pokeruby/src/debug/mori_debug_menu.c, branch master Pokémon Ruby and Sapphire Fix rev1+. Oops. 2020-06-08T09:23:43+00:00 Kaz kazbloxmc@gmail.com 2020-06-08T09:23:43+00:00 b5a38ca77f5ea44619b4dd5bae05d29eede3c5f4

Preliminary support for English rev0 debug. Matching but still needs 2020-06-08T08:12:23+00:00 Kaz kazbloxmc@gmail.com 2020-06-08T08:12:23+00:00 2ec8ae4bec77ae4c5dac798a44e497d33be5dd7f cleaning up. Rename DEBUG_TRANSLATE to DEBUG_FIX now that we have actual English Debug ROMs. Add Sapphire German "first edition" debug support, now that we have a hash for it. Fix an obvious nonmatching.
cleaning up.
Rename DEBUG_TRANSLATE to DEBUG_FIX now that we have actual English
Debug ROMs.
Add Sapphire German "first edition" debug support, now that we have a
hash for it.
Fix an obvious nonmatching.
Improve a mori_debug_menu translation 2019-08-26T01:07:42+00:00 easyaspi314 (Devin) easyaspi314@users.noreply.github.com 2019-08-26T01:07:42+00:00 5d1f39aa6fd984542686cc0c83b9ed85bff34811

[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).
Label move_tutor_menu.c 2018-06-10T16:09:57+00:00 Marcus Huderle huderlem@gmail.com 2018-06-10T16:01:29+00:00 2e80477ea11c265e69658b852c57097fd8a21492

Dma macro cleanup and cleanup sub_8076034 and sub_8076464 2018-01-17T18:18:23+00:00 ProjectRevoTPP projectrevotpp@hotmail.com 2018-01-17T18:18:23+00:00 05d18468a4b817c0976b16017ef7b6044befed7f

more text/menu renaming 2018-01-09T20:26:15+00:00 camthesaxman cameronghall@cox.net 2018-01-09T20:26:15+00:00 03b167a73e2f18fa79bbf0e6ffe11e0c35c12ad8

re-label some window and text code 2018-01-09T05:16:13+00:00 camthesaxman cameronghall@cox.net 2018-01-09T05:16:13+00:00 6d16dba22e9ea2b40bf684f7549b73a583d143f6

Label a bunch more specials 2018-01-01T23:06:17+00:00 Marcus Huderle huderlem@gmail.com 2018-01-01T19:59:39+00:00 7158286302493c6fe34068926b351292af2cb6a9

Merge branch 'data' of https://github.com/ProjectRevoTPP/pokeruby into data 2017-11-14T05:09:12+00:00 ProjectRevoTPP projectrevotpp@hotmail.com 2017-11-14T05:09:12+00:00 312b97743d7f29f5e9d61f8b792352989bd47605