Document one more graphical mistake
Use NAME_LENGTH_JAPANESE more
Auto-label more map scripts
Auto-label more map scripts
Move some more main.asm routines into individual files
Move more code out of main.asm
Consolidate duplicate graphics
Move tileset-specific palette code into tilesets/
Ad some more constants for meaningful audio WRAM bits
Only engine/decorations.asm uses PadCoords_de
PLAYER_SLIP → PLAYER_SKATE (probably used for the beta skateboard; DoPlayerMovement.BikeCheck returns true for it)
Add more palettes to data/palettes/
Correct some documentation comments
Move more main.asm code into individual files
Move old baserom.gbc 'compare' scripts to tools/
Move more contiguous related code blocks from main.asm to engine/ and events/
Add a map_connection_struct macro
Move more unknown graphics into real subfolders
Copy pokered's organization some more, with further constant and data files
Move all misc/ and unknown/ files to meaningful directories
Move some misc/ files into meaningful directories
Move data/audio/ back into audio/
Move predef/ files into engine/
Start documenting effect commands
Document one more bug/oversight
Macro-ify the unused palette map
Split items/ and trainers/ into their data/ and engine/ components
Consistent "(with <routine>) in <file>" phrasing
Use absolute links within repository
Document two more bugs found by Crystal_
Friend Ball happiness for boxed Pokémon is not a bug
Replace two numbers with constants (found by pfero)
Clarify which gfx anim commands are for oam
Rename the Onix trade house to match the rest
Use constants for gender ratios
Don't bother supporting numbered lists
Consistent **Fix:** notation
Document more bugs and glitches
Add table of contents (might remove if it's too cumbersome to maintain)
condense tileset sprite palettes
use an xor instead of the result
SpriteAnimSeqData comments on same line
Merge pull request #416 from roukaour/master
GetForestTreeFrame is not technically a bug or glitch, but it's exceptional
Keep the "Bugs and Glitches" name
Merge branch 'master' of https://github.com/pret/pokecrystal
Merge pull request #415 from roukaour/asm-collisions
Merge pull request #414 from roukaour/master
Add an FAQ, and ive a bit more detail in Windows install instructions
Use constants for asm collision data
Define constants for collision types
xy_trigger handles $0 padding, so map scripts are simpler
Start documentation for map callbacks.
Add basic documentation for text commands.
Identify more sprite-related constants
Identify more sprite-related constants
Merge branch 'master' of https://github.com/pret/pokecrystal
Identify some SPRITE_ANIM_FRAME_IDX_* constants
Separate sprite constants and sprite-related data constants, like Pokémon and maps
Outdoor sprite groups have the same names as map header groups
Merge pull request #411 from roukaour/master
Move pic animation documentation to docs/
Italicize variables in docs
Sprite headers and trainer palettes don't have pointer tables, so they don't need individual labels
More consistent data tables
Keep table labels in the same files as their contents.
Fix map script documentation formatting
Fix Markdown formatting for example lines
Start documentation for map scripts
Start a docs directory; documentation still needs to be written
"Pic Pointers" and "Unown Pic Pointers" must start at the same address
Name some gfx/unknown/ files
Move the rest of gfx/misc/ into specific directories
Comments distinguish "move effects" and "effect commands"
Add member constants for the base data struct, same as most other structs
Factor out one more data table
Map dimensions are separate from other constants, same as pokemon_constants vs pokemon_data_constants
Move more data tables into data/ files.
Move lots of data tables into individual data/ files
Add constants for time-of-day boundaries