Commit Graph

5 Commits

Author SHA1 Message Date
Haven1433
e251b08ac8 Improve battle script parsing 2022-03-19 22:56:31 -05:00
Benjamin Popp
c38ed8c87a Update battle scripts to recognize more pointers
- statbuffchange, last param is a pointer
- jumpifbyte, last param is a pointer
2020-08-03 22:00:18 -05:00
Benjamin Popp
c8ccab9710 Improving battle script support
* Allow battle scripts to _not_ add a new code body if the code body contains a subset of already found code.
* Allow battle scripts to include XXXXXX: labels for parts that have things pointing directly to them.
* Improve battle script parameter recognition.
2020-06-23 22:38:10 -05:00
Benjamin Popp
1d0d030434 Improve BattleScript support 2020-05-03 22:12:45 -05:00
Benjamin Popp
93250ec061 Add backbone for battle-script support
battle scripts are almost identical to pokescripts in how they work. Each command has a single-byte code, followed by some number of arguments, each of which are 1 to 4 bytes.

Because of these similarities, we can reuse the same engine code and just load the engine from another file. So the code tool can have a 4th mode and basically just work for free. Runs for battle scripts can be as simple as XSE runs: just a single byte, don't bothe decoding, show decoding only in the tool.

Still to add: how to know which battle script commands are ending commands, or which ones point to other battle scripts, or which ones point to strings. How to view battle scripts in the editor? Etc.
2020-05-01 08:16:04 -05:00