pokeruby/src/reset_rtc_screen.c, branch master Pokémon Ruby and Sapphire Match sub_806CF04 2021-06-28T19:54:22+00:00 PikalaxALT pikalaxalt@gmail.com 2021-06-28T19:54:22+00:00 27c5faf8e0e8a0f685ed61847a30eaf51b90c497

Give songs meaningful english names 2020-08-29T05:47:36+00:00 GriffinR griffin.g.richards@gmail.com 2020-08-29T05:47:36+00:00 038abf80ba30a277420e0381312c0cfc2296811e

Merge branch 'master' of github.com:pret/pokeruby into modern_gcc 2019-12-14T16:56:41+00:00 PikalaxALT pikalaxalt@gmail.com 2019-12-14T16:56:41+00:00 04d158cfcd0f26b4dc4a00e23464a5fde201aa8e

[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).
Make Ruby compile with gcc-8 2019-06-26T23:47:30+00:00 PikalaxALT pikalaxalt@gmail.com 2019-06-26T23:47:30+00:00 5d268f0acf7ecc320423b0c9bff18e125015b4c3

ANIM_BANK -> ANIM_BATTLER and some newlines 2018-11-13T18:49:27+00:00 garak garakmon@gmail.com 2018-11-13T18:49:27+00:00 32c7ec313deaccb4e3dcef5f9da7d9062d09fc27

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

Standardize args to palette blend functions 2018-05-21T16:02:30+00:00 Marcus Huderle huderlem@gmail.com 2018-05-21T15:50:36+00:00 4ee671c9bf6e4ba920f58cd8d4a6facc8bed431d

remove subdirectories 2018-02-19T01:59:51+00:00 camthesaxman cameronghall@cox.net 2018-02-19T01:59:51+00:00 daa05c1b7c5e079ad8554e88a290e07b333bd2db

split out src/ directory into categorized subdirectories. 2017-08-12T05:26:29+00:00 ProjectRevoTPP projectrevotpp@hotmail.com 2017-08-12T05:26:29+00:00 1a8fe435e7deabf06029c8e50201136518e3af73