PhoenixBound
a60f56bdb2
TPT 100-200
2017-11-09 21:33:11 -06:00
PhoenixBound
074c64f902
Misc. fixes
2017-10-28 15:32:04 -05:00
jeffman
fb8ac2dbab
Merge pull request #8 from PhoenixBound/master
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TPT 500-599
2017-10-07 22:15:51 -04:00
PhoenixBound
d594a39dc0
Fix a few more errors
2017-09-29 12:13:08 -05:00
PhoenixBound
2bcf57a4d3
Second pass, added some custom labels
2017-09-29 00:15:42 -05:00
PhoenixBound
4c8305595e
TPT 500-599 first pass
2017-09-03 21:38:36 -05:00
jeffman
1d3ef8de13
Factored out some magic numbers
2017-04-16 19:25:11 -04:00
jeffman
a633b9d643
Added code to draw equip window header
2017-04-16 19:15:22 -04:00
jeffman
6f448b8f2c
Added some clearing routines
2017-04-16 19:14:02 -04:00
jeffman
1264803232
Imported m2_strlookup
2017-04-16 19:13:32 -04:00
jeffman
681822ecc3
Fixed some print_blankstr bugs
2017-04-16 19:12:49 -04:00
jeffman
0ae74eefd9
print_window_header_string now uses pixel coordinates
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This is so that we can glue strings together. For example, the game
prints "Weapons" and "(X)" (page number) as separate strings.
2017-04-16 19:12:33 -04:00
jeffman
08b586b1f0
Documented a page number field for WINDOW
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For example, when you're choosing a teleport location and have multiple
pages of destinations to scroll through; this field denotes the index
of which page you're on.
2017-04-16 19:09:53 -04:00
jeffman
c7da04ffcb
Updated notes
2017-04-16 19:08:44 -04:00
jeffman
1024811198
Fixed some wrong misc strings
2017-04-16 19:08:06 -04:00
jeffman
7ff0348a79
Added some more window header strings
2017-04-16 19:07:50 -04:00
jeffman
3ff08bb07f
Some code reformatting
2017-04-16 19:07:19 -04:00
jeffman
96b7850733
Changed how symbols are resolved
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Got rid of the m12-symbols.sym file that I was manually curating; moved
it into m2-hack.asm instead, in the form of .definelabel directives. This
allows existing ROM symbols to be resolved gracefully when the assembler
exports everything, so that we can call existing ROM subroutines, etc.
from our compiled code.
Also added label definitions for hardcoded strings. Makes it easy to refer
to such strings in our compiled code as well.
Updated build scripts to reflect this.
2017-04-16 19:04:22 -04:00
jeffman
94f725298b
Working on "other strings"
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For now, this is just window header and navigation stuff, like "To:(X)",
"Weapons" when equipping with huge weapon inventories, etc. Still need to
fix the pointers to some of these.
2017-04-15 23:42:07 -04:00
jeffman
cdd63e527b
Updated notes (Escargo Express items)
2017-04-15 23:41:00 -04:00
jeffman
093b59e861
Move arrow character up by two pixels
2017-04-15 23:40:50 -04:00
jeffman
07f5477282
Gonna use tiles 0x330 through 0x33F for window header stuff
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This just puts some blank background pixels in those tiles so we can
print text on it
2017-04-15 23:40:23 -04:00
jeffman
87d792f156
Moved window header code to C
2017-04-15 23:38:32 -04:00
jeffman
7bfedd75e7
Added arrow character
2017-04-15 23:37:17 -04:00
jeffman
3b6dfdee78
Merge branch 'compiled-vwf' of github.com:jeffman/Mother2GbaTranslation into compiled-vwf
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# Conflicts:
# compiled/vwf.c
# compiled/vwf.h
2017-04-15 13:38:14 -04:00
jeffman
3bc7fd417e
Fixed YOU WON! graphics
2017-04-15 13:36:42 -04:00
jeffman
4ede6d5ade
Fixed YOU WON! graphics
2017-04-15 13:32:25 -04:00
jeffman
21c703def1
Made argument types more consistent
2017-04-15 13:31:53 -04:00
jeffman
7d04ed264a
Added some notes
2017-04-15 12:50:43 -04:00
jeffman
3381d51564
Added window header name printing
2017-04-15 12:50:32 -04:00
jeffman
ec1abfa538
Added HP/PP namebox rendering
2017-04-15 12:50:16 -04:00
jeffman
bc29d81c05
Generalized print_character
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Now has the option to pass a get_tile callback for different coordinate
systems. Can also turn off tilemap editing.
2017-04-15 12:49:47 -04:00
jeffman
e49701cb5e
Centralized character decoding
2017-04-15 12:48:33 -04:00
jeffman
fcee9591b1
Turning off all inlining and constant propagation for now
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Can always turn these back on again later, it's just easier to debug with
them off
2017-04-15 12:46:34 -04:00
jeffman
89a848376a
Fixed some VWF bugs
2017-04-13 18:11:46 -04:00
jeffman
714c4d65a7
Converted all font data from EB
2017-04-13 18:10:51 -04:00
jeffman
72f37b4dfb
Moved print_space to vwf.c
2017-04-11 17:39:56 -04:00
jeffman
b46539dd34
Moved a bunch of tile clearing/copying code to C
2017-04-11 17:16:58 -04:00
jeffman
5b08fb966c
Added clarification to workflow notes
2017-04-11 17:15:51 -04:00
jeffman
d4e1e81bb2
Don't inline get_tile_number
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It barely runs faster when inlined and it's just easier to debug things
when it's not inlined
2017-04-11 17:15:34 -04:00
jeffman
5b98d5d406
Added CpuFastSet stub
2017-04-11 17:12:20 -04:00
jeffman
9b7aa3cee7
Misc improvements
2017-04-11 12:51:12 -04:00
jeffman
8aac0f707e
Mark extern ROM tables as const
2017-04-11 12:50:41 -04:00
jeffman
b8864ffa52
Moved print_string to vwf.c
2017-04-11 02:12:33 -04:00
jeffman
97b962c699
Improved compile script
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Now it'll pause in the command prompt if there's an error
2017-04-11 01:16:34 -04:00
jeffman
c5de0ebb16
Moved weld_entry to vwf.c
2017-04-11 01:16:14 -04:00
jeffman
d7ae1edd3f
Ported core VWF code to C
2017-04-10 19:41:21 -04:00
jeffman
dcd0b4ea6c
Don't touch r12
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I noticed that the generated code wasn't saving r12, but the game expects
it to be saved, so let's just not touch it
2017-04-10 19:40:30 -04:00
jeffman
7311ec1dd7
Combine .data section into .text
2017-04-10 17:08:03 -04:00
jeffman
3ab328fbf8
Use ELFSharp instead of objdump+regex
2017-04-10 16:01:54 -04:00