pmd-red/tools, branch master Pokémon Mystery Dungeon: Red Rescue Team Decomped CanUseStatusMove() 2022-02-25T04:38:21+00:00 AnonymousRandomPerson chenghanngan.us@gmail.com 2022-02-25T04:38:21+00:00 6e56b9f0341be0a6c960ea9e8db0939e4fa3cdac

Delete build artifacts on clean target (#89) 2021-12-21T20:47:46+00:00 Seth Barberee seth.barberee@gmail.com 2021-12-21T20:47:46+00:00 4fd4208364fcaf71ef0ff35d0c49ce3d9149e98b * delete build artifacts on clean target * clean out the graphics files too * fix up auto-gen message on pokemon_found and move END_OF_TABLE to actual end of table
* delete build artifacts on clean target

* clean out the graphics files too

* fix up auto-gen message on pokemon_found and move END_OF_TABLE to actual end of table
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.
Disassemble some more tables and the first graphic (#71) 2021-11-04T21:07:26+00:00 mid-kid esteve.varela@gmail.com 2021-11-04T21:07:26+00:00 681ca68ac96e8d39f49eb2c9f42e5c1e1041f5e0 * Sync tools/ directory with pokeemerald We really ought to have a central repository for this mess * Make incremental builds faster Scientists hate him! He made NODEP disappear with this ONE SIMPLE TRICK!!! Want to know more? -> __click here__ <- * Disassemble some more tables and the first graphic
* Sync tools/ directory with pokeemerald

We really ought to have a central repository for this mess

* Make incremental builds faster

Scientists hate him!
He made NODEP disappear with this ONE SIMPLE TRICK!!!
Want to know more? -> __click here__ <-

* Disassemble some more tables and the first graphic
Moves and some friend_area_action_menu 2021-11-02T23:31:16+00:00 Seth Barberee seth.barberee@gmail.com 2021-10-20T00:48:38+00:00 3a1db3dfac99d017b592afa4e7e3fc7325e060cc

Extracted species/item/move strings (#63) 2021-10-10T14:59:35+00:00 Cheng Hann Gan chenghanngan.us@gmail.com 2021-10-10T14:59:35+00:00 2d4c802d769f53462a2742a5c6afaad4d7f290fb * Extracted species/item/move strings * Used binary strings for bitwise flag variables
* Extracted species/item/move strings

* Used binary strings for bitwise flag variables
Added move data JSON (#60) 2021-10-06T00:09:53+00:00 Cheng Hann Gan chenghanngan.us@gmail.com 2021-10-06T00:09:53+00:00 78632822c35c5c8f6f9fb03547bb608ec5e5d223 * Added move data JSON * Fixed typo * Fixed name of placeholder move
* Added move data JSON

* Fixed typo

* Fixed name of placeholder move
Created species/item data JSONs (#57) 2021-09-28T16:50:36+00:00 Cheng Hann Gan chenghanngan.us@gmail.com 2021-09-28T16:50:36+00:00 12aec1bb718eb7b04d4a5506030154b0cce454a0 * Created species data JSON * Added item data JSON * Removed address field from JSONs -Moved constants/item.h import to item.h. * Used default values for some JSON fields -Use item ID macros for item evolutions.
* Created species data JSON

* Added item data JSON

* Removed address field from JSONs

-Moved constants/item.h import to item.h.

* Used default values for some JSON fields

-Use item ID macros for item evolutions.
Defined more in-dungeon structs and enums (#53) 2021-09-09T23:22:48+00:00 Cheng Hann Gan chenghanngan.us@gmail.com 2021-09-09T23:22:48+00:00 8237e29a164211eb2ec4cd161eb4183cc1947fee * Defined DungeonEntity * Rename EntityType enums * Revert EntityType rename * Defined more in-dungeon structs and enums * Added more dungeon global structs/enums * Prefixed dungeonGlobalData with g * Fixed compile errors * Removed some CRLFs * Fixed compile after merge * Revert Makefile * Rename DungeonEntityData.entityType Co-authored-by: Seth Barberee <seth.barberee@gmail.com> * Renamed symbols per PR comments Co-authored-by: Cheng Hann Gan <chenghann_gan@ultimatesoftware.com> Co-authored-by: Seth Barberee <seth.barberee@gmail.com>
* Defined DungeonEntity

* Rename EntityType enums

* Revert EntityType rename

* Defined more in-dungeon structs and enums

* Added more dungeon global structs/enums

* Prefixed dungeonGlobalData with g

* Fixed compile errors

* Removed some CRLFs

* Fixed compile after merge

* Revert Makefile

* Rename DungeonEntityData.entityType

Co-authored-by: Seth Barberee <seth.barberee@gmail.com>

* Renamed symbols per PR comments

Co-authored-by: Cheng Hann Gan <chenghann_gan@ultimatesoftware.com>
Co-authored-by: Seth Barberee <seth.barberee@gmail.com>
Pokemon related decomp (#47) 2021-07-26T04:11:01+00:00 Dennis dhilhorst2000@gmail.com 2021-07-26T04:11:01+00:00 645c45431b0e091234699c3706ff90d1654cfb57 * decompile last function in pokemon_1.s * some pokemon related decomp * more decomp * decomp another function * decompile function * another one * decompile GetPokemonLevelData * decompile more * more decomp * more structure and decomp * decomp another function (need to do some renaming) * rename some stuff * I cant do anything without committing these 2 files

* decompile last function in pokemon_1.s

* some pokemon related decomp

* more decomp

* decomp another function

* decompile function

* another one

* decompile GetPokemonLevelData

* decompile more

* more decomp

* more structure and decomp

* decomp another function (need to do some renaming)

* rename some stuff

* I cant do anything without committing these 2 files