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path: root/src/debug/nakamura_debug_menu.c
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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.
2020-06-03sub_809E8F0 get.Kaz
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).
2018-07-02label some of pokemon_summary_screenyenatch
2018-06-20Rename map attribute structs to MapLayoutMarcus Huderle
2018-06-07Label all metatile behaviors and functionsMarcus Huderle
2018-05-21Standardize args to palette blend functionsMarcus Huderle
2018-04-07through DebugMenu_807786C; use macro NAKED instead of __attribute__((naked))PikalaxALT
2018-04-05RenamingPikalaxALT
2018-04-02Finish decompiling nakamuraPikalaxALT
2018-04-02through debug_sub_81612B8PikalaxALT
2018-04-02through debug_sub_8161028PikalaxALT
2018-04-02through debug_sub_8160C7CPikalaxALT
2018-04-02through nonmatching debug_sub_8160714PikalaxALT
2018-04-02through debug_sub_8160498PikalaxALT
2018-04-02through debug_sub_8160308PikalaxALT
2018-04-02through debug_sub_815FFDCPikalaxALT
2018-04-02debug_sub_815FCB4PikalaxALT
2018-04-01through debug_sub_815FC94PikalaxALT
2018-04-01through (nonmatching) debug_sub_815F930PikalaxALT
2018-04-01through debug_sub_815F7F0PikalaxALT
2018-04-01through debug_sub_815F5C4PikalaxALT
2018-04-01debug_sub_815F2F4PikalaxALT
2018-04-01Start decompiling nakamura functionsPikalaxALT
2018-02-06fix bss memory locationsCameron Hall
2018-01-23move undecompiled debug menu code to asmCameron Hall
2018-01-23fix more false offsetsCameron Hall
2018-01-21resolve merge conflicts and make it compileCameron Hall
2018-01-17add more debug thingsCameron Hall
2018-01-17resolve some undefined referencesCameron Hall
2018-01-17use 'if DEBUG' instead of 'ifdef DEBUG'Cameron Hall
2018-01-16add debug ifdefsCameron Hall