also fix possible race condition when refreshing border render while drawing the map
also fix condition where writing script data content formats shouldn't write empty runs if the token doesn't allow changes.
* better for experts because they can more easily parse a handful of section headers compared to random hex addresses
* Better for new users because it helps them learn that they can use whatever names they want for the headers of scripts and for pointers.
doing <??????> auto-included a new {} block, which is cool. But that block needs to not be included when calculating the new cursor position, because the cursor position should remain _before_ the new {}, so it's still on the same line in case you're writing `trainerbattle` or something with multiple pointers in the line.
* Changed which NPC facing option we shouldn't use.
The movement behavior right below "FaceRight" is actually the one that confuses people as it used to be called "Look Down" in AdvanceMap. That one causes weird stuff to happen after a battle while the first movement option is now correctly labeled "No Movement."
* Reverted the CausesGlitches change.
note that this could be dangerous, since we're writing an end token to an arbitrary address that is still being decided on. A couple things mitigate this problem:
* the user can use <auto> pointers in scripts
* addresses won't be checked/used unless the user has both an open < and a close >.
* Correctly fixed the domains of script commands.
According to the 3 decomps' "script_cmd_table.inc" file, Ruby/Sapphire's last command is at index C5 while FireRed/LeafGreen's last command is at index D4. Thus, I updated the file so that valid commands would only show up if you're editing a game with which said commands would be valid.
ex. preparemsg3 no longer shows up as a valid command in FR/LG.
* Found out the parameter for fadescreen3.
Thank you decomps!
I'm not sure if the "mode.screenfades" parameter is the same for the "fadescreen" command.
* Updated "trainerbattle" & other scripts' comments.
Added some comments to clarify some unknowns in commands 5E, 5F, and 65.
I also fixed some comments and unknown pointers in the trainer battle commands.
* More minor comment fixes.
I mean the word "not" in the comments for commands 4D & 4E. The commands are technically not "nop"s in the code, but the edit to 0x800D is commented out.
* Clarified warp descriptions & other commands.
- Warp commands have more descriptive comments.
- Changed FRLG's description for "nop2C."
- Added another way to fill in the "condition" parameter for "gotostdif" and "callstdif" to make it more in line with "if1" and "if2."
* Adjusted Pokémon animation options.
- Renamed "...animations.options" to "...animations.options.front" (even though those animation codes are not exclusive to front sprite animations)
- Added "...animations.options.back" since there's a smaller table for Pokémon's back sprite animations.
The words "extreme," "medium," and "mild" are used (in this context) to describe the differences in animations used for each back animation sprite slot. The Pokémon's nature determines which of the three to use.
* Added the nature mod table for Pokémon back anims.
I also updated the formatting for "graphics.pokemon.animations.back."
* Added buffer macros
These can be used instead of \\02, \\03, and \\04 in the Text tool.
* Buffers now don't have spaces in them.
* Fixed an alignment error.
* submit failing tests
* Grab failing trainer test from remote branch (#121)
* Updated flash constants
* Fixed flash constant locations
I originally supplied anchor references, not locations of the constants themselves. That's been fixed. Also, I changed the field name for flash.radius, so it's hopefully clearer.
* Fixed some other pointer issues with RAM addresses in script commands
RAM addresses can't be encased in <> nicely. Some commands still needed their RAM-address pointers to have the ::|h formatting instead.
* Fixing some parameter formats in the script reference file.
There were a few other commands that needed RAM-address parameters set to their correct format so that typing "2024284" doesn't auto format to 0xA024284, etc.
* update script reference (again)
* Added a failing test for duplicating trainer data
Bug report in query: https://discord.com/channels/538022037718040588/538022038376415234/1083215729177931877
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Co-authored-by: ShinyTillDawn <80070404+ShinyTillDawn@users.noreply.github.com>
* Fix test
ExportTilesetWithPalette2_EditTileset_ImportTilesetWithPalette2_DataMatches
-> fix formatting in LzSpriteRun
-> fix overflow error in SpriteRun
-> fix default palette detection in SpriteTool
-> improve test so it gives better failure info
* fix trainer duplication assert
fix test name / remove unneeded comments
handle Trainer team runs specially
update assertion error message
* Improve pointer error logic
Pointers are allowed to point into the middle of an existing run. Such a pointer is an error, but is not a metadata inconsistency. Update metadata checking for new logic. Update pointer logic to display pointer as an error.
* improve handling of `auto`
allow <auto> to be used if there's a one-byte gap
* improve interruptingSourceRun logic
an interrupting table is not always valid.
It's only valid if the source is at an index that would make it a pointer.
* don't clear bytes, clear anchors
If you have a custom anchor name in the middle of a script and then edit the script, that custom anchor name will be lost. But anything pointing to it will still point to it.
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Co-authored-by: ShinyTillDawn <80070404+ShinyTillDawn@users.noreply.github.com>
* Added the constant related to OW table limiters.
By default, it's 151 (0x97) in the Kanto games.
* Updated the OW table for FRLG.
The length is now controlled by a newly added constant.
I primarily focused on D2 setcatchlocation so that its location parameter allowed the user to type in map names. I found more commands that needed similar treatments.
* Another scriptReference edit
Updated some incorrect/missing commands in script reference, adjusted the Address width, and implemented the directions macro for the spriteface command.
* Marked lines 270 and 273 as [BPEE].
Similar to the prize money field in the trainer table, I added a field to the Pokémon stats table for a Pokémon's base stat total.
(Requested by Dweebio The Rom Hacker)
* Implemented 8 feature requests or so
- fixing money cap description
- updating trainer AI script command parameters so names of types/moves can be used
- updated various font anchors
- made lists for trainer AI scripts
- added floor names for FRLG
* Fixed ability field oversight
IDK how I had the ability field use the type field.
When scripts get merged together, some inner-scripts no longer appear to be real scripts. These were showing up as orphans when the scripts get formatted, since that causes scripts to get merged. But the pointers are still there, so they're not actually orphans.
Fix the orphan-naming logic so that it won't name things as orphans if they're inner scripts that still have pointers
ai script children should appear as ai scripts
editing an AI script shouldn't make a bunch of orphans
introduce a light caching system for noticing when scripts don't need to be loaded again.
script edits that don't change any compiled bytes should be capable of skipping the metadata update in situations where the metadata is already correct
* replace cleartrainerflag/settrainerflag with defeatedtrainer/readytrainer
* update `if` macros to include both goto and call forms, and both positive checks and negative checks for trainers/flags