use monster struct macros in wram. Rename related labels for consistency.yenatch2014-06-141-6/+6
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* Use MAX_LEVEL instead of 100/$64U-Fish-PC\Daniel2014-06-101-2/+2
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* Use VRAM constants where applicable.yenatch2014-05-291-4/+4
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* Remove most static wram addresses. Use labels instead.yenatch2014-05-261-44/+44
| | | | | | 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/+446