Commit Graph

857 Commits

Author SHA1 Message Date
haven1433
97f5bb7589 self-referential scripts should add script formatting 2023-06-19 21:53:24 -05:00
haven1433
9e4b27f538 goto combo source -> use current source instead of initial source 2023-06-19 20:29:43 -05:00
haven1433
f724f70cdb Improve memory allocation
* Avoid using foreach/enumorables in `MacroScriptLine.Matches` since it's called so often.
* Use Span<char> to reduce string allocations in `ArrayRun.ctor` and `ArrayRunEnumSegment.GetOptions`
2023-06-14 22:31:55 -05:00
haven1433
bd35c3deb3 decrease memory footprint
* don't store the delta object used for initial setup
* avoid making lambdas in `ScriptLine.Matches`, which is called very often.
* use use List<int> instead of SortedSpan<int> for building the initial DestinationToSource cache, since we're already guaranteed that they'll be added in order and without duplicates. This greatly reduces the number of int[] arrays created during startup.
* allow `ArrayRunPointerSegment` to cache the table content results from parsing its InnerFormat, so it doesn't have to re-parse each time. This greatly reduces the number of string allocations.
* Use `ThreadSafeDictionary` for `TryGetValueCaseInsensitive` so we don't need to create a new collection of keys each time we call the method. Also add key caching to `ThreadSafeDictionary` so we don't need to make a new collection each time it's requested.
* Make `GetOptions` return a readonly list. We already know it's unique, this means we don't have to make a new collection every time we parse segments.
* limit the number of undo tokens we store (default 100) to save memory
* Use `byte[]` and `Array.Copy` instead of `List<byte>` and `AddRange` to reduce byte array allocations when loading a file.
* Freeze geometries in the `Icons` collection.
* add option for running garbage collection from the developer menu
* use a custom `AutomationPeer` to prevent WPF from holding memory after controls have been closed.
2023-06-14 20:54:36 -05:00
haven1433
8f131f1bfa fix label resolution for data pointers
Only allow adding unresolved labels for script pointers
2023-06-14 00:18:35 -05:00
haven1433
e10dfb00ab fix scriptRef bugs
* fix documentation for checktrainerflag
* fix typo in if yes/no goto/call
2023-06-12 23:33:06 -05:00
haven1433
32c5c558e5 code cleanup
* Remove the `compact` macro, since it's just a combination of 3 macros that each make sense by themselves. The goal for macros is to put them in situations where you wouldn't ever want the command by itself.
* Move the `if` macros down to live with the other `if` macros.
2023-06-05 22:36:14 -05:00
ShinyTillDawn
08cf3a1015
Revamping the Yes/No Message Box (#165)
* The `(` symbol has been moved.

This was supposed to go in the previous pull request, but I was too late...

* Added another `msgbox.yesno` macro.

No testing has been done yet.

* Added if.yes & if.no macroes.

Caution: These macroes will show up unintentionally if you're using commands other than msgbox.yesno that involve comparing the last result variable (800D) with the literal number 1.

* Fixed the `ptr` pointer format.

my bad
2023-06-05 22:28:05 -05:00
ShinyTillDawn
6eb79dac33
New trainerbattle macros (#162)
* Configured the macroes.

* Added comments to the macros.

They seem all jumbled up.

* Added corresponding cmds. for trainerbattle 0−8.

Testing needs to be done to make sure they work atm.

* Updated trainerbattle 09 & 0C.

though trainerbattle 09 will need another change.

* Added trainerbattle 09 types based on a bit field.

Right-most bit: Whether or not the player can lose

Second-right-most bit: Tutorial battle w/ Professor Oak

Based on the combinations of bits, I added more variants to FRLG's `trainerbattle 09` command.

* LocalIDs are correctly filled in as 1/2-words now.

My bad

---------

Co-authored-by: haven1433 <haven1433@gmail.com>
2023-06-05 22:22:34 -05:00
haven1433
e39ace9b7d script parser improvements
make it possible for a script edit to expand the rom, rather than running out of space.

make a leading `0x` work for commands that expect pointers
2023-06-04 21:39:11 -05:00
haven1433
ed4a6f755c allow script macros to be game-specific 2023-06-04 20:59:47 -05:00
ShinyTillDawn
f442c1ebb8
Added the data.items.berry.master.berries table. (#163)
I thought the Berry Master & his wife would pull items from this table to give to the player if the player inputted the correct phrases; however, this specific table is only referenced in the `SetOpponentsBerryData` function in Pokémon Emerald.
2023-06-03 15:59:02 -05:00
ShinyTillDawn
d1e50a10b1
Added a macro for multichoice's allowCancel field. (#157)
* Added a macro for multichoice's allowCancel field.

0 = the game does not ignore B presses (OK to cancel out)
1 = the game ignores B presses (forbid canceling out)

* Clarified by adding "Cancel" to each option.
2023-06-03 10:30:45 -05:00
ShinyTillDawn
b2ecec72e5
Added a "movenpc" command macro. (#159)
* Added "movenpc" command.

The exact things will be subj to change.

* Fixed "move.npc" and added "move.player."

I'll need to test these soon.

* Switched the order of 2 command macroes.

Switched the order of move.player and move.npc.

* Fixed the move.player command macro.

I can't specify base-10 numbers to hard code, apparently.

* Added the "move.camera" macro.

* Each new movement macro has 2 lines of flavor text
2023-06-02 22:14:10 -05:00
ShinyTillDawn
5524ba1348
Removed the constant references for the XY coords in RSE. (#160)
* Removed the constant references for the XY coords.

We may need to do the same for the default BPEF and BPEI `.toml` files.

These addresses are actually part of thumb instructions and don't have anything to do with the spawn coordinates.

Actually, Emerald's code makes the player spawn at (−1, −1), which is a pair of invalid coordinates; therefore, the player actually spawns in the centre of the map. Another tricky thing is that there's no indication in the thumb code about those −1 coordinates — at least one we haven't found yet..

* Removed XY starting constants for Ruby & Sapphire.

(same reason as Emerald's case from a while ago)
2023-05-31 09:47:22 -05:00
haven1433
2833a28fe9 fix mart data generation bug
when generating data for a new stream and the pointer is to freespace, be aware that we're creating a stream starting from length zero, rather than whatever the model data parses as the length. The parsed length doesn't matter, because we're pointing at freespace.
2023-05-24 22:56:16 -05:00
haven1433
ade3bdedc7 Don't combine code sections if the skip bytes are referenced
* In sky attack, after the two-turn-animation command, the `end` command is pointed to by other pieces of script. Since its address actually matters, don't combine things together into a single script.
* Both CollectScripts and FindLength have script aggregation logic that needs to be limited.
2023-05-24 21:57:22 -05:00
PhoenixBound
9415a252b4
Add derived fields for imperial height/weight in the Pokédex (#155) 2023-05-21 20:40:49 -05:00
haven1433
292935e152 improve performance
For script performance:
* call data.GetGameCode() less often, using a cached value for the ScriptParser
* use a 4-byte game code instead of string parsing for the game code

For map previews in the table tool performance
* Don't use dispatcher foreground/background thread swapping, it's safe to add the previews to the collection from the background thread.
* Check the exit condition more often

For drawing performance:
* Use Array.Copy when we don't need to worry about Transparency, since it's much faster.
* Make `Darken` faster, we call it a lot
* Reuse DarkenRect utility in HighlightCollision

Other performance changes
* Protototype for ObserableList<T> for a more configurable version of ObservableCollection
2023-05-21 20:34:12 -05:00
haven1433
675b124457 fix script length calculation bug
Situation:
* Script A refers to B and C. B and C occur right after eachother.
* Scirpt B does not refer to script C, so C doesn't get included in the same body.
-> when editing B, B needs to know that its length does not include C. So the script-length-cache that B uses shouldn't know about C, since B doesn't refer to C.
-> Therefore, B can't use the same cache as A.
* track length caches based on the code body start, not based on the entire model. This lets each code body have its own cache.
2023-05-12 08:05:38 -05:00
haven1433
d0f64db1fa update script keywords when address changes
otherwise it's possible to jump directly from a battle script to an event script and have the keywords not update
2023-05-10 07:36:28 -05:00
ShinyTillDawn
aa9563afaa
Updated reference info in "scriptReference.txt". (#154) 2023-05-07 10:17:26 -05:00
haven1433
3c6930b527 small fixes
* fadescreen should use screenfades list
* map object graphics should use overworld sprites enum (allows finding events from the overworld sprites table)
* change field name from 'unused' to 'padding' for final part of object event data
2023-05-06 16:33:37 -05:00
haven1433
88cff1cc98 improve script usage help text
* filter out matching games [] blocks correctly (including whitespace after the [])
* only show options for this game
2023-05-06 09:44:43 -05:00
haven1433
2f4099189d improve goto shortcuts for maps
make them work even if the user changes the starting town name
2023-05-06 09:22:48 -05:00
haven1433
d12c0da1ce move map option lists to toml file 2023-05-02 22:44:26 -05:00
ShinyTillDawn
a483490829
More feature requests (#152)
* Updated the "jumpiftype" commands' type field.

* Added the other keypadIcons anchor.

The name was very similar in the decomps, but this anchor refers to a table instead of a sprite sheet.

* Added the HM logo image in tableReference.txt.

Thank you VersekrDarkYT for notifying us about this image in #feature-requests!

* Added Emerald's message box graphics anchor refs.

Thank you Lunos for the feature request! The word "noframe" for Emerald's message box identifies the message box graphics used for stuff like the "Would you like to save the game?" prompt. These type of message boxes are independent of the text frame configured by the player.

* Miscellaneous typo fixed.
2023-04-28 22:35:38 -05:00
haven1433
e421374d44 Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-04-27 23:51:56 -05:00
haven1433
6892d4f0bc improve handling of script-length calculation
We previously had code that tried to find lengths of sub-scripts from scripts, but only followed pointers forward, not backward, to prevent infinite loops. But it didn't properly handle scripts that _do_ have backwards pointers: it was returning a length of 1 for those, which is wrong.
2023-04-27 23:40:06 -05:00
ShinyTillDawn
6e183d6b16
Filled in the remaining anchor refs. for 2 tables. (#151)
I also changed the formatting of the critical table because it actually has a terminator token.
2023-04-27 21:52:10 -05:00
haven1433
478ac1e329 fix broken tests
need `graphics.menu.downarrow.palette` for emerald
2023-04-26 22:09:37 -05:00
haven1433
7f935b8dfe tileset should be a tileset
import for import/export
2023-04-26 20:34:55 -05:00
haven1433
67cacfe70b Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-04-25 20:21:50 -05:00
ShinyTillDawn
79e0ad6c60
A bunch of feature requests. (I thought I uploaded this already.) (#150)
* Updated the "graphics.text.importer" formatting.

The "a" field was actually supposed to be 4 one-byte fields.

* Added the table for Japanese bold glyphs in EM.

* Added support for the keypad characters image.

I don't know what palette is associated with this image, though.

* Moved new table to a more appropriate location.

* Added "data.fonts" support for Emerald.

The table in EM is formatted differently than in RS. I'm going to make an "allFonts" [[List]] soon for Ruby, Sapphire, and Emerald.

There is 1 tab character before the first offset in some of the rows of tableReference.txt (like on lines 784 to 788), which may require revamping the file altogether.

* Started the [[List]] of all fonts for Emerald.

A few notes:
− "short2" comes before "short" because of the naming conventions HMA already has in place for the two short fonts that are similar but have different lower-case Ls. (short2 has the lower-case L that's used in battles, etc.). The regular "short" is "short_narrow" in the decomps.
− I suspect that the "?" entries are Japanese fonts, but I'm not sure about which ones.

I still need to make Ruby's list and do some testing.

* Added a table for the multipliers on stats.

These are the values that are multiplied (then divided) when your Pokémon's at −6, −5, ..., +5, or +6 in battle.

* Filled in the rest of the allFonts List for EM.

07 = japan2
08 = japan1
02-05 = japan3

The game uses some font slots for multiple fonts. If you used \CC0608 before text, you would get glyphs from "graphics.text.font.short.characters" OR "graphics.text.font.japan1.characters", depending on what language you specified in your text string.

* Added the allFonts [[List]] for Ruby & Sapphire.

Many of the fonts in "data.fonts" are duplicates, albeit with minor numerical changes here and there.
I'd be fine with removing the '-01,' '-02,' etc. and just leaving duplicates of font names ('japan1,' 'japan1∼2,' etc.) if that's less confusing.

* Moved and standardized the stat changes table.

Changed the name and location, as well as adding another field to the table formatting.
2023-04-25 20:21:19 -05:00
haven1433
224c9462ec improve <auto> and <section> logic
* don't allow streams to have <section> labels
* update the <auto> algorithm to allow stream pointers to be picked up in the middle of a script. This will get changed if the script is recompiled to put the streams at the end, but it allows longer scripts to be read no matter where the streams were placed.
2023-04-25 08:08:01 -05:00
haven1433
fdc891bf0a script editor: don't add pointer formats to sources that have moved 2023-04-24 07:05:39 -05:00
ShinyTillDawn
5a74254522
More BPEF support than just the shiny odds. (#146)
* Implemented Skyzio's BPEF .toml into the defaults.

I think we still have to whitelist BPEF so that more bytes get formatted instead of just the header, game code, etc.

* Updated the default.bpef.toml file.

* Updated .csproj file to incorporate the BPEF .toml
2023-04-21 21:52:20 -05:00
ShinyTillDawn
3c6a5faace
Move particle fixes (#144)
* Move particle names start at index 0 now.

Having them start at 10k didn't work the way I wanted them to work.

Also, I removed the low lines from each item in the list because it unintentionally triggered the letter abbreviations when shown in the hex content viewer.

* Implemented the move_particle list.

I will need to test these changes very soon.

The animation script commands would show the names of the move particles instead of numerals, and the move particles tables' length would be controlled by the newly-added list.

* Undid the animationScript change.

This change caused crashes, though I think those crashes could be resolved.
2023-04-19 21:37:38 -05:00
ShinyTillDawn
5945effa06
Font changes in Emerald (#142)
* Broke apart the "japan2" font.

In Emerald, HMA renders its "japan2" font incorrectly. It's only supposed to contain 16,384 bytes worth of characters while the preceding bytes are actually unused font sheets and widths. Those are now formatted as separate runs. The issue is that I can't put any of these changes in "tableReference.txt" because none of those tables/images have anchors to reference since they're unused.

* Fixed the japan2 characters format.
2023-04-16 10:21:40 -05:00
ShinyTillDawn
62b1442f1f
Filled in missing font character sheets for Ruby/Sapphire. (#141)
* Filled in missing font addresses.

Two fonts in Japanese that are rendered backwards in HMA (and possibly unused) and the short font used when showing Pokémon nicknames in battle.

* Removed an overlooked comment.
2023-04-16 10:20:26 -05:00
haven1433
99d5bc52d8 Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-03-31 21:11:05 -05:00
haven1433
380af0d051 tileset -> lzt4 rather than sprite
this means you can't import it, but you don't want to, it's just a bunch of tiles.
2023-03-30 20:05:10 -05:00
TheDiamondMiner
564b298fc2
Updated Scriptreference.txt for the new macros (#137)
* Updated scriptreference

* Amended changes
2023-03-30 09:55:56 -05:00
haven1433
5ebf0c7925 update layouts when loading map editor
also include formats in layout table
2023-03-28 21:05:18 -05:00
haven1433
d396300c02 update current/available blockset addresses when repointing blocksets
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.
2023-03-22 22:10:45 -05:00
haven1433
e666861f1a improve freespace address interactions for scripts
if you use a freespace address, the script should introduce a new blank stream for you to use. This didn't work correctly for marts, now it does.
2023-03-21 20:44:40 -05:00
haven1433
11db60e5d2 use number section headers rather than addresses as section headers
* 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.
2023-03-21 19:59:01 -05:00
haven1433
1f640cfdea Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-03-20 22:10:01 -05:00
haven1433
fc05cd58e6 add comments explaining base commands for macros 2023-03-20 22:10:00 -05:00
haven1433
7c357f00fd don't support <auto> when reading/writing script addresses, only data addresses 2023-03-20 22:09:25 -05:00
haven1433
f21f3c0e0e auto pointers should get syntax highlighting 2023-03-18 21:47:44 -05:00
haven1433
6ef8253e02 fix cursor when resolving ?????? addresses
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.
2023-03-18 21:47:00 -05:00
ShinyTillDawn
b14baacd73
Changed which NPC facing option we shouldn't use. (#133)
* 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.
2023-03-18 11:31:34 -05:00
haven1433
2bef8d62f0 write updated run after deserializing 2023-03-17 22:04:30 -05:00
haven1433
d547f88ebc insert end token when writing a movement stream
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 >.
2023-03-17 15:06:21 -05:00
haven1433
542ac1ca86 auto-include closing } after inserting a { 2023-03-17 14:27:23 -05:00
ShinyTillDawn
80b4b17bc8
Added rematch tables for Emerald and RS (#132)
They're separate because Ruby and Sapphire have fewer rematchable trainers than Emerald.
2023-03-16 20:57:16 -05:00
ShinyTillDawn
aacd573bf6
More scriptReference.txt changes (#131)
* 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."
2023-03-16 20:55:30 -05:00
ShinyTillDawn
6d3cd3aef9
Added a [[List]] for move particle names. (#130)
* Added a [[List]] for move particle names.

I indicated which ones are unused.

* Added a missing apostrophe

silly me
2023-03-13 15:36:37 -05:00
ShinyTillDawn
1d232469e1
Incorporating an animations options table for back sprites causes some compromises. (Attempt 2) (#129)
* 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."
2023-03-13 13:46:06 -05:00
ShinyTillDawn
9428cd5778
Fixed numbers misplacement for OW Table Constant (#125)
Sorry for breaking the OW sprites table ;-;

I genuinely didn't see that mixup!
2023-03-12 12:50:21 -05:00
ShinyTillDawn
e4daf4c234
Table Reference typos got corrected. (#126)
I think the second typo would only get fixed if loading a new ROM for the first time.
2023-03-12 11:02:07 -05:00
ShinyTillDawn
78faf673b4
Added aliases for the three buffer half-words: \\02, \\03, and \\04. (#124)
* 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.
2023-03-11 19:55:40 -06:00
ShinyTillDawn
49d207985a
Fixed preparemsg isotopes; added a desc to warp8 (#123)
Somehow, I did not catch these before the new version came out.
2023-03-11 19:39:02 -06:00
haven1433
0e518c4c37
Get all tests passing (#122)
* 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

---------

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.

---------

Co-authored-by: ShinyTillDawn <80070404+ShinyTillDawn@users.noreply.github.com>
2023-03-10 21:40:55 -06:00
ShinyTillDawn
32ae955c3b
Added the constant related to OW table limiters. (#119)
* 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.
2023-03-10 18:08:30 -06:00
ShinyTillDawn
543a57ec25
Updated more scriptReference.txt parameters (#120)
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.
2023-03-09 21:57:52 -06:00
ShinyTillDawn
c36d89e0f2
Updated the move field for 2 commands (#118)
You can use move names for the move field in both 'bufferattack' and 'checkattack' now.
2023-03-08 22:33:02 -06:00
haven1433
1c4f842dbf Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-03-07 19:54:07 -06:00
ShinyTillDawn
2b4866b9f5
Another scriptReference edit (#114)
* 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].
2023-03-07 16:08:36 -06:00
haven1433
420f0dd1f9 Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-03-07 08:42:13 -06:00
haven1433
4959d8f8ca don't auto-format script pointers in edge cases
* points to itself? Don't add the format
* points into existing data? Don't add the format
2023-03-07 07:29:37 -06:00
ShinyTillDawn
93395800eb
Added calculated Base Stat Total ''field'' (#115)
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)
2023-03-07 02:23:22 -06:00
haven1433
36706bc740 remove bad default hashes 2023-03-05 22:40:28 -06:00
haven1433
c9ec9d3379 Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-03-05 22:39:00 -06:00
ShinyTillDawn
f108a05f96
Implemented 8 feature requests or so (#113)
* 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.
2023-03-05 22:37:16 -06:00
ShinyTillDawn
a31ec6b0a8
Update scriptReference.txt (#112) 2023-03-05 22:31:03 -06:00
haven1433
ccbdca51f3 support |z suffix for arguments in script reference files 2023-03-05 21:39:41 -06:00
haven1433
10f177154c fix broken tests 2023-03-04 22:00:44 -06:00
haven1433
43542dcf17 don't create orphans while no-edit formatting a script
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
2023-03-04 21:33:49 -06:00
haven1433
3fdb3a8028 improve caching for improved performance
don't re-calculate the length of scripts if nothing has changed
2023-03-03 22:46:17 -06:00
haven1433
8896946db2 ai script performance updates
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
2023-03-03 22:10:49 -06:00
haven1433
944806e2ad fixing R/S 1.1 addresses for data.pokemon.natures.stats 2023-03-02 19:58:29 -06:00
haven1433
715c163de6 nature stats for all the games 2023-03-02 19:52:15 -06:00
haven1433
dd9cf7070d improve if macros / trainer flags
* 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
2023-03-02 19:48:52 -06:00
haven1433
7e6dc34302 use decorations instead of mart for pokemart2
And fix name to decorationmart
2023-03-02 19:48:30 -06:00
haven1433
a679a006db setfarbyte uses RAM addresses 2023-03-01 22:25:34 -06:00
haven1433
4a3cbe15e2 loadbytefrompointer uses RAM addresses 2023-03-01 22:25:23 -06:00
haven1433
acb3629541 copybyte should use 4-byte hex, not pointers 2023-03-01 22:05:14 -06:00
haven1433
f3d986882e Merge branch 'master' of https://github.com/haven1433/HexManiacAdvance 2023-03-01 06:54:56 -06:00
haven1433
07608b0f9c allow record segments to be pointers
Allow record segment formats to be pointers depending on the source value
2023-02-24 22:02:34 -06:00
ShinyTillDawn
55ccabe22e
Updated flash constants (#109)
* 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.
2023-02-24 10:56:52 -06:00
haven1433
198cc42859 fix writebyteoffset parameters 2023-02-11 22:44:21 -06:00
haven1433
800aee0361 fix crash in script editor 2023-02-02 07:44:56 -06:00
haven1433
820173f3f1 settrainerflag needs to use trainer names 2023-02-02 07:44:46 -06:00
haven1433
4badfe06b9 ai scripts can end with more commands 2023-02-01 21:35:24 -06:00
haven1433
9205f7b360 give.item is better than take.item
* take.item may be confusing, making the user think an item is being removed
* give.item is closer to the XSE name
2023-02-01 21:35:10 -06:00
haven1433
649a4f5f6d replace give.item with take.item and npc.item
npc's also want to give items, but without making the NPC disappear.
2023-02-01 21:26:38 -06:00
haven1433
79503e37a2 fix scripts.newgame.start constants for R/S/E 2023-01-31 06:59:10 -06:00
haven1433
44d841ad6c checktrainerflag / cleartrainerflag argument update 2023-01-30 23:09:23 -06:00
haven1433
98e78bed77 enum map connection directions 2023-01-26 22:59:06 -06:00
haven1433
303bb131a3 <auto> improvements
* Selecting brock's script should select the _whole_ script
* Get correct number of code sections when scripts point to freespace
* Make sure script concatenation works correctly for `goto` followed by `end` (vanilla games do this a lot)
* multiple if statements / gotos all get compiled into one script, so long as it's all contiginous script data
* make sure `trainerbattle 01` works correctly with labels
* include blank line separators between labels when decompiling scripts
2023-01-24 20:26:46 -06:00
haven1433
6ac5c89dfb add if.flagset macro 2023-01-24 20:16:37 -06:00
haven1433
1ee5e2f659 combine nature power list 2023-01-24 20:16:03 -06:00
haven1433
3ef258a81c more macros 2023-01-22 21:25:39 -06:00
haven1433
2b8c35c1d5 <auto> improvements
if the last thing is a label, make sure to include an end command for it
if the last thing isn't an end command (or goto, etc) make sure to include an end command for it
2023-01-22 21:25:31 -06:00
haven1433
9622784b1c Adding lots of niche tables
Thanks Shiny and Soup :)
2023-01-22 20:21:08 -06:00
haven1433
f74c1abd45 include unused labels at end of script 2023-01-22 20:20:16 -06:00
haven1433
0ae5726551 table update (data.menus.text.pc) 2023-01-21 22:10:50 -06:00
haven1433
7d1e6065d5 ScriptParser updates
* add a basic limiter so that parsing scripts will 'give up' if they get the same 0-arg command 20 times
* fix crash that could happen sometimes when trying to check a pointer for sources during script decoding
* don't try to decode streams as scripts (misuse of the destinations collection)
2023-01-21 21:29:49 -06:00
haven1433
e55ef5c8a3 Include sub-scripts from scripts that were combined with the current script
Since scripts don't always end at an `end` or `goto` anymore (if there's a label from within the script to directly after the script), we need to make sure that these appended scripts still get a chance to add more scripts into the UI.
2023-01-21 20:41:42 -06:00
haven1433
8b3f29cf6d update animation script reference 2023-01-16 22:17:05 -06:00
haven1433
1d4749b41f misc feature updates from pins
* add anchor for misc animations
* flags should be seen as hex in the script editor
* various table updates
* update text in empty block selection case
2023-01-15 23:03:48 -06:00
Smig0l
cc7b67fff2
Create default.bpei0.toml (#104)
* Create default.bpei.toml

Added the toml file with addresses valid for BPEI (Pokemon Emerald Italian Version).
Some are sourced from https://github.com/Gamer2020/PokemonGameEditor/blob/master/roms.ini

* Update default.bpei.toml

added maps addresses

* Update default.bpei.toml

updated and reordered

* Update HardcodeTablesModel.cs

* Rename default.bpei.toml to default.bpei0.toml

* Update default.bpei0.toml

fixed exception error in 0.5.0.2

* Update default.bpei0.toml

deleted commented lines

* Update HexManiac.Core.csproj

* Update HexManiac.Core.csproj

Indented correctly
2023-01-15 12:12:48 -06:00
haven1433
216dece90b scripts.callstd should only have 10 elements in firered 2023-01-12 22:21:01 -06:00
haven1433
bf4e766b6b allow tabs in thumb editor
we need to copy both newlines _and_ tabs for the text editor viewmodel, or the spacing won't line up right between colors
2023-01-06 20:55:18 -06:00
haven1433
47388d5f3e map editor bug fixes
* creating a new map should be considered an autonomous operation for undo purposes
* support connection-objects for FireRed
* crash less when reading invalid map / layout data
* show correct hover square when hovering over neighbor maps with borders
* fix elevation names / map permissions
* don't update tile render info for the block editor if the x/y change is a no-op
*
2023-01-05 22:53:35 -06:00
haven1433
65e534a46d map editor fixes
* say width/height correctly in the tooltips of the map size handles
* less flickering during undo
* include default OW sprite instead of blank (for example, tutorial catch man in viridian city)
* speed up the initial script-check process that looks for default trainer sprites for each OW by not caring about the length of child scripts
* use proper thread locking during block cache invalidation and renewal so that undo doesn't mess up the number of blocks shown in the block panel
2023-01-04 23:06:51 -06:00
haven1433
fe07a3e458 <auto> pointer bugfix 2022-12-22 17:26:56 -06:00
haven1433
c4dba402cb battlescript bugfixes 2022-12-22 17:26:35 -06:00
haven1433
5ab843d3b2 implement game-specific macros 2022-12-21 22:47:41 -06:00
haven1433
2c52358396 Compile / Decompile improvements
* when docompiling, don't include a box that contains a partial script that's already in the main box
* when compiling, require arg counting for getting macro length
2022-12-21 08:33:53 -06:00
haven1433
3e16f8ee20 add stream content recursively for scripts
This should make <auto> able to work even when there are scripts that point to scripts, as the content will appear after the last attached script.
2022-12-20 22:34:26 -06:00
haven1433
3b6a18072f improving auto support
for mart, movement, and if statements
2022-12-20 14:29:20 -06:00
haven1433
5371397475 first part of <auto> support 2022-12-18 10:26:02 -06:00
haven1433
6874768ffc additional macros
support for out-of-order macro commands
also allows for arguments to be applied multiple times
2022-12-15 08:06:26 -06:00
haven1433
8a5e5c793c implement additional UBL features
universal branchlink can now handle selection/cut/paste in cases involving pointers and anchors
2022-12-09 08:40:49 -06:00
haven1433
30026eea8d first pass at universal-branch-link feature
this allows us to select/cut/paste thumb routines safely
2022-12-09 00:09:42 -06:00
haven1433
b53baace97 fix trainer back animation labels 2022-12-08 20:40:27 -06:00
haven1433
66f3bd9006 syntax highlighting for multiline comments 2022-12-06 21:40:45 -06:00
haven1433
0285808eb0 bufferPokemon species should allow pokemon names as input 2022-12-06 21:40:08 -06:00
haven1433
f9848fa85c add callstd routines
They can be expanded to make more 'standard' routines to call in scripts
2022-12-06 21:39:03 -06:00
haven1433
f96a3ada92 thumb macro fixes 2022-12-06 07:08:25 -06:00
haven1433
7d8ae74a00 script bugfixes
add enum types for fanfare / bufferitem
allow script constants to contain underscores
allow autocomplete for constants that are the last argument
allow 'find usages -> scripts' to find usages from macros (and fix crash)
2022-12-04 22:38:04 -06:00
haven1433
4a5f351d6f final fixes for 0.5
givePokemon, use item constants
fix crashes/errors in hover-tip logic for trainerbattle commands
* tested that macros and array args still work right
2022-12-03 22:50:33 -06:00
haven1433
88e90f980c fix completion tips for array-arg and 0-arg commands 2022-12-03 21:24:05 -06:00
haven1433
380738609b draft of auto-complete for script tool 2022-12-03 19:09:31 -06:00
haven1433
bf1d30fe7d more macros
also clear constant cache when refreshing ViewPort
2022-12-02 23:28:56 -06:00
haven1433
d6d6a6c54f initial macro support 2022-12-02 22:41:39 -06:00
haven1433
830740ad34 script editor is now colored 2022-12-02 20:44:59 -06:00
haven1433
4e7148a5f6 thumb editor is now colored 2022-12-02 11:35:24 -06:00
haven1433
c0f3ade883 allow script lines to have multiple stream sections 2022-12-02 10:22:00 -06:00
haven1433
a44841290f first pass at updating script pointer logic
instead of the script line itself knowing that it points to something,
pull it down to the argument level, so that each argument knows
if it points to something.

This will allow a single script line to point to multiple things (like trainers pointing to multiple text or scripts)
2022-12-02 08:38:21 -06:00
TheDiamondMiner
bcea3d6768
Updated TOML based on Shiny's Changes (#102)
* Added shiny's changes.

* Fixed typo
2022-11-29 06:47:14 -06:00
haven1433
c355f07993 fix toml upgrade issue (tuples) 2022-11-28 22:42:21 -06:00
haven1433
acf55f0101 improve animationScriptReference
thanks `AGSMG?`!
2022-11-28 21:07:14 -06:00
haven1433
a7b1734404 add data.items.stats format for item-related script commands 2022-11-28 20:22:55 -06:00
haven1433
8ad4298809 fix number of thumb routines in specials table 2022-11-26 22:50:04 -06:00
haven1433
8f3da7f04e bugfixes 2022-11-25 13:17:21 -06:00
haven1433
4c2089196b usability feedback
label stuff
center new connections
berry shortcuts
fix goto shortcuts
2022-11-24 11:24:56 -06:00