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authorMarcus Huderle <huderlem@gmail.com>2017-11-04 19:49:38 -0700
committerGitHub <noreply@github.com>2017-11-04 19:49:38 -0700
commit8832b766facd48c85c1b99ac6dad555f1e2aa1c7 (patch)
tree8f4bded9d721a993674a4e5d9eeb57ad86580d39 /include/battle.h
parent1698e882b4760bcfe8cf91073cf7e46541ae6392 (diff)
parentb4c6e0560a7b1310cc08b93ea04935d4fbb7c3de (diff)
Merge pull request #450 from ProjectRevoTPP/fix_setmondata
various fixes
Diffstat (limited to 'include/battle.h')
-rw-r--r--include/battle.h27
1 files changed, 26 insertions, 1 deletions
diff --git a/include/battle.h b/include/battle.h
index f973849b7..dc9ac93cc 100644
--- a/include/battle.h
+++ b/include/battle.h
@@ -686,6 +686,32 @@ extern u8 ewram[];
#define ewram17840 (*(struct Struct2017840 *) (ewram + 0x17840))
#define ewram17000 ((u32 *) (ewram + 0x17100))
+// used in many battle files, it seems as though Hisashi Sogabe wrote
+// some sort of macro to replace the use of actually calling memset.
+// Perhaps it was thought calling memset was much slower?
+
+// The compiler wont allow us to locally declare ptr in this macro; some
+// functions that invoke this macro will not match without this egregeous
+// assumption about the variable names, so in order to avoid this assumption,
+// we opt to pass the variables themselves, even though it is likely that
+// Sogabe assumed the variables were named src and dest. Trust me: I tried to
+// avoid assuming variable names, but the ROM just will not match without the
+// assumptions. Therefore, these macros are bad practice, but I'm putting them
+// here anyway.
+#define MEMSET_ALT(data, c, size, var, dest) \
+{ \
+ dest = (u8 *)data; \
+ for(var = 0; var < (u32)size; var++) \
+ dest[var] = c; \
+} \
+
+#define MEMCPY_ALT(data, dest, size, var, src) \
+{ \
+ src = (u8 *)data; \
+ for(var = 0; var < (u32)size; var++) \
+ dest[var] = src[var]; \
+} \
+
typedef void (*BattleCmdFunc)(void);
struct funcStack
@@ -725,7 +751,6 @@ void EmitEffectivenessSound(u8 a, u16 sound); //0x2B
void Emitcmd44(u8 a, u16 sound); //0x2C
void EmitFaintingCry(u8 a); //0x2D
void EmitIntroSlide(u8 a, u8 b); //0x2E
-void Emitcmd48(u8 a, u8 *b, u8 c); //0x30
void Emitcmd49(u8 a); //0x31
void EmitSpriteInvisibility(u8 a, u8 b); //0x33
void EmitBattleAnimation(u8 a, u8 b, u16 c); //0x34