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Use ld_hli_a_string macro to make byte-by-byte strings more obvious
#540
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This is another macro like |
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Using macros to output data tables is one thing; but I'm not entirely sure how I feel about outputting multiple instructions (code) using a macro in the main repos. So far the most we've done for code output in the main repos list this is things like Mainly cause it obscures the code itself.. Would definitely use it in a hack though! Anyways not saying no, just wanted to see your thoughts on that, oh and dannye's thoughts too! :) |
In Gen 1, |
I stand corrected. |
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macros/code.asm is where we keep other such macros, including |
Yes, but I think un-obscuring the string values is worth that cost. |
dannye
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I like it a lot 👍
* Use the same tools/make_patch.c as Gen 2 The `--ignore` flag is not needed in Gen 1 * Use features of RGBDS 1.0.0 (pret#537) * Add `_vc` patch targets to `.PHONY` * Use more hardware and graphics constants (pret#532) - Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc. - `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS` and `TILE_1BPP_SIZE` are used in some places. - Highlight an oversight in `OakSpeech` where several direct MBC bank switches are requested. - Remove redundant comments in home/overworld.asm. - Add unreferenced `FillBgMap` function to avoid a byte of dead code. - Some constants added in wram.asm. - Correctly separate the commented code in `SaveMainData`. * Use `ld_hli_a_string` macro to make byte-by-byte strings more obvious (pret#540) * Avoid magic numbers for most `CopyData` calls (pret#542) * Use more Pokemon data constants, create MOVE_NAME_LENGTH (pret#543) --------- Co-authored-by: Rangi42 <[email protected]> Co-authored-by: Rangi <[email protected]> Co-authored-by: Narishma-gb <[email protected]>
Fixes #539