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* Individual images for party menu icon graphicsRangi2020-06-271-6/+17
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* Organize gfx/Rangi2020-06-271-1/+1
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* Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi2020-06-271-1/+1
| | | 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/Rangi2020-06-231-140/+1
| | | | This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
* sync engine code with pokeyellowYamaArashi2016-06-121-2/+2
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* Remove some leftover address commentsdannye2016-06-121-1/+1
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* remove address commentsYamaArashi2016-06-111-14/+14
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* named more variablesYamaArashi2015-08-121-5/+5
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* commented SGB palette stuffYamaArashi2015-08-121-2/+2
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* named town map stuffYamaArashi2015-07-131-2/+2
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* comment slot machineYamaArashi2015-07-131-2/+2
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* commented trade amim functionsYamaArashi2015-03-141-6/+7
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* relabel and add commentYamaArashi2015-03-131-3/+7
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* commented mon_party_sprites.asmYamaArashi2015-03-131-39/+55
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* serial/trade/miscYamaArashi2015-02-071-1/+1
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* Commented more sprite and map codeYamaArashi2014-09-131-1/+1
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* Use macros for predef calls/jumps instead of static ids.yenatch2014-06-161-2/+1
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* Remove generated "indirect jump" comments.yenatch2014-06-161-1/+1
| | | | The destination is obvious when using the predef macro.
* Use monster struct macros in wram. Rename related labels for consistency.yenatch2014-06-141-1/+1
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* Use VRAM constants where applicable.yenatch2014-05-291-30/+30
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* More wOAMBuffer references.yenatch2014-05-271-1/+1
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* Remove most static wram addresses. Use labels instead.yenatch2014-05-261-17/+17
| | | | | | 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/+403