Adds constants for the address and memory size of the VRAM data for various modes.
Redumped/named some graphics. (pika kickbacks, 1 up delivery/life digit/kyogre)
BG tilemaps (and files) to match their correct layer, rather than their sequence in the board file.
files/variables related to the pika kickback tiles.
se_ruby_bumper_hit -> se_bumper_hit (used for bumpers on both boards)
scoreOverlayActive -> cutsceneBackdropBarActive (context correction)
ballLaunchSpeed -> prevScrollYTileIx (usage has been traced)
scrollEffectY - scrollEffectYpx (defines precision scale)
shopSignFrame -> sapphireShopSignFrame (narrowing scope)
catchHoleTileVariant -> sharpedoNextTilelIx (clarity for which catch hole)
bossVulnerable -> bossNextFrameId (not just vulnerability related; general animation)
pauseScoreOverlayActive -> pauseCutsceneBackdropBarActive. (Whether or not there is a cutscene bar active when the pause button is pressed - That bar blacks out)
savedScoreOverlayActive -> savedcutsceneBackdropBarActive (as with previous entry)
gPokemonNameDisplayGfx -> gMartEvoForegroundMenuUx_Gfx (Name does end up drawn on that display, but it has a larger context than just the name)
Adds some define macro for specifying an address in the Board/Object VRAM space, indexed by the Block, Row, Col
Documents the usage of the block 2 + 6 lines of block 3, with a 'modulused crosssection of the board', and a tilemap that draws those in the correct color, for the section where the camera is. (this also explains the 'wrapping, with wrong colors' if viewing the BG layer 3.)
Adds a define macro for addressing with the 'board wrapped' memory content, so that the tile reads as its board relative position, rather than its vram memory position.
Applies macro in place of memory address, when working with the VRAM data.
Resolves#224
Adds switch consts for Collision:
BoardCollisionType, CollisionBounceBehaviorType, CollisionResolutionState
Also names some input/output params for collision functions.
Renames BoardProcess#[a/b] functions, to reflect what that phase does.
Adds enum vals for the CurrentBoardProcPairs array indexing
Adds switch consts for End of Ball Bonus phases, debug modes, Tilt Direction handling, Return location from bonus boards, demo variants
Now uses consts for the number of dex lines/characters per line.
Adds a helper function that does the structural 'Perform Sin/Con, then multiply, then scale down' that was littered across code.
Updates code to use it.
Updating this to match what is seen in a handful of repos in pret for this area.
Since the header is built as part of the make, and replaced, the specific data isn't actually needed here.
Also, this fully removes the text referencing the rom entirely, rather than mentioning being able to build on its own. (implied, by the lack of mention)
Rom still builds and, importantly, does the compare check even without the reference file.