Merge pull request #256 from DizzyEggg/decompile_field_tasks

Decompile field tasks
This commit is contained in:
Diegoisawesome
2018-05-19 23:34:30 -05:00
committed by GitHub
146 changed files with 2032 additions and 3244 deletions

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@@ -3,42 +3,53 @@
#define VAR_0x3F20 0x3F20
#define VAR_0x4000 0x4000
#define VAR_0x4001 0x4001
#define VAR_0x4002 0x4002
#define VAR_0x4003 0x4003
#define VAR_0x4004 0x4004
#define VAR_0x4005 0x4005
#define VAR_0x4006 0x4006
#define VAR_0x4007 0x4007
#define VAR_0x4008 0x4008
#define VAR_0x4009 0x4009
#define VAR_0x400A 0x400A
#define VAR_0x400B 0x400B
#define VAR_0x400C 0x400C
#define VAR_0x400D 0x400D
#define VAR_0x400E 0x400E
#define VAR_0x400F 0x400F
#define VAR_0x4010 0x4010
#define VAR_0x4011 0x4011
#define VAR_0x4012 0x4012
#define VAR_0x4013 0x4013
#define VAR_0x4014 0x4014
#define VAR_0x4015 0x4015
#define VAR_0x4016 0x4016
#define VAR_0x4017 0x4017
#define VAR_0x4018 0x4018
#define VAR_0x4019 0x4019
#define VAR_0x401A 0x401A
#define VAR_0x401B 0x401B
#define VAR_0x401C 0x401C
#define VAR_0x401D 0x401D
#define VAR_0x401E 0x401E
#define VAR_0x401F 0x401F
#define VARS_START 0x4000
// temporary vars
// The first 0x10 vars are are temporary--they are cleared every time a map is loaded.
#define VAR_TEMP_0 0x4000
#define VAR_TEMP_1 0x4001
#define VAR_TEMP_2 0x4002
#define VAR_TEMP_3 0x4003
#define VAR_TEMP_4 0x4004
#define VAR_TEMP_5 0x4005
#define VAR_TEMP_6 0x4006
#define VAR_TEMP_7 0x4007
#define VAR_TEMP_8 0x4008
#define VAR_TEMP_9 0x4009
#define VAR_TEMP_A 0x400A
#define VAR_TEMP_B 0x400B
#define VAR_TEMP_C 0x400C
#define VAR_TEMP_D 0x400D
#define VAR_TEMP_E 0x400E
#define VAR_TEMP_F 0x400F
// object gfx id vars
// These 0x10 vars are used to dynamically control a map object's sprite.
// For example, the rival's sprite id is dynamically set based on the player's gender.
// See VarGetFieldObjectGraphicsId().
#define VAR_OBJ_GFX_ID_0 0x4010
#define VAR_OBJ_GFX_ID_1 0x4011
#define VAR_OBJ_GFX_ID_2 0x4012
#define VAR_OBJ_GFX_ID_3 0x4013
#define VAR_OBJ_GFX_ID_4 0x4014
#define VAR_OBJ_GFX_ID_5 0x4015
#define VAR_OBJ_GFX_ID_6 0x4016
#define VAR_OBJ_GFX_ID_7 0x4017
#define VAR_OBJ_GFX_ID_8 0x4018
#define VAR_OBJ_GFX_ID_9 0x4019
#define VAR_OBJ_GFX_ID_A 0x401A
#define VAR_OBJ_GFX_ID_B 0x401B
#define VAR_OBJ_GFX_ID_C 0x401C
#define VAR_OBJ_GFX_ID_D 0x401D
#define VAR_OBJ_GFX_ID_E 0x401E
#define VAR_OBJ_GFX_ID_F 0x401F
// general purpose vars
#define VAR_RECYCLE_GOODS 0x4020
#define VAR_REPEL_STEP_COUNT 0x4021
#define VAR_ICE_STEP_COUNT 0x4022
#define VAR_FIRST_POKE 0x4023
#define VAR_FIRST_POKE 0x4023 // 0=Treecko, 1=Torchic, 2=Mudkip
#define VAR_MIRAGE_RND_H 0x4024
#define VAR_MIRAGE_RND_L 0x4025
#define VAR_SECRET_BASE_MAP 0x4026
@@ -262,6 +273,8 @@
#define VAR_0x40FE 0x40FE
#define VAR_0x40FF 0x40FF
// special vars
// They are commonly used as parameters to commands, or return values from commands.
#define VAR_0x8000 0x8000
#define VAR_0x8001 0x8001
#define VAR_0x8002 0x8002

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@@ -14,5 +14,6 @@ u8 sub_8154228(void);
bool8 sub_8155DA0(struct MapObject *);
void sub_8155D78(struct MapObject *);
void sub_81555AC(u8, u8);
void ash(s16, s16, u16, s16);
#endif //GUARD_FIELD_EFFECT_HELPERS_H

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@@ -0,0 +1,14 @@
#ifndef GUARD_FIELD_SPECIAL_SCENE_H
#define GUARD_FIELD_SPECIAL_SCENE_H
s16 GetTruckCameraBobbingY(int a1);
s16 GetTruckBoxMovement(int a1);
void Task_Truck1(u8 taskId);
void Task_Truck2(u8 taskId);
void Task_Truck3(u8 taskId);
void Task_HandleTruckSequence(u8 taskId);
void ExecuteTruckSequence(void);
void EndTruckSequence(u8);
void sub_80C791C(void);
#endif // GUARD_FIELD_SPECIAL_SCENE_H

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@@ -1,6 +1,9 @@
#ifndef GUARD_FIELD_TASKS_H
#define GUARD_FIELD_TASKS_H
void ActivatePerStepCallback(u8);
void SetUpFieldTasks(void);
void ActivatePerStepCallback(u8 callbackId);
void ResetFieldTasksArgs(void);
void SetSootopolisGymCrackedIceMetatiles(void);
#endif // GUARD_FIELD_TASKS_H

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@@ -13,5 +13,6 @@ const u8 *GetSecretBaseTrainerLoseText(void);
void sub_80E8EE0(struct MapEvents const *events);
void sub_80E9238(u8 flagIn);
bool8 CurrentMapIsSecretBase(void);
void sub_80EA3E4(u8 taskId);
#endif //GUARD_SECRET_BASE_H