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* Accidentally added a second minimize graphic.yenatch2014-04-051-0/+0
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* Fix tile padding for house and ship_port tileset graphics.yenatch2014-04-052-0/+0
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* Convert pngs in gfx/ to 1bpp and 2bpp.yenatch2014-04-05296-45/+0
| | | | | | | | | All graphics are now png. Some files were split out of necessity: - gfx/trade.2bpp -> gfx/game_boy.norepeat.png gfx/link_cable.png - gfx/red/introfight.2bpp -> gfx/red/intro_nido_{1,2,3}.6x6.png - gfx/blue/introfight.2bpp -> gfx/blue/intro_purin_{1,2,3}.6x6.png
* Name the tilesets and give them constants.yenatch2014-04-0386-0/+0
| | | | Also clean up the tileset macro and remove placeholders/redundant files.
* Red fishing tiles and ss anne smoke puff gfx INCBIN.Marcus Huderle2013-12-246-0/+3
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* MinimizedMonSprite 1bpp gfx.Marcus Huderle2013-12-231-0/+1
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* Disassemble Slot Machine and OthersU-Fish-PC\Daniel2013-12-112-0/+0
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* Dissasemble and clean upU-Fish-PC\Daniel2013-11-152-0/+1
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* Add Mon nest iconU-Fish-PC\Daniel2013-10-151-0/+1
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* give consistency to map namesU-Fish-PC\Daniel2013-09-1629-0/+0
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* Split blank_leader_names and circle_tileU-Fish-PC\Daniel2013-09-082-0/+0
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* Add ledge hopping shadow tile to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Add black battle transition tile to gfxU-Fish-PC\Daniel2013-08-201-0/+1
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* Add falling star tile to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Add diagonal line tiles to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added Town Map rle file to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added Town Map up arrow to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added Town Map cursor to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added fishing animation tiles to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added attack animation tileset 2 to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added attack animation tileset 1 to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added party menu/ow mon sprites to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added Pokecenter healing Pokeball tiles to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added spinner animation tiles to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Fixed intro fight front spriteU-Fish-PC\Daniel2013-08-202-0/+0
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* Added intro fight tiles to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added Gamefreak intro tiles to gfxU-Fish-PC\Daniel2013-08-201-0/+0
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* Added trading wire transfer tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added trading tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added Pokeball tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added badge number tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added blank gym leader name tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added trainer info border tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added emotion bubble tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added Red cycling sprite to gfx/spritesU-Fish-PC\Daniel2013-08-191-0/+0
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* Added player title screen tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added Pokedex tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added Game Freak tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added copyright tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added "AB" tiles to gfxU-Fish-PC\Daniel2013-08-191-0/+0
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* Added town map tiles to gfxU-Fish-PC\Daniel2013-08-181-0/+0
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* Added 1bpp battle hud graphics and renamed "badges.2bpp"U-Fish-PC\Daniel2013-08-184-0/+0
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* Added a new file for badge tilesU-Fish-PC\Daniel2013-08-181-0/+0
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* * analyzed assembly related to handling spritesMr Wint2013-03-173-0/+0
| | | | | | | * added assembly that was wrongly classified as music before * all jumps and calls now point to a proper label * removed all incbins in home bank * some more small assembly analysis and comments
* Some graphics extracted.Sanky2012-02-265-0/+0
| | | | | hg-commit-id: a831c95df9bc
* Added a tilemapAdam@Adam-PC.csueastbay.edu2012-01-301-0/+0
| | | | | hg-commit-id: 26a214affb72
* extract spritesheets into .2bpp filesBryan Bishop2012-01-2966-0/+37
| | | | | hg-commit-id: 294542bfff57
* extract .tilecoll filesBryan Bishop2012-01-1919-0/+19
| | | | | hg-commit-id: 79e6ba077076
* extract and include blockset dataBryan Bishop2012-01-1419-0/+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
* Adding graphical differences between Red/Blue.stag0192012-01-144-0/+0
| | | | | hg-commit-id: 9dfe76962f8c