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![]() Some maps are broken up or edited to allow for seamless transitions instead of needing several warps. (Area 1 is split vertically, Area 2 needs a horizontal split. The connection between area 1 and 2 also will have to be shifted up from where it is in RBY to prevent border blocks showing up where they shouldn't.) |
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.. | ||
ai | ||
move_effects | ||
anim_hp_bar.asm | ||
battle_transition.asm | ||
battlestart_copytilemapatonce.asm | ||
check_battle_scene.asm | ||
consume_held_item.asm | ||
core.asm | ||
effect_commands.asm | ||
hidden_power.asm | ||
link_result.asm | ||
menu.asm | ||
misc.asm | ||
read_trainer_attributes.asm | ||
read_trainer_dvs.asm | ||
read_trainer_party.asm | ||
returntobattle_useball.asm | ||
sliding_intro.asm | ||
start_battle.asm | ||
trainer_huds.asm | ||
update_battle_huds.asm | ||
used_move_text.asm |