Created moved PokedexApp to pokedex_app.h
Documented some PokedexApp variable names
Decomposed PokedexOverlayData into PokedexApp double pointer
Extended PokedexBootMode names
This documents the `ov5_021D37AC.c` file, which is in charge of managing
the animations on map props.
The map prop animation code is actually split into two separate
managers:
* The `MapPropAnimationManager`, which is in charge of loading animation
data from the two related NARC files, and managing long-running
animations (e.g. Valley Windworks windmills, Fuego Ironworks furnace,
Veilstone Game Corner lights...)
* The `MapPropOneShotAnimationManager`, which is in charge of loading
and playing "one shot" animations (e.g. any door opening/closing, the
Pokémon Center stairs...)
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `ov5_021EF75C.c` file, which is in charge of loading
various "area data" NARCs that, in the end, contain the textures of
maps, the textures and models of map props, and lighting information.
Also, renamed `MapProp.id` to `MapProp.modelID` for more clarity
(especially when interacting with the new area data functions).
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `ov5_021D56BC.c` file, which is in charge of reading
the `build_model_matshp.dat` file from the ROM.
This file contains the material and shape IDs necessary to render the
map props that use the 1Mat1Shp rendering path from NitroSystem.
Signed-off-by: Kuruyia <github@kuruyia.net>
- `resultVar` -> `destVarID`
- Clean up member names for `HiddenLocation` and `DistributionEvent`
- `Set/Clear` -> `Enable/Disable` for HiddenLocation script macros
- `ScrCmd_SetOrClearHiddenLocation` -> `ScrCmd_SetHiddenLocation`
- `SYSTEM_VARS_BLOCK_SIZE` -> `NUM_SYSTEM_VARS`
- Identify `scripts_unk_0412` -> `scripts_init_new_game`
- Add `SCRIPT_ID_OFFSET_INIT_NEW_GAME` constant definition
- Add `SCRIPT_ID` functional macro
- Use `SCRIPT_ID(INIT_NEW_GAME, 0)` in `FieldSystem_InitNewGameState`
- Promote `LCRNG_MULTIPLIER` in `math.c` from private to public
- Use private `LCRNG_INCREMENT` in `system_vars.c` for lottery sync