more work on battle setup
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@@ -36,6 +36,24 @@ extern u8 gStringVar2[];
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extern u8 gStringVar3[];
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extern u8 gStringVar4[];
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// There are many quirks in the source code which have overarching behavioral differences from
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// a number of other files. For example, diploma.c seems to declare rodata before each use while
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// other files declare out of order and must be at the beginning. There are also a number of
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// macros which differ from one file to the next due to the method of obtaining the result, such
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// as these below. Because of this, there is a theory (Two Team Theory) that states that these
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// programming projects had more than 1 "programming team" which utilized different macros for
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// each of the files that were worked on.
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#define T1_READ_8(ptr) ((ptr)[0])
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#define T1_READ_16(ptr) ((ptr)[0] | ((ptr)[1] << 8))
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#define T1_READ_32(ptr) ((ptr)[0] | ((ptr)[1] << 8) | ((ptr)[2] << 16) | ((ptr)[3] << 24))
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#define T1_READ_PTR(ptr) (u8*) T1_READ_32(ptr)
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// T2_READ_8 is a duplicate to remain consistent with each group.
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#define T2_READ_8(ptr) ((ptr)[0])
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#define T2_READ_16(ptr) ((ptr)[0] + ((ptr)[1] << 8))
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#define T2_READ_32(ptr) ((ptr)[0] + ((ptr)[1] << 8) + ((ptr)[2] << 16) + ((ptr)[3] << 24))
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#define T2_READ_PTR(ptr) (void*) T2_READ_32(ptr)
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enum
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{
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VERSION_SAPPHIRE = 1,
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@@ -45,7 +63,8 @@ enum
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VERSION_LEAF_GREEN = 5,
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};
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enum LanguageId {
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enum LanguageId
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{
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LANGUAGE_JAPANESE = 1,
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LANGUAGE_ENGLISH = 2,
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LANGUAGE_GERMAN = 5,
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@@ -240,7 +259,7 @@ struct SaveBlock2
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/*0xCA9*/ u8 field_CA9_f : 1; // 0x80
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/*0xCAA*/ u16 field_CAA[4];
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/*0xCB2*/ u16 battlePyramidWildHeaderId;
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/*0xCB4*/ u8 field_CB4[82];
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/*0xCB4*/ u16 field_CB4[82];
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/*0xD06*/ u8 field_D06;
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/*0xD07*/ u8 field_D07;
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/*0xD08*/ u8 filler_D08[0x112];
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@@ -21,7 +21,7 @@
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#define VAR_RECYCLE_GOODS 0x4020
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#define VAR_REPEL_STEP_COUNT 0x4021
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#define VAR_ICE_STEP_COUNT 0x4022
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#define VAR_FIRST_POKE 0x4023
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#define VAR_STARTER_ID 0x4023
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#define VAR_MIRAGE_RND_H 0x4024
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#define VAR_MIRAGE_RND_L 0x4025
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#define VAR_SECRET_BASE_MAP 0x4026
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@@ -58,6 +58,7 @@
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#define VAR_0x40BC 0x40BC
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#define VAR_0x40C2 0x40C2
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#define VAR_0x40CE 0x40CE
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#define VAR_FRONTIER_FACILITY 0x40CF
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#define VAR_DAILY_SLOTS 0x40E6
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