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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:
+9
-10
@@ -9,18 +9,19 @@
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#include "play_time.h"
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#include "save.h"
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#include "gUnknown_203B46C.h"
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#include "text.h"
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#include "exclusive_pokemon.h"
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#include "pokemon.h"
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#include "rescue_team_info.h"
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extern void NDS_DebugInit(void);
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extern void sub_801180C(void);
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extern void NDS_LoadOverlay_GroundMain(void);
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extern void sub_8014144(void);
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extern void LoadMonsterParameters(void);
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extern void sub_8097670(void);
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extern void LoadGameOptions(void);
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extern void sub_8094C14(void);
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extern void LoadExclusivePokemon(void);
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extern void LoadItemParameters(void);
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extern void LoadRescueTeamInfo(void);
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extern void LoadWazaParameters(void);
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extern void sub_80950BC(void);
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extern void sub_80958E8(void);
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@@ -35,15 +36,13 @@ extern void sub_80015C0(u32, u32);
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extern u32 sub_8001658(u32, u32);
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extern void sub_800A8F8(u32);
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extern void ResetSprites(u32);
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extern void xxx_update_some_bg_tiles(u32);
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extern void sub_80097B0(void);
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extern void sub_800CDA8(u32);
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extern void sub_800641C(u32, u32, u32);
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extern void LoadTitleScreen(void);
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extern void SetBGPaletteBufferColorRGB(s32, u8 *, s32, u8 *);
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extern void sub_80095CC(u32, u32);
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extern void InitMainMenu(void);
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extern u8 sub_80363E0(void);
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extern bool8 sub_80363E0(void);
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extern void SetUpMenu(void);
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extern u32 UpdateMenu(void);
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extern void CleanUpMenu(void);
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@@ -139,10 +138,10 @@ void GameLoop(void)
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xxx_update_stuff(0);
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}
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if (tmp3) {
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sub_8012468();
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while ((u8)(tmp3 = sub_8012484()))
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PrepareSavePakRead();
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while ((tmp3 = ReadSavePak()))
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xxx_update_stuff(0);
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sub_8012558();
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FinishReadSavePak();
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}
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tmp3 = 1;
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StartNewBGM(MUS_LOADING_SCREEN);
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@@ -150,7 +149,7 @@ void GameLoop(void)
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sub_80095CC(0, 20);
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InitMainMenu();
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while (1) {
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if ((u8)sub_80363E0()) {
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if (sub_80363E0()) {
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if (gRealInputs.pressed & L_BUTTON) {
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flag = FALSE;
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SetBGOBJEnableFlags(19);
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