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Match some register nonmatchings #247
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playerStruct->isTeamLeader = FALSE; | ||
pokeStruct2->isTeamLeader = TRUE; | ||
newLeader->isTeamLeader = TRUE; | ||
nullsub_104(); |
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It'd be cool to make a comment at nullsub_104 stating it's called when the team leader is changed by the player. Eventually when we are at documentation, it'll be cool to see what all the nullsubs were used for (probably printing or breakpoints)
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Would be cool to see if the nullsubs are actually used in JP or Blue versions.
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ALIGNED(4) const char gMeetNinetalesText[] = "Meet Ninetales."; | ||
ALIGNED(4) const char gAvoidCaptureText[] = "Avoid capture."; | ||
ALIGNED(4) const char gFinalScenarioText[] = _("Defeat the final Pokémon."); | ||
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// Needed to match | ||
static inline s16 Self(s16 a) |
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This smells similar to the SpeciesId()
inline but instead it's for maze ids
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Yeah, it makes me wonder if SpeciesId
should actually exist and there's some unholy InlineCastToS16
used instead
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Nah I think it is definitely a SpeciesId but there also happen to be 2 other times they do that kind of conversion (like maze/friendarea/item/move or something). We'll keep finding these weird casts
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True, but there are issues all around the codebase with s16 arguments which don't match. So unless they had conversion used for everything, it's possible they performed some weird inline cast for all s16.
Though some of them are unknown arguments, so maybe they're indeed just species/moves/items/etc.
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Will wait for comments to be resolved before merging.
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