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2020-08-19Merge pull request #788 from kazblox/masterGriffinR
Fix NONMATCHINGs and actual English Debug support
2020-06-08Actually fix everything.Kaz
2020-06-08Gah, handle this later when I actually add US rev1/2 debug support.Kaz
2020-06-08Preliminary support for English rev0 debug. Matching but still needsKaz
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.
2020-04-23Sync event macrosGriffinR
2019-10-16Sync specialvars with pokeemeraldGriffinR
2019-08-27Make DEBUG_TRANSLATE a makefile flageasyaspi314 (Devin)
2019-08-26Change data debug translations to use DEBUG_TRANSLATEeasyaspi314 (Devin)
I'd prefer a macro, but preproc currently comes first.
2019-08-24Beware the BRENDANeasyaspi314 (Devin)
2019-08-24.if ENGLISH != .ifdef ENGLISHeasyaspi314 (Devin)
2019-08-23[WIP] English Debug menu translations! (Plus some build system fixes)easyaspi314 (Devin)
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).
2018-05-29Unify 'map object' and 'field object' terms into 'event object'Marcus Huderle
2018-04-09Rename me_script.inc to mystery_event_script.inc, debug_menu_3.s to ↵PikalaxALT
debug_mystery_event_scripts.s