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path: root/scripts/PokemonMansion3F.asm (follow)
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* Identify `wCurrentMapScriptFlags` bits (#467)Sylvie2024-09-241-2/+2
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* Split `hSpriteIndexOrTextID` into `hSpriteIndex` and `hTextID` (#462)Sylvie2024-09-181-1/+1
| | | Also identify `wPPUpCountAndMaxPP`
* Identify various flag labels and bit constants (#454)Sylvie2024-07-161-6/+6
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* Name 2 unnamed labels I missed in SeafoamIslandsB4F and PokemonMansion3F (#437)Vortyne2023-11-191-2/+2
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* Name unnamed labels in seafoam islands and pokemon mansion script files (#435)Vortyne2023-11-191-12/+12
| | | | | * Update PokemonMansion1F.asm * Name unnamed seafoam/mansion labels
* Add macros, constants, and labels for map scripts and text (#367)vulcandth2023-07-131-29/+31
| | | This introduces `def_script_pointers`, `def_text_pointers`, and `object_const_def` macros, and applies them to all maps. Most other map labels have also been identified.
* The 'def_trainers' macro checks that trainers' event flag bits are correct ↵Rangi2021-04-131-1/+3
| | | | (#318)
* Fix file modesdannye2020-11-141-0/+0
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* Reformat map scripts' coordinate and movement dataRangi2020-07-161-4/+4
| | | | 'dbmapcoord' has X, Y order like other coordinate-related data macros
* Use a 'trainer' macro for trainers in scripts/Rangi2020-07-141-17/+3
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* Specify the ldh instruction, don't turn ld into ldhRangi2020-07-061-2/+2
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* Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellowRangi2020-07-051-1/+1
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* Port pokecrystal's formatting of text commands and special charactersRangi2020-07-041-16/+16
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* Separate maps.asm, pics.asm, sprites.asm, and tilesets.asm from main.asm (#251)Rangi2020-06-271-1/+1
| | | Each new file builds its own .o, along with separate main.o and home.o, which necessitates many more "exported::" labels.
* Replace some hard-coded values with constantsRangi2019-07-071-6/+6
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* Rename map files, labels, and constants to be consistent and work with ↵Rangi2019-01-011-0/+151
Polished Map