Consistent "X percent [+/- Y]" order
"chances" → "probabilities", since other files use that term and "changes" exists right next to it
db/dw, and keep unused space away from labels
Macro factors out sine code, just like sine data, since it's used 5 times
Keep documentation in sync with new WRAM labels
Merge branch 'master' of https://github.com/pret/pokecrystal
Merge pull request #480 from luckytyphlosion/master
map → map_id; map_def → map; map_data → map_attributes
scene_def → scene_var (for "variable", like loadvar, copybytetovar, etc)
Use fixed-point DIV function for a generalized sine_wave table macro
can't achieve this with rgbds 0.3.5
sine_wave macro parameterizes table size, not frequency ("amplitude" was an incorrect comment)
spriteface → objectface, consistent with the other script commands
Remove checkmorn/checkday/checknite macros
Similar formatting for similar WRAM areas
Script commands don't have underscores
Align map event coordinate columns
SCENE_DEFAULT=0 and SCENE_FINISHED=1 (generic constants for a common scene pattern)
MobileTradeRoom matches MobileBattleRoom
Add scene ID constants (TODO: meaningful names)
NPC trade constants don't all just start with TRADE_
Comment the person constants sections, like the others
SPRITEMOVEDATA_LAPRAS → SPRITEMOVEDATA_SWIM_WANDER
Clarify big doll-related constants (Snorlax and Lapras are symmetrical, Onix is not)
SPRITEMOVEDATA_ITEM_TREE → SPRITEMOVEDATA_STILL (it's used for other things like Azalea's Slowpokes, not just items and trees)
Merge branch 'master' of https://github.com/pret/pokecrystal
Merge pull request #475 from surskitty/master
Comment values of special pointers, same as predefs
wSpritesEnd -> wVirtualOAMEnd.
Fix wVirtualOAM labels, part 2.
Fix wVirtualOAM labels, part 1.
Remove unreferenced map script heading labels
Fix comment/style issues caused from w-izing.
grep -rl warp_def . | xargs sed -i s/warp_def/warp_event/g
Clarify TM/HM move/enum correspondence
Badge type boosts make sense in data/types/
Add wiki link to README; group disassembly links separately for easier scanning
Separate map object constants for easier editing
Correction, wave patterns are quite interesting.
Move-unique effect commands consistently go in engine/battle/move_effects/
Move power data belongs in data/moves/
Move AI data tables into data/battle/ai (mirroring engine/battle/ai) so they're more discoverable.
Separate home/battle_vars.asm for easy data editing, same as home/hm_moves.asm
Move some more constants out of misc_constants.asm
Move some more constants out of misc_constants.asm
Remove "UnusedSpecial_" prefixes too
Remove Special_ prefix from special routines (close #478)
Rename some routines to avoid conflicts when removing "Special_" prefixes
EVENT_TEMPORARY_UNTIL_MAP_RELOAD_[1-8] (close issue #481)
Completing labels for Route 35.
Renaming the UnknownScript for reloading the map after battle.
Labelling some more UnknownScripts. These files remain incomplete.
Prefix wram labels with w, part 2.
Replace Stack with wStack.
Prefix wram labels with w, part 1.
MenuDataHeader → MenuHeader, MenuData2 → MenuData (might complete issue #440)
trainers put the class and id first: `trainer YOUNGSTER, JOEY1, ...`