Commit Graph

13 Commits

Author SHA1 Message Date
GriffinR
5d6e7a31da
Merge pull request #788 from kazblox/master
Fix NONMATCHINGs and actual English Debug support
2020-08-19 01:04:35 -04:00
Kaz
7f94272bfa Actually fix everything. 2020-06-08 21:40:08 -04:00
Kaz
dfe734f435 Gah, handle this later when I actually add US rev1/2 debug support. 2020-06-08 11:21:47 -04:00
Kaz
2ec8ae4bec Preliminary support for English rev0 debug. Matching but still needs
cleaning up.
Rename DEBUG_TRANSLATE to DEBUG_FIX now that we have actual English
Debug ROMs.
Add Sapphire German "first edition" debug support, now that we have a
hash for it.
Fix an obvious nonmatching.
2020-06-08 04:12:23 -04:00
GriffinR
7109435631 Sync event macros 2020-04-23 17:59:25 -04:00
GriffinR
11170ce90c Sync specialvars with pokeemerald 2019-10-16 20:22:11 -05:00
easyaspi314 (Devin)
98d87b1a47 Make DEBUG_TRANSLATE a makefile flag 2019-08-27 00:34:24 -04:00
easyaspi314 (Devin)
6eafbcabf3 Change data debug translations to use DEBUG_TRANSLATE
I'd prefer a macro, but preproc currently comes first.
2019-08-26 21:08:41 -04:00
easyaspi314 (Devin)
2c42658d87 Beware the BRENDAN 2019-08-24 11:49:18 -04:00
easyaspi314 (Devin)
532e6397d5 .if ENGLISH != .ifdef ENGLISH 2019-08-24 00:11:41 -04:00
easyaspi314 (Devin)
a631973b73 [WIP] English Debug menu translations! (Plus some build system fixes)
I'm back!
                       す
Éß テ-ブ↑& ÒÛªù! (かなテーブルを捨てろよ!/Throw away the kana table!)

When compiled in English with DEBUG, instead of óじばÌ (mojibake),
you now get actual English translations!

No more switching from the game, to the kana chart, and if you don't know
Japanese, Google Translate, just to read one sentence.

Additionally, the few unknown translations should use proper encoding or
Romaji.

I decided to use a nicer macro system:

static const u8 sStrHello[] = DTR("こんにちは", "Hello");

This prevents ifdef HELL, as the mixed Japanese and English would
be messy.

Additionally, some special character issues were corrected.

Things untranslated/bugs:
 - Tomomichi's dummy functions. Of course, they don't do much.
 - The title screen battle menu. This uses a Gen 2 style tile rendering
   and the way it is rendered is incredibly overcomplicated.
 - A few phrases which I couldn't get a clear translation for. I don't know
   much Japanese lol.
 - Song names. Just tedious with the limited buffer size.
 - A few layout issues. Some dimensions should be tweaked to avoid text
   box ovetflows.
 - Potential buffer overflows, which I want to try to avoid
   - (ASan for GBA? :morphon:)
 - While I use the DEBUG_TRANSLATE flag (automatic with ENGLISH && DEBUG)
   for C code, the asm data only checks for ENGLISH && DEBUG. Additionally,
   they are ugly.
 - Haven't tested all builds yet.
 - Some code formatting issues.

I also made it so this will compile with the system preprocessor (including
Clang), and my agbcc binutils (which will attempt to be selected automatically
if you don't have DKP).

Clang needs a few flags (it can't do asm enums with line numbers and it does
trigraphs in standard mode), but it is no longer flipping out.

I am going to restart my build system project. It was getting way off track,
and ucpp was too difficult to maintain (one of the main reasons for the silence).
2019-08-23 20:44:01 -04:00
Marcus Huderle
5df6fa5c08 Unify 'map object' and 'field object' terms into 'event object' 2018-05-29 17:53:42 -05:00
PikalaxALT
b7d7e5ec71 Rename me_script.inc to mystery_event_script.inc, debug_menu_3.s to debug_mystery_event_scripts.s 2018-04-09 14:00:21 -04:00