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* Add Yellow player/rival names.IIMarckus2014-10-09
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* Accidentally committed .orig files from merge dff0cdeb.yenatch2014-09-23
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* Rename hVBlank* constants to h*.yenatch2014-09-23
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* Merge remote-tracking branch 'YamaArashi/master'yenatch2014-09-20
|\ | | | | | | | | | | | | | | | | | | Conflicts: constants/misc_constants.asm engine/battle/core.asm engine/menu/pokedex.asm engine/town_map.asm home.asm hram.asm
| * Commented/labelled misc functionsYamaArashi2014-09-14
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| * Commented more sprite and map codeYamaArashi2014-09-13
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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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| * Labelled many functions/variablesYamaArashi2014-08-08
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| * Commented functionYamaArashi2014-07-28
| | | | | | | | | | - Named and commented Func_4c70. - Removed gfx/diagonal_lines.png, which is not actually graphics.
* | Use move animation constants instead of static values.yenatch2014-09-17
| | | | | | | | This allows new moves and animations to be added without overlap.
* | Use hram constants for remaining joypad variables.yenatch2014-08-30
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* | Use PARTY_LENGTH and related constants in menu and hud code.yenatch2014-08-22
| | | | | | | | | | This should allow reducing PARTY_LENGTH to work as intended. Increasing it also works provided space is provided in wram, but breaks pc/saving.
* | Fix static banks passed into GetName.yenatch2014-08-07
|/ | | | | | This appears to be the only other use of wPredefBank. Chances are there are more uncaught banks. Known cases are marked as "hardcoded" or similar.
* S_SPRITEBUFFER0 static addressU-Fish-PC\Daniel2014-06-25
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* 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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* Use macros to define predefs.yenatch2014-06-16
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* Rename predef functions so they aren't excessive in length.yenatch2014-06-16
| | | | | This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway.
* Remove generated "indirect jump" comments.yenatch2014-06-16
| | | | The destination is obvious when using the predef macro.
* Hall of Fame sram labels and related constants.yenatch2014-06-14
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* Use monster struct macros in wram. Rename related labels for consistency.yenatch2014-06-14
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* Use MAX_LEVEL instead of 100/$64U-Fish-PC\Daniel2014-06-10
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* More music bank referencesU-Fish-PC\Daniel2014-06-10
| | | | Now the AUDIO constants in audio.asm can be edited freely
* Clean up music bank referencesU-Fish-PC\Daniel2014-06-09
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* Comment SGB packets.yenatch2014-06-06
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* Merge remote-tracking branch 'danny/master'yenatch2014-06-06
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| * Relabel a few missed map scripts and TheEndTextStringU-Fish-PC\Daniel2014-05-31
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| * Merge branch 'master' of https://github.com/yenatch/pokeredU-Fish-PC\Daniel2014-05-30
| |\ | | | | | | | | | | | | Conflicts: engine/battle/1c.asm
| * | Fix IsDungeonMap commentsU-Fish-PC\Daniel2014-05-30
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| * | Label and comment BattleTransitionU-Fish-PC\Daniel2014-05-29
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* | | Split out joypad code from main.asm.yenatch2014-05-31
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* | Remove redundant dimensions in image filenames.yenatch2014-05-30
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* | Use VRAM constants where applicable.yenatch2014-05-29
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* More wOAMBuffer references.yenatch2014-05-27
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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.
* Split out item fragment code.yenatch2014-05-25
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* Split out overworld object movement.yenatch2014-05-25
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* Try to clean up PrepareOAMData.yenatch2014-05-25
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* Label BCD math predefs.yenatch2014-05-25
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* Rename GetJoypadState -> Joypad.yenatch2014-05-25
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* Rename joypad registers.yenatch2014-05-25
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* Clean up some bank 3 functions and rename flag action functions.yenatch2014-05-25
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* Rename engine/rng.asm to engine/random.asm.yenatch2014-05-24
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* Rename random number function and hram labels.yenatch2014-05-24
| | | | | | | GenRandom -> Random GenRandomInBattle -> BattleRandom H_RAND1 -> hRandomAdd H_RAND2 -> hRandomSub
* Comment some more bank 0 functions.yenatch2014-05-23
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* Use a dedicated label for base stats.yenatch2014-05-23
| | | | The existing {Bulbasaur,Ivysaur,...}BaseStats labels are for convenience.
* Comment some bank 0 functions, and add wram labels for Predef.yenatch2014-05-23
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* Pull a lot of engine out of main.asmU-Fish-PC\Daniel2014-05-22