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Commit message (Collapse)AuthorAge
* sync tileset WRAM labelsYamaArashi2016-06-12
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* sync engine code with pokeyellowYamaArashi2016-06-12
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* remove address commentsYamaArashi2016-06-11
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* Macrofy sprite status data in WRA0PikalaxALT2016-01-29
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* No more W_dannye2015-08-30
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* documented flags and misc. fixesYamaArashi2015-08-29
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* namingYamaArashi2015-07-19
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* miscYamaArashi2015-07-18
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* Consolidate coord macrosdannye2015-07-18
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* More direction constantsdannye2015-07-17
| | | | facing directions, npc movement, joypad
* more movement stuffYamaArashi2015-07-15
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* commented movement stuffYamaArashi2015-07-15
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* Use more screen dimension constantsdannye2015-07-14
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* Use more *Coorddannye2015-07-14
| | | | | | also town map code relabelling YamaArashi just did town map relabelling but oh well I aleady made the changes and don't feel like redoing it
* Start using text predef macrosdannye2015-07-04
| | | | also sprite direction constants
* 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
* Rename some labelsYamaArashi2015-02-08
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* Named wram symbolsYamaArashi2015-02-07
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* Labelled and commented mostly sprite-related thingsYamaArashi2014-09-09
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* Add comments regarding menus and spritesYamaArashi2014-09-08
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* Commented functionYamaArashi2014-07-28
| | | | | - Named and commented Func_4c70. - Removed gfx/diagonal_lines.png, which is not actually graphics.
* Use *Coord instead of FuncCoordU-Fish-PC\Daniel2014-06-25
| | | | | | 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.yenatch2014-06-16
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* Remove generated "indirect jump" comments.yenatch2014-06-16
| | | | The destination is obvious when using the predef macro.
* Remove most static wram addresses. Use labels instead.yenatch2014-05-26
| | | | | | For unknown addresses, use "w<address>". Label overleads are still an issue.
* Split out overworld object movement.yenatch2014-05-25