| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Start reorganizing pokeyellow | Rangi | 2020-11-04 | 1 | -0/+0 |
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| * | Sync with pokered | dannye | 2020-05-20 | 3 | -0/+0 |
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| * | Tilesets | pikalaxalt | 2016-06-03 | 7 | -0/+0 |
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| * | Add the beach house tileset. | IIMarckus | 2014-10-17 | 1 | -0/+0 |
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| * | Name the tilesets and give them constants. | yenatch | 2014-04-03 | 24 | -0/+0 |
| | | | | | Also clean up the tileset macro and remove placeholders/redundant files. | ||||
| * | give consistency to map names | U-Fish-PC\Daniel | 2013-09-16 | 5 | -0/+0 |
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| * | extract and include blockset data | Bryan Bishop | 2012-01-14 | 19 | -0/+220 |
| extract_tileblocks also has the ability to output asm, but the output seems like it would be too much for rgbasm to handle. Instead of cluttering up common.asm, I am opting to place the data in binary data files under gfx/blocksets/ in .bst files. Every 16 bytes is a separate block in the blockset. Each byte is referencing a tile id from the tileset graphics in gfx/tilesets/. hg-commit-id: 0540eff0f081 | |||||
