Add controller buffer constants, finish misc battle doc
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@@ -660,14 +660,14 @@ static void PrepareBufferDataTransfer(u8 bufferId, u8 *data, u16 size)
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{
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switch (bufferId)
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{
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case 0:
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case BUFFER_A:
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for (i = 0; i < size; i++)
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{
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gBattleBufferA[gActiveBattler][i] = *data;
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data++;
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}
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break;
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case 1:
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case BUFFER_B:
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for (i = 0; i < size; i++)
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{
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gBattleBufferB[gActiveBattler][i] = *data;
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@@ -737,7 +737,7 @@ void PrepareBufferDataTransferLink(u8 bufferId, u16 size, u8 *data)
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static void Task_HandleSendLinkBuffersData(u8 taskId)
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{
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u16 var;
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u16 numPlayers;
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u16 blockSize;
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switch (gTasks[taskId].data[11])
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@@ -759,11 +759,11 @@ static void Task_HandleSendLinkBuffersData(u8 taskId)
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else
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{
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if (gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER)
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var = 2;
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numPlayers = 2;
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else
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var = (gBattleTypeFlags & BATTLE_TYPE_MULTI) ? 4 : 2;
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numPlayers = (gBattleTypeFlags & BATTLE_TYPE_MULTI) ? 4 : 2;
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if (GetLinkPlayerCount_2() >= var)
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if (GetLinkPlayerCount_2() >= numPlayers)
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{
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if (IsLinkMaster())
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{
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@@ -964,10 +964,10 @@ void BtlController_EmitSwitchInAnim(u8 bufferId, u8 partyId, bool8 dontClearSubs
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 4);
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}
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void BtlController_EmitReturnMonToBall(u8 bufferId, u8 arg1)
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void BtlController_EmitReturnMonToBall(u8 bufferId, bool8 skipAnim)
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{
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sBattleBuffersTransferData[0] = CONTROLLER_RETURNMONTOBALL;
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sBattleBuffersTransferData[1] = arg1;
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sBattleBuffersTransferData[1] = skipAnim;
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 2);
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}
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@@ -1134,12 +1134,13 @@ void BtlController_EmitPrintSelectionString(u8 bufferId, u16 stringID)
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, sizeof(struct BattleMsgData) + 4);
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}
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void BtlController_EmitChooseAction(u8 bufferId, u8 arg1, u16 arg2)
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// itemId only relevant for B_ACTION_USE_ITEM
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void BtlController_EmitChooseAction(u8 bufferId, u8 action, u16 itemId)
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{
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sBattleBuffersTransferData[0] = CONTROLLER_CHOOSEACTION;
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sBattleBuffersTransferData[1] = arg1;
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sBattleBuffersTransferData[2] = arg2;
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sBattleBuffersTransferData[3] = (arg2 & 0xFF00) >> 8;
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sBattleBuffersTransferData[1] = action;
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sBattleBuffersTransferData[2] = itemId;
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sBattleBuffersTransferData[3] = (itemId & 0xFF00) >> 8;
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 4);
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}
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@@ -1177,7 +1178,7 @@ void BtlController_EmitChooseItem(u8 bufferId, u8 *arg1)
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 4);
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}
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void BtlController_EmitChoosePokemon(u8 bufferId, u8 caseId, u8 slotId, u8 abilityId, u8 *arg4)
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void BtlController_EmitChoosePokemon(u8 bufferId, u8 caseId, u8 slotId, u8 abilityId, u8 *data)
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{
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s32 i;
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@@ -1186,7 +1187,7 @@ void BtlController_EmitChoosePokemon(u8 bufferId, u8 caseId, u8 slotId, u8 abili
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sBattleBuffersTransferData[2] = slotId;
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sBattleBuffersTransferData[3] = abilityId;
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for (i = 0; i < 3; i++)
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sBattleBuffersTransferData[4 + i] = arg4[i];
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sBattleBuffersTransferData[4 + i] = data[i];
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 8); // Only 7 bytes were written.
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}
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@@ -1280,15 +1281,19 @@ void BtlController_EmitDMA3Transfer(u8 bufferId, void *dst, u16 size, void *data
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, size + 7);
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}
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void BtlController_EmitPlayBGM(u8 bufferId, u16 songId, void *unusedDumbDataParameter)
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// Unused
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void BtlController_EmitPlayBGM(u8 bufferId, u16 songId, void *data)
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{
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s32 i;
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sBattleBuffersTransferData[0] = CONTROLLER_PLAYBGM;
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sBattleBuffersTransferData[1] = songId;
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sBattleBuffersTransferData[2] = (songId & 0xFF00) >> 8;
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for (i = 0; i < songId; i++) // ????
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sBattleBuffersTransferData[3 + i] = *(u8*)(unusedDumbDataParameter++);
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// Nonsense loop using songId as a size
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// Would go out of bounds for any song id after SE_RG_BAG_POCKET (253)
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for (i = 0; i < songId; i++)
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sBattleBuffersTransferData[3 + i] = *(u8*)(data++);
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, songId + 3);
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}
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@@ -1442,8 +1447,8 @@ void BtlController_EmitDrawPartyStatusSummary(u8 bufferId, struct HpAndStatus* h
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s32 i;
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sBattleBuffersTransferData[0] = CONTROLLER_DRAWPARTYSTATUSSUMMARY;
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sBattleBuffersTransferData[1] = flags & 0x7F;
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sBattleBuffersTransferData[2] = (flags & 0x80) >> 7; // If true, skip delay after drawing. True during intro
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sBattleBuffersTransferData[1] = flags & ~PARTY_SUMM_SKIP_DRAW_DELAY; // If true, skip player side
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sBattleBuffersTransferData[2] = (flags & PARTY_SUMM_SKIP_DRAW_DELAY) >> 7; // If true, skip delay after drawing. True during intro
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sBattleBuffersTransferData[3] = CONTROLLER_DRAWPARTYSTATUSSUMMARY;
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for (i = 0; i < (s32)(sizeof(struct HpAndStatus) * PARTY_SIZE); i++)
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sBattleBuffersTransferData[4 + i] = *(i + (u8*)(hpAndStatus));
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@@ -1486,11 +1491,12 @@ void BtlController_EmitBattleAnimation(u8 bufferId, u8 animationId, u16 argument
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PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 4);
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}
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void BtlController_EmitLinkStandbyMsg(u8 bufferId, u8 arg1, bool32 record)
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// mode is a LINK_STANDBY_* constant
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void BtlController_EmitLinkStandbyMsg(u8 bufferId, u8 mode, bool32 record)
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{
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bool8 record_ = record;
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sBattleBuffersTransferData[0] = CONTROLLER_LINKSTANDBYMSG;
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sBattleBuffersTransferData[1] = arg1;
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sBattleBuffersTransferData[1] = mode;
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if (record_)
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sBattleBuffersTransferData[3] = sBattleBuffersTransferData[2] = RecordedBattle_BufferNewBattlerData(&sBattleBuffersTransferData[4]);
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