diff options
-rw-r--r-- | Add-a-debug-menu.md (renamed from Add-a-Debug-Mode.md) | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/Add-a-Debug-Mode.md b/Add-a-debug-menu.md index b79eaab..b2d4348 100644 --- a/Add-a-Debug-Mode.md +++ b/Add-a-debug-menu.md @@ -1,5 +1,3 @@ -# Add a debug menu to `pokeemerald` - During development it's common for your game to be partially complete; even if it isn't, you probably don't want to spend a whole bunch of time playing through the game to get to the bit you need to test. As such, it's useful to have a **debug menu** with a collection of tools defined in code to do useful things for you which you don't expose to the players. However, `pokeemerald` reproduces the *commercial* release of Pokémon Emerald, so there's no debug functionality at all. Fortunately we're programmers, so we can fix that. I assume a reasonable familiarity with C, so I won't be explaining things like preprocessor directives, include guards, what a structure or its fields are, or the like. If you want or need to look these things up, you now know what to search for. @@ -214,6 +212,8 @@ void Debug_ShowMainMenu(void) { u8 inputTaskId; // create window + HideMapNamePopUpWindow(); + sub_81973A4(); windowId = AddWindow(&sDebugMenuWindowTemplate); DrawStdWindowFrame(windowId, FALSE); @@ -360,6 +360,8 @@ void Debug_ShowMainMenu(void) { u8 inputTaskId; // create window + HideMapNamePopUpWindow(); + sub_81973A4(); windowId = AddWindow(&sDebugMenuWindowTemplate); DrawStdWindowFrame(windowId, FALSE); |