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* wOAMBuffer -> wShadowOAM (#370)Colton G. Rushton2022-07-09
* Use rgbds 0.5.0 features:Rangi2021-04-17
* Fix file modesdannye2020-11-14
* Sync more with pokeyellowRangi2020-11-06
* Port dbsprite macro for OAM y,x,tile,attr data from pokecrystalRangi2020-07-17
* Use 'tile' and 'tiles' macrosRangi2020-07-07
* Specify the ldh instruction, don't turn ld into ldhRangi2020-07-06
* Capitalize rgbds control structures (EQU/EQUS, IF/ELIF/ELSE/ENDC, REPT/ENDR, ...Rangi2020-07-06
* Organize macros/ like pokecrystalRangi2020-07-03
* Organize gfx/Rangi2020-06-27
* use rept macroakatsuki-py2020-05-24
* remove address commentsYamaArashi2016-06-11
* Merge branch 'master' of https://github.com/YamaArashi/pokereddannye2015-08-10
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| * commented audio codeYamaArashi2015-08-08
* | Replace some hardcoded data sizesdannye2015-08-09
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* Use more lbdannye2015-08-05
* Unify audio bank referencesdannye2015-07-22
* Merge branch 'master' of https://github.com/YamaArashi/pokereddannye2015-07-19
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| * small changesYamaArashi2015-07-18
* | Name sound effectsdannye2015-07-19
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* Rename/organize part 1 of 4U-Daniel-PC\Daniel2015-07-03
* Hardcoded audio bank referencesU-Daniel-PC\Daniel2015-06-12
* commented battle stuffYamaArashi2015-02-07
* Commented more sprite and map codeYamaArashi2014-09-13
* Use monster struct macros in wram. Rename related labels for consistency.yenatch2014-06-14
* Clean up music bank referencesU-Fish-PC\Daniel2014-06-09
* Use VRAM constants where applicable.yenatch2014-05-29
* Remove most static wram addresses. Use labels instead.yenatch2014-05-26
* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-22