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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.
2019-08-24Rename old_charmap and move from graphics-de/unused to graphics/debug.easyaspi314 (Devin)
The debug battle text is in English on German ROMs and Japanese on English ROMs. Additionally, old_charmap.bin held the actual text. Weird. I also choose the English when DEBUG_TRANSLATE is on.
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).
2019-07-29gMPlay to gMPlayInfocamthesaxman
2019-07-29resolve some Emerald differencescamthesaxman
2019-07-28Merge branch 'master' into filenames_1camthesaxman
2019-07-28emerald file names, part 1camthesaxman
2019-07-28Merge pull request #749 from camthesaxman/vramRevo
remove hardcoded VRAM and EWRAM addresses
2019-07-28remove hardcoded VRAM and EWRAM addressescamthesaxman
2019-07-28match atk49_moveendcamthesaxman
2019-07-28combine battle interface graphics filescamthesaxman
2019-07-28combine bg2.pal and blank_pal.palcamthesaxman
2019-07-24Fix signedness disagreement in sBigMonSizeTablePikalaxALT
2019-07-02Minor style fixesPikalaxALT
2019-07-02Some more cleanupPikalaxALT
2019-07-02Some cleanupPikalaxALT
2019-07-02Fix building German DebugPikalaxALT
2019-07-02Extern unk_2039560 in roulette_gfx.cPikalaxALT
2019-07-02Finish roulette dataPikalaxALT
2019-07-02through gSpriteTemplate_83FA0DCPikalaxALT
2019-07-02Split roulette on purported file boundaryPikalaxALT
2019-07-02Temp adjustment to compensate for suppression of staticPikalaxALT
2019-07-02through gUnknown_Debug_0842510DPikalaxALT
2019-07-02through gUnknown_083F8EBCPikalaxALT
2019-07-02through gUnknown_083F8DF4PikalaxALT
2019-07-02Start roulette rodata decompPikalaxALT
2019-04-23Attempt sub_809C664PikalaxALT
2019-04-23match sub_809C464PikalaxALT
2019-04-23BADGE_BOOST macroPikalaxALT
2019-04-23Define LINK_BATTLE_OPPONENT; other opponent constant substitutionsPikalaxALT
2019-04-23gTrainerBattleOpponent = SECRET_BASE_OPPONENTPikalaxALT
2019-04-08Some documentation of contest_link_80C2020PikalaxALT
2019-04-08Finish contest_link_80C2020PikalaxALT
2019-04-08through sub_80C4A28PikalaxALT
2019-04-08sub_80C42C0PikalaxALT
2019-04-08Nonmatching sub_80C40D4PikalaxALT
2019-04-08sub_80C3F00PikalaxALT
2019-04-08through sub_80C3EA4PikalaxALT
2019-04-08sub_80C3990PikalaxALT
2019-04-08nonmatching sub_80C37E4PikalaxALT
2019-04-08through sub_80C34ACPikalaxALT
2019-04-08nonmatching sub_80C3158PikalaxALT
2019-04-08Match two functions in contest_link_80C2020PikalaxALT
2019-04-07Fix ghost NONMATCHINGultima-soul
2019-04-07Decompile/port rest of battle_anim plus fix 1 NONMATCHING.ultima-soul
2019-04-06Merge pull request #716 from nullableVoidPtr/masterhuderlem
Port water.s from pokeemerald
2019-04-06Finish contest_painting_effectsPikalaxALT
2019-04-06sub_80FD8CC: an attempt was madePikalaxALT
2019-04-06Copy and paste through sub_80FD7AC from EmeraldPikalaxALT