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2021-09-12Replace incorrect instances of Mystery Gift with Mystery EventSatoMew
2021-07-02Fix DebugMenu_8078B94PikalaxALT
2021-06-30Tidy up ewram.h; yeet some more redundant definitionsPikalaxALT
2021-06-29Merge structs at 02019348PikalaxALT
2021-06-29Fix pokemon_icon.c fakematchPikalaxALT
2021-06-28Match sub_806CF04PikalaxALT
2021-06-28Name funcs in credits.c; more ewram cleanupPikalaxALT
2021-06-25Document pokedex_cry_screen.cPikalaxALT
2021-06-25More pokedex doccingPikalaxALT
2021-06-25Sync names of other pokedex.c methodsPikalaxALT
2021-06-24Document pokedex.c, 1PikalaxALT
2021-06-24Finish porting contest data to CPikalaxALT
2021-06-23Sync more function names from EmeraldPikalaxALT
2021-06-22Split contest codePikalaxALT
2021-06-21Sync more contest docs from EmeraldPikalaxALT
2021-06-21Start syncing contest code documentation from EmeraldPikalaxALT
2021-06-18Document image_processing_effects.cPikalaxALT
2021-06-18Revert these symbols back to ewram.hPikalaxALT
2021-06-18Sync image_processing_effects from emerald, 1PikalaxALT
2021-06-17document ewram macros in BattleStartClearSetDataPikalaxALT
2021-06-13Fix modern debug buildsPikalaxALT
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.
2020-08-29Give songs meaningful english namesGriffinR
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.
2020-06-08Fix rev1+. Oops.Kaz
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
2020-04-29Use fadescreen constants, sync common scripts after pc.incGriffinR
2020-04-27Use OBJ_EVENT_ID_PLAYERGriffinR
2020-04-27Sync hall_of_fame.incGriffinR
2020-04-24Sync shared_secret_base.incGriffinR
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
2019-09-05Fix a mixup in the naming :(easyaspi314 (Devin)
2019-09-05Document some debug menu thingseasyaspi314 (Devin)
2019-09-05Merge branch 'master' into modern_gccPikalaxALT
2019-08-26Mark some things in tomomichi_debug_menu.ceasyaspi314 (Devin)
2019-08-25Fix some test menu translations, document unused functions and name stuffeasyaspi314 (Devin)
2019-08-25Improve a mori_debug_menu translationeasyaspi314 (Devin)
2019-08-25Replace asm("") with ++ --.easyaspi314 (Devin)
agbcc is weird
2019-08-25Improve some nohara translations.easyaspi314 (Devin)
2019-08-24Match and document DebugMenu_8077C3C (now DebugMenu_ConvertBuildDate)easyaspi314 (Devin)
It seems that simply putting an asm("") matched 8077C3C.
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
2019-04-23gTrainerBattleOpponent = SECRET_BASE_OPPONENTPikalaxALT
2019-04-08Some documentation of contest_link_80C2020PikalaxALT
2019-04-08through sub_80C4A28PikalaxALT