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2021-06-30Tidy up ewram.h; yeet some more redundant definitionsPikalaxALT
2021-06-28Match sub_806CF04PikalaxALT
2021-06-21Start syncing contest code documentation from EmeraldPikalaxALT
2020-08-29Give songs meaningful english namesGriffinR
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.
2019-12-14Merge branch 'master' of github.com:pret/pokeruby into modern_gccPikalaxALT
2019-10-19Merge pull request #754 from camthesaxman/emerald_diffhuderlem
resolve more emerald differences
2019-09-05Merge branch 'master' into modern_gccPikalaxALT
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).
2019-07-31fix more emerald differencescamthesaxman
2019-07-29gMPlay to gMPlayInfocamthesaxman
2019-06-26Make Ruby compile with gcc-8PikalaxALT
2018-07-02label some of pokemon_summary_screenyenatch
2018-06-20Use MUS_ prefix instead of BGM_ prefix for songsMarcus Huderle
2018-06-10Label move_tutor_menu.cMarcus Huderle
2018-05-30Fix rotating_gate nonmatching functionMarcus Huderle
2018-05-21Standardize args to palette blend functionsMarcus Huderle
2018-04-09Rename referenced unref_sub_*PikalaxALT
2018-04-05RenamingPikalaxALT
2018-02-18remove subdirectoriescamthesaxman