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* `dbsprite` is the wrong macro for `WriteOAMBlock` data (#472)Vortyne2024-09-29
* Identify various flag labels and bit constants (#454)Sylvie2024-07-16
* Add macros, constants, and labels for map scripts and text (#367)vulcandth2023-07-13
* Fix file modesdannye2020-11-14
* Port dbsprite macro for OAM y,x,tile,attr data from pokecrystalRangi2020-07-17
* Use 'tile' and 'tiles' macrosRangi2020-07-07
* Sync coordinate macros with pokecrystalRangi2020-07-07
* Specify the ldh instruction, don't turn ld into ldhRangi2020-07-06
* Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellowRangi2020-07-05
* Add subdirectories to data/ similar to pokecrystalRangi2020-07-03
* Organize gfx/Rangi2020-06-27
* Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi2020-06-27
* Move more tables from engine/ to data/Rangi2020-06-23
* remove address commentsYamaArashi2016-06-11
* No more W_dannye2015-08-30
* Replace some hardcoded data sizesdannye2015-08-09
* Use more lbdannye2015-08-05
* Name sound effectsdannye2015-07-19
* Rename/organize part 1 of 4U-Daniel-PC\Daniel2015-07-03
* Commented more sprite and map codeYamaArashi2014-09-13
* Labelled and commented mostly sprite-related thingsYamaArashi2014-09-09
* Use *Coord instead of FuncCoordU-Fish-PC\Daniel2014-06-25
* Use macros for predef calls/jumps instead of static ids.yenatch2014-06-16
* Remove generated "indirect jump" comments.yenatch2014-06-16
* Use VRAM constants where applicable.yenatch2014-05-29
* Remove most static wram addresses. Use labels instead.yenatch2014-05-26
* Rename joypad registers.yenatch2014-05-25
* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-22