constants/
battle_constants.asm
move_constants.asm
/move_effect_constants.asm
(pointers to "handlers" for moves)pokedex_constants.asm
/pokemon_data_constants.asm
type_constants.asm
data/
battle/
stat_modifiers.asm
- "special" moves:
residual_effects_1.asm
,residual_effects_2.asm
moves/
pokemon/
types/
type_matchups.asm
- typechart, linear scan to lookup
engine/battle/
move_effects/
- special handlers (like PSstatuses
/scripts
)core.asm
decrement_pp.asm
effects.asm
wram.asm
constants/
data/
engine/battle/
wram.asm
- random (
Random
,BattleRandom
)
include/
include/constants/
src/data/
src/
data/battle_scripts_1.s
TODO
- Pokemon Showdown!: documentation (new / current / old)
- PokemonBattleEngine
- pokebattle
- Pokemon Online documentation (RBY)
- PokemonLab / Shoddy Battle
- Poke Engine (poke-engine)
- Pokemon Battle Simulator
- PokeSim
- ninjax
- Pseudorandom number generation in Pokémon
Admiral-Fish/PokeFinder
RNG implementations- Pokémon Gen 1 RNG Mechanics
- Pokémon Yellow DSUM Manipulation
- List of glitches (Generation I)
- Pokémon Crystal - Bugs & Glitches
- Compilation of Red/Blue UE errors - Crystal_
- Pokémon Showdown RBY Bugs
- Technical Machine - david stone
- Gen I Main Battle Function - Crystal_
- the ultimate POKéMON CENTER - Peter O
- Gen II Move effect handling flow
- Pokémon Showdown protocol by Generation