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* Use more hardware and graphics constants (#532)Narishma-gb2025-11-181-1/+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`.
* Use combined hardware constantsRangi422025-06-301-1/+1
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* Replace hardware_constants.asm with hardware.inc (#511)Rangi2025-06-301-5/+5
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* `dbsprite` is the wrong macro for `WriteOAMBlock` data (#472)Vortyne2024-09-291-4/+7
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* Identify various flag labels and bit constants (#454)Sylvie2024-07-161-4/+4
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* Add macros, constants, and labels for map scripts and text (#367)vulcandth2023-07-131-1/+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.
* Fix file modesdannye2020-11-141-0/+0
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* Port dbsprite macro for OAM y,x,tile,attr data from pokecrystalRangi2020-07-171-2/+2
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* Use 'tile' and 'tiles' macrosRangi2020-07-071-1/+1
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* Sync coordinate macros with pokecrystalRangi2020-07-071-1/+1
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* Specify the ldh instruction, don't turn ld into ldhRangi2020-07-061-1/+1
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* Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellowRangi2020-07-051-1/+1
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* Add subdirectories to data/ similar to pokecrystalRangi2020-07-031-1/+1
| | | | Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/.
* 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/Rangi2020-06-231-11/+1
| | | | This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
* remove address commentsYamaArashi2016-06-111-5/+5
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* No more W_dannye2015-08-301-1/+1
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* Replace some hardcoded data sizesdannye2015-08-091-1/+2
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* Use more lbdannye2015-08-051-2/+2
| | | | and other clean up
* Name sound effectsdannye2015-07-191-1/+1
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* Rename/organize part 1 of 4U-Daniel-PC\Daniel2015-07-031-1/+1
| | | | | 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 codeYamaArashi2014-09-131-25/+25
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* Labelled and commented mostly sprite-related thingsYamaArashi2014-09-091-4/+4
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* Use *Coord instead of FuncCoordU-Fish-PC\Daniel2014-06-251-2/+1
| | | | | | Using 'Coord =' doesn't like using wTileMap So use hlCoord, deCoord, bcCoord, aCoord, Coorda, or dwCoord to avoid static addresses
* 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 VRAM constants where applicable.yenatch2014-05-291-1/+1
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* Remove most static wram addresses. Use labels instead.yenatch2014-05-261-9/+9
| | | | | | For unknown addresses, use "w<address>". Label overleads are still an issue.
* Rename joypad registers.yenatch2014-05-251-2/+2
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* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-221-0/+87