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* Add comments associating constants with data, and identify some more dataRangi2020-07-20
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* Port dbsprite macro for OAM y,x,tile,attr data from pokecrystalRangi2020-07-17
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* Use 'tile' and 'tiles' macrosRangi2020-07-07
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* Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellowRangi2020-07-05
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* Organize gfx/Rangi2020-06-27
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* sync engine code with pokeyellowYamaArashi2016-06-12
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* remove address commentsYamaArashi2016-06-11
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* Replace some hardcoded data sizesdannye2015-08-09
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* Use more lbdannye2015-08-05
| | | | and other clean up
* player animations, emotion bubbles, etc.YamaArashi2015-07-14
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* Rename/organize part 1 of 4U-Daniel-PC\Daniel2015-07-03
| | | | | rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
* Commented more sprite and map codeYamaArashi2014-09-13
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* Rename predef functions so they aren't excessive in length.yenatch2014-06-16
| | | | | This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway.
* Remove redundant dimensions in image filenames.yenatch2014-05-30
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* Use VRAM constants where applicable.yenatch2014-05-29
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* Remove most static wram addresses. Use labels instead.yenatch2014-05-26
| | | | | | For unknown addresses, use "w<address>". Label overleads are still an issue.
* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-22