Route5Gate_h map header asm
Route2House_h map header asm
clean up DiglettsCaveRoute2_h asm
DiglettsCaveRoute2_h map header asm
SaffronHouse2_h map header asm
SaffronHouse1_h map header asm
FuchsiaMart_h map header asm
CeladonMansion5_h map header asm
VermilionDock_h map header asm
VermilionHouse1_h map header asm
LavenderHouse2_h map header asm
LavenderHouse1_h map header asm
CeruleanHouse2_h map header asm
CeruleanHouseTrashed_h map header asm
PewterHouse2_h map header asm
PewterHouse1_h map header asm
ViridianHouse_h map header asm
ViridianMart_h map header asm
update cinnabar island name in extract_maps
CinnabarIsland_h map header asm
remove cardinal booleans in extract_maps
fix map names in extract_maps per 4a9db3764c20
fix tileset in pretty_map_headers output
relative filepath to baserom.gbc in extras/extract_maps.py
Fix an incorrect label, and use labels in MapHeaderBanks.
IndigoPlateauLobby_h map header asm
remove blank connection data in VermilionHouse3_h
VermilionHouse3_h map header asm
update MapHeaderPointers with labels
fuchsia city map header asm
lavender town map header asm
cerulean city map header asm
viridian city map header asm
fix error in map header asm (db -> dw)
tool to dump asm for each map header
add celadon city map header
Close branch for extras/extract_maps.py.
tools/extract_maps.py -> extras/
python tool to extract map header data
Make an implied rule for .gbc.
$FFF3 checks whose turn it is.
Add some more Pokémon Tower battle stuff.
Add the tail end of some battle code.
Cleanup, and added new RAM variables (and changed some others).
Disassemble some name lists logic.
Add some mysterious unused names (from a convo with Sawakita a long time ago)
Add some functions that MoveSprite calls.
Expand some already‐referenced text.
And update the paths for the fossils…
Turns out the fossil pictures differ between Red/Green and Blue.
Fix Red/Green Alakazam frontpic. Pointed out by Chaos Rush.
Split large chunks of text into separate files, and improve Makefile.
Remove TX_NULL; it is obsoleted by db "@"
Fix (hopefully) unicode mis-behaviour.
Fix small encoding error (unicode).
Add pointers to items usage functions, main item usage handling function and pokeballs usage functions.
Add status ailments masks (FRZ, SLP).
These are coordinates on the tilemap.
Add a character for the numero sign.
Add characters for textbox borders to the array.
Add Pokedex number ↔ index number conversion functions.
Treat apostrophes specially, since they’re combining characters.
Add various data from the credits (graphics, displayed mons, text).
Add Japanese text entry and Pokédex entries.
Add é and fix a typo when converting text.
Add support for Unicode, and use it to put in ♀ and ♂.
Replace more byte values with text.
Use "@" for nulls. This makes fixed‐width text tables easier to read.
More text, and some new characters. Make $50 equal to "@".
Add some missing correspondencies to prepocessor's char table.
Don’t rebuild the character table every line.
Make use of the new text preprocesser to make text readable.