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OAM data documentation; move more content into data/; move palettes into gfx/; more code+script constants; consistent map naming #456
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find . -name '*.asm' -exec sed -i 's/[ \t]\+$//' {} \;
home/names.asm
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@@ -7,7 +7,7 @@ NamesPointers:: ; 33ab | |||
dbw 0, PartyMonOT | |||
dbw 0, OTPartyMonOT | |||
dba TrainerClassNames | |||
dbw $4, $4b52 ; within PackMenuGFX | |||
dbw $4, PackMenuGFX + 60 |
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This comment was just to indicate that it wasn't a valid address. It's not actually referencing PackMenuGFX. My guess would be it's a pointer to MoveDescriptions (0b:4b52
). The $4, $4b52
is $4, $4000
in Gold. The address of MoveDescriptions in Gold is also at 0x4000 (6d:4000
). The bank is wrong still, but 04:4000
in Gold was GetPlayerMovement, so the bank was probably wrong to begin with.
… G/S, $4b52 in Crystal)
…ts WRAM labels)
engine/battle/core.asm
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@@ -26,7 +26,7 @@ DoBattle: ; 3c000 | |||
and a | |||
jr z, .not_linked | |||
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ld a, [hLinkPlayerNumber] | |||
ld a, [hSerialConnectionStatus] | |||
cp $2 |
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Some hSerialConnectionStatus constants (like USING_INTERNAL_CLOCK) are missing in code, more specifically in engine/battle/core.asm, home/init.asm, mobile/mobile_40.asm, and a few in engine/link.asm. Pointing out in case you haven't noticed, because you may already be aware.
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Thanks. Even with that the link code has much left to do (e.g. the wPlayerLinkAction
and wOtherPlayerLinkMode
values, the many wXXXX
labels, hardcoded sizes like $1b9
), but I don't have the knowledge of GB serial hardware to do it.
engine/pokedex.asm
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@@ -15,6 +15,9 @@ | |||
const DEXSTATE_UPDATE_UNOWN_MODE | |||
const DEXSTATE_EXIT | |||
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|||
POKDEX_SCX EQU 5 |
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pokdex?
engine/types.asm
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jp CopyBytes | ||
; 5097b | ||
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INCLUDE "data/types/names.asm" | ||
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Unreferenced_GetGen1TrainerClassName: ; 50a28 |
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what? why is this here?
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Should it go in engine/routines/unreferenced_getgen1trainerclassname.asm?
wram.asm
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@@ -1565,7 +1565,7 @@ wDaysSince:: db | |||
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SECTION "WRAM 1", WRAMX | |||
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wd000:: ds 1 | |||
wDecompressBuffer:: ds 1 |
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should this be a union?
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No, there are no uses of unidentified wd000
left.
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pretty sure wDecompressBuffer is not 1 byte large
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Okay, I see. You could, but there's a big union right after it at d002, and every NEXTU would need a ds 2
at the beginning. How about a comment noting that wDecompressBuffer
is larger than that? (Max size: GBCOnlyGFX
takes $540 bytes uncompressed, and I think . Oh, mobile_5c.asm should have used LZ_170d16
takes $c10 in mobile_5c.asmwDecompressScratch
, not wDecompressBuffer
. So yeah, $540 bytes, and wGBCOnlyDecompressBuffer
would be a more accurate name.)
charmap.asm
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charmap "<ROUTE>", $35 ; "ばん どうろ" | ||
charmap "<WATASHI>", $36 ; "わたし" | ||
charmap "<KOKO_WA>", $37 ; "ここは" | ||
charmap "<GA>", $4a ; "が " |
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I have a feeling these are a 'd
situation. It's fine to leave them for now but they were probably invisible.
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They're dummied out in the English version, but home/text.asm and a couple of control character tables still mention them, so it's either this or JP_ROUTE_CHAR EQU $35
.
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What I mean is this:
charmap "ばん どうろ", $35
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? charmap "ばん どうろ", $35
doesn't exist anywhere. The "ばん どうろ"
is just a comment explaining what the control character was for.
engine/link_2.asm
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@@ -56,7 +56,7 @@ LinkTextbox2: ; 4d35b | |||
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.PlaceBorder: ; 4d37e | |||
push hl | |||
ld a, $76 | |||
ld a, "ぁ" ; $76 |
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this doesnt seem like a border tile
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Yeah, I undid that later.
engine/link_trade.asm
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@@ -139,7 +139,7 @@ _LoadTradeScreenBorder: ; 16d696 | |||
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LinkComms_LoadPleaseWaitTextboxBorderGFX: ; 16d69a | |||
ld de, LinkCommsBorderGFX + $30 tiles | |||
ld hl, vTiles2 tile $76 | |||
ld hl, vTiles2 tile "ぁ" |
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this doesnt seem right either
.pal -> .gbcpal has been omitted for now since there's no tool to convert it yet.
Also merges: