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path: root/src/debug/taya_debug_window.c
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2021-06-24Finish porting contest data to CPikalaxALT
2021-06-22Split contest codePikalaxALT
2021-06-21Sync more contest docs from EmeraldPikalaxALT
2021-02-16Mirror pokeemerald PR#1329 & PR#1335 to pokerubyDeokishisu
The `externalReservedData` field has been split up into `externalEventData` and `externalEventFlags`, which have their own structs. The new structs deal with interconnectivity between external games/peripherals and RS. US & JP Colosseum Bonus Discs', Colosseum and XD's, Pokémon Channel's, and PokémonBox: Ruby & Sapphire's interactions with these fields has been documented. The `giftRibbon#` fields in `PokemonSubstruct3` have also been renamed to their appropriate ribbons, and commented with distribution info if applicable. All relevant constants and functions dealing with the Pokémon data structure were renamed with these changes in mind.
2020-08-19Merge pull request #788 from kazblox/masterGriffinR
Fix NONMATCHINGs and actual English Debug support
2020-08-18Review changes.Kaz
Fixed taya_debug_window for good.
2020-06-03sub_809E8F0 get.Kaz
2020-04-29Use fadescreen constants, sync common scripts after pc.incGriffinR
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).
2018-12-07Use real apostrophes instead of fake onesMelody
2018-07-21Change OPPONENT to TRAINER in taya_debug_window.cvblm12
2018-05-21Standardize args to palette blend functionsMarcus Huderle
2018-04-11Some renamingPikalaxALT
2018-04-11Basically all of taya in one commit. Aren't I grand?PikalaxALT
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
2018-01-17resolve more undefined referencesCameron Hall
2018-01-17resolve more undefined referencesCameron 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