Age | Commit message (Collapse) | Author |
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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).
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* nonmatching sub_80C9720 and decompile sub_80C9838
* finish decompiling Itemfinder functions.
* decompile ItemUseOutOfBattle_PokeblockCase and ItemUseOutOfBattle_CoinCase
* rename field_doortransition
* rename weather file
* decompile more of item_use.c
* decompile up to repel code
* decompile up to stat increase code
* finish decompiling item_use.c
* remove item_use from ld_script
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* some labels and enumerate player speeds
* clear up speed enums
* GetPlayerSpeed
* oops
* start decompiling mauville_old_man.c
* formatting
* decompile more of mauville_old_man.c
* someone fix this please
* formatting
* make ROM build again
* formatting again
* make ROM match again
* label, document, reorganize, and clean up battle_ai.c
* move stuff to battle.h and get rid of battle_2000000
* various changes
* labeling
* minor labels and formatting
* contest ai labels and misc stuff
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* define some graphics data in C
* define wild pokemon in C
* use less #ifdefs
* define data in berry.c
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gBattleTypeFlags (#146)
* make ROM match again
* clean up item_use.c labels and clarify functions.
* label and clarify some functions in decompress.c
* label and clarify berry.c
* rename 20239F8 to gBattleTypeFlags
* formatting
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* Extract other external function declarations
* Fix GBA compilation
* Revert `sub_803C434` to asm
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* Declare more non-static functions in header files
* Use `(void)` for functions without arguments.
* Move global-included data to seperate headers
* Don't import types or global in header
* Fix fieldmap imports
* Revert in-code changes
* Add missing newlines
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* cleanup
* cleanup
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