Poke_Transporter_GB/source/mystery_gift_builder.cpp

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#include <tonc.h>
#include "libstd_replacements.h"
#include "mystery_gift_builder.h"
#include "pokemon_party.h"
#include "pokemon_data.h"
#include "rom_data.h"
#include "translated_text.h"
#include "text_data_table.h"
#define MG_SCRIPT false
#define S30_SCRIPT true
extern rom_data curr_GBA_rom;
bool asm_payload_location;
// These are static variables
int var_call_check_flag = (VAR_ID_START + 0x04);
int var_call_return_2 = (VAR_ID_START + 0x05);
int var_box_return = (VAR_ID_START + 0x06);
int var_dex_seen_caught = (VAR_ID_START + 0x07);
int var_index = (VAR_ID_START + 0x09);
int var_pkmn_offset = (VAR_ID_START + 0x0A);
// These values will be defined once we recieve the ROM pointers
int ptr_call_check_flag;
int ptr_call_return_2;
int ptr_box_return;
int ptr_dex_seen_caught;
int ptr_index;
int ptr_pkmn_offset;
// TODO: For old script, can be removed later
int ptr_callASM;
int ptr_script_ptr_low;
int ptr_script_ptr_high;
int ptr_call_return_1;
int ptr_block_ptr_low;
int ptr_block_ptr_high;
int var_callASM = (VAR_ID_START + 0x00);
int var_script_ptr_low = (VAR_ID_START + 0x01);
int var_script_ptr_high = (VAR_ID_START + 0x02);
int var_call_return_1 = (VAR_ID_START + 0x03);
// the below structs and union are a scheme to reuse stack (IWRAM) memory of the
// PokemonTables instance for storing decompressed text data once it's no longer needed.
// The reason is that depending on the optimization level (-O0 specifically), the compiler may not do so automatically
// if you'd use anonymous scopes for that purpose.
// Having a union forces this behaviour.
// this struct is used to hold the PokemonTables data
// within the decompressed_store union
struct decompressed_data_tables
{
// This is about 3,4 KB
PokemonTables data;
};
// this struct is used to hold decompressed text data
// within the decompressed_store union
struct decompressed_text_data
{
// the buffer is specifically chosen to be -at least- the size of PokemonTables
// to ensure that writing to gen3_charset_eng FROM the PokemonTables instance of the
// union doesn't overwrite said instance during the copy
u8 buffer[sizeof(PokemonTables)];
u16 gen3_charset[256];
};
// This union is used to hold the PokemonTables data on the stack when it's needed,
// and reclaim the memory for decompressed text data when it's not.
union decompressed_data_storage_union
{
decompressed_data_tables tables;
decompressed_text_data text;
// constructor and destructor are needed to make the compiler stop complaining
// about the decompressed_data_tables struct not being trivial
decompressed_data_storage_union() {}
~decompressed_data_storage_union() {}
};
mystery_gift_script::mystery_gift_script(u8 *save_section_30_buffer)
: curr_mg_index(NPC_LOCATION_OFFSET), curr_section30_index(0), save_section_30(save_section_30_buffer), mg_script(), value_buffer(), four_align_value(0)
{
ptr_call_check_flag = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x08);
ptr_call_return_2 = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x0A);
ptr_box_return = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x0C);
ptr_dex_seen_caught = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x0E);
ptr_index = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x12);
ptr_pkmn_offset = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x14);
// TODO: For old script, can be removed later
ptr_callASM = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x00);
ptr_script_ptr_low = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x02);
ptr_script_ptr_high = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x04);
ptr_call_return_1 = (curr_GBA_rom.loc_gSpecialVar_0x8000 + 0x06);
ptr_block_ptr_low = (curr_GBA_rom.loc_gSaveBlock1PTR + 0x00);
ptr_block_ptr_high = (curr_GBA_rom.loc_gSaveBlock1PTR + 0x02);
}
void mystery_gift_script::build_script(PokeBox *box)
{
decompressed_data_storage_union decompressed_store;
text_data_table decompressed_text_table(decompressed_store.text.buffer);
ptgb::vector<script_var *> mg_variable_list;
ptgb::vector<script_var *> sec30_variable_list;
asm_var sendMonToPC_ptr(curr_GBA_rom.loc_sendMonToPC + READ_AS_THUMB, sec30_variable_list, &curr_section30_index);
asm_var returned_box_success_ptr(ptr_box_return, sec30_variable_list, &curr_section30_index);
asm_var curr_pkmn_index_ptr(ptr_pkmn_offset, sec30_variable_list, &curr_section30_index);
asm_var setPokedexFlag_ptr(curr_GBA_rom.loc_setPokedexFlag + READ_AS_THUMB, sec30_variable_list, &curr_section30_index);
asm_var dexSeenCaught_ptr(ptr_dex_seen_caught, sec30_variable_list, &curr_section30_index);
asm_var currPkmnIndex_ptr(ptr_index, sec30_variable_list, &curr_section30_index);
asm_var pkmnStruct(curr_GBA_rom.loc_gSaveDataBuffer, sec30_variable_list, &curr_section30_index);
asm_var dexStruct(curr_GBA_rom.loc_gSaveDataBuffer + (MAX_PKMN_IN_BOX * POKEMON_SIZE), sec30_variable_list, &curr_section30_index);
asm_var m4aMPlayStop_ptr(curr_GBA_rom.loc_m4aMPlayStop + READ_AS_THUMB, sec30_variable_list, &curr_section30_index);
asm_var gMPlayInfo_BGM_ptr(curr_GBA_rom.loc_gMPlayInfo_BGM, sec30_variable_list, &curr_section30_index);
asm_var gMPlayInfo_SE2_ptr(curr_GBA_rom.loc_gMPlayInfo_SE2, sec30_variable_list, &curr_section30_index);
asm_var MPlayStart_ptr(curr_GBA_rom.loc_MPlayStart + READ_AS_THUMB, sec30_variable_list, &curr_section30_index);
asm_var CreateFanfareTask_ptr(curr_GBA_rom.loc_CreateFanfareTask + READ_AS_THUMB, sec30_variable_list, &curr_section30_index);
asm_var sFanfareCounter_ptr(curr_GBA_rom.loc_sFanfareCounter, sec30_variable_list, &curr_section30_index);
asm_var gPlttBufferFaded_ptr(curr_GBA_rom.loc_gPlttBufferFaded + (32 * 0x1A), sec30_variable_list, &curr_section30_index); // 0x1A is the pallet number
asm_var copySizeControl(CPU_SET_32BIT | ((32) / (32 / 8) & 0x1FFFFF), sec30_variable_list, &curr_section30_index); // CPU_SET_32BIT | ((size)/(32/8) & 0x1FFFFF)
asm_var flashBuffer_ptr(curr_GBA_rom.loc_gSaveDataBuffer, mg_variable_list, &curr_mg_index);
asm_var readFlashSector_ptr(curr_GBA_rom.loc_readFlashSector + READ_AS_THUMB, mg_variable_list, &curr_mg_index);
asm_var mainAsmStart(sec30_variable_list, &curr_section30_index);
asm_var dexAsmStart(sec30_variable_list, &curr_section30_index);
asm_var customSoundASM(sec30_variable_list, &curr_section30_index);
asm_var loadPalette(sec30_variable_list, &curr_section30_index);
asm_var loadSec30(mg_variable_list, &curr_mg_index);
xse_var jumpLoop(mg_variable_list, &curr_mg_index);
xse_var jumpBoxFull(mg_variable_list, &curr_mg_index);
xse_var jumpPkmnCollected(mg_variable_list, &curr_mg_index);
xse_var jumpAllCollected(mg_variable_list, &curr_mg_index);
xse_var jumpNotInWay(mg_variable_list, &curr_mg_index);
xse_var jumpNotToSide(mg_variable_list, &curr_mg_index);
xse_var jumpNotToSideFull(mg_variable_list, &curr_mg_index);
textbox_var textGreet(mg_variable_list, &curr_mg_index);
textbox_var textYouMustBe(mg_variable_list, &curr_mg_index);
textbox_var textIAm(mg_variable_list, &curr_mg_index);
textbox_var textReceived(sec30_variable_list, &curr_section30_index);
textbox_var textPCFull(sec30_variable_list, &curr_section30_index);
textbox_var textThank(sec30_variable_list, &curr_section30_index);
textbox_var textTest(sec30_variable_list, &curr_section30_index);
textbox_var textWeHere(sec30_variable_list, &curr_section30_index);
textbox_var textPCConvo(sec30_variable_list, &curr_section30_index);
textbox_var textPCThanks(sec30_variable_list, &curr_section30_index);
textbox_var textLookerFull(sec30_variable_list, &curr_section30_index);
textbox_var textMoveBox(sec30_variable_list, &curr_section30_index);
movement_var movementSlowSpin(sec30_variable_list, &curr_section30_index);
movement_var movementFastSpin(sec30_variable_list, &curr_section30_index);
movement_var movementExclaim(sec30_variable_list, &curr_section30_index);
movement_var movementToBoxes(sec30_variable_list, &curr_section30_index);
movement_var movementWalkBack(sec30_variable_list, &curr_section30_index);
movement_var movementLookDown(sec30_variable_list, &curr_section30_index);
movement_var movementOutOfWay(sec30_variable_list, &curr_section30_index);
movement_var movementInWay(sec30_variable_list, &curr_section30_index);
movement_var movementGoUp(sec30_variable_list, &curr_section30_index);
movement_var movementGoDown(sec30_variable_list, &curr_section30_index);
sprite_var spriteLooker(sec30_variable_list, &curr_section30_index);
music_var songLooker(sec30_variable_list, &curr_section30_index);
// This determines if the event has been done before
bool first_time = true;
for (int i = 1; i <= 251; i++)
{
if (is_caught(i))
{
first_time = false;
break;
}
}
// Note that each MOVEMENT macro contains TWO bytes, one for Hoenn and one for FRLG.
static const byte movementSlowSpinArray[32] = {
MOVEMENT_ACTION_FACE_LEFT,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_UP,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_RIGHT,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_DOWN,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_LEFT,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_UP,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_RIGHT,
MOVEMENT_ACTION_DELAY_8,
MOVEMENT_ACTION_FACE_DOWN,
MOVEMENT_ACTION_DELAY_8,
};
movementSlowSpin.set_movement(movementSlowSpinArray, 16);
static const byte movementFastSpinArray[60] = {
MOVEMENT_ACTION_FACE_LEFT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_UP,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_RIGHT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_DOWN,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_LEFT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_UP,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_RIGHT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_DOWN,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_LEFT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_UP,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_RIGHT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_DOWN,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_LEFT,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_UP,
MOVEMENT_ACTION_DELAY_4,
MOVEMENT_ACTION_FACE_RIGHT,
MOVEMENT_ACTION_DELAY_4,
};
movementFastSpin.set_movement(movementFastSpinArray, 30);
static const byte movementExclaimArray[2] = {MOVEMENT_ACTION_EMOTE_EXCLAMATION_MARK};
movementExclaim.set_movement(movementExclaimArray, 1);
static const byte movementToBoxesArrayRS[8] = {MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_EMOTE_EXCLAMATION_MARK};
static const byte movementToBoxesArrayFRLG[6] = {MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_EMOTE_EXCLAMATION_MARK};
static const byte movementToBoxesArrayE[12] = {MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_FACE_UP, MOVEMENT_ACTION_EMOTE_EXCLAMATION_MARK};
static const byte movementWalkBackArrayRS[6] = {MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_WALK_FAST_RIGHT, MOVEMENT_ACTION_WALK_FAST_DOWN};
static const byte movementWalkBackArrayFRLG[4] = {MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_WALK_FAST_DOWN};
static const byte movementWalkBackArrayE[8] = {MOVEMENT_ACTION_WALK_FAST_RIGHT, MOVEMENT_ACTION_WALK_FAST_RIGHT, MOVEMENT_ACTION_WALK_FAST_RIGHT, MOVEMENT_ACTION_WALK_FAST_DOWN};
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
movementToBoxes.set_movement(movementToBoxesArrayRS, 4);
movementWalkBack.set_movement(movementWalkBackArrayRS, 3);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
movementToBoxes.set_movement(movementToBoxesArrayFRLG, 3);
movementWalkBack.set_movement(movementWalkBackArrayFRLG, 2);
break;
case EMERALD_ID:
movementToBoxes.set_movement(movementToBoxesArrayE, 6);
movementWalkBack.set_movement(movementWalkBackArrayE, 4);
break;
}
static const byte movementLookDownArray[2] = {MOVEMENT_ACTION_FACE_DOWN};
movementLookDown.set_movement(movementLookDownArray, 1);
static const byte movementOutOfWayArray[4] = {MOVEMENT_ACTION_WALK_FAST_RIGHT, MOVEMENT_ACTION_FACE_LEFT};
movementOutOfWay.set_movement(movementOutOfWayArray, 2);
static const byte movementInWayArray[4] = {MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_FACE_DOWN};
movementInWay.set_movement(movementInWayArray, 2);
static const byte movementGoUpArray[2] = {MOVEMENT_ACTION_WALK_FAST_UP};
movementGoUp.set_movement(movementGoUpArray, 1);
static const byte movementGoDownArray[4] = {MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_FACE_UP};
movementGoDown.set_movement(movementGoDownArray, 2);
// const byte track_1[] = {0xBC, 0x00, 0xBB, 0x38, 0xBD, 0x38, 0xC4, 0x00, 0xBE, 0x60, 0xBF, 0x3D, 0xC0, 0x40, 0xD4, 0x51, 0x70, 0x86, 0xD4, 0x8C, 0x53, 0x86, 0xD4, 0x8C, 0x54, 0x86, 0xD4, 0x92, 0xE8, 0x55, 0x92, 0xBE, 0x64, 0x82, 0x6C, 0x84, 0x74, 0x85, 0xB1};
// songLooker.add_track(track_1, sizeof(track_1));
const byte track_2[] = {0xBC, 0x00, 0xBD, 0x38, 0xC4, 0x00, 0xBE, 0x60, 0xBF, 0x46, 0xC0, 0x40, 0x83, 0xD4, 0x51, 0x3C, 0x86, 0xD4, 0x8C, 0x53, 0x86, 0xD4, 0x8C, 0x54, 0x86, 0xD4, 0x92, 0xE8, 0x55, 0x99, 0x81, 0xB1};
songLooker.add_track(track_2, sizeof(track_2));
const byte track_3[] = {0xBC, 0x00, 0xBD, 0x38, 0xC4, 0x00, 0xBF, 0x34, 0xBE, 0x6E, 0xC0, 0x40, 0xD4, 0x3C, 0x70, 0x86, 0xD4, 0x8C, 0x3B, 0x86, 0xD4, 0x8C, 0x3C, 0x86, 0xD4, 0x92, 0xEA, 0x3D, 0x9B, 0x83, 0xB1};
songLooker.add_track(track_3, sizeof(track_3));
const byte track_4[] = {0xBC, 0x00, 0xBD, 0x38, 0xC4, 0x00, 0xBF, 0x34, 0xBE, 0x6E, 0xC0, 0x40, 0xD4, 0x39, 0x70, 0x86, 0xD4, 0x8C, 0x36, 0x86, 0xD4, 0x8C, 0x37, 0x86, 0xD4, 0x92, 0xEA, 0x39, 0x9B, 0x83, 0xB1};
songLooker.add_track(track_4, sizeof(track_4));
const byte track_5[] = {0xBC, 0x00, 0xBD, 0x38, 0xC4, 0x00, 0xBF, 0x34, 0xBE, 0x6E, 0xC0, 0x40, 0xD4, 0x34, 0x70, 0x86, 0xD4, 0x8C, 0x32, 0x86, 0xD4, 0x8C, 0x34, 0x86, 0xD4, 0x92, 0xEA, 0x37, 0x9B, 0x83, 0xB1};
songLooker.add_track(track_5, sizeof(track_5));
// const byte track_6[] = {0xBC, 0x00, 0xBD, 0x3C, 0xC4, 0x00, 0xBF, 0x58, 0xBE, 0x3B, 0xC0, 0x40, 0xD4, 0x40, 0x70, 0x86, 0xD4, 0x8C, 0x42, 0x86, 0xD4, 0x8C, 0x43, 0x86, 0xD4, 0x92, 0xE8, 0x99, 0x81, 0xB1};
// songLooker.add_track(track_6, sizeof(track_6));
// const byte track_7[] = {0xBC, 0x00, 0xBD, 0x18, 0xC4, 0x00, 0xBE, 0x48, 0xBF, 0x1E, 0xC0, 0x40, 0xA0, 0xD0, 0x43, 0x70, 0x86, 0x45, 0x8C, 0x46, 0x8C, 0x45, 0x86, 0x47, 0x86, 0x49, 0x81, 0xB1};
// songLooker.add_track(track_7, sizeof(track_7));
unsigned char instrument;
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
instrument = 0x24;
break;
case FIRERED_ID:
case LEAFGREEN_ID:
instrument = 0x3E;
break;
case EMERALD_ID:
default:
instrument = 0x26;
break;
};
const byte track_instrument_1[] = {0xBC, 0x00, 0xBD, instrument, 0xC4, 0x00, 0xBE, 0x7F, 0xBF, 0x40, 0xC0, 0x40, 0xD4, 0x21, 0x70, 0x86, 0xD4, 0x8C, 0x20, 0x86, 0xD4, 0x8C, 0x1F, 0x86, 0xDA, 0x8C, 0xD4, 0x2D, 0x86, 0x21, 0x8C, 0xD4, 0x86, 0xD4, 0x8C, 0xD4, 0x85, 0xB1};
songLooker.add_track(track_instrument_1, sizeof(track_instrument_1));
// const byte track_unused[] = {0xBC, 0x00, 0xBD, 0x7E, 0xC4, 0x00, 0xBE, 0x53, 0xBF, 0x40, 0xD4, 0x24, 0x70, 0x8C, 0xD4, 0x98, 0x32, 0x86, 0xD4, 0x86, 0x30, 0x86, 0xD4, 0x86, 0xD4, 0x86, 0xD4, 0x86, 0x2D, 0x86, 0xD4, 0x86, 0xD4, 0x86, 0xD4, 0x85, 0xB1};
// songLooker.add_track(track_unused, sizeof(track_unused));
u8 dex_nums[MAX_PKMN_IN_BOX] = {};
// placement new is required to run the constructor of PokemonTables for the decompressed_store's instance
// it won't get called automatically because it's part of the union (and neither will the destructor)
new (&decompressed_store.tables.data) PokemonTables();
// TODO make it so that the table is added here(?)
box->setTable(&decompressed_store.tables.data);
box->convertAll();
for (int i = 0; i < MAX_PKMN_IN_BOX; i++) // Add in the Pokemon data
{
Gen3Pokemon *curr_pkmn = box->getGen3Pokemon(i);
if (curr_pkmn->isValid)
{
for (int j = 0; j < POKEMON_SIZE; j++)
{
*(save_section_30 + curr_section30_index + j) = curr_pkmn->dataArrayPtr[j];
}
// memcpy(save_section_30 + curr_section30_index, curr_pkmn->dataArrayPtr, POKEMON_SIZE);
curr_section30_index += POKEMON_SIZE;
dex_nums[i] = curr_pkmn->getSpeciesIndexNumber();
}
else
{
curr_section30_index += POKEMON_SIZE;
}
}
// the PokemonTables instance is no longer needed, but we do need to keep the english gen3 charset around
// for our insert_text() calls
decompressed_store.tables.data.load_gen3_charset(ENGLISH);
// we specifically defined the decompressed_text_data struct to ensure the memcpy shouldn't overlap
memcpy(decompressed_store.text.gen3_charset, decompressed_store.tables.data.gen3_charset, sizeof(decompressed_store.text.gen3_charset));
// calling the destructor is nothing more than a formality for our PokemonTables class,
// but let's do it anyway for the sake of being explicit after having used placement new
decompressed_store.tables.data.~PokemonTables();
// Add in the dex numbers
memcpy(save_section_30 + curr_section30_index, dex_nums, MAX_PKMN_IN_BOX);
curr_section30_index += MAX_PKMN_IN_BOX;
// insert text
// Ş = Wait for button and scroll text
// ȼ = Wait for button and clear text
// Ȇ = Escape character
// À = Change text color
// Ç = Red
// É = Green
// Ë = Blue
// Ʋ = Variable escape sequence
// À = Player name
// Ň = New line
// ƞ = string terminator
// this decompresses the ZX0 compressed text table into the buffer inside of the decompressed_store union
// thereby reusing the stack (=IWRAM) memory used earlier for the PokemonTables instance we used above
decompressed_text_table.decompress(get_compressed_text_table(RSEFRLG_INDEX));
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
textGreet.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textGreet_rse));
textMoveBox.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textMoveBox_rs));
textWeHere.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textWeHere_r));
break;
case SAPPHIRE_ID:
textGreet.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textGreet_rse));
textMoveBox.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textMoveBox_rs));
textWeHere.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textWeHere_s));
break;
case FIRERED_ID:
case LEAFGREEN_ID:
textGreet.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textGreet_frlg));
textMoveBox.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textMoveBox_frlg));
textWeHere.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textWeHere_frlg));
break;
case EMERALD_ID:
textGreet.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textGreet_rse));
textMoveBox.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textMoveBox_e));
textWeHere.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textWeHere_e));
break;
}
textReceived.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textRecieved));
textYouMustBe.set_text(decompressed_text_table.get_text_entry(first_time ? RSEFRLG_dia_textYouMustBe_first : RSEFRLG_dia_textYouMustBe_second));
textIAm.set_text(decompressed_text_table.get_text_entry(first_time ? RSEFRLG_dia_textIAm_first : RSEFRLG_dia_textIAm_second));
textPCConvo.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textPCConvo)); // ȼDont worry ƲÀ,Ňyou wont have to do a thing!");
textPCThanks.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textPCThanks));
textThank.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textThank));
textPCFull.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textPCFull));
textLookerFull.set_text(decompressed_text_table.get_text_entry(RSEFRLG_dia_textLookerFull));
textThank.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textPCFull.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textWeHere.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textPCConvo.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textPCThanks.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textLookerFull.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textMoveBox.insert_text(decompressed_store.text.gen3_charset, save_section_30);
textReceived.insert_text(decompressed_store.text.gen3_charset, save_section_30);
movementSlowSpin.insert_movement(save_section_30);
movementFastSpin.insert_movement(save_section_30);
movementExclaim.insert_movement(save_section_30);
movementToBoxes.insert_movement(save_section_30);
movementWalkBack.insert_movement(save_section_30);
movementLookDown.insert_movement(save_section_30);
movementOutOfWay.insert_movement(save_section_30);
movementInWay.insert_movement(save_section_30);
movementGoUp.insert_movement(save_section_30);
movementGoDown.insert_movement(save_section_30);
while (curr_section30_index % 4 != 0)
{
curr_section30_index++; // Align the code so that it is byte aligned
}
songLooker.insert_music_data(save_section_30, 0, 0, 0, curr_GBA_rom.loc_voicegroup);
asm_var customSong(songLooker.get_loc_in_sec30(), sec30_variable_list, &curr_section30_index);
asm_var customSongDuration(119, sec30_variable_list, &curr_section30_index);
while (curr_section30_index % 4 != 0)
{
curr_section30_index++; // Align the code so that it is byte aligned
}
#include "lookerFRLG.h"
#include "lookerRSE.h"
if (curr_GBA_rom.is_hoenn())
{
spriteLooker.insert_sprite_data(save_section_30, lookerRSETiles, 256, lookerRSEPal);
}
else
{
spriteLooker.insert_sprite_data(save_section_30, lookerFRLGTiles, 256, lookerFRLGPal);
}
asm_var paletteData(curr_GBA_rom.loc_gSaveDataBuffer + (curr_section30_index - 32), sec30_variable_list, &curr_section30_index);
asm_payload_location = S30_SCRIPT;
mainAsmStart.set_start(false); // Set the memory pointer location for ASM start
push(rlist_lr); // save the load register to the stack
ldr3(r3, curr_pkmn_index_ptr.add_reference()); // set r3 to the pointer to the pokemon index variable
ldr1(r3, r3, 0); // set r3 to the value in memory r3 points to
add5(r0, pkmnStruct.add_reference()); // set r0 to a pointer to the start of the Pokemon struct.
ldr1(r0, r0, 0); // set r0 to the value in memory r0 points to
add3(r0, r0, r3); // add r3 to r0, giving it the correct offset for the current index
ldr3(r1, sendMonToPC_ptr.add_reference()); // set r1 to the location of "SendMonToPC" plus one, since it is thumb code
mov3(r2, r15); // move r15 (the program counter) to r2
add2(r2, 5); // add 5 to r2 to compensate for the four following bytes, plus to tell the system to read as thumb code
mov3(r14, r2); // move r2 into r14 (the load register)
bx(r1); // jump to the pointer stored in r1 (SendMonToPC)
ldr3(r2, returned_box_success_ptr.add_reference()); // load variable 0x8006's pointer into r2
str1(r0, r2, 0); // put the value of r0 into the memory location pointed at by r2, plus 0
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // jump to r0 (return to where the function was called)
while (curr_section30_index % 4 != 0)
{
curr_section30_index++; // Align the code so that it is byte aligned
}
add_word(curr_pkmn_index_ptr.place_word()); // the location of variable "0x8008" (the pokemon offset)
add_word(pkmnStruct.place_word()); // the location of the Pokemon Struct
add_word(sendMonToPC_ptr.place_word()); // the location of "SendMonToPC", plus one (so it is interpreted as thumb code)
add_word(returned_box_success_ptr.place_word()); // the location of variable "0x8006" (the return value)
dexAsmStart.set_start(false); // Note the location where the Dex ASM starts
push(rlist_lr); // save the load register to the stack
ldr3(r0, currPkmnIndex_ptr.add_reference()); // load the pointer to the index variable into r0
ldr1(r0, r0, 0); // load the value at r0's pointer
mov1(r3, 0xFF); // load 0xFF into r3
and1(r0, r3); // AND r0 and r3, which will give us just the least significant byte
add5(r1, dexStruct.add_reference()); // set r1 to the value stored X bytes ahead
ldr1(r1, r1, 0); // loda the value at the memory location stored in r1
add3(r0, r0, r1); // add r0 and r1, which is the current index and dex_struct respectivly
ldr1(r0, r0, 0); // load the value at the memory location stored in r0
and1(r0, r3); // truncate to just the least significant byte, which is the current dex number
ldr3(r1, dexSeenCaught_ptr.add_reference()); // load the dex_seen_caught variable's pointer into r1
ldr1(r1, r1, 0); // load the value of memory pointed at by r1
and1(r1, r3); // AND r1 and r3, which will keep only the least significant byte
ldr3(r2, setPokedexFlag_ptr.add_reference()); // load the GetSetPokedexFlag function location into r2
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, as well as to tell it to read as THUMB code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (GetSetPokedexFlag)
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // jump to r0 (return to where the function was called)
while (curr_section30_index % 4 != 0)
{
curr_section30_index++; // Align the code so that it is byte aligned
}
add_word(currPkmnIndex_ptr.place_word()); // the location of the INDEX variable
add_word(dexStruct.place_word()); // the location of the dex struct
add_word(dexSeenCaught_ptr.place_word()); // the location of the DEX_SEEN_CAUGHT variable
add_word(setPokedexFlag_ptr.place_word()); // the location of GetSetPokedexFlag, plus one (so it is interpreted as thumb code)
customSoundASM.set_start(false); // Note the location where the custom sound ASM starts
push(rlist_lr); // save the load register to the stack
ldr3(r0, gMPlayInfo_BGM_ptr.add_reference()); // load the gMPlayInfo_BGM function location into r0
ldr3(r2, m4aMPlayStop_ptr.add_reference()); // load the m4aMPlayStop location into r2
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, as well as to tell it to read as THUMB code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (m4aMPlayStop)
ldr3(r0, sFanfareCounter_ptr.add_reference()); // load the sFanfareCounter_ptr function location into r0
ldr3(r1, customSongDuration.add_reference()); // load the custom song duration into r1
strh(r1, r0, 0); // Load the value into memory
ldr3(r0, gMPlayInfo_SE2_ptr.add_reference()); // load the gMPlayInfo_SE2 function location into r0
ldr3(r1, customSong.add_reference()); // load the custom song location into r1
ldr3(r2, MPlayStart_ptr.add_reference()); // load the m4aMPlayStop location into r2
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, as well as to tell it to read as THUMB code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (MPlayStart)
ldr3(r2, CreateFanfareTask_ptr.add_reference()); // load the m4aMPlayStop location into r2
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, as well as to tell it to read as THUMB code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (MPlayStart)
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // jump to r0 (return to where the function was called)
while (curr_section30_index % 4 != 0)
{
curr_section30_index++; // Align the code so that it is byte aligned
}
add_word(m4aMPlayStop_ptr.place_word()); // the location of the INDEX variable
add_word(gMPlayInfo_BGM_ptr.place_word()); // the location of the dex struct
add_word(gMPlayInfo_SE2_ptr.place_word());
add_word(MPlayStart_ptr.place_word());
add_word(CreateFanfareTask_ptr.place_word());
add_word(sFanfareCounter_ptr.place_word());
add_word(customSong.place_word());
add_word(customSongDuration.place_word());
loadPalette.set_start(false); // Note the location where the custom sound ASM starts
push(rlist_lr); // save the load register to the stack
ldr3(r0, paletteData.add_reference()); // load the paletteData location into r0
ldr3(r1, gPlttBufferFaded_ptr.add_reference()); // load the gPlttBufferFaded location into r1
ldr3(r2, copySizeControl.add_reference()); // load the copySizeControl location into r2
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, as well as to tell it to read as THUMB code
mov3(r14, r3); // move r3 into r14 (the load register)
swi(0x0B); // Call the CpuSet SWI for copying data (CpuCopy16)
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // jump to r0 (return to where the function was called)
while (curr_section30_index % 4 != 0)
{
curr_section30_index++; // Align the code so that it is byte aligned
}
add_word(paletteData.place_word());
add_word(gPlttBufferFaded_ptr.place_word());
add_word(copySizeControl.place_word());
// The start of the Mystery Gift Script
asm_payload_location = MG_SCRIPT;
// Located at 0x?8A8 in the .sav
init_npc_location(curr_GBA_rom.map_bank, curr_GBA_rom.map_id, curr_GBA_rom.npc_id); // Set the location of the NPC
setvirtualaddress(VIRTUAL_ADDRESS); // Set virtual address
if (curr_GBA_rom.gamecode == RUBY_ID || curr_GBA_rom.gamecode == SAPPHIRE_ID)
{
callASM(loadSec30.add_reference(1));
}
else
{
callASM(curr_GBA_rom.loc_loadSaveSection30 + READ_AS_THUMB); // Load save section 30 into saveDataBuffer
}
lock(); // Lock the player
faceplayer(); // Have the NPC face the player
virtualmsgbox(textGreet.add_reference(1)); // Start the dialouge
waitmsg();
waitkeypress();
applymovement(curr_GBA_rom.npc_id, movementExclaim.get_loc_in_sec30());
playse(0x15);
waitse();
waitmovement(curr_GBA_rom.npc_id);
virtualmsgbox(textYouMustBe.add_reference(1));
waitmsg();
waitkeypress();
applymovement(curr_GBA_rom.npc_id, movementSlowSpin.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
applymovement(curr_GBA_rom.npc_id, movementFastSpin.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
changeSpriteMacro(1, spriteLooker.get_loc_in_sec30());
callASM(loadPalette.get_loc_in_sec30());
changePaletteMacro(curr_GBA_rom.npc_id, 0xA);
applymovement(curr_GBA_rom.npc_id, movementLookDown.get_loc_in_sec30());
callASM(customSoundASM.get_loc_in_sec30());
waitfanfare();
virtualmsgbox(textIAm.add_reference(1));
waitmsg();
waitkeypress();
changeSpriteMacro(1, curr_GBA_rom.loc_sPicTable_NPC);
changePaletteMacro(curr_GBA_rom.npc_id, curr_GBA_rom.npc_palette);
applymovement(curr_GBA_rom.npc_id, movementFastSpin.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
applymovement(curr_GBA_rom.npc_id, movementSlowSpin.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
faceplayer();
msgboxMacro(textWeHere.get_loc_in_sec30());
compare(0x800C, 1); // 0x800C == SpecialVar_Facing
virtualgotoif(COND_NOTEQUAL, jumpNotInWay.add_reference(2));
applymovement(0xFF, movementOutOfWay.get_loc_in_sec30());
waitmovement(0xFF);
jumpNotInWay.set_start();
applymovement(curr_GBA_rom.npc_id, movementToBoxes.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
playse(0x15);
waitse();
msgboxMacro(textMoveBox.get_loc_in_sec30());
fadeScreen(1);
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
setMetaTile(3, 1, 4, 1);
setMetaTile(3, 0, 515, 0);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
setMetaTile(4, 1, 98, 0);
setMetaTile(2, 1, 385, 1);
setMetaTile(2, 2, 386, 0);
break;
case EMERALD_ID:
setMetaTile(3, 1, 4, 1);
setMetaTile(3, 2, 566, 1);
setMetaTile(1, 1, 531, 1);
setMetaTile(1, 2, 539, 0);
applymovement(curr_GBA_rom.npc_id, movementGoUp.get_loc_in_sec30());
break;
}
special(curr_GBA_rom.special_DrawWholeMapView);
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
playse(0x2C);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
case EMERALD_ID:
playse(0xC);
break;
}
waitse();
fadeScreen(0);
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
setMetaTile(3, 1, 5, 1);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
setMetaTile(4, 1, 99, 0);
break;
case EMERALD_ID:
setMetaTile(3, 1, 5, 1);
break;
}
special(curr_GBA_rom.special_DrawWholeMapView);
playse(0x2);
waitse();
msgboxMacro(textPCConvo.get_loc_in_sec30());
// -- POKEMON INJECTION START--
setvar(var_index, 0); // set the index to 0
setvar(var_pkmn_offset, 0); // Set the Pokemon struct offset to 0
setvar(var_call_check_flag, rev_endian(0x2B00)); // Set the variable to 0x2B. 0x2B = CHECK FLAG
addvar(var_call_check_flag, rev_endian(curr_GBA_rom.pkmn_collected_flag_start)); // Add the starting flag ID (plus one to ignore the is collected flag) to the check flag ASM variable
setvar(var_call_return_2, rev_endian(0x0003)); // Set the variable to 0x03. 0x03 = RETURN
jumpLoop.set_start(); // Set the jump destination for the JUMP_LOOP
call(ptr_call_check_flag); // Call the check flag ASM
virtualgotoif(COND_FLAGFALSE, jumpPkmnCollected.add_reference(2)); // If the "pokemon collected" flag is false, jump to the end of the loop
callASM(mainAsmStart.get_loc_in_sec30()); // Call SendMonToPC ASM
compare(var_box_return, 2); // Compare the resulting return to #2
virtualgotoif(COND_EQUALS, jumpBoxFull.add_reference(2)); // If the return value was #2, jump to the box full message
setvar(var_dex_seen_caught, 2); // set the seen caught variable to 2, so that the Pokemon is set to "seen"
callASM(dexAsmStart.get_loc_in_sec30()); // call "PTR_DEX_START"
addvar(var_dex_seen_caught, 1); // add 1 to the seen caught variable so that the Pokemon will be "Caught"
callASM(dexAsmStart.get_loc_in_sec30()); // Call "PTR_DEX_START" again
jumpPkmnCollected.set_start(); // Set the jump destination for if the Pokemon has already been collected
addvar(var_pkmn_offset, POKEMON_SIZE); // Add the size of one Pokmeon to the Pokemon offset
addvar(var_index, 1); // Add one to the index
addvar(var_call_check_flag, rev_endian(1)); // Add one to the flag index
compare(var_index, MAX_PKMN_IN_BOX); // Compare the index to 30
virtualgotoif(COND_LESSTHAN, jumpLoop.add_reference(2)); // if index is less than six, jump to the start of the loop
setflag(curr_GBA_rom.all_collected_flag); // Set the "all collected" flag
fanfare(257); // Play the received fanfare
msgboxMacro(textReceived.get_loc_in_sec30()); // Display the recieved text
waitfanfare(); // Wait for the fanfare
// -- POKEMON INJECTION END --
jumpAllCollected.set_start(); // Set the destination for if all the Pokemon have already been collected
msgboxMacro(textPCThanks.get_loc_in_sec30()); // Display the thank text
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
setMetaTile(3, 1, 4, 1);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
setMetaTile(4, 1, 98, 0);
break;
case EMERALD_ID:
setMetaTile(3, 1, 4, 0);
break;
}
special(curr_GBA_rom.special_DrawWholeMapView);
playse(0x3);
waitse();
fadeScreen(1);
// Place the PC and boxes
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
setMetaTile(3, 1, 661, 1);
setMetaTile(3, 0, 653, 0);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
setMetaTile(4, 1, 385, 1);
setMetaTile(2, 1, 272, 1);
setMetaTile(2, 2, 273, 0);
break;
case EMERALD_ID:
setMetaTile(3, 1, 577, 1);
setMetaTile(3, 2, 539, 1);
setMetaTile(1, 1, 525, 1);
setMetaTile(1, 2, 566, 0);
applymovement(curr_GBA_rom.npc_id, movementGoDown.get_loc_in_sec30());
break;
}
special(curr_GBA_rom.special_DrawWholeMapView);
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
playse(0x2C);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
case EMERALD_ID:
playse(0xC);
break;
}
waitse();
fadeScreen(0);
applymovement(curr_GBA_rom.npc_id, movementWalkBack.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
compare(0x800C, 1); // 0x800C == SpecialVar_Facing
virtualgotoif(COND_NOTEQUAL, jumpNotToSide.add_reference(2));
applymovement(0xFF, movementInWay.get_loc_in_sec30());
waitmovement(0xFF);
jumpNotToSide.set_start();
faceplayer();
msgboxMacro(textThank.get_loc_in_sec30());
release(); // Release the player
killscript(); // Erase RAMscript
// -- BOX IS FULL TEXT --
jumpBoxFull.set_start(); // Set the destination for if the box is full
msgboxMacro(textPCFull.get_loc_in_sec30()); // Display the thank text
setMetaTile(4, 1, 98, 0);
special(curr_GBA_rom.special_DrawWholeMapView);
playse(0x3);
waitse();
fadeScreen(1);
// Place the PC
setMetaTile(4, 1, 385, 1);
// Place the boxes
setMetaTile(2, 1, 272, 1);
setMetaTile(2, 2, 273, 0);
special(curr_GBA_rom.special_DrawWholeMapView);
switch (curr_GBA_rom.gamecode)
{
case RUBY_ID:
case SAPPHIRE_ID:
playse(0x2C);
break;
case FIRERED_ID:
case LEAFGREEN_ID:
case EMERALD_ID:
playse(0xC);
break;
}
waitse();
fadeScreen(0);
applymovement(curr_GBA_rom.npc_id, movementWalkBack.get_loc_in_sec30());
waitmovement(curr_GBA_rom.npc_id);
compare(0x800C, 1); // 0x800C == SpecialVar_Facing
virtualgotoif(COND_NOTEQUAL, jumpNotToSideFull.add_reference(2));
applymovement(0xFF, movementInWay.get_loc_in_sec30());
waitmovement(0xFF);
jumpNotToSideFull.set_start();
faceplayer();
msgboxMacro(textLookerFull.get_loc_in_sec30());
release(); // Release the player
end(); // End the script
while (curr_mg_index % 4 != 0)
{
curr_mg_index++; // Align the code so that it is byte aligned
}
loadSec30.set_start(true);
push(rlist_lr); // save the load register to the stack
mov1(r0, 30); // set r0 to 30 (the sector ID for eReader data)
ldr3(r1, flashBuffer_ptr.add_reference()); // set r1 to the location of "flashBuffer" plus one, since it is thumb code
ldr3(r2, readFlashSector_ptr.add_reference()); // set r2 to the location of "readFlashSector" plus one, since it is thumb code
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, plus to tell the system to read as thumb code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (readFlashSector)
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // go to r0
add_word(flashBuffer_ptr.place_word());
add_word(readFlashSector_ptr.place_word());
constexpr bool should_set_virtual_start = true;
textGreet.insert_text(decompressed_store.text.gen3_charset, mg_script, should_set_virtual_start);
textYouMustBe.insert_text(decompressed_store.text.gen3_charset, mg_script, should_set_virtual_start);
textIAm.insert_text(decompressed_store.text.gen3_charset, mg_script, should_set_virtual_start);
for (unsigned int i = 0; i < mg_variable_list.size(); i++) // Fill all the refrences for script variables in the mg
{
mg_variable_list[i]->fill_refrences(mg_script);
}
for (unsigned int i = 0; i < sec30_variable_list.size(); i++) // Fill all the refrences for script variables in save section 30
{
sec30_variable_list[i]->fill_refrences(save_section_30);
}
if (curr_mg_index > MG_SCRIPT_SIZE) // Throw an error if the script is too large
{
tte_erase_screen();
int val = (curr_mg_index - MG_SCRIPT_SIZE) - four_align_value;
tte_write("MG Script exceeded by ");
tte_write(ptgb::to_string(val));
tte_write(" bytes");
while (true)
{
}
}
if (curr_section30_index > 0x4096) // Throw an error if the script is too large
{
tte_erase_screen();
int val = (curr_section30_index - 0x4096) - four_align_value;
tte_write("S30 Script exceeded by ");
tte_write(ptgb::to_string(val));
tte_write(" bytes");
while (true)
{
}
}
};
/*
void mystery_gift_script::build_script_old(Pokemon_Party &incoming_box_data)
{
ptgb::vector<script_var *> asm_variable_list;
asm_var sendMonToPC_ptr(curr_rom.loc_sendMonToPC + READ_AS_THUMB, asm_variable_list, &curr_mg_index);
asm_var returned_box_success_ptr(ptr_box_return, asm_variable_list, &curr_mg_index);
asm_var curr_pkmn_index_ptr(ptr_pkmn_offset, asm_variable_list, &curr_mg_index);
asm_var setPokedexFlag_ptr(curr_rom.loc_setPokedexFlag + READ_AS_THUMB, asm_variable_list, &curr_mg_index);
asm_var dexSeenCaught_ptr(ptr_dex_seen_caught, asm_variable_list, &curr_mg_index);
asm_var currPkmnIndex_ptr(ptr_index, asm_variable_list, &curr_mg_index);
asm_var pkmnStruct(curr_rom.loc_gSaveDataBuffer, asm_variable_list, &curr_mg_index);
asm_var dexStruct(curr_rom.loc_gSaveDataBuffer + (MAX_PKMN_IN_BOX * POKEMON_SIZE), asm_variable_list, &curr_mg_index);
asm_var flashBuffer_ptr(curr_rom.loc_gSaveDataBuffer, asm_variable_list, &curr_mg_index);
asm_var readFlashSector_ptr(curr_rom.loc_readFlashSector + READ_AS_THUMB, asm_variable_list, &curr_mg_index);
xse_var mainAsmStart(asm_variable_list, &curr_mg_index);
xse_var dexAsmStart(asm_variable_list, &curr_mg_index);
xse_var readFlashStart(asm_variable_list, &curr_mg_index);
xse_var jumpLoop(asm_variable_list, &curr_mg_index);
xse_var jumpBoxFull(asm_variable_list, &curr_mg_index);
xse_var jumpPkmnCollected(asm_variable_list, &curr_mg_index);
xse_var jumpAllCollected(asm_variable_list, &curr_mg_index);
textbox_var textGreet(asm_variable_list, &curr_mg_index);
textbox_var textReceived(asm_variable_list, &curr_mg_index);
textbox_var textPCFull(asm_variable_list, &curr_mg_index);
textbox_var textThank(asm_variable_list, &curr_mg_index);
textbox_var textTest(asm_variable_list, &curr_mg_index);
// Ş = Wait for button and scroll text
// ȼ = Wait for button and clear text
// Ȇ = Escape character
// Ʋ = Variable escape sequence
// À = Player name
// Ň = New line
// ƞ = string terminator
textGreet.set_text((curr_rom.text_region == TEXT_HOENN)
? u"LANETTE: Hey ƲÀ!ȼPROFESSOR FENNEL told me that youdŇbe coming by for these POKÉMON!"
: u"BILL: Hey ƲÀ!ȼPROFESSOR FENNEL told me that youdŇbe coming by for these POKÉMON!");
textThank.set_text(u"Thanks for helping out FENNEL!");
textPCFull.set_text(u"The PC is full…ȼGo make some more room!");
textReceived.set_text(u"ȆÀÁƲÀS POKÉMON were sent to theŇPC!");
textTest.set_text(u"Testing...");
// Located at 0x?8A8 in the .sav
init_npc_location(curr_rom.map_bank, curr_rom.map_id, curr_rom.npc_id); // Set the location of the NPC
setvirtualaddress(VIRTUAL_ADDRESS); // Set virtual address
lock(); // Lock the player
faceplayer(); // Have the NPC face the player
checkflag(curr_rom.all_collected_flag); // Check if the "all collected" flag has been set
virtualgotoif(COND_FLAGTRUE, jumpAllCollected.add_reference(2)); // If "all collected" is true, then jump to the "thank you" text
virtualmsgbox(textGreet.add_reference(1)); // Otherwise, greet the player
waitmsg(); // Wait for the message to finish
waitkeypress(); // Wait for the player to press A/B
setvar(var_index, 0); // set the index to 0
setvar(var_callASM, rev_endian(0x0023)); // set the call_asm variable to 0x23: 0x23 = CALL ASM
setvar(var_pkmn_offset, 0); // Set the Pokemon struct offset to 0
if (curr_rom.is_ruby_sapphire()) // Ruby and Sapphire don't shift their save blocks around, so we can hardcode it
{ // FOR RUBY AND SAPPHIRE:
setvar(var_script_ptr_low, curr_rom.loc_gSaveBlock1 & 0xFFFF); // Copy the first two bytes of the saveblock1 location to a variable
setvar(var_script_ptr_high, curr_rom.loc_gSaveBlock1 >> 16); // Copy the second two bytes of the saveblock1 location to a variable
} //
else //
{ // FOR FIRERED, LEAFGREEN, AND EMERALD
copybyte(ptr_script_ptr_low, ptr_block_ptr_low); // Copy the first byte of the saveblock1ptr to a variable
copybyte(ptr_script_ptr_low + 1, ptr_block_ptr_low + 1); // Copy the second byte of the saveblock1ptr to a variable
copybyte(ptr_script_ptr_high, ptr_block_ptr_high); // Copy the third byte of the saveblock1ptr to a variable
copybyte(ptr_script_ptr_high + 1, ptr_block_ptr_high + 1); // Copy the fourth byte of the saveblock1ptr to a variable
} //
addvar(var_script_ptr_low, curr_rom.offset_ramscript + 8 + READ_AS_THUMB); // add the offset for ramscript, plus 8. 8 is for the 8 bytes of Checksum, padding and NPC info
addvar(var_script_ptr_low, readFlashStart.add_reference(3)); // Add the offset for the start of ASM
setvar(var_call_return_1, rev_endian(0x0300)); // Set the vairable to 0x03. 0x03 = RETURN
setvar(var_call_check_flag, rev_endian(0x2B00)); // Set the variable to 0x2B. 0x2B = CHECK FLAG
addvar(var_call_check_flag, rev_endian(curr_rom.pkmn_collected_flag_start)); // Add the starting flag ID (plus one to ignore the is collected flag) to the check flag ASM variable
setvar(var_call_return_2, rev_endian(0x0003)); // Set the variable to 0x03. 0x03 = RETURN
jumpLoop.set_start(); // Set the jump destination for the JUMP_LOOP
call(ptr_call_check_flag); // Call the check flag ASM
virtualgotoif(COND_FLAGFALSE, jumpPkmnCollected.add_reference(2)); // If the "pokemon collected" flag is false, jump to the end of the loop
call(ptr_callASM); // Call readFlash ASM
addvar(var_script_ptr_low, mainAsmStart.add_reference(3, &readFlashStart)); // add to the CallASM offset so that it points to MAIN_ASM_START instead
call(ptr_callASM); // Call SendMonToPC ASM
compare(var_box_return, 2); // Compare the resulting return to #2
virtualgotoif(COND_EQUALS, jumpBoxFull.add_reference(2)); // If the return value was #2, jump to the box full message
addvar(var_script_ptr_low, dexAsmStart.add_reference(3, &mainAsmStart)); // add to the CallASM offset so that it points to PTR_DEX_START instead
setvar(var_dex_seen_caught, 2); // set the seen caught variable to 2, so that the Pokemon is set to "seen"
call(ptr_callASM); // call "PTR_DEX_START"
addvar(var_dex_seen_caught, 1); // add 1 to the seen caught variable so that the Pokemon will be "Caught"
call(ptr_callASM); // Call "PTR_DEX_START" again
subvar(var_script_ptr_low, dexAsmStart.add_reference(3, &mainAsmStart)); // subtract from the CallASM offset so that it points to CALL_ASM again
subvar(var_script_ptr_low, mainAsmStart.add_reference(3, &readFlashStart)); // subtract from the CallASM offset so that it points to READ_FLASH
jumpPkmnCollected.set_start(); // Set the jump destination for if the Pokemon has already been collected
addvar(var_pkmn_offset, POKEMON_SIZE); // Add the size of one Pokmeon to the Pokemon offset
addvar(var_index, 1); // Add one to the index
addvar(var_call_check_flag, rev_endian(1)); // Add one to the flag index
compare(var_index, MAX_PKMN_IN_BOX); // Compare the index to 30
virtualgotoif(COND_LESSTHAN, jumpLoop.add_reference(2)); // if index is less than six, jump to the start of the loop
setflag(curr_rom.all_collected_flag); // Set the "all collected" flag
fanfare(0xA4); // Play the received fanfare
virtualmsgbox(textReceived.add_reference(1)); // Display the recieved text
waitfanfare(); // Wait for the fanfare
waitmsg(); // Wait for the text to finish
waitkeypress(); // Wait for the player to press A/B
jumpAllCollected.set_start(); // Set the destination for if all the Pokemon have already been collected
virtualmsgbox(textThank.add_reference(1)); // Display the thank test
waitmsg(); // Wait for the message
waitkeypress(); // Wait for the player to press A/B
release(); // Release the player
killscript(); // Erase RAMscript
jumpBoxFull.set_start(); // Set the destination for if the box is full
virtualmsgbox(textPCFull.add_reference(1)); // Display the full box message
waitmsg(); // Wait for the message
waitkeypress(); // Wait for the player to presse A/B
release(); // Release the player
end(); // End the script
textGreet.insert_text(mg_script);
textThank.insert_text(mg_script);
textPCFull.insert_text(mg_script);
textReceived.insert_text(mg_script);
textTest.insert_text(mg_script);
while (curr_mg_index % 4 != 0)
{
curr_mg_index++; // Align the code so that it is byte aligned
}
readFlashStart.set_start();
push(rlist_lr); // save the load register to the stack
mov1(r0, 30); // set r0 to 30 (the sector ID for eReader data)
ldr3(r1, flashBuffer_ptr.add_reference()); // set r1 to the location of "flashBuffer" plus one, since it is thumb code
ldr3(r2, readFlashSector_ptr.add_reference()); // set r2 to the location of "readFlashSector" plus one, since it is thumb code
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, plus to tell the system to read as thumb code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (readFlashSector)
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // go to r0
//
mainAsmStart.set_start(); // Set the memory pointer location for ASM start
push(rlist_lr); // save the load register to the stack
ldr3(r3, curr_pkmn_index_ptr.add_reference()); // set r3 to the pointer to the pokemon index variable
ldr1(r3, r3, 0); // set r3 to the value in memory r3 points to
add5(r0, pkmnStruct.add_reference()); // set r0 to a pointer to the start of the Pokemon struct.
ldr1(r0, r0, 0); // set r0 to the value in memory r0 points to
add3(r0, r0, r3); // add r3 to r0, giving it the correct offset for the current index
ldr3(r1, sendMonToPC_ptr.add_reference()); // set r1 to the location of "SendMonToPC" plus one, since it is thumb code
mov3(r2, r15); // move r15 (the program counter) to r2
add2(r2, 5); // add 5 to r2 to compensate for the four following bytes, plus to tell the system to read as thumb code
mov3(r14, r2); // move r2 into r14 (the load register)
bx(r1); // jump to the pointer stored in r1 (SendMonToPC)
ldr3(r2, returned_box_success_ptr.add_reference()); // load variable 0x8006's pointer into r2
str1(r0, r2, 0); // put the value of r0 into the memory location pointed at by r2, plus 0
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // jump to r0 (return to where the function was called)
//
dexAsmStart.set_start(); // Note the location where the Dex ASM starts
push(rlist_lr); // save the load register to the stack
ldr3(r0, currPkmnIndex_ptr.add_reference()); // load the pointer to the index variable into r0
ldr1(r0, r0, 0); // load the value at r0's pointer
mov1(r3, 0xFF); // load 0xFF into r3
and1(r0, r3); // AND r0 and r3, which will give us just the least significant byte
//
add5(r1, dexStruct.add_reference()); // set r1 to the value stored X bytes ahead
ldr1(r1, r1, 0); // loda the value at the memory location stored in r1
add3(r0, r0, r1); // add r0 and r1, which is the current index and dex_struct respectivly
ldr1(r0, r0, 0); // load the value at the memory location stored in r0
and1(r0, r3); // truncate to just the least significant byte, which is the current dex number
ldr3(r1, dexSeenCaught_ptr.add_reference()); // load the dex_seen_caught variable's pointer into r1
ldr1(r1, r1, 0); // load the value of memory pointed at by r1
and1(r1, r3); // AND r1 and r3, which will keep only the least significant byte
ldr3(r2, setPokedexFlag_ptr.add_reference()); // load the GetSetPokedexFlag function location into r2
mov3(r3, r15); // move r15 (the program counter) to r3
add2(r3, 5); // add 5 to r3 to compensate for the four following bytes, as well as to tell it to read as THUMB code
mov3(r14, r3); // move r3 into r14 (the load register)
bx(r2); // jump to the pointer stored in r2 (GetSetPokedexFlag)
pop(rlist_r0); // remove r0 from the stack and put it into r0
bx(r0); // jump to r0 (return to where the function was called)
//
//
while (curr_mg_index % 4 != 0)
{
curr_mg_index++; // Align the code so that it is byte aligned
}
add_word(sendMonToPC_ptr.place_word()); // the location of "SendMonToPC", plus one (so it is interpreted as thumb code)
add_word(returned_box_success_ptr.place_word()); // the location of variable "0x8006" (the return value)
add_word(curr_pkmn_index_ptr.place_word()); // the location of variable "0x8008" (the pokemon offset)
add_word(setPokedexFlag_ptr.place_word()); // the location of GetSetPokedexFlag, plus one (so it is interpreted as thumb code)
add_word(dexSeenCaught_ptr.place_word()); // the location of the DEX_SEEN_CAUGHT variable
add_word(currPkmnIndex_ptr.place_word()); // the location of the INDEX variable
add_word(flashBuffer_ptr.place_word()); // the location of the FLASH_BUFFER variable
add_word(readFlashSector_ptr.place_word()); // the location of "readFlashSector", plus one (so it is interpreted as thumb code)
add_word(pkmnStruct.place_word()); // the location of the Pokemon Struct
add_word(dexStruct.place_word()); // the location of the dex struct
//
while (curr_mg_index % 4 != 0)
{
curr_mg_index++; // Align the code so that it is byte aligned
}
for (unsigned int i = 0; i < asm_variable_list.size(); i++) // Fill all the refrences for script variables
{
asm_variable_list[i]->fill_refrences(mg_script);
}
if (curr_mg_index > MG_SCRIPT_SIZE) // Throw an error if the script is too large
{
tte_erase_screen();
int val = (curr_mg_index - MG_SCRIPT_SIZE) - four_align_value;
tte_write("Script exceeded by ");
tte_write(ptgb::to_string(val));
tte_write(" bytes");
while (true)
{
}
}
};
*/
const u8 *mystery_gift_script::get_script() const
{
return mg_script;
}
const u8 *mystery_gift_script::get_section30() const
{
return save_section_30;
}
u16 mystery_gift_script::rev_endian(u16 num)
{
return ((num & 0xFF) << 8) | (num >> 8);
}
void mystery_gift_script::add_command(int len)
{
for (int i = 0; i < len; i++)
{
mg_script[curr_mg_index] = value_buffer[i];
curr_mg_index++;
}
}
u32 mystery_gift_script::calc_checksum32()
{
u16 i;
u32 checksum = 0;
for (i = 0; i < MG_SCRIPT_SIZE; i++)
{
checksum += mg_script[i];
}
return checksum;
}
u16 mystery_gift_script::calc_crc16() // Implementation taken from PokeEmerald Decomp
{
u16 i, j;
u16 crc = 0x1121;
for (i = 0; i < MG_SCRIPT_SIZE; i++)
{
crc ^= mg_script[i];
for (j = 0; j < 8; j++)
{
if (crc & 1)
crc = (crc >> 1) ^ 0x8408;
else
crc >>= 1;
}
}
return ~crc;
};
void mystery_gift_script::add_asm(u16 command)
{
if (asm_payload_location == S30_SCRIPT)
{
save_section_30[curr_section30_index] = command >> 0;
save_section_30[curr_section30_index + 1] = command >> 8;
curr_section30_index += 2;
}
else
{
mg_script[curr_mg_index] = command >> 0;
mg_script[curr_mg_index + 1] = command >> 8;
curr_mg_index += 2;
}
}
// Scripting commands:
void mystery_gift_script::setvirtualaddress(u32 location)
{
value_buffer[0] = 0xB8;
value_buffer[1] = location >> 0;
value_buffer[2] = location >> 8;
value_buffer[3] = location >> 16;
value_buffer[4] = location >> 24;
add_command(5);
}
void mystery_gift_script::lock()
{
value_buffer[0] = 0x6A;
add_command(1);
}
void mystery_gift_script::faceplayer()
{
value_buffer[0] = 0x5A;
add_command(1);
}
void mystery_gift_script::checkflag(u16 flag_id)
{
value_buffer[0] = 0x2B;
value_buffer[1] = flag_id >> 0;
value_buffer[2] = flag_id >> 8;
add_command(3);
}
void mystery_gift_script::virtualgotoif(u8 condition, u32 location)
{
value_buffer[0] = 0xBB;
value_buffer[1] = condition;
value_buffer[2] = (VIRTUAL_ADDRESS >> 0) & 0xFF;
value_buffer[3] = (VIRTUAL_ADDRESS >> 8) & 0xFF;
value_buffer[4] = (VIRTUAL_ADDRESS >> 16) & 0xFF;
value_buffer[5] = (VIRTUAL_ADDRESS >> 24) & 0xFF;
add_command(6);
}
void mystery_gift_script::virtualmsgbox(u32 location)
{
value_buffer[0] = 0xBD;
value_buffer[1] = (VIRTUAL_ADDRESS >> 0) & 0xFF;
value_buffer[2] = (VIRTUAL_ADDRESS >> 8) & 0xFF;
value_buffer[3] = (VIRTUAL_ADDRESS >> 16) & 0xFF;
value_buffer[4] = (VIRTUAL_ADDRESS >> 24) & 0xFF;
add_command(5);
}
void mystery_gift_script::loadpointer(u8 destinationBank, u32 value)
{
value_buffer[0] = 0x0F;
value_buffer[1] = destinationBank;
value_buffer[2] = value >> 0;
value_buffer[3] = value >> 8;
value_buffer[4] = value >> 16;
value_buffer[5] = value >> 24;
add_command(6);
}
void mystery_gift_script::waitmsg()
{
value_buffer[0] = 0x66;
add_command(1);
}
void mystery_gift_script::waitkeypress()
{
value_buffer[0] = 0x6D;
add_command(1);
}
void mystery_gift_script::setvar(u16 var_id, u16 value)
{
value_buffer[0] = 0x16;
value_buffer[1] = var_id >> 0;
value_buffer[2] = var_id >> 8;
value_buffer[3] = value >> 0;
value_buffer[4] = value >> 8;
add_command(5);
}
void mystery_gift_script::copybyte(u32 destination, u32 source)
{
value_buffer[0] = 0x15;
value_buffer[1] = destination >> 0;
value_buffer[2] = destination >> 8;
value_buffer[3] = destination >> 16;
value_buffer[4] = destination >> 24;
value_buffer[5] = source >> 0;
value_buffer[6] = source >> 8;
value_buffer[7] = source >> 16;
value_buffer[8] = source >> 24;
add_command(9);
}
void mystery_gift_script::addvar(u16 var_id, u16 value)
{
value_buffer[0] = 0x17;
value_buffer[1] = var_id >> 0;
value_buffer[2] = var_id >> 8;
value_buffer[3] = value >> 0;
value_buffer[4] = value >> 8;
add_command(5);
}
void mystery_gift_script::subvar(u16 var_id, u16 value)
{
value_buffer[0] = 0x18;
value_buffer[1] = var_id >> 0;
value_buffer[2] = var_id >> 8;
value_buffer[3] = value >> 0;
value_buffer[4] = value >> 8;
add_command(5);
}
void mystery_gift_script::call(u32 script_ptr)
{
value_buffer[0] = 0x04;
value_buffer[1] = script_ptr >> 0;
value_buffer[2] = script_ptr >> 8;
value_buffer[3] = script_ptr >> 16;
value_buffer[4] = script_ptr >> 24;
add_command(5);
}
void mystery_gift_script::compare(u16 var_id, u16 value)
{
value_buffer[0] = 0x21;
value_buffer[1] = var_id >> 0;
value_buffer[2] = var_id >> 8;
value_buffer[3] = value >> 0;
value_buffer[4] = value >> 8;
add_command(5);
}
void mystery_gift_script::setflag(u16 flag_id)
{
value_buffer[0] = 0x29;
value_buffer[1] = flag_id >> 0;
value_buffer[2] = flag_id >> 8;
add_command(3);
}
void mystery_gift_script::fanfare(u16 fanfare_number)
{
value_buffer[0] = 0x31;
value_buffer[1] = fanfare_number >> 0;
value_buffer[2] = fanfare_number >> 8;
add_command(3);
}
void mystery_gift_script::waitfanfare()
{
value_buffer[0] = 0x32;
add_command(1);
}
void mystery_gift_script::special(u16 special_id)
{
value_buffer[0] = 0x25;
value_buffer[1] = special_id >> 0;
value_buffer[2] = special_id >> 8;
add_command(3);
}
void mystery_gift_script::callstd(u8 function_index)
{
value_buffer[0] = 0x09;
value_buffer[1] = function_index;
add_command(2);
}
void mystery_gift_script::release()
{
value_buffer[0] = 0x6C;
add_command(1);
}
void mystery_gift_script::end()
{
value_buffer[0] = 0x02;
add_command(1);
}
void mystery_gift_script::killscript()
{
value_buffer[0] = 0x0D;
add_command(1);
}
void mystery_gift_script::spritebehave(u16 objectID, u8 behaviorType)
{
value_buffer[0] = 0x65;
value_buffer[1] = objectID >> 0;
value_buffer[2] = objectID >> 8;
value_buffer[3] = behaviorType;
add_command(4);
}
void mystery_gift_script::spriteface(u16 npc, u8 direction)
{
value_buffer[0] = 0x5B;
value_buffer[1] = npc >> 0;
value_buffer[2] = npc >> 8;
value_buffer[3] = direction;
add_command(4);
}
void mystery_gift_script::waitmovement(u16 npc)
{
value_buffer[0] = 0x51;
value_buffer[1] = npc >> 0;
value_buffer[2] = npc >> 8;
add_command(3);
}
void mystery_gift_script::doanimation(u16 animation)
{
value_buffer[0] = 0x9C;
value_buffer[1] = animation >> 0;
value_buffer[2] = animation >> 8;
add_command(3);
}
void mystery_gift_script::applymovement(u16 npc, u32 movements)
{
value_buffer[0] = 0x4F;
value_buffer[1] = npc >> 0;
value_buffer[2] = npc >> 8;
value_buffer[3] = movements >> 0;
value_buffer[4] = movements >> 8;
value_buffer[5] = movements >> 16;
value_buffer[6] = movements >> 24;
add_command(7);
}
void mystery_gift_script::callASM(u32 script_ptr)
{
value_buffer[0] = 0x23;
value_buffer[1] = script_ptr >> 0;
value_buffer[2] = script_ptr >> 8;
value_buffer[3] = script_ptr >> 16;
value_buffer[4] = script_ptr >> 24;
add_command(5);
}
void mystery_gift_script::setMapLayoutIndex(u16 footer)
{
value_buffer[0] = 0xA7;
value_buffer[1] = footer >> 0;
value_buffer[2] = footer >> 8;
add_command(3);
}
void mystery_gift_script::fadeScreen(u8 effect)
{
value_buffer[0] = 0x97;
value_buffer[1] = effect >> 0;
add_command(2);
}
void mystery_gift_script::setMetaTile(u16 x, u16 y, u16 metaTileId, u16 impassible)
{
value_buffer[0] = 0xA2;
value_buffer[1] = x >> 0;
value_buffer[2] = x >> 8;
value_buffer[3] = y >> 0;
value_buffer[4] = y >> 8;
value_buffer[5] = metaTileId >> 0;
value_buffer[6] = metaTileId >> 8;
value_buffer[7] = impassible >> 0;
value_buffer[8] = impassible >> 8;
add_command(9);
}
void mystery_gift_script::playse(u16 soundId)
{
value_buffer[0] = 0x2F;
value_buffer[1] = soundId >> 0;
value_buffer[2] = soundId >> 8;
add_command(3);
}
void mystery_gift_script::waitse()
{
value_buffer[0] = 0x30;
add_command(1);
}
void mystery_gift_script::writebytetooffset(u8 byte, u32 offset)
{
value_buffer[0] = 0x11;
value_buffer[1] = byte;
value_buffer[2] = offset >> 0;
value_buffer[3] = offset >> 8;
value_buffer[4] = offset >> 16;
value_buffer[5] = offset >> 24;
add_command(6);
}
void mystery_gift_script::init_npc_location(u8 bank, u8 map, u8 npc)
{
mg_script[0] = 0x33; // File ID?
mg_script[1] = bank;
mg_script[2] = map;
mg_script[3] = npc;
}
void mystery_gift_script::msgboxMacro(u32 location)
{
loadpointer(0, location);
callstd(4);
}
void mystery_gift_script::changeSpriteMacro(u8 npcId, u32 spriteTablePtr)
{
writebytetooffset(spriteTablePtr >> 0, curr_GBA_rom.loc_gSprites + (0x44 * npcId) + 0xC + 0);
writebytetooffset(spriteTablePtr >> 8, curr_GBA_rom.loc_gSprites + (0x44 * npcId) + 0xC + 1);
writebytetooffset(spriteTablePtr >> 16, curr_GBA_rom.loc_gSprites + (0x44 * npcId) + 0xC + 2);
writebytetooffset(spriteTablePtr >> 24, curr_GBA_rom.loc_gSprites + (0x44 * npcId) + 0xC + 3);
}
void mystery_gift_script::changePaletteMacro(u8 npcId, u8 palNum)
{
writebytetooffset((palNum << 4) | 0x08, curr_GBA_rom.loc_gSprites + (0x44 * npcId) + 0x5);
}
// ASM Commands
// Documentation found here:
// https://github.com/LunarLambda/arm-docs
/**
* @brief PUSH (Push Multiple Registers) stores a subset (or possibly all) of the general-purpose registers R0-R7 and the LR to the stack
*
* @param register_list Is the list of registers to be stored, separated by commas and surrounded by { and }. The list is encoded in the register_list field of the instruction, by setting bit[i] to 1 if register Ri is included in the list and to 0 otherwise, for each of i=0 to 7. The R bit (bit[8]) is set to 1 if the LR is in the list and to 0 otherwise.
*/
void mystery_gift_script::push(u16 register_list)
{
add_asm((0b1011010 << 9) | register_list);
}
/**
* @brief LDR (3) loads 32-bit memory data into a general-purpose register. The addressing mode is useful for accessing PC-relative data.
*
* @param rd Is the destination register for the word loaded from memory.
* @param immed_8 Is an 8-bit value that is multiplied by 4 and added to the value of the PC to form the memory address.
*/
void mystery_gift_script::ldr3(u8 rd, u8 immed_8)
{
add_asm(0b01001 << 11 | rd << 8 | immed_8);
}
/**
* @brief LDR (1) (Load Register) allows 32-bit memory data to be loaded into a general-purpose register. The addressing mode is useful for accessing structure (record) fields. With an offset of zero, the address produced is the unaltered value of the base register <Rn>.
*
* @param rd Is the destination register for the word loaded from memory.
* @param rn Is the register containing the base address for the instruction.
* @param immed_5 Is a 5-bit value that is multiplied by 4 and added to the value of <Rn> to form the memory address.
*/
void mystery_gift_script::ldr1(u8 rd, u8 rn, u8 immed_5)
{
add_asm(0b01101 << 11 | immed_5 << 6 | rn << 3 | rd);
}
/**
* @brief ADD (5) adds an immediate value to the PC and writes the resulting PC-relative address to a destination register. The immediate can be any multiple of 4 in the range 0 to 1020.
*
* @param rd Is the destination register for the completed operation.
* @param immed_8 Specifies an 8-bit immediate value that is quadrupled and added to the value of the PC.
*/
void mystery_gift_script::add5(u8 rd, u8 immed_8)
{
add_asm(0b10100 << 11 | rd << 8 | immed_8);
}
/**
* @brief ADD (3) adds the value of one register to the value of a second register, and stores the result in a third register. It updates the condition code flags, based on the result.
*
* @param rd Is the destination register for the completed operation.
* @param rn Specifies the register containing the first value for the addition.
* @param rm Specifies the register containing the second value for the addition.
*/
void mystery_gift_script::add3(u8 rd, u8 rn, u8 rm)
{
add_asm(0b0001100 << 9 | rm << 6 | rn << 3 | rd);
}
/**
* @brief MOV (3) moves a value to, from, or between high registers. Unlike the low register MOV instruction described in MOV (2) on page A7-73, this instruction does not change the flags.
*
* @param rd Is the destination register for the operation. It can be any of R0 to R15, and its number is encoded in the instruction in H1 (most significant bit) and Rd (remaining three bits)
* @param rm Is the register containing the value to be copied. It can be any of R0 to R15, and its number is encoded in the instruction in H2 (most significant bit) and Rm (remaining three bits).
*/
void mystery_gift_script::mov3(u8 rd, u8 rm)
{
add_asm(0b01000110 << 8 | (rd >> 3) << 7 | (rm >> 3) << 6 | (rm & 0b111) << 3 | (rd & 0b111));
}
/**
* @brief ADD (2) adds a large immediate value to the value of a register and stores the result back in the same register. The condition code flags are updated, based on the result.
*
* @param rd Holds the first operand for the addition, and is the destination register for the completed operation.
* @param immed_8 Specifies an 8-bit immediate value that is added to the value of <Rd>
*/
void mystery_gift_script::add2(u8 rd, u8 immed_8)
{
add_asm(0b00110 << 11 | rd << 8 | immed_8);
}
/**
* @brief BX (Branch and Exchange) branches between ARM code and Thumb code.
*
* @param rm Is the register that contains the branch target address. It can be any of R0 to R15. The register number is encoded in the instruction in H2 (most significant bit) and Rm (remaining three bits)
*/
void mystery_gift_script::bx(u8 rm)
{
add_asm(0b010001110 << 7 | (rm >> 3) << 6 | (rm & 0b111) << 3);
}
/**
* @brief STR (1) (Store Register) stores 32-bit data from a general-purpose register to memory. The addressing mode is useful for accessing structure (record) fields. With an offset of zero, the address produced is the unaltered value of the base register <Rn>.
*
* @param rd Is the register that contains the word to be stored to memory.
* @param rn Is the register containing the base address for the instruction.
* @param immed_5 Is a 5-bit value that is multiplied by 4 and added to the value of <Rn> to form the memory address.
*/
void mystery_gift_script::str1(u8 rd, u8 rn, u8 immed_5)
{
add_asm(0b01100 << 11 | immed_5 << 6 | rn << 3 | rd);
}
/**
* @brief POP (Pop Multiple Registers) loads a subset (or possibly all) of the general-purpose registers R0-R7 and the PC from the stack.
*
* @param register_list Is the list of registers, separated by commas and surrounded by { and }. The list is encoded in the register_list field of the instruction, by setting bit[i] to 1 if register Ri is included in the list and to 0 otherwise, for each of i=0 to 7. The R bit (bit[8]) is set to 1 if the PC is in the list and to 0 otherwise.
*/
void mystery_gift_script::pop(u16 register_list)
{
add_asm(0b1011110 << 9 | register_list);
}
/**
* @brief MOV (1) (Move) moves a large immediate value to a register.
*
* @param rd Is the destination register for the operation.
* @param immed_8 Is an 8-bit immediate value, in the range 0 to 255, to move into <Rd>.
*/
void mystery_gift_script::mov1(u8 rd, u8 immed_8)
{
add_asm(0b00100 << 11 | rd << 8 | immed_8);
}
/**
* @brief AND (Logical AND) performs a bitwise AND of the values in two registers.
*
* @param rd Specifies the register containing the first operand, and is also the destination register.
* @param rm Specifies the register containing the second operand.
*/
void mystery_gift_script::and1(u8 rd, u8 rm)
{
add_asm(0b0100000000 << 6 | rm << 3 | rd);
}
/**
* @brief LDR (2) loads 32-bit memory data into a general-purpose register. The addressing mode is useful for pointer+large offset arithmetic and for accessing a single element of an array.
*
* @param rd Is the destination register for the word loaded from memory.
* @param rn Is the register containing the first value used in forming the memory address.
* @param rm Is the register containing the second value used in forming the memory address.
*/
void mystery_gift_script::ldr2(u8 rd, u8 rn, u8 rm)
{
add_asm(0b0101100 << 9 | rm << 6 | rm << 3 | rd);
}
/**
* @brief STRH (1) (Store Register Halfword) stores 16-bit data from a general-purpose register to memory. The addressing mode is useful for accessing structure (record) fields. With an offset of zero, the address produced is the unaltered value of the base register <Rn>.
*
* @param immed_8 Is an 8-bit immediate value that is put into bits[7:0] of the instruction. This value is ignored by the processor, but can be used by an operating system's SWI exception handler to determine which operating system service is being requested.
*/
void mystery_gift_script::strh(u8 rd, u8 rn, u8 immed_5)
{
add_asm(0b10000 << 11 | (immed_5 & 0b11111) << 6 | rn << 3 | rd);
}
/**
* @brief SWI (Software Interrupt) generates a software interrupt or SWI, which is handled by an operating system. See Exceptions on page A2-16. Use it as a call to an operating system service to provide a service.
*
* @param rd Is the register whose least significant halfword is stored to memory.
* @param rn Is the register containing the base address for the instruction.
* @param immed_5 Is a 5-bit immediate value that is multiplied by two and added to the value of <Rn> to form the memory address.
*/
void mystery_gift_script::swi(u8 immed_8)
{
add_asm(0b11011111 << 8 | immed_8);
}
void mystery_gift_script::add_word(u32 word)
{
add_asm(word >> 0);
add_asm(word >> 16);
}