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2021-12-20Translate all .include to #includemid-kid
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.
2021-10-10Extracted species/item/move strings (#63)Cheng Hann Gan
* Extracted species/item/move strings * Used binary strings for bitwise flag variables
2021-10-05Added move data JSON (#60)Cheng Hann Gan
* Added move data JSON * Fixed typo * Fixed name of placeholder move
2021-09-28Created species/item data JSONs (#57)Cheng Hann Gan
* 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.
2021-08-12More data dumping and some code cleaning (#46)Seth Barberee
* 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
2021-06-09Dungeon pokemon/Floor ID JSON Part 1 (#39)Seth Barberee
* move Thunderwave and Tiny Woods pokemon to json * rule tweaking to actually build tool before parsing JSON * delete .inc pokemon for tiny Woods and Thunderwave * silence git complaining about br_ips and ips_patch * use defines for species and pass the header file for species * convert sinister woods * convert MtThunderPeak * convert silent chasm * add trial floor_id w/ tiny woods * change make rule name to fix compile * MtSteel converted and bugfix * convert few floor headers and great canyon pokemon * code cleanup * unify unkData into UnkTextStruct2 * more code cleanup and some text decomp * doc more funcs and decomp/split some stuff * document more save stuff * more save work and move some data * pika sniped UpdateNatureTotal * decomp a litle and convert a few more dungeons * better scanning for json files * mt freeze and peak
2021-01-20mass doc'ing of symbols and some tiny decomp workSeth Barberee
2020-12-12Text data cleanup! (#6)Mateusz Naściszewski
* Text data cleanup! Reformatted and fixed up all of data/text/, and extended charmap.txt The `#P` metacharacter (prompt) acts like a newline, so I reformatted it as such. All `.string` macros followed by `.byte 0x00` have been replaced with `.asciz` where possible, and `.string "...\0"` elsewhere, note that `.asciz` does not respect the charmap, so characters such as 'é' in 'Pokémon' or the various buttons would be incorrectly encoded. Also cleaned up occurences of `.byte 0x24`, which should just be a literal '$' inside the string. * Nuke all instances of `.asciz` As discussed on Discord, globally replaced all `.asciz` macros with `.string "...\0"`, as `.asciz` did not respect the charmap. * Minor string consistency fixes
2020-12-02slight cleanupSeth Barberee
Found a few things when I attempted to decompile GameLoop.
2020-10-31more data siftingSeth Barberee
2020-10-18dumped system sbinSeth Barberee
2017-12-11split file archivessceptillion