replace call $3e6d -> call Predef
call $2f9e -> call GetMonName
fix gbz80disasm line repetition bug
implement two-byte op codes in gbz80disasm
Fix typo: Lavendar → Lavender.
Fix typo: Lavendar → Lavender.
call $31cc -> call LoadTrainerHeader
fix gbz80disasm pretty printer for non-08 scripts
add has_outstanding_labels to gbz80disasm
replace call pointers with labels in gbz80disasm
call $35d6 -> call Bankswitch
call $3927 -> call AddPokemonToParty
call $3e48 -> call GivePokemon
fix extra whitespace from gbz80disasm
insert_asm in insert_texts for function asm
call $3c49 -> call PrintText
remove debug output from gbz80disasm
fix gbz80disasm to optionally load a module in analyze_texts
replace all MR__MIME -> MR_MIME
OAK_S_PARCEL -> OAKS_PARCEL
Expand arguments to $3E48 (give Pokémon).
Expand arguments to $3493, $13D0.
asm injection for most $08 text scripts
updates to asm injection code
insertion code for $08 text script asm
a simple gameboy disassembler
CELADON_HOUSE_2 -> CELADON_HOUSE
fix map naming mistakes in celadon city
insert labels for map texts pointer lists
even more TX_FAR insertions
update to the broken TX_FAR inserter
script to insert TX_FAR labels
minor spacing and formatting
fix map files for cinnibar -> cinnabar
typo fix for cinnibar -> cinnabar
add TX_FAR target texts into pokered
text analysis and insertion code (TX_FAR targets only)
add more text bytes for abbreviations
trainer pics and basemoney (stag019)
somewhat buggy TX_FAR pretty printer
analyze_texts can handle more text commands now
starting to work with text command $01
analyze_text now works with TX_FAR
fix pointer calculation in analyze_texts
fix some python reserved names and variables
a prototype of a script to parse text scripts
a script to insert map object data into pokered.asm
use sprite constants in pretty printer
Give this sprite a better name.
update PalletTownObject to use sprite constants
switch around old amber sprite constants
fix extra amber sprite constant name
sprite_helper finds which maps a sprite appears on
start using EVENT_DISP in object data output
pretty printer for object labels and asm
initial .hgignore for sanity
tiny update to print out a list of referenced text counts
extract "referenced texts" from maps
text_pointers.py - simple tool to look at text pointers
add block labels to map headers
add most of the block labels
import lots of block labels
fix typos in names in extract_maps.py
map_block_dumper - create these .blk files
apply labels to map header pointers
fix typos in map header labels
Add flying/dying warps data. Add also player's starting position data.
Add macro for 'Event Displacement' and 'Fly-Warp' formula.
CopycatsHouseF1_h map header asm
CinnibarMart_h map header asm
CinnibarPokecenter_h map header asm
CinnibarGym_h map header asm
FuchsiaMeetingRoom_h map header asm