pokeruby/src/berry.c, branch master Pokémon Ruby and Sapphire Sync new_game.inc 2020-04-27T18:19:54+00:00 GriffinR griffin.g.richards@gmail.com 2020-04-27T18:19:54+00:00 15f5cb7e7398431ae22f24c8e8a69683a0dc24fc

Fix event object include guards and constant filenames 2020-02-13T00:35:27+00:00 GriffinR griffin.richards@comcast.net 2019-11-21T19:14:14+00:00 667c53e25b4db2c5fc3bcbdb50825843dfaded4e

Standardize Event Object to Object Event 2020-02-13T00:35:27+00:00 GriffinR griffin.richards@comcast.net 2019-11-21T06:15:34+00:00 98ca62cf91e7e0bd33f09edfc848a62061015aee

[WIP] English Debug menu translations! (Plus some build system fixes) 2019-08-24T00:44:01+00:00 easyaspi314 (Devin) easyaspi314@users.noreply.github.com 2019-08-24T00:44:01+00:00 a631973b73977f33ef98042abca9fca287792439 I'm back!            す Éß テ-ブ↑& ÒÛªù! (かなテーブルを捨てろよ!/Throw away the kana table!) When compiled in English with DEBUG, instead of óじばÌ (mojibake), you now get actual English translations! No more switching from the game, to the kana chart, and if you don't know Japanese, Google Translate, just to read one sentence. Additionally, the few unknown translations should use proper encoding or Romaji. I decided to use a nicer macro system: static const u8 sStrHello[] = DTR("こんにちは", "Hello"); This prevents ifdef HELL, as the mixed Japanese and English would be messy. Additionally, some special character issues were corrected. Things untranslated/bugs: - Tomomichi's dummy functions. Of course, they don't do much. - The title screen battle menu. This uses a Gen 2 style tile rendering and the way it is rendered is incredibly overcomplicated. - A few phrases which I couldn't get a clear translation for. I don't know much Japanese lol. - Song names. Just tedious with the limited buffer size. - A few layout issues. Some dimensions should be tweaked to avoid text box ovetflows. - Potential buffer overflows, which I want to try to avoid - (ASan for GBA? :morphon:) - While I use the DEBUG_TRANSLATE flag (automatic with ENGLISH && DEBUG) for C code, the asm data only checks for ENGLISH && DEBUG. Additionally, they are ugly. - Haven't tested all builds yet. - Some code formatting issues. I also made it so this will compile with the system preprocessor (including Clang), and my agbcc binutils (which will attempt to be selected automatically if you don't have DKP). Clang needs a few flags (it can't do asm enums with line numbers and it does trigraphs in standard mode), but it is no longer flipping out. I am going to restart my build system project. It was getting way off track, and ucpp was too difficult to maintain (one of the main reasons for the silence).
I'm back!
                       す
Éß テ-ブ↑& ÒÛªù! (かなテーブルを捨てろよ!/Throw away the kana table!)

When compiled in English with DEBUG, instead of óじばÌ (mojibake),
you now get actual English translations!

No more switching from the game, to the kana chart, and if you don't know
Japanese, Google Translate, just to read one sentence.

Additionally, the few unknown translations should use proper encoding or
Romaji.

I decided to use a nicer macro system:

static const u8 sStrHello[] = DTR("こんにちは", "Hello");

This prevents ifdef HELL, as the mixed Japanese and English would
be messy.

Additionally, some special character issues were corrected.

Things untranslated/bugs:
 - Tomomichi's dummy functions. Of course, they don't do much.
 - The title screen battle menu. This uses a Gen 2 style tile rendering
   and the way it is rendered is incredibly overcomplicated.
 - A few phrases which I couldn't get a clear translation for. I don't know
   much Japanese lol.
 - Song names. Just tedious with the limited buffer size.
 - A few layout issues. Some dimensions should be tweaked to avoid text
   box ovetflows.
 - Potential buffer overflows, which I want to try to avoid
   - (ASan for GBA? :morphon:)
 - While I use the DEBUG_TRANSLATE flag (automatic with ENGLISH && DEBUG)
   for C code, the asm data only checks for ENGLISH && DEBUG. Additionally,
   they are ugly.
 - Haven't tested all builds yet.
 - Some code formatting issues.

I also made it so this will compile with the system preprocessor (including
Clang), and my agbcc binutils (which will attempt to be selected automatically
if you don't have DKP).

Clang needs a few flags (it can't do asm enums with line numbers and it does
trigraphs in standard mode), but it is no longer flipping out.

I am going to restart my build system project. It was getting way off track,
and ucpp was too difficult to maintain (one of the main reasons for the silence).
Use real apostrophes instead of fake ones 2018-12-07T15:54:47+00:00 Melody melody@pallet.town 2018-12-07T15:53:04+00:00 4161c6e6d797450f854e5e498f9c339904c67a1c

More synchronisation 2018-10-17T12:52:38+00:00 Slawter666 38655737+Slawter666@users.noreply.github.com 2018-10-17T12:52:38+00:00 a0991cfc153d5b6c02bd2967da0ed6b0193e3353

Move movement constants into include/constants/event_object_movement_constants.h 2018-07-10T13:57:13+00:00 Marcus Huderle huderlem@gmail.com 2018-07-10T13:57:13+00:00 70cd67f962d6df75adb2e23c43944365e876a58d

Unify 'map object' and 'field object' terms into 'event object' 2018-05-29T22:53:42+00:00 Marcus Huderle huderlem@gmail.com 2018-05-29T22:53:42+00:00 5df6fa5c08a19fb89308f6131dceef721cc5a3d0

Define movement type constants 2018-05-29T22:43:11+00:00 Marcus Huderle huderlem@gmail.com 2018-05-25T16:07:55+00:00 e435d62f0a496652482c89d7fd696ecc08d22a15

Rename regularAnim and specialAnim to singleMovement and heldMovement 2018-05-29T22:43:11+00:00 Marcus Huderle huderlem@gmail.com 2018-05-24T13:49:42+00:00 4d92810ad64d6b01701de7f4796467c402542420