Jordan Moore
0555b42dc0
Replace magic number $7 with SLP_MASK constant ( #555 )
2025-12-26 12:20:49 -05:00
Rangi
d79c578abd
Specify a max item length for list_start ( #552 )
CI / build (push) Has been cancelled
2025-12-15 15:16:40 -05:00
Narishma-gb
e9d3324bc0
Comment more unreferenced local labels ( #550 )
2025-12-15 15:14:17 -05:00
Narishma-gb
3a4382c605
Use more Pokemon data constants, create MOVE_NAME_LENGTH ( #543 )
CI / build (push) Has been cancelled
2025-11-27 13:39:25 -05:00
Rangi
e92d1af478
Avoid magic numbers for most CopyData calls ( #542 )
CI / build (push) Has been cancelled
2025-11-25 16:53:29 -06:00
Narishma-gb
f332678625
Use more hardware and graphics constants ( #532 )
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CI / build (push) Has been cancelled
- Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc.
- `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS`
and `TILE_1BPP_SIZE` are used in some places.
- Highlight an oversight in `OakSpeech` where several
direct MBC bank switches are requested.
- Remove redundant comments in home/overworld.asm.
- Add unreferenced `FillBgMap` function to avoid a byte
of dead code.
- Some constants added in wram.asm.
- Correctly separate the commented code in `SaveMainData`.
2025-11-18 15:17:31 -05:00
Rangi
5943b96cf6
Use features of RGBDS 1.0.0 ( #537 )
CI / build (push) Waiting to run
2025-11-12 15:44:07 -05:00
Narishma-gb
4d2594cb24
Label and constant cleanup ( #528 )
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* Label cleanup, add some constants instead of raw numbers
* Rename load/save game functions to be more explicit
2025-09-03 11:56:09 -04:00
dannye
fd043a66c2
Fix typos
2025-06-03 23:48:35 -05:00
edave64
e1b7b8af0a
Use constants for PP masks instead of magic numbers ( #504 )
CI / build (push) Has been cancelled
2025-04-02 10:49:15 -04:00
Rangi
ec37f6117d
Consistently capitalize ASSERT directives ( #489 )
CI / build (push) Has been cancelled
2025-01-28 23:31:27 -05:00
Sylvie
f801d67f8e
Assert the relations between some move effect constants ( #478 )
CI / build (push) Has been cancelled
2024-11-24 19:13:11 -05:00
Sylvie
8f1dcf07e5
Identify more flag bits ( #464 )
2024-09-23 23:51:44 -04:00
Sylvie
5a622f628d
Identify remaining uses of wd0b5 and wd11e ( #463 )
2024-09-18 21:41:58 -04:00
Sylvie
8fafca714c
Identify various flag labels and bit constants ( #454 )
2024-07-16 13:02:54 -04:00
BlueZangoose
9827190aea
Use MEGA_PUNCH constant in explosion animation routine ( #434 )
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* Use MEGA_PUNCH constant in explosion animation routine
* Add AnimationType constants and assert
---------
Co-authored-by: vulcandth <vulcandth@gmail.com>
2023-11-21 19:52:53 -05:00
strager
30c244ae4f
Use PSN constant in PoisonEffect routine ( #426 )
2023-09-20 15:43:27 -04:00
Vortyne
17eaf761e3
Name some unnamed animation constants ( #396 )
2023-03-25 23:31:59 -04:00
Rangi
58d08bff43
Identify some percentage constant values
2021-11-02 19:57:08 -04:00
Rangi
7ee8a6509e
wcf4b -> wStringBuffer
2021-08-28 17:02:20 -04:00
SnorlaxMonster
319c29c751
Correct comments on SwitchAndTeleportEffect
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The comments in the SwitchAndTeleportEffect section incorrectly stated
that the random number was generated in the
half-open interval [0, playerLevel + enemyLevel),
instead of the closed interval [0, playerLevel + enemyLevel].
2021-06-14 21:47:19 +10:00
Rangi
95ec2cf039
Verify data table and name list sizes with assertion macros
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Fixes #312
2021-03-25 16:44:41 -04:00
dannye
5c9c7bf362
Clean up handling of extra effective status effects
2021-02-21 11:43:38 -06:00
Rangi
e16dec874a
Sync more with pokeyellow
2020-11-05 16:55:39 -05:00
Rangi
45ed05decf
Use HIGH() and LOW()
2020-07-07 11:10:29 -04:00
Rangi
06db7ec55b
callba/callab -> farcall/callfar; jpba/jpab -> farjp/jpfar
2020-07-06 21:18:22 -04:00
Rangi
772fcc7588
Specify the ldh instruction, don't turn ld into ldh
2020-07-06 19:03:05 -04:00
Rangi
139a28ff99
Port pokecrystal's formatting of text commands and special characters
2020-07-04 21:14:46 -04:00
Rangi
35deb77113
H_CONSTANTNAMES -> hConstantNames
2020-07-03 19:59:41 -04:00
Rangi
b29e5ee203
Add subdirectories to data/ similar to pokecrystal
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Top level text/ is now solely for the former text/maps/ files, and other files are in their respective subdirectories in data/.
2020-07-03 11:51:00 -04:00
Rangi
0a62d48df2
Move more tables from engine/ to data/
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This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
2020-06-23 17:50:50 -04:00