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2025-11-18Use more hardware and graphics constants (#532)Narishma-gb1-1/+1
- Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc. - `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS` and `TILE_1BPP_SIZE` are used in some places. - Highlight an oversight in `OakSpeech` where several direct MBC bank switches are requested. - Remove redundant comments in home/overworld.asm. - Add unreferenced `FillBgMap` function to avoid a byte of dead code. - Some constants added in wram.asm. - Correctly separate the commented code in `SaveMainData`.
2025-06-30Use combined hardware constantsRangi421-1/+1
2025-06-30Replace hardware_constants.asm with hardware.inc (#511)Rangi1-5/+5
2024-09-29`dbsprite` is the wrong macro for `WriteOAMBlock` data (#472)Vortyne1-4/+7
2024-07-16Identify various flag labels and bit constants (#454)Sylvie1-4/+4
2023-07-13Add macros, constants, and labels for map scripts and text (#367)vulcandth1-1/+1
This introduces `def_script_pointers`, `def_text_pointers`, and `object_const_def` macros, and applies them to all maps. Most other map labels have also been identified.
2022-07-09wOAMBuffer -> wShadowOAM (#95)Colton G. Rushton1-3/+3
2020-11-14Fix file modesdannye1-0/+0
2020-11-04Sync with pokereddannye1-18/+8
2020-07-17Port dbsprite macro for OAM y,x,tile,attr data from pokecrystalRangi1-2/+2
2020-07-07Use 'tile' and 'tiles' macrosRangi1-1/+1
2020-07-07Sync coordinate macros with pokecrystalRangi1-1/+1
2020-07-06Specify the ldh instruction, don't turn ld into ldhRangi1-1/+1
2020-07-05Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellowRangi1-1/+1
2020-07-03Add subdirectories to data/ similar to pokecrystalRangi1-1/+1
Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/.
2020-06-27Organize gfx/Rangi1-1/+1
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/Rangi1-11/+1
This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
2018-11-18Rename spritestatedata structs.luckytyphlosion1-1/+1
2016-06-11remove address commentsYamaArashi1-6/+6
2016-06-11remove address commentsYamaArashi1-5/+5
2016-06-06Split out pikachu engine functions; sprite state data macrospikalaxalt1-1/+1
2016-05-22Ledgespikalaxalt1-11/+15
2015-10-18Complete documentation of bank3luckytyphlosion1-1/+1
Also: split out bcd predefs from yellow/main.asm, start removing traces of W_
2015-08-30No more W_dannye1-1/+1
2015-08-09Replace some hardcoded data sizesdannye1-1/+2
2015-08-05Use more lbdannye1-2/+2
and other clean up
2015-07-19Name sound effectsdannye1-1/+1
2015-07-03Rename/organize part 1 of 4U-Daniel-PC\Daniel1-1/+1
rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
2014-09-13Commented more sprite and map codeYamaArashi1-25/+25
2014-09-09Labelled and commented mostly sprite-related thingsYamaArashi1-4/+4
2014-06-25Use *Coord instead of FuncCoordU-Fish-PC\Daniel1-2/+1
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
2014-06-16Remove generated "indirect jump" comments.yenatch1-1/+1
The destination is obvious when using the predef macro.
2014-05-29Use VRAM constants where applicable.yenatch1-1/+1
2014-05-26Remove most static wram addresses. Use labels instead.yenatch1-9/+9
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-25Rename joypad registers.yenatch1-2/+2
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel1-0/+87