constants/battle_constants.asmmove_constants.asm/move_effect_constants.asm(pointers to "handlers" for moves)pokedex_constants.asm/pokemon_data_constants.asmtype_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.asmdecrement_pp.asmeffects.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/PokeFinderRNG 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