remove extra output from gbz80disasm
insert $8 asm for SSAnne2Text2
insert $8 asm for FanClubText3
fix gbz80disasm to not treat $00 as the second byte of an opcode
insert $8 asm for BillsHouseText1
insert $8 asm for PowerPlantText1 through PowerPlantText9
add labels for route 6, 7 and 8 text 1
insert $8 asm for DayCareMText1
insert $8 asm for Route5GateText1
lots of $8 asm for MuseumF1Text1
OaksLabText11 is a dupe label
OaksLabText7 is a dupe label
fix $8 asm for OaksLabText2 and mystery/unknown text
insert $8 asm for Route24Text1
fix $8 asm for Route23Text7
fix asm for route 15 texts 1 through 10 inclusive
fix asm for route 9 texts 1 through 9 inclusive
insert $8 asm for Route6Text1
insert $8 asm for CeruleanCityText2
insert $8 asm for PewterCityText4
Merge in sawakita's coincase work.
Add complete Text-special command $F7, used in CeladonPrizeRoom's menus.
insert FuchsiaCityText6 to FuchsiaCityText10
calculate usage count for undone texts
add address output to analyze_texts find missing texts
analyze_texts to find missing texts in pokered.asm
Add texts used in Prize Corner Menu script (aka text-special $F7). Add also what seems a leftover unused text.
insert $8 asm for SaffronHouse1Text2
insert $8 asm for LavenderHouse2Text1 and CopycatsHouseF1Text3
insert $8 asm for LavenderHouse1Text3 and LavenderHouse1Text4
insert $8 asm for CeladonMansion1Text3 and Text4
insert asm for CeladonMansion1Text1
add end address to gbz80disasm output in a comment
Function $3493, former CheckBagItemExist, is now called IsItemInBag (consistency). Added base routine for text-special id $F7
lowercase two-byte ops that don't have params
fix gbz80disasm for multi-byte opcode incrementation
gbz80disasm stops at all unconditional jumps unless there's a missing label
Predef 54, used for in‐game trades.
romviz - make an image to show progress
Use item names in object data.
Use constants in trainer object data.
$CD3D seems to be used only for trades, so document it as such.
added text_pretty_printer_at to analyze_texts
RockTunnel1 texts and update gbz80disasm to not handle $8
texts for VermilionHouse1 and asm
insert $8 asm for CeladonCityText7 after TX_FAR
insert $8 asm for VermilionCityText5 after TX_FAR
update analyze_texts to find missing $08s
pick some reasonable defaults for gbz80disasm op codes
prefer "jp hl" over "ld pc, hl" for $E9
add GetMachineName address to gbz80disasm
call $00b5 -> call CopyData
remove empty INCBINs from pokered.asm
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
Add function to get a monster's name from a given id (internal order).