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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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* Specify the ldh instruction, don't turn ld into ldhRangi2020-07-06
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* Capitalize rgbds control structures (EQU/EQUS, IF/ELIF/ELSE/ENDC, REPT/ENDR, ↵Rangi2020-07-06
| | | | MACRO/ENDM, etc)
* Organize macros/ like pokecrystalRangi2020-07-03
| | | | While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
* Organize gfx/Rangi2020-06-27
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* use rept macroakatsuki-py2020-05-24
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* remove address commentsYamaArashi2016-06-11
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* Merge branch 'master' of https://github.com/YamaArashi/pokereddannye2015-08-10
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| * commented audio codeYamaArashi2015-08-08
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* | Replace some hardcoded data sizesdannye2015-08-09
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* Use more lbdannye2015-08-05
| | | | and other clean up
* Unify audio bank referencesdannye2015-07-22
| | | | | | 2→1 8→2 1f→3
* Merge branch 'master' of https://github.com/YamaArashi/pokereddannye2015-07-19
|\ | | | | | | | | | | Conflicts: engine/evos_moves.asm engine/overworld/healing_machine.asm
| * small changesYamaArashi2015-07-18
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* | Name sound effectsdannye2015-07-19
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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
* Hardcoded audio bank referencesU-Daniel-PC\Daniel2015-06-12
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* commented battle stuffYamaArashi2015-02-07
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* Commented more sprite and map codeYamaArashi2014-09-13
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* Use monster struct macros in wram. Rename related labels for consistency.yenatch2014-06-14
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* Clean up music bank referencesU-Fish-PC\Daniel2014-06-09
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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