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https://github.com/GearsProgress/Poke_Transporter_GB.git
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Disabling debug mode
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@ -4,7 +4,7 @@
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#define VERSION "v1.2.0"
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#define PTGB_BUILD_LANGUAGE 2
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#define DEBUG_MODE true
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#define DEBUG_MODE false
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#define PRINT_LINK_DATA (true && DEBUG_MODE)
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#define INSTANT_TEXT_SPEED (false && DEBUG_MODE)
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109
include/gb_rom_values/base_gb_rom_struct.h
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109
include/gb_rom_values/base_gb_rom_struct.h
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@ -0,0 +1,109 @@
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#ifndef PAYLOAD_H
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#define PAYLOAD_H
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#include <cstdint>
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#if defined(__arm__)
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#include "debug_mode.h"
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#endif
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#if PAYLOAD_EXPORT_TEST || !defined(__arm__)
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typedef uint8_t u8, byte, uchar, echar;
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typedef uint16_t u16, hword, ushort, eshort;
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typedef uint32_t u32, word, uint, eint;
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typedef unsigned long long u64;
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typedef int32_t i32;
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#else
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extern "C"
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{
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#include <tonc_types.h>
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}
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#endif
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#define JPN_ID 1
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#define ENG_ID 2
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#define FRE_ID 3
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#define ITA_ID 4
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#define GER_ID 5
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#define SPA_ID 7
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#define KOR_ID 8
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#define GREEN_ID 0
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#define RED_ID 1
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#define BLUE_ID 2
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#define YELLOW_ID 3
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#define GOLD_ID 4
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#define SILVER_ID 5
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#define CRYSTAL_ID 6
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#define METHOD_NEWLINE 0
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#define METHOD_MEW 1
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#define METHOD_GEN2 2
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#define PAYLOAD_SIZE 672
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#define GB_TILE_WIDTH 20
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// TODO? : Since we moved payload_builder into data-generator, we no longer need most of the fields of GB_ROM in our PTGB rom.
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// It might be better to split it up into a struct that contains everything for data-generator and a separate one that gets
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// included into the ptgb rom, which only includes whatever PTGB needs at runtime. (which is probably a fraction of the data)
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// However, right now the compressed gb_rom_values_eng file is only 353 bytes and the gb_rom_values_fre is only 351 bytes.
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// Therefore we'd save at most about 0,5 KB if we do this optimization. So it might not be worth it right now.
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// If we expand the data at some point, however, it might be!
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// WARNING: We must be explicit in the type declarations of the struct members here.
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// After all: data-generator runs on x86 and the structs will be read by the GBA's ARM processor.
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// So we must ensure the sizes of the struct members, as well as padding, remains consistent across platforms.
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// So please make sure to use data types which are explicit in their size. (such as uint32_t, uint8_t, etc.)
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// Because the regular "int", "bool", "char" etc are platform-dependent in size.
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struct GB_ROM
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{
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public:
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int32_t language;
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int32_t version;
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int32_t generation;
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int32_t method;
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int32_t payload_size;
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int32_t box_data_size;
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u16 print_string_start; // Start of where text is written in VRAM
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u16 stack_overwrite_location; // The part of the stack that we're overwriting
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u8 short_pkmn_name; // The name of the Pokemon that moves us through RAM
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u8 pointer_pkmn_name; // The name of the Pokemon that overwrites the stack
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u16 padding_1;
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u32 clearScreen; // location of the clearScreen function in the ROM
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u32 CableClub_TextBoxBorder; // location of the CableClub_TextBoxBorder function in the ROM
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u32 placeString; // location of the placeString function in the ROM
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u32 Serial_ExchangeBytes; // location of the Serial_ExchangeBytes function in the ROM
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u32 _RemovePokemon; // location of the _RemovePokemon function in the ROM
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u32 SaveSAVtoSRAM1; // location of the SaveSAVtoSRAM1 function in the ROM
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u32 SaveSAVtoSRAM2; // location of the SaveSAVtoSRAM2 function in the ROM
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u32 LoadCurrentBoxData; // location of the LoadCurrentBoxData function in the ROM
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u32 OpenSRAM; // location of the OpenSRAM function in the ROM
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u32 SaveBox; // location of the SaveBox function in the ROM
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u32 Bankswitch; // location of the BankswitchCommon function in the ROM
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u32 SoftReset; // location of the SoftReset function in the ROM
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u32 CloseSRAM; // location of the OpenSRAM function in the ROM
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u32 garbageDataLocation; // location of random data starting with 0xFD in the ROM
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u32 wRemoveMonFromBox; // location of wRemoveMonFromBox in RAM
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u32 wBoxCount; // location of wBoxCount in RAM
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u32 wWhichPokemon; // location of wWhichPokemon in RAM
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u32 wBoxDataStart; // location of wBoxDataStart in RAM
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u32 wBoxDataEnd; // location of wBoxDataEnd in RAM
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u32 wSerialEnemyDataBlock; // location of wSerialEnemyDataBlock in RAM
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u32 wEnemyMonSpecies; // location of wEnemyMonSpecies in RAM
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u32 wSerialEnemyMonsPatchList; // location of wSerialEnemyMonsPatchList in RAM
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u32 wSerialOtherGameboyRandomNumberListBlock; // location of wSerialOtherGameboyRandomNumberListBlock in RAM
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u32 hSerialConnectionStatus; // location of hSerialConnectionStatus in RAM
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u16 transferStringLocation; // location in VRAM to start writing the transfer string to
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u16 textBorderUppLeft; // location in VRAM to put the upper left corner of the border
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u8 textBorderWidth; // the width of the text box border
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u8 textBorderHeight; // the height of the text box border
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u16 padding_2;
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};
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#endif
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