Dungeon pokemon/Floor ID JSON Part 1 (#39)

* move Thunderwave and Tiny Woods pokemon to json

* rule tweaking to actually build tool before parsing JSON

* delete .inc pokemon for tiny Woods and Thunderwave

* silence git complaining about br_ips and ips_patch

* use defines for species and pass the header file for species

* convert sinister woods

* convert MtThunderPeak

* convert silent chasm

* add trial floor_id w/ tiny woods

* change make rule name to fix compile

* MtSteel converted and bugfix

* convert few floor headers and great canyon pokemon

* code cleanup

* unify unkData into UnkTextStruct2

* more code cleanup and some text decomp

* doc more funcs and decomp/split some stuff

* document more save stuff

* more save work and move some data

* pika sniped UpdateNatureTotal

* decomp a litle and convert a few more dungeons

* better scanning for json files

* mt freeze and peak
This commit is contained in:
Seth Barberee
2021-06-09 22:54:21 -05:00
committed by GitHub
parent eaa141c612
commit 377bd14ea6
152 changed files with 55612 additions and 52652 deletions
+9 -10
View File
@@ -9,18 +9,19 @@
#include "play_time.h"
#include "save.h"
#include "gUnknown_203B46C.h"
#include "text.h"
#include "exclusive_pokemon.h"
#include "pokemon.h"
#include "rescue_team_info.h"
extern void NDS_DebugInit(void);
extern void sub_801180C(void);
extern void NDS_LoadOverlay_GroundMain(void);
extern void sub_8014144(void);
extern void LoadMonsterParameters(void);
extern void sub_8097670(void);
extern void LoadGameOptions(void);
extern void sub_8094C14(void);
extern void LoadExclusivePokemon(void);
extern void LoadItemParameters(void);
extern void LoadRescueTeamInfo(void);
extern void LoadWazaParameters(void);
extern void sub_80950BC(void);
extern void sub_80958E8(void);
@@ -35,15 +36,13 @@ extern void sub_80015C0(u32, u32);
extern u32 sub_8001658(u32, u32);
extern void sub_800A8F8(u32);
extern void ResetSprites(u32);
extern void xxx_update_some_bg_tiles(u32);
extern void sub_80097B0(void);
extern void sub_800CDA8(u32);
extern void sub_800641C(u32, u32, u32);
extern void LoadTitleScreen(void);
extern void SetBGPaletteBufferColorRGB(s32, u8 *, s32, u8 *);
extern void sub_80095CC(u32, u32);
extern void InitMainMenu(void);
extern u8 sub_80363E0(void);
extern bool8 sub_80363E0(void);
extern void SetUpMenu(void);
extern u32 UpdateMenu(void);
extern void CleanUpMenu(void);
@@ -139,10 +138,10 @@ void GameLoop(void)
xxx_update_stuff(0);
}
if (tmp3) {
sub_8012468();
while ((u8)(tmp3 = sub_8012484()))
PrepareSavePakRead();
while ((tmp3 = ReadSavePak()))
xxx_update_stuff(0);
sub_8012558();
FinishReadSavePak();
}
tmp3 = 1;
StartNewBGM(MUS_LOADING_SCREEN);
@@ -150,7 +149,7 @@ void GameLoop(void)
sub_80095CC(0, 20);
InitMainMenu();
while (1) {
if ((u8)sub_80363E0()) {
if (sub_80363E0()) {
if (gRealInputs.pressed & L_BUTTON) {
flag = FALSE;
SetBGOBJEnableFlags(19);