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2020-02-13Merge branch 'master' into modern_gccPikalaxALT
2020-02-12Restructure src/data/object_events and src/data/field_effectsMarcus Huderle
2020-02-12Use named C arrays for event obj movement dataMarcus Huderle
2020-02-12Sync with pret/pokeemerald:959GriffinR
2020-02-12Rename event_obj_lock to event_object_lockGriffinR
2020-02-12Fix event object include guards and constant filenamesGriffinR
2020-02-12Standardize Event Object to Object EventGriffinR
2020-01-10Match sub_8043740PikalaxALT
2019-12-17Fix name errorPikalaxALT
2019-12-14Merge branch 'master' of github.com:pret/pokeruby into modern_gccPikalaxALT
2019-11-09Use descriptive constant for ScriptGiveMon callThomas Winwood
2019-10-19Merge pull request #754 from camthesaxman/emerald_diffhuderlem
resolve more emerald differences
2019-10-16Sync specialvars with pokeemeraldGriffinR
2019-10-16remove empty groups from wild encounter fields json objectsgarak
2019-10-16add fishing rod groups to encounter jsongarak
2019-10-05Match sub_80C9720PikalaxALT
2019-10-02Update INSTALL.mdPikalaxALT
2019-10-02Merge branch 'master' into debug-englishPikalaxALT
2019-10-02Merge branch 'master' into emerald_diffPikalaxALT
2019-10-02Merge branch 'master' into modern_gccPikalaxALT
2019-09-08Merge pull request #743 from garakmon/metatile_labelsPikalaxALT
Name Metatiles
2019-09-08Merge pull request #744 from garakmon/pokenav-dataPikalaxALT
Pokenav Data Decomp (take 2)
2019-09-08Merge pull request #753 from ultima-soul/synchronizePikalaxALT
Synchronize bard_music data organization with pokeemerald
2019-09-05Configure Travis to build nonmatching (#746)PikalaxALT
* Configure Travis to build nonmatching
2019-09-05Fix a mixup in the naming :(easyaspi314 (Devin)
2019-09-05Document some debug menu thingseasyaspi314 (Devin)
2019-09-05Merge pull request #755 from garakmon/encounter_jsonPikalaxALT
Wild Encounters to Json
2019-09-05Merge branch 'master' into modern_gccPikalaxALT
2019-08-30Match sub_80D6874Scott Norton
2019-08-29name event object pointer indicesgarak
2019-08-26Mark some things in tomomichi_debug_menu.ceasyaspi314 (Devin)
2019-08-26Translate skipped Mail texteasyaspi314 (Devin)
2019-08-26Translate the Trainer card test nameeasyaspi314 (Devin)
2019-08-26Improve slot machine translation, make textbox largereasyaspi314 (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.
2019-08-24Rename 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).
2019-08-01use encounter slot constants, fix some gfxgarak
2019-08-01fix buildgarak
2019-08-01convert wild encounters to jsongarak
2019-07-31fix more emerald differencescamthesaxman
2019-07-31Finish synchronizing bard_music data organization.ultima-soul
2019-07-31resolve more battle system differencescamthesaxman
2019-07-30rename rom3.c to battle_controllers.ccamthesaxman
2019-07-30misccamthesaxman
2019-07-30Start bard_music synchronization.ultima-soul