summaryrefslogtreecommitdiff
path: root/include/config.h
AgeCommit message (Collapse)Author
2020-08-19Merge pull request #788 from kazblox/masterGriffinR
Fix NONMATCHINGs and actual English Debug support
2020-07-22Fix COMMON sym references under modern gccPikalaxALT
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.
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).
2018-01-09you idiot, leave NDEBUG definedProjectRevoTPP
2018-01-09scrub ld_script for bloatProjectRevoTPP
2018-01-08nocashgba printfProjectRevoTPP
2018-01-07NDEBUG which is supposed to be NDEBUG...ProjectRevoTPP
2018-01-06use firered isagbprint.h and NDEBUGProjectRevoTPP
2017-12-20Add NDEBUG (NOAGBPRN) support to pokeruby.ProjectRevoTPP
2017-05-26Make berry_tag_screen match German buildMarijn van der Werf
2017-05-05decompile some pokemon functionsYamaArashi
2017-05-05some German differencesYamaArashi
2016-12-29second save_failed_screen.c bugfixYamaArashi
2016-12-29more bugfix ifdefsYamaArashi
2016-12-29add conditional bugfix for setting mon IVsYamaArashi
2016-12-29use BUGFIX ifdefsYamaArashi