Commit Graph

198 Commits

Author SHA1 Message Date
Alieneer
6f7488b532 Apply Suggestions 2026-08-02 12:54:15 -04:00
Alieneer
0bbd378d5b Rename SilentHillHouse to RivalHouse 2026-07-20 16:21:04 -04:00
Alieneer
7dfc94a7f6 Merge Map Headers and Scripts
Merges Map Headers and Scripts, also adding Macros to automate some of the identical dummy scripts.
Renames all Routes to their proper names.
2026-07-20 16:16:26 -04:00
Alieneer
e1b4a5f0b6
Finish some TODOs and extract bank 34 garbage map scripts (#177)
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2026-07-06 19:51:27 -04:00
Rangi
4a6ad591f5 Remove trailing commas and add indes comments to collisions
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2026-07-05 23:58:28 -04:00
Rangi
7971383166 Remove outdated comments in predef pointers 2026-07-05 23:42:14 -04:00
Rangi
2ad83f4ca9 Move more files out of top-level data/ 2026-07-05 23:39:35 -04:00
Rangi
c2079bc063 Group name files into data/names/ 2026-07-05 23:36:36 -04:00
Rangi
d405485643 Correctly indicate morn/day/nite wild data
Fixes #128
2026-07-05 23:13:38 -04:00
Narishma-gb
e88fe24e15
Use the same Makefile build system as Gen 1+2 repos (#163)
This uses catch-all files like main.asm to reduce the total quantity and size of
build objects (from 1.1 GB to 70 MB).

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Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
2026-07-05 15:36:09 -04:00
Alieneer
e3abdef586
Name all unnamed RAM symbols (#160)
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2026-07-02 12:02:54 -04:00
Rangi
83a8c4ba3e
Make the connection macro more convenient and foolproof (#158)
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2026-06-28 18:21:31 -04:00
Alieneer
664803a74f
Build matching non-debug ROMs (#155)
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2026-06-24 15:12:13 -04:00
Rangi
29776ba633 Don't put any assembly code in the data/ directory
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2026-06-23 11:19:10 -04:00
Alieneer
4f22b8cd00
General cleanup for home/, and identify more unnamed symbols (#154)
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Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
2026-06-23 11:09:10 -04:00
Rangi
9d9859a95c Align moves.asm columns
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2026-06-21 09:54:03 -04:00
Rangi
062a875864 Clean up some whitespace
- Exactly one newline at the end of each file
- No double blank lines, except to separate SECTIONs
- Tabs only used for indentation, not alignment
2026-06-21 09:34:04 -04:00
Alieneer
e7f809e61c
Split bank dumps into proper files (#153)
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Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
2026-06-21 09:17:56 -04:00
Alieneer
4664939850
Name more unnamed symbols (#151)
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Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
2026-06-17 10:58:08 -04:00
Rangi
abe8c6411e Don't indent label definitions 2026-06-15 14:18:18 -04:00
Rangi
c7571ec354 Don't use tabs for aligning comments, only for initial indentation 2026-06-15 14:16:17 -04:00
Rangi
272935f57c Fix some mixed tabs and spaces 2026-06-15 14:00:48 -04:00
Rangi
80191247a7 Trim trailing whitespace, and add missing newlines at end of files
git ls-files '*.asm' '*.inc' | xargs sed -i -e 's/[[:blank:]]\+$//' -e '$a\'
2026-06-15 13:50:02 -04:00
Alieneer
b923cb652c Separate more Bank $0A stuff, and remove shim system 2026-06-15 13:44:55 -04:00
Alieneer
d2ac1734b5
Disassemble TradeAnimation in Bank $0A (#145)
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2026-06-13 18:02:34 -04:00
Alieneer
b20d2371f6
Add some missing filler/padding (#140)
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Adds padding for banks $0b, $0e, $14, $20, $22, $28, $29, $2a, $2b, $2c, $2d, $2e, $35, $3c, $3d, $3f
2026-06-08 20:12:46 -04:00
MDTravis
4a51e1a819
Build Silver debug ROM (pokesilver-spaceworld.gb, aka Silver_debug.sgb, aka MONS2SD.COM) (#131)
* Named constants for SGB town palettes
* Correct collision_type_table.asm ID comments
* Documented 2 bugs, and 3 functions.
* Adjust sprite constants (duplicate sprite IDs reference the latest definition of it instead of the earliest)

---------

Co-authored-by: Narishma-gb <194818981+Narishma-gb@users.noreply.github.com>
Co-authored-by: Alieneer <37123222+BreavyTF2@users.noreply.github.com>
Co-authored-by: Rangi <sylvie.oukaour+rangi42@gmail.com>
2026-06-08 16:50:54 -04:00
Alieneer
605b2d2810
Disassemble Unreferenced_GetMoveSound + minor cleanup (#139)
Removes some useless origins and fixes the table in fifteen puzzle minigames.
Changes `[hl+]` to `[hli]`.
2026-06-08 15:09:55 -04:00
Alieneer
2a46c98fae
Bank $23 Split + AnimateHealingMachine (#134)
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Splits engine\dumps\bank23.asm, and disassembles the healing machine code. Making bank $23 fulling disassembled, excluding filler.
2026-06-06 12:12:58 -04:00
Alieneer
76139da53c
Tileset collision .inc files (#136)
Also cleans up collision refs and collision constants.
2026-06-06 12:07:32 -04:00
Alieneer
db8772541a Disassemble FightDebugMenu 2026-06-05 22:06:35 -04:00
Alieneer
d694763e28
Correct town names and Silent Hill dungeon name (#135)
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Corrects Baadon to Birdon, Bull Forest to Blue Forest,
Haiteku to HighTech, and Shizukana Oka to Silent Hills.
2026-04-12 22:13:30 -04:00
Alieneer
d1c1413435
Corrected/standardized tilesets names (#132)
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2026-04-03 20:35:50 -04:00
Alieneer
f8a2783b06 Documented 2 bugs, and 3 functions.
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Also changes TOWN_0D to NIGHTTIME.
Documented Function9543, Function9536, Function9527
2026-04-03 13:27:20 -04:00
MDTravis
21525ab43a Readjust sprite constants
It would make more sense to make duplicate sprite IDs reference the latest definition of it instead of the earliest. Let's say I included the sprite, but commented it out. Now the label it pointed to falls into the next sprite over, thus making it the same as the next sprite over. This change also makes much more sense with certain maps now. Rockets are defined properly in Team Rocket areas, Red's Mom is now defined in her house, and the League buildings are filled with CoolTrainers.
2026-04-03 13:27:20 -04:00
MDTravis
7361efef13 Correct collision_type_table.asm ID comments
A number was skipped, causing all IDs past $28 to be misaligned in the comments.
2026-04-03 13:27:20 -04:00
MDTravis
51d0f205dd Named constants for SGB town palettes 2026-04-03 13:27:20 -04:00
Alieneer
9cfb4ffb52
Document the animated tilesets (#130) 2026-04-03 13:26:19 -04:00
DrippingYellow
452a322140
Finish labelling bank $0f (#127)
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* Split bank $0f into engine/battle/core.asm and engine/overworld/wildmons.asm
* Split wildmon probabilities into separate data/wild/probabilities.inc file for consistency
2026-01-21 18:43:18 -05:00
DrippingYellow
2e7dc6596a
Merge branch 'master' into changes 2025-12-20 13:30:16 -05:00
Rangi42
5904823317 Remove executable permission from various files
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2025-12-02 12:23:39 -05:00
Narishma-gb
d94d75f8fc
Charmap and text strings update (#124)
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* Add Katakana `リ`, `ヘ`, `ベ`, `ペ` in charmap and text strings

* Format text strings, using macro where possible

* Remove unused charmap entries, name `Function3036`

* Charmap update and reorder, `TextAsmEnd`
2025-11-25 14:27:50 -05:00
DrippingYellow
c13ff726a7 Decompiled the rest of bank 23 2025-10-22 21:41:35 -05:00
DrippingYellow
9743fff41b Decompiled and labelled the remainder of Bank $0e 2025-09-16 12:26:06 -05:00
DrippingYellow
d7eb11cf06 Decompiled the rest of bank 05, definitively labelled the map object struct 2025-09-04 13:28:26 -05:00
DrippingYellow
e384ea25ec
Finish labelling and split off bank03, bank09, and bank0b (#119)
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* Fully labelled bank09.asm, started bank03.asm

* Finished labelling bank03.asm and bank0b.asm

* Tying up loose ends, splitting most of the completely labelled bank dumps

* Moved pokedex letter graphics out of charmap
2025-07-30 17:35:58 -04:00
DrippingYellow
030186d4cf
Labelling and separating bank01.asm (#117)
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* Started labelling dumped bank 1 functions, identified movement values

* Changed all NPCs to use the new movement constants

* Updated the rest of the movement constant instances, removed the old movement_constants.asm

* Ready to deal the finishing blow to bank01.asm

* Bank 01 is no more. Other scattered changes.

* Labelled a few flags and matched a few variables with pokegold

* Finished labelling bank02.asm too while I was at it
2025-07-07 19:02:15 -04:00
DrippingYellow
baeb0acd54
Decompile and label all battle animations (#116)
* Began decompiling Bank $33

* Decompiled battle anim functions

* Decompiled battle anim OAM and AnimObjGFX, split up and labelled battle animation graphics, other minor changes

* Deleted useless files I forgot to delete

* Decompiled framesets

* Decompiled battle anim objects

* Partially started decompiling animations

* Finished decompiling and labelling bank 32 in its entirety

* Replaced gfx.c with latest version

* Labelled all sound effects, properly constantified

* Fixed up bg_effects.asm, other minor LYOverrides-related changes
2025-06-03 23:39:19 -04:00
DrippingYellow
05a77ef010
Decompiling Pokedex and Sprite Animation objects (#114)
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* Partially decompiled banks $10 and $23

* Couple minor tweaks

* Decompiled mon menu icon-related functions

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Co-authored-by: vulcandth <vulcandth@gmail.com>
2025-03-27 23:38:42 -05:00
DrippingYellow
9e05bc90a3
Finish labelling Bank 0D (#113)
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* Labelling Bank 0D, part 1

* Untangled math HRAM variables

* Bank 10's out of the bag, I guess

* Label Bank 0D, part 2, decompiled related Bank 0E functions

* Fix data outside section

* Finished labeling Bank 0D and connected variables and functions

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Co-authored-by: vulcandth <vulcandth@gmail.com>
2025-02-15 17:48:47 -06:00