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2020-11-04Sync with pokereddannye1-138/+0
2020-07-02Add subdirectories to engine/ similar to pokecrystalRangi1-133/+0
2020-06-27Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi1-1/+1
Each new file builds its own .o, along with separate main.o and home.o, which necessitates many more "exported::" labels.
2020-06-23Move more tables from engine/ to data/Rangi1-7/+1
This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
2020-05-20Sync with pokereddannye1-1/+2
2016-07-18Clean up text commandsdannye1-1/+2
2016-06-12sync engine code with pokeyellowYamaArashi1-3/+6
2016-06-11remove address commentsYamaArashi1-10/+10
2016-06-11remove address commentsYamaArashi1-10/+10
2016-05-30Vending machineluckytyphlosion1-15/+17
2015-07-19Name sound effectsdannye1-1/+1
2015-07-18Consolidate coord macrosdannye1-3/+3
2015-07-17money / coins hram constantsYamaArashi1-3/+3
2015-07-17title / diploma / vending machineYamaArashi1-21/+22
2015-07-03Rename/organize part 1 of 4U-Daniel-PC\Daniel1-3/+3
rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
2015-02-07commented menu stuffYamaArashi1-10/+10
2015-02-07serial/trade/miscYamaArashi1-2/+2
2014-06-25Use *Coord instead of FuncCoordU-Fish-PC\Daniel1-6/+3
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.yenatch1-2/+1
2014-06-16Rename predef functions so they aren't excessive in length.yenatch1-1/+1
This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway.
2014-05-26Remove most static wram addresses. Use labels instead.yenatch1-16/+16
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-25Label BCD math predefs.yenatch1-2/+2
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel1-0/+138