pmd-red/asm/code_80A26CC.s, branch master Pokémon Mystery Dungeon: Red Rescue Team code_80A26CC function 2022-03-22T14:57:26+00:00 Bassoonian iasperbassoonian@gmail.com 2022-03-22T14:57:26+00:00 0f928c3aab9eaa6b75084fd925a595833e0fe1d5

Translate all .include to #include 2021-12-20T15:29:12+00:00 mid-kid esteve.varela@gmail.com 2021-12-19T19:05:40+00:00 99a038284bcbbf3a0f5ee95982f761a71a72850d This decision was made to reduce the complexity of using .include whilst juggling with tools/scaninc and tools/preproc: - tools/scaninc doesn't apply the proper search rules for .include (it assumes #include behavior). In particular, it doesn't consider paths starting from $PWD, and doesn't scan the included files as a result. - .include had to be processed before #include by preproc in many cases, as code was being included that had to be preprocessed by CPP (think of #define). This contradicts standard GCC behavior. To make include paths consistent across the asm/ data/ and src/ directories, the following files were moved: - constants/ → include/asm/constants/ - asm/macros/ → include/asm/macros/ - asm/macros.inc → include/asm/macros.inc - include/macros/m4a.inc → include/asm/macros/m4a.inc As part of the necessary changes for this to work, the scaninc method in the makefile was improved to generate .d files that don't choke when files are missing.
This decision was made to reduce the complexity of using .include whilst
juggling with tools/scaninc and tools/preproc:
- tools/scaninc doesn't apply the proper search rules for .include (it
  assumes #include behavior). In particular, it doesn't consider paths
  starting from $PWD, and doesn't scan the included files as a result.
- .include had to be processed before #include by preproc in many cases,
  as code was being included that had to be preprocessed by CPP (think
  of #define). This contradicts standard GCC behavior.

To make include paths consistent across the asm/ data/ and src/
directories, the following files were moved:
- constants/ → include/asm/constants/
- asm/macros/ → include/asm/macros/
- asm/macros.inc → include/asm/macros.inc
- include/macros/m4a.inc → include/asm/macros/m4a.inc

As part of the necessary changes for this to work, the scaninc method in
the makefile was improved to generate .d files that don't choke when
files are missing.
Death by 74 files (#65) 2021-10-22T17:01:07+00:00 Seth Barberee seth.barberee@gmail.com 2021-10-22T17:01:07+00:00 3e5dd1d047bada52ab0dce2fe58b04e39bcaa1cc * death by 74 files * 20% reached * doc move stuff in pokemon * fix undef reference * doc more and plumb a few more constanst for num party members and num moves * that struct is def PokemonMove.. clean up all code with it
* death by 74 files

* 20% reached

* doc move stuff in pokemon

* fix undef reference

* doc more and plumb a few more constanst for num party members and num moves

* that struct is def PokemonMove.. clean up all code with it
More data dumping and some code cleaning (#46) 2021-08-13T00:26:01+00:00 Seth Barberee seth.barberee@gmail.com 2021-08-13T00:26:01+00:00 d9883945954a30e4b753ecbd5d807f4b6cd2a38a * more data dumping and some code cleaning * split out cutscene scripts * initial start at script conversion * more script work * use correct type * clearer up struct field names * split known scripts into seperate files * no need to preproc pure ascii strings in debug * more cutscene work * split out personality test scripts * solidify text macros and doc some dungeon fields * more scripting work
* more data dumping and some code cleaning

* split out cutscene scripts

* initial start at script conversion

* more script work

* use correct type

* clearer up struct field names

* split known scripts into seperate files

* no need to preproc pure ascii strings in debug

* more cutscene work

* split out personality test scripts

* solidify text macros and doc some dungeon fields

* more scripting work
more headway on Pokemon funcs and labeled in asm 2021-01-22T16:39:42+00:00 Seth Barberee seth.barberee@gmail.com 2021-01-22T05:00:49+00:00 cb77386b65b0a78c16ccd2dfd3d329aaf502ac2e

mass doc'ing of symbols and some tiny decomp work 2021-01-20T22:02:26+00:00 Seth Barberee seth.barberee@gmail.com 2021-01-18T18:32:32+00:00 d010378f7280ee7ff2212d9ed8b38c2c201b5335

CPU and GPU Reg Funcs Decomp (#16) 2021-01-04T19:40:33+00:00 Seth Barberee seth.barberee@gmail.com 2021-01-04T19:40:33+00:00 469212f7ee42d04e3160d357ed1f088f12edd391 * decomp/doc cpu funcs and gpu reg funcs * use Cpu32 macro funcs * address review comments * decomp SetBGOBJEnableFlags
* decomp/doc cpu funcs and gpu reg funcs

* use Cpu32 macro funcs

* address review comments

* decomp SetBGOBJEnableFlags
code_80A26CC: fix nonmatching and decomp a few more 2020-12-08T19:17:08+00:00 Seth Barberee seth.barberee@gmail.com 2020-12-08T19:17:08+00:00 72aa91c7f8075f85a252d2a5db589ce640f94bef

finish docing PlayTime and fix function - Kermalis 2020-11-20T16:33:21+00:00 Seth Barberee seth.barberee@gmail.com 2020-11-20T16:33:21+00:00 cbfab08a06d7f9deca21b510b1bbdb80c05ea662

some doc'ing and decomping 2020-10-10T19:33:06+00:00 Seth Barberee seth.barberee@gmail.com 2020-10-10T19:33:06+00:00 14b4ad7735e039f388c0ff14850086b402f2c447