jeffman
96b7850733
Changed how symbols are resolved
...
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
07f5477282
Gonna use tiles 0x330 through 0x33F for window header stuff
...
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
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
714c4d65a7
Converted all font data from EB
2017-04-13 18:10:51 -04:00
jeffman
5b98d5d406
Added CpuFastSet stub
2017-04-11 17:12:20 -04:00
jeffman
b8864ffa52
Moved print_string to vwf.c
2017-04-11 02:12:33 -04:00
jeffman
d7ae1edd3f
Ported core VWF code to C
2017-04-10 19:41:21 -04:00
jeffman
2d0a5997b8
Proof of concept by porting get_tile_number to C
2017-04-08 02:22:38 -04:00
jeffman
e8aa855162
Started Goods window hacks
2017-04-06 01:39:11 -04:00
jeffman
83f88e7f17
Disable newline if text overflows; revert who/which window width
...
This is a problem because the game doesn't do auto newlines lazily; that
is, it will greedily scroll the text box on overflow, even if there's
nothing left to be printed.
This behaviour causes a problem when displaying "Which?" in the Equip
screens, because the width of that string is exactly the width of the
window. Because the window is only one line tall, the game was scrolling
down and the string would get erased.
Previously this was worked around by increasing the width of the window,
but recently I have found that it looks weird with the Goods window open.
So this is a slightly different workaround. I don't think we ever wanted
auto-newline-on-overflow _anyway_ since we're putting manual linebreaks
everywhere. Hopefully this doesn't cause problems.
2017-04-06 01:38:59 -04:00
jeffman
4337d2e266
Fixed a macro bug
...
I misunderstood what the equ directive does in armips. Replaced it with
a proper macro.
2017-04-03 09:56:18 -04:00
jeffman
89ba552ef9
Disable printing [1E 20] after battle
2017-04-02 22:13:06 -04:00
jeffman
b4ea923a81
Code formatting improvements
2017-04-02 22:12:18 -04:00
jeffman
07eb279677
Migrated from xkas to armips
2017-03-29 00:19:51 -04:00
jeffman
4325e93d4f
Added another enemy letter hack
2017-03-27 01:26:29 -04:00
jeffman
0a622c2a0f
Added item name printing hack
2017-03-27 01:26:15 -04:00
jeffman
f00fe3f266
Cleanup
2017-03-27 01:25:58 -04:00
jeffman
276693e652
Added another enemy letter hack
2017-03-27 00:48:23 -04:00
jeffman
bc0b26cd63
Added a "The" flag check
2017-03-27 00:19:17 -04:00
jeffman
9d3b15c4b7
Added enemy attributes
...
Each entry is two bytes; first byte is "The" flag, second byte is gender
(1 = male, 2 = female, 3 = neutral).
2017-03-26 22:05:18 -04:00
jeffman
5909088a05
Added enemy plurality to encounter strings
2017-03-26 18:30:02 -04:00
jeffman
1b96d6abd8
Add space between enemy name and letter
2017-03-26 15:16:19 -04:00
jeffman
05cafbcde8
Doing user/target strings differently
2017-03-26 15:16:09 -04:00
jeffman
3a7d1ae7d8
I don't plan on keeping this, but I want it recorded just in case
2017-03-26 14:13:51 -04:00
jeffman
83f48b9b91
Disabling longer enemy names for now
...
I realized that the memory immediately after the enemy name is used for
other window variables. The enemy name needs to be relocated somewhere
else before this can work.
2017-03-25 22:07:44 -04:00
jeffman
7da2723663
Enemy name length hacks
2017-03-25 20:31:38 -04:00
jeffman
f30d353689
Positioning hacks for "To X"
2017-03-25 20:31:29 -04:00
jeffman
08e54039aa
Added some PSI printing hacks
2017-03-25 20:15:00 -04:00
jeffman
9762910926
PSI name hack
...
This is triggered when selecting an enemy-targeted PSI move
2017-03-25 18:54:09 -04:00
jeffman
7da09b7dff
Some more battle hacks
2017-03-25 18:29:13 -04:00
jeffman
a425a8701a
Added some battle window hacks
2017-03-25 17:08:00 -04:00
jeffman
8909aac5f3
Doing battle commands slightly differently
2017-03-25 17:05:59 -04:00
jeffman
f4b8a4dd7f
Make battle command window wider
2017-03-23 00:59:32 -04:00
jeffman
8b7e7876b9
Oops
2017-03-23 00:58:59 -04:00
jeffman
d1ddf481f0
Added some formatting hacks
2017-03-22 16:47:34 -04:00
jeffman
1859bc20c3
PSI length fix
...
Could be seen when attempting to use Healing out of battle, for example.
2017-03-19 22:36:32 -04:00
jeffman
131e34882a
Erase tiles for scrolling text
2017-03-18 17:39:56 -04:00
jeffman
6bb0f04c5c
Added tile copying for text scrolling
2017-03-18 17:11:19 -04:00
jeffman
e5d66eb8ba
Added more pixel X resets
2017-03-18 17:10:45 -04:00
jeffman
3a3f9c2d78
Added PSI name display hacks
2017-03-18 14:43:57 -04:00
jeffman
d263577eb4
Added PSI window hacks
2017-03-18 13:38:32 -04:00
jeffman
12b2ea153b
Redraw main menu when exiting PSI target window
2017-03-18 12:47:40 -04:00
jeffman
69dcd8ec49
Added equip window hacks
2017-03-17 21:22:35 -04:00
jeffman
1b1f29a282
Small formatting fixes
2017-03-17 17:48:17 -04:00
jeffman
3e78279c78
Fixed PSI class window size
...
Window was too small, so this expands it to the left by one tile
2017-03-17 11:50:45 -04:00
jeffman
7329bcef6b
Only re-render PSI help on button press
...
Without this, the game will constantly try to clear+render the whole PSI
help window per frame which causes extreme lag and tearing.
2017-03-17 00:56:41 -04:00
jeffman
db21533c21
Clear out the PSI window when switching classes (status sub-window)
2017-03-17 00:55:47 -04:00
jeffman
4d84b10d91
Draw PSI Rockin correctly on PSI window
2017-03-16 20:42:25 -04:00