libpokemegb/include/gen1/Gen1Common.h
Philippe Symons aedb58832c
V0.3 (#7)
* Feature/add support for localized versions (#3)

* Add support for gen I localizations

There currently is no way to automatically detect the localization yet though.

* Add gen1_determineGameLanguage() and use it automatically in Gen1GameReader if not specified in the constructor

* Add support for the gen II localizations

Note: for Korean games, specifically, I did not implement the Korean character set
(nor do I plan to)

The reason is that it is entirely different and more complex to implement than the other
character sets. I'm not personally invested nor interested enough to go through the hassle.

This affects the pokémon names that will be displayed when using libpokemegb. Instead as
a fallback, it will return "poke-<number>" for these roms.

Feel free to contribute proper Korean character set (and pokémon names) support!

* Streamline the Gen I localization code to be structured similarly to the gen II's

* Fix bug

When Gen1GameReader is triggering the language detection automatically, the
Gen1IconDecoder instance is not updated with the detected language

* Update README.md

* Fix markdown special char escape problem in README.md

* Fix name decoding for localizations

* Fix detection of German Pokémon Yellow

* Fix bug: Japanese saves were not detected correctly for gen I

* Convert every character map entry into UTF-8.

libdragon requires every string to be in UTF-8 encoding

* Fix bug with Japanese saves. Wrong offset was used for the party storage in several functions

* Fix OT names and nicknames for Japanese cartridges

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Also fix Japanese pokemon name retrieval in gen I

* Fix OT and nicknames for Japanese gen I games

* Add support for Japanese and Korean Gen II save offsets

Japenese and Korean Gen II saves have a different save structure (data at different offsets)

* Disable save corruption check for Japanese/Korean games.

I don't have the right save offsets nor can find them. (I'm not adept at decompilation myself and pokegold/pokecrystal don't have the japanese offsets. Nor does PkHex)

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Remove unnecessary casts

* Avoid trying to decode Korean trainername and rival name.

We don't support the character set, neither in libpokemegb and PokeMe64.

The Korean character set is a lot more complex than the other ones. But it would also require the inclusion of a lot of additional character glyphs in PokeMe64
in order to show the characters. Right now I don't feel like doing that for a localization that won't be used by many in combination with PokeMe64.

So instead of showing the trainer name and rival name, I will just replace it with "player" and "rival". It's not an amazing solution, but it's the best I'm willing to do for now.

* Add support for the Korean character sets.

This was needed after all, because we don't want injected pokémon on a Korean cartridge to end up having a nickname like "poke-<indexnumber>".
So that implies the need for being able to decode and encode pokémon names in Korean.

So yeah, I bit the bullet and added support for it. This was really annoying to do, but it has been done!

* Feature/add japanese distribution pokemon (#4)

* Add Gen I Japanese Distribution Event Pokémon

* Remove external definitions of each individual distribution pokémon from the headers and make them static in the source file

* Add isJapanese field to Gen2DistributionPokemon struct and adapt every existing definition

* Fix mistake in last commit

* Make sure the OT name is replaced when dealing with Japanese distribution pokémon on a different language cart and vice versa

* Add Japanese Mystery Egg #3 gen II  event distribution Pokémon

* Add remaining Japanese Event Distribution Pokémon

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Fix OT and nicknames for Japanese gen I games

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Bugfix/fix distribution event pokemon inconsistencies (#5)

* Add Gen I Japanese Distribution Event Pokémon

* Remove external definitions of each individual distribution pokémon from the headers and make them static in the source file

* Add isJapanese field to Gen2DistributionPokemon struct and adapt every existing definition

* Fix mistake in last commit

* Make sure the OT name is replaced when dealing with Japanese distribution pokémon on a different language cart and vice versa

* Add Japanese Mystery Egg #3 gen II  event distribution Pokémon

* Add remaining Japanese Event Distribution Pokémon

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Fix OT and nicknames for Japanese gen I games

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Fix some inconsistencies with Gen II distribution event pokémon.

* Make use of the Move enum instead of magic numbers for the pokémon moves (#6)

* Add Gen1GameReader::getCurrentMap() function to retrieve the current map the player is on.

I may be able to use this when adding a move deleter for gen1 games later, to make sure the player is in the pokemon center.
(to make sure the player doesn't get trapped because he/she would delete an HM move)

* Fix broken Japanese PC Box support + add support for Pokémon Green (JPN) + fix currentMap retrieval on japanese saves

So, turns out that PC Box support was entirely broken for the Japanese games with PokeMe64.

Apparently, the japanese games only have 8 boxes instead of 12, but each of them has a capacity of 30 pokémon instead
of 20!

So that changes things for the save offsets.

Also: the currentMap offset was wrong for Japanese games. So I had to fix that too!

* Updated README.md

* Fix the same issue with PC Boxes for Japanese Gen II games.

The international releases have 14 pc boxes with 20 pokemon each. But the japanese gen II games have 9 pc boxes with 30 entries each.

* Rework rom offsets for pokémon blue to avoid duplicate rom offset definitions.

The only one different from the red/green offsets is the japanese one anyway.

* Replace "PokeMe64" OT with "PM64" when injecting japanese mons into international games.

Turns out the official character limit was 7

* Fill the unused bytes of a nickname with the terminator byte.

This is needed because according to Bulbapedia, a nickname is only considered not a nickname if it matches with the
uppercase species name with all unused bytes set to the 0x50 terminator.

* Add gen1_isAPokeCenter() function
2025-02-17 12:38:21 +01:00

152 lines
3.8 KiB
C++

#ifndef _GEN1COMMON_H
#define _GEN1COMMON_H
#include "common.h"
class Gen1GameReader;
class IRomReader;
typedef struct Gen1DistributionPokemon Gen1DistributionPokemon;
enum class Gen1LocalizationLanguage;
enum class Gen1GameType
{
INVALID,
BLUE,
RED,
YELLOW,
GREEN
};
typedef struct Gen1PokeStats
{
uint8_t pokedex_number;
uint8_t base_hp;
uint8_t base_attack;
uint8_t base_defense;
uint8_t base_speed;
uint8_t base_special;
uint8_t type1;
uint8_t type2;
uint8_t catch_rate;
uint8_t base_exp_yield;
uint8_t front_sprite_dimensions;
uint8_t sprite_bank;
uint16_t pointer_to_frontsprite;
uint16_t pointer_to_backsprite;
uint8_t lvl1_attacks[4];
uint8_t growth_rate;
uint8_t tm_hm_flags[7];
} Gen1PokeStats;
typedef struct Gen1TrainerPokemon
{
uint8_t poke_index;
uint16_t current_hp;
uint8_t level;
uint8_t status_condition;
uint8_t type1;
uint8_t type2;
uint8_t catch_rate_or_held_item;
uint8_t index_move1;
uint8_t index_move2;
uint8_t index_move3;
uint8_t index_move4;
uint16_t original_trainer_ID;
uint32_t exp;
uint16_t hp_effort_value;
uint16_t atk_effort_value;
uint16_t def_effort_value;
uint16_t speed_effort_value;
uint16_t special_effort_value;
uint8_t iv_data[2];
uint8_t pp_move1;
uint8_t pp_move2;
uint8_t pp_move3;
uint8_t pp_move4;
uint16_t max_hp;
uint16_t atk;
uint16_t def;
uint16_t speed;
uint16_t special;
} Gen1TrainerPokemon;
enum Gen1PokeType
{
GEN1_PT_NORMAL = 0x0,
GEN1_PT_FIGHTING,
GEN1_PT_FLYING,
GEN1_PT_POISON,
GEN1_PT_GROUND,
GEN1_PT_ROCK,
GEN1_PT_BIRD,
GEN1_PT_BUG,
GEN1_PT_GHOST,
GEN1_PT_FIRE = 0x14,
GEN1_PT_WATER = 0x15,
GEN1_PT_GRASS = 0x16,
GEN1_PT_ELECTRIC = 0x17,
GEN1_PT_PSYCHIC = 0x18,
GEN1_PT_ICE = 0x19,
GEN1_PT_DRAGON = 0x1A
};
enum Gen1PokemonIconType
{
GEN1_ICONTYPE_MON = 0,
GEN1_ICONTYPE_BALL,
GEN1_ICONTYPE_HELIX,
GEN1_ICONTYPE_FAIRY,
GEN1_ICONTYPE_BIRD,
GEN1_ICONTYPE_WATER,
GEN1_ICONTYPE_BUG,
GEN1_ICONTYPE_GRASS,
GEN1_ICONTYPE_SNAKE,
GEN1_ICONTYPE_QUADRUPED,
GEN1_ICONTYPE_PIKACHU,
GEN1_ICONTYPE_MAX
};
/**
* @brief Implementation based on https://bulbapedia.bulbagarden.net/wiki/Save_data_structure_(Generation_I)#Checksum
*/
class Gen1Checksum
{
public:
Gen1Checksum();
void addByte(uint8_t byte);
uint8_t get() const;
protected:
private:
uint8_t checksum_;
};
/**
* @brief Determines a Gen1GameType based on the given GameboyCartridgeHeader struct
*/
Gen1GameType gen1_determineGameType(const GameboyCartridgeHeader& cartridgeHeader);
/**
* @brief this function determines the games' language
*/
Gen1LocalizationLanguage gen1_determineGameLanguage(IRomReader& romReader, Gen1GameType gameType);
void gen1_recalculatePokeStats(Gen1GameReader& gameReader, Gen1TrainerPokemon& poke);
/**
* @brief This function decodes a text (This could be a name or something else) found in the rom.
* @return the number of characters copied to the output buffer
*/
uint16_t gen1_decodePokeText(const uint8_t* inputBuffer, uint16_t inputBufferLength, char* outputBuffer, uint16_t outputBufferLength, Gen1LocalizationLanguage language);
/**
* @brief The opposite of gen1_decodePokeText()
*/
uint16_t gen1_encodePokeText(const char* inputBuffer, uint16_t inputBufferLength, uint8_t* outputBuffer, uint16_t outputBufferLength, uint8_t terminator, Gen1LocalizationLanguage language);
/**
* Prepares the gen 1 distribution pokemon for injection with Gen1GameReader::addPokemon()
*/
void gen1_prepareDistributionPokemon(Gen1GameReader& gameReader, const Gen1DistributionPokemon& distributionPoke, Gen1TrainerPokemon& poke, const char*& outTrainerName);
#endif