Continue macro comment updating

This commit is contained in:
GriffinR
2021-11-17 17:15:45 -05:00
parent 700425ef5f
commit c940b67716
10 changed files with 124 additions and 108 deletions

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@@ -1016,74 +1016,74 @@
@ Writes the name of the given Pokemon species to the specified buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferspeciesname out:req, species:req
.macro bufferspeciesname stringVarId:req, species:req
.byte 0x7d
.byte \out
.byte \stringVarId
.2byte \species
.endm
@ Writes the name of the species of the first Pokemon in the player's party to the specified buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferleadmonspeciesname out:req
.macro bufferleadmonspeciesname stringVarId:req
.byte 0x7e
.byte \out
.byte \stringVarId
.endm
@ Writes the nickname of the Pokemon in 'slot' (zero-indexed) of the player's party to the specified buffer.
@ If an empty or invalid slot is specified, ten spaces ("") are written to the buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferpartymonnick out:req, slot:req
.macro bufferpartymonnick stringVarId:req, slot:req
.byte 0x7f
.byte \out
.byte \stringVarId
.2byte \slot
.endm
@ Writes the name of the specified item to the specified buffer. If itemId is >= ITEMS_COUNT,
@ then the name of ITEM_NONE ("????????") is buffered instead.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferitemname out:req, item:req
.macro bufferitemname stringVarId:req, item:req
.byte 0x80
.byte \out
.byte \stringVarId
.2byte \item
.endm
@ Writes the name of the specified decoration to the specified buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferdecorationname out:req, decoration:req
.macro bufferdecorationname stringVarId:req, decoration:req
.byte 0x81
.byte \out
.byte \stringVarId
.2byte \decoration
.endm
@ Writes the name of the specified move to the specified buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro buffermovename out:req, move:req
.macro buffermovename stringVarId:req, move:req
.byte 0x82
.byte \out
.byte \stringVarId
.2byte \move
.endm
@ Converts the value of input to a decimal string, and writes that string to the specified buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro buffernumberstring out:req, input:req
.macro buffernumberstring stringVarId:req, input:req
.byte 0x83
.byte \out
.byte \stringVarId
.2byte \input
.endm
@ Writes the given standard string (STDSTRING_*) to the specified buffer. Invalid std string ids are not handled.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferstdstring out:req, index:req
.macro bufferstdstring stringVarId:req, index:req
.byte 0x84
.byte \out
.byte \stringVarId
.2byte \index
.endm
@ Copies the string at the given pointer to the specified buffer.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferstring out:req, text:req
.macro bufferstring stringVarId:req, text:req
.byte 0x85
.byte \out
.byte \stringVarId
.4byte \text
.endm
@@ -1298,25 +1298,30 @@
.byte 0xa5
.endm
@
.macro setstepcallback subroutine:req
@ Enables the overworld task specified by stepCbId (STEP_CB_*). Only 1 can be active at a time. See src/field_tasks.c for more.
.macro setstepcallback stepCbId:req
.byte 0xa6
.byte \subroutine
.byte \stepCbId
.endm
@ Sets the current map layout to the one specified by index (LAYOUT_*).
@ This should be done before the layout is loaded, typically in the ON_TRANSITION map script.
.macro setmaplayoutindex index:req
.byte 0xa7
.2byte \index
.endm
.macro setobjectpriority localId:req, map:req, priority:req
@ Sets the specified object's sprite's subpriority, and sets fixedPriority to TRUE.
@ Only used to hide the player and Briney behind the boat.
.macro setobjectsubpriority localId:req, map:req, subpriority:req
.byte 0xa8
.2byte \localId
map \map
.byte \priority
.byte \subpriority
.endm
.macro resetobjectpriority localId:req, map:req
@ Sets the specified object's fixedPriority to FALSE. Does not change the subpriority field.
.macro resetobjectsubpriority localId:req, map:req
.byte 0xa9
.2byte \localId
map \map
@@ -1357,14 +1362,14 @@
.byte 0xae
.endm
@ Sets the door tile at (x, y) to be open without an animation.
@ Sets the door metatile at (x, y) to be open without an animation.
.macro setdooropen x:req, y:req
.byte 0xaf
.2byte \x
.2byte \y
.endm
@ Sets the door tile at (x, y) to be closed without an animation.
@ Sets the door metatile at (x, y) to be closed without an animation.
.macro setdoorclosed x:req, y:req
.byte 0xb0
.2byte \x
@@ -1463,21 +1468,21 @@
.4byte \pointer
.endm
@ Spawns a secondary box showing how many Coins the player has.
@ Create a window showing how many Coins the player has.
.macro showcoinsbox x:req, y:req
.byte 0xc0
.byte \x
.byte \y
.endm
@ Hides the secondary box spawned by showcoins. It consumes its arguments but doesn't use them.
@ Destroys the window created by showcoins. It consumes its arguments but doesn't use them.
.macro hidecoinsbox x:req, y:req
.byte 0xc1
.byte \x
.byte \y
.endm
@ Updates the secondary box spawned by showcoins. It consumes its arguments but doesn't use them.
@ Updates the window created by showcoins. It consumes its arguments but doesn't use them.
.macro updatecoinsbox x:req, y:req
.byte 0xc2
.byte \x
@@ -1504,9 +1509,10 @@
.endm
@ Writes the name of the specified (box) PC box to the specified buffer.
.macro bufferboxname out:req, box:req
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferboxname stringVarId:req, box:req
.byte 0xc6
.byte \out
.byte \stringVarId
.2byte \box
.endm
@@ -1583,27 +1589,27 @@
.byte \location
.endm
@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Moves the objects on the colored puzzle
@ specified by puzzleNumber one rotation
@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Moves the objects one rotation
@ on the colored puzzle specified by puzzleNumber.
.macro moverotatingtileobjects puzzleNumber:req
.byte 0xd3
.2byte \puzzleNumber
.endm
@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Updates the facing direction of all objects on the puzzle tiles
@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Updates the facing direction of all objects on the puzzle tiles
.macro turnrotatingtileobjects
.byte 0xd4
.endm
@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Allocates memory for the puzzle objects.
@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Allocates memory for the puzzle objects.
@ isTrickHouse is needed to determine which of the two maps the puzzle is on, in order to know where in the tileset
@ the puzzle tiles start.
@ the puzzle tiles start (TRUE for Trick House Room, FALSE for Mossdeep Gym).
.macro initrotatingtilepuzzle isTrickHouse:req
.byte 0xd5
.2byte \isTrickHouse
.endm
@ For the rotating tile puzzles in Mossdeep Gym/Trick House Room 7. Frees the memory allocated for the puzzle objects.
@ For the rotating tile puzzles in Mossdeep Gym / Trick House Room 7. Frees the memory allocated for the puzzle objects.
.macro freerotatingtilepuzzle
.byte 0xd6
.endm
@@ -1623,6 +1629,7 @@
.byte 0xd9
.endm
@ Destroys the window created by braillemessage.
.macro closebraillemessage
.byte 0xda
.endm
@@ -1637,21 +1644,26 @@
.byte \mode
.endm
.macro buffertrainerclassname out:req, class:req
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro buffertrainerclassname stringVarId:req, class:req
.byte 0xdd
.byte \out
.byte \stringVarId
.2byte \class
.endm
.macro buffertrainername out:req, trainer:req
@ Buffers the specified trainer's name to the given string var.
@ If the trainer id is >= TRAINERS_COUNT it will be treated as TRAINER_NONE.
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro buffertrainername stringVarId:req, trainerId:req
.byte 0xde
.byte \out
.2byte \trainer
.byte \stringVarId
.2byte \trainerId
.endm
.macro pokenavcall pointer:req
@ Starts a Pokenav call with the given text.
.macro pokenavcall text:req
.byte 0xdf
.4byte \pointer
.4byte \text
.endm
@ Warp commands can be given either the id of which warp location to go to on the destination map
@@ -1661,18 +1673,21 @@
formatwarp \map, \a, \b, \c
.endm
.macro buffercontesttypestring out:req, word:req
@ Buffers the name of the contest category to the buffer.
@ For example a category of CONTEST_CATEGORY_COOL will buffer the string "COOLNESS CONTEST".
.macro buffercontestname stringVarId:req, category:req
.byte 0xe1
.byte \out
.2byte \word
.byte \stringVarId
.2byte \category
.endm
@ Writes the name of the specified (item) item to the specified buffer. If 'item' is a Berry or ITEM_POKE_BALL
@ Writes the name of the specified item to the specified buffer. If 'item' is a Berry or ITEM_POKE_BALL
@ and if the quantity is 2 or more, the buffered string will be pluralized ("IES" or "S" appended).
@ If the specified item is >= ITEMS_COUNT then the name of ITEM_NONE ("????????") is buffered instead.
.macro bufferitemnameplural out:req, item:req, quantity:req
@ 0: STR_VAR_1, 1: STR_VAR_2, 2: STR_VAR_3
.macro bufferitemnameplural stringVarId:req, item:req, quantity:req
.byte 0xe2
.byte \out
.byte \stringVarId
.2byte \item
.2byte \quantity
.endm
@@ -1847,6 +1862,7 @@
dofieldeffect FLDEFF_SPARKLE
.endm
@ Prints a braille message, waits for an A or B press, then closes the message.
.macro braillemsgbox text:req
braillemessage \text
waitbuttonpress