Replace hardware_constants.asm with the community-standard hardware.inc 5.0 (#1186)

This commit is contained in:
Rangi
2025-06-23 09:11:33 -04:00
committed by GitHub
parent ae7ee67d21
commit 4c540aa43b
149 changed files with 3444 additions and 3103 deletions

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@@ -1533,7 +1533,7 @@ To select a move in battle, you have to press and release the Up or Down buttons
pop af
ldh [hVBlank], a
pop af
ldh [rSVBK], a
ldh [rWBK], a
```
The `[hInMenu]` value determines this button behavior. However, the battle moves menu doesn't actually set `[hInMenu]` to anything, so either behavior *may* have been intentional. The default 0 prevents continuous scrolling; a value of 1 allows it. (The Japanese release sets it to 0.)
@@ -2749,7 +2749,7 @@ If `IsInArray` returns `nc`, data at `bc` will be executed as code.
ld a, 1
.bank_loop
push af
ldh [rSVBK], a
ldh [rWBK], a
xor a
ld hl, STARTOF(WRAMX)
ld bc, SIZEOF(WRAMX)

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@@ -149,12 +149,12 @@ In [gfx/footprints.asm](https://github.com/pret/pokecrystal/blob/master/gfx/foot
; then a row of the bottom two tiles for those eight footprints.
; These macros help extract the first and the last two tiles, respectively.
DEF footprint_top EQUS "0, 2 * LEN_1BPP_TILE"
DEF footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"
DEF footprint_top EQUS "0, 2 * TILE_1BPP_SIZE"
DEF footprint_bottom EQUS "2 * TILE_1BPP_SIZE, 2 * TILE_1BPP_SIZE"
Footprints:
; Entries correspond to Pokémon species, two apiece, 8 tops then 8 bottoms
table_width LEN_1BPP_TILE * 4
table_width TILE_1BPP_SIZE * 4
; 001-008 top halves
INCBIN "gfx/footprints/bulbasaur.1bpp", footprint_top
@@ -186,7 +186,7 @@ Store footprints contiguously:
```asm
Footprints:
table_width LEN_1BPP_TILE * 4
table_width TILE_1BPP_SIZE * 4
INCBIN "gfx/footprints/bulbasaur.1bpp"
INCBIN "gfx/footprints/ivysaur.1bpp"