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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Allow Cycling Through Balls in the Last Ball Used Menu (#3039)
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BIN
graphics/battle_interface/last_used_ball_l_cycle.png
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graphics/battle_interface/last_used_ball_l_cycle.png
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After Width: | Height: | Size: 335 B |
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graphics/battle_interface/last_used_ball_r_cycle.png
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graphics/battle_interface/last_used_ball_r_cycle.png
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After Width: | Height: | Size: 344 B |
@ -1010,6 +1010,8 @@ extern u8 gBattleControllerData[MAX_BATTLERS_COUNT];
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extern bool8 gHasFetchedBall;
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extern u8 gLastUsedBall;
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extern u16 gLastThrownBall;
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extern u16 gBallToDisplay;
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extern bool8 gLastUsedBallMenuPresent;
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extern u8 gPartyCriticalHits[PARTY_SIZE];
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#endif // GUARD_BATTLE_H
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@ -105,6 +105,8 @@ bool32 CanThrowLastUsedBall(void);
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void TryHideLastUsedBall(void);
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void TryRestoreLastUsedBall(void);
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void TryAddLastUsedBallItemSprites(void);
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void SwapBallToDisplay(bool32 sameBall);
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void ArrowsChangeColorLastBallCycle(bool32 showArrows);
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void UpdateAbilityPopup(u8 battlerId);
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#endif // GUARD_BATTLE_INTERFACE_H
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@ -191,6 +191,7 @@
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#define B_CRITICAL_CAPTURE TRUE // If set to TRUE, Critical Capture will be enabled.
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#define B_LAST_USED_BALL TRUE // If TRUE, the "last used ball" feature from Gen 7 will be implemented
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#define B_LAST_USED_BALL_BUTTON R_BUTTON // If last used ball is implemented, this button (or button combo) will trigger throwing the last used ball.
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#define B_LAST_USED_BALL_CYCLE TRUE // If TRUE, then holding B_LAST_USED_BALL_BUTTON while pressing the D-Pad cycles through the balls
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// Other settings
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#define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.
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@ -184,6 +184,9 @@ static void (*const sPlayerBufferCommands[CONTROLLER_CMDS_COUNT])(void) =
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[CONTROLLER_TERMINATOR_NOP] = PlayerCmdEnd
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};
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static EWRAM_DATA bool8 sAckBallUseBtn = FALSE;
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static EWRAM_DATA bool8 sBallSwapped = FALSE;
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// unknown unused data
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static const u8 sUnused[] = {0x48, 0x48, 0x20, 0x5a, 0x50, 0x50, 0x50, 0x58};
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@ -231,6 +234,49 @@ static void CompleteOnBankSpritePosX_0(void)
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PlayerBufferExecCompleted();
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}
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static u16 GetPrevBall(u16 ballId)
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{
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u16 ballPrev;
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u32 i, j;
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CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
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for (i = 0; i < gBagPockets[BALLS_POCKET].capacity; i++)
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{
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if (ballId == gBagPockets[BALLS_POCKET].itemSlots[i].itemId)
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{
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if (i <= 0)
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{
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for (j = gBagPockets[BALLS_POCKET].capacity - 1; j >= 0; j--)
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{
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ballPrev = gBagPockets[BALLS_POCKET].itemSlots[j].itemId;
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if (ballPrev != ITEM_NONE)
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return ballPrev;
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}
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}
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i--;
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return gBagPockets[BALLS_POCKET].itemSlots[i].itemId;
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}
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}
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}
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static u16 GetNextBall(u16 ballId)
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{
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u16 ballNext;
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u32 i;
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CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
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for (i = 0; i < gBagPockets[BALLS_POCKET].capacity; i++)
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{
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if (ballId == gBagPockets[BALLS_POCKET].itemSlots[i].itemId)
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{
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i++;
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ballNext = gBagPockets[BALLS_POCKET].itemSlots[i].itemId;
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if (ballNext == ITEM_NONE)
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return gBagPockets[BALLS_POCKET].itemSlots[0].itemId; // Zeroth slot
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else
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return ballNext;
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}
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}
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}
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static void HandleInputChooseAction(void)
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{
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u16 itemId = gBattleResources->bufferA[gActiveBattler][2] | (gBattleResources->bufferA[gActiveBattler][3] << 8);
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@ -243,6 +289,62 @@ static void HandleInputChooseAction(void)
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else
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gPlayerDpadHoldFrames = 0;
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#if B_LAST_USED_BALL == TRUE && B_LAST_USED_BALL_CYCLE == TRUE
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if (!gLastUsedBallMenuPresent)
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{
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sAckBallUseBtn = FALSE;
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}
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else if (JOY_NEW(B_LAST_USED_BALL_BUTTON))
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{
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sAckBallUseBtn = TRUE;
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sBallSwapped = FALSE;
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ArrowsChangeColorLastBallCycle(TRUE);
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}
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if (sAckBallUseBtn)
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{
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if (JOY_HELD(B_LAST_USED_BALL_BUTTON) && (JOY_NEW(DPAD_DOWN) || JOY_NEW(DPAD_RIGHT)))
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{
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bool8 sameBall = FALSE;
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u16 nextBall = GetNextBall(gBallToDisplay);
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sBallSwapped = TRUE;
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if (gBallToDisplay == nextBall)
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sameBall = TRUE;
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else
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gBallToDisplay = nextBall;
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SwapBallToDisplay(sameBall);
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PlaySE(SE_SELECT);
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}
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else if (JOY_HELD(B_LAST_USED_BALL_BUTTON) && (JOY_NEW(DPAD_UP) || JOY_NEW(DPAD_LEFT)))
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{
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bool8 sameBall = FALSE;
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u16 prevBall = GetPrevBall(gBallToDisplay);
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sBallSwapped = TRUE;
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if (gBallToDisplay == prevBall)
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sameBall = TRUE;
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else
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gBallToDisplay = prevBall;
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SwapBallToDisplay(sameBall);
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PlaySE(SE_SELECT);
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}
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else if (!JOY_HELD(B_LAST_USED_BALL_BUTTON) && sBallSwapped)
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{
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sAckBallUseBtn = FALSE;
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sBallSwapped = FALSE;
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ArrowsChangeColorLastBallCycle(FALSE);
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}
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else if (!JOY_HELD(B_LAST_USED_BALL_BUTTON) && CanThrowLastUsedBall())
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{
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sAckBallUseBtn = FALSE;
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PlaySE(SE_SELECT);
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ArrowsChangeColorLastBallCycle(FALSE);
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TryHideLastUsedBall();
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BtlController_EmitTwoReturnValues(1, B_ACTION_THROW_BALL, 0);
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PlayerBufferExecCompleted();
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}
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return;
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}
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#endif
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if (JOY_NEW(A_BUTTON))
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{
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PlaySE(SE_SELECT);
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@ -333,7 +435,7 @@ static void HandleInputChooseAction(void)
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PlayerBufferExecCompleted();
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}
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#endif
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#if B_LAST_USED_BALL == TRUE
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#if B_LAST_USED_BALL == TRUE && B_LAST_USED_BALL_CYCLE == FALSE
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else if (JOY_NEW(B_LAST_USED_BALL_BUTTON) && CanThrowLastUsedBall())
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{
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PlaySE(SE_SELECT);
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@ -3213,10 +3213,18 @@ static const struct OamData sOamData_LastUsedBall =
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.objMode = 0,
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.mosaic = 0,
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.bpp = 0,
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#if B_LAST_USED_BALL_CYCLE == TRUE
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.shape = SPRITE_SHAPE(32x64),
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#else
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.shape = SPRITE_SHAPE(32x32),
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#endif
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.x = 0,
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.matrixNum = 0,
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#if B_LAST_USED_BALL_CYCLE == TRUE
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.size = SPRITE_SIZE(32x64),
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#else
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.size = SPRITE_SIZE(32x32),
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#endif
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.tileNum = 0,
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.priority = 1,
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.paletteNum = 0,
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@ -3234,7 +3242,11 @@ static const struct SpriteTemplate sSpriteTemplate_LastUsedBallWindow =
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.callback = SpriteCB_LastUsedBallWin
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};
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#if B_LAST_USED_BALL_BUTTON == R_BUTTON
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#if B_LAST_USED_BALL_BUTTON == R_BUTTON && B_LAST_USED_BALL_CYCLE == TRUE
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static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_r_cycle.4bpp");
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#elif B_LAST_USED_BALL_CYCLE == TRUE
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static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_l_cycle.4bpp");
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#elif B_LAST_USED_BALL_BUTTON == R_BUTTON
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static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_r.4bpp");
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#else
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static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_l.4bpp");
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@ -3247,12 +3259,19 @@ static const struct SpriteSheet sSpriteSheet_LastUsedBallWindow =
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#define LAST_USED_BALL_X_F 15
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#define LAST_USED_BALL_X_0 -15
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#define LAST_USED_BALL_Y ((IsDoubleBattle()) ? 78 : 68)
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#define LAST_USED_BALL_Y_BNC ((IsDoubleBattle()) ? 76 : 66)
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#define LAST_BALL_WIN_X_F (LAST_USED_BALL_X_F - 1)
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#define LAST_BALL_WIN_X_0 (LAST_USED_BALL_X_0 - 1)
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#define LAST_USED_WIN_Y (LAST_USED_BALL_Y - 8)
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#define sHide data[0]
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#define sTimer data[1]
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#define sMoving data[2]
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#define sBounce data[3] // 0 = Bounce down; 1 = Bounce up
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#define sState data[0]
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#define sSameBall data[1]
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bool32 CanThrowLastUsedBall(void)
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{
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@ -3263,7 +3282,7 @@ bool32 CanThrowLastUsedBall(void)
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return FALSE;
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if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER))
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return FALSE;
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if (!CheckBagHasItem(gLastThrownBall, 1))
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if (!CheckBagHasItem(gBallToDisplay, 1))
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return FALSE;
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return TRUE;
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@ -3279,7 +3298,7 @@ void TryAddLastUsedBallItemSprites(void)
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// we're out of the last used ball, so just set it to the first ball in the bag
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// we have to compact the bag first bc it is typically only compacted when you open it
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CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
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gLastThrownBall = gBagPockets[BALLS_POCKET].itemSlots[0].itemId;
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gBallToDisplay = gBagPockets[BALLS_POCKET].itemSlots[0].itemId;
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}
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if (!CanThrowLastUsedBall())
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@ -3288,10 +3307,11 @@ void TryAddLastUsedBallItemSprites(void)
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// ball
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if (gBattleStruct->ballSpriteIds[0] == MAX_SPRITES)
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{
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gBattleStruct->ballSpriteIds[0] = AddItemIconSprite(102, 102, gLastThrownBall);
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gBattleStruct->ballSpriteIds[0] = AddItemIconSprite(102, 102, gBallToDisplay);
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gSprites[gBattleStruct->ballSpriteIds[0]].x = LAST_USED_BALL_X_0;
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gSprites[gBattleStruct->ballSpriteIds[0]].y = LAST_USED_BALL_Y;
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gSprites[gBattleStruct->ballSpriteIds[0]].sHide = FALSE; // restore
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gLastUsedBallMenuPresent = TRUE;
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gSprites[gBattleStruct->ballSpriteIds[0]].callback = SpriteCB_LastUsedBall;
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}
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@ -3306,7 +3326,11 @@ void TryAddLastUsedBallItemSprites(void)
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LAST_BALL_WIN_X_0,
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LAST_USED_WIN_Y, 5);
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gSprites[gBattleStruct->ballSpriteIds[1]].sHide = FALSE; // restore
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gLastUsedBallMenuPresent = TRUE;
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}
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#if B_LAST_USED_BALL_CYCLE == TRUE
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ArrowsChangeColorLastBallCycle(0); //Default the arrows to be invisible
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#endif
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#endif
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}
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@ -3347,6 +3371,9 @@ static void SpriteCB_LastUsedBall(struct Sprite *sprite)
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{
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if (sprite->sHide)
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{
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if (sprite->y < LAST_USED_BALL_Y) // Used to recover from an incomplete bounce before hiding the window
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sprite->y++;
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if (sprite->x != LAST_USED_BALL_X_0)
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sprite->x--;
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@ -3373,14 +3400,19 @@ static void TryHideOrRestoreLastUsedBall(u8 caseId)
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gSprites[gBattleStruct->ballSpriteIds[0]].sHide = TRUE; // hide
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if (gBattleStruct->ballSpriteIds[1] != MAX_SPRITES)
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gSprites[gBattleStruct->ballSpriteIds[1]].sHide = TRUE; // hide
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gLastUsedBallMenuPresent = FALSE;
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break;
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case 1: // restore
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if (gBattleStruct->ballSpriteIds[0] != MAX_SPRITES)
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gSprites[gBattleStruct->ballSpriteIds[0]].sHide = FALSE; // restore
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if (gBattleStruct->ballSpriteIds[1] != MAX_SPRITES)
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gSprites[gBattleStruct->ballSpriteIds[1]].sHide = FALSE; // restore
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gLastUsedBallMenuPresent = TRUE;
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break;
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}
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#if B_LAST_USED_BALL_CYCLE == TRUE
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ArrowsChangeColorLastBallCycle(0); //Default the arrows to be invisible
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#endif
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#endif
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}
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@ -3400,3 +3432,120 @@ void TryRestoreLastUsedBall(void)
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TryAddLastUsedBallItemSprites();
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#endif
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}
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static void SpriteCB_LastUsedBallBounce(struct Sprite *sprite)
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{
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if ((sprite->sTimer++ % 4) != 0) // Change the image every 4 frame
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return;
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if (sprite->sBounce)
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{
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if (sprite->y > LAST_USED_BALL_Y_BNC)
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sprite->y--;
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else
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sprite->sMoving = FALSE;
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}
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else
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{
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if (sprite->y < LAST_USED_BALL_Y)
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sprite->y++;
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else
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sprite->sMoving = FALSE;
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}
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}
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static void Task_BounceBall(u8 taskId)
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{
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struct Sprite *sprite = &gSprites[gBattleStruct->ballSpriteIds[0]];
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struct Task *task = &gTasks[taskId];
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switch(task->sState)
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{
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case 0: // Bounce up
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sprite->sBounce = TRUE;
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sprite->sMoving = TRUE;
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sprite->callback = SpriteCB_LastUsedBallBounce;
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if (task->sSameBall)
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task->sState = 3;
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else
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task->sState = 1;
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break;
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case 1: // Destroy Icon
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if (!sprite->sMoving)
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{
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DestroyLastUsedBallGfx(sprite);
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task->sState++;
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} // Passthrough
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case 2: //Create New Icon
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if (!sprite->inUse)
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{
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gBattleStruct->ballSpriteIds[0] = AddItemIconSprite(102, 102, gBallToDisplay);
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gSprites[gBattleStruct->ballSpriteIds[0]].x = LAST_USED_BALL_X_F;
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gSprites[gBattleStruct->ballSpriteIds[0]].y = LAST_USED_BALL_Y_BNC;
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task->sState++;
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} // Fallthrough
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case 3: // Bounce Down
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if (!sprite->sMoving)
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{
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sprite->sBounce = FALSE;
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sprite->sMoving = TRUE;
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sprite->callback = SpriteCB_LastUsedBallBounce; //Show and bounce down
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task->sState++;
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}
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break;
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case 4: // Destroy Task
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if(!sprite->sMoving)
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{
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sprite->callback = SpriteCB_LastUsedBall;
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DestroyTask(taskId);
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}
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}
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if (!gLastUsedBallMenuPresent)
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{
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// Used to check if the R button was released before the animation was complete
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sprite->callback = SpriteCB_LastUsedBall;
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DestroyTask(taskId);
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}
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}
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void SwapBallToDisplay(bool32 sameBall)
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{
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u8 taskId;
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taskId = CreateTask(Task_BounceBall, 10);
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gTasks[taskId].sSameBall = sameBall;
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}
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void ArrowsChangeColorLastBallCycle(bool32 showArrows)
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{
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#if B_LAST_USED_BALL == TRUE && B_LAST_USED_BALL_CYCLE == TRUE
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u16 paletteNum = 16 + gSprites[gBattleStruct->ballSpriteIds[1]].oam.paletteNum;
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struct PlttData *defaultPlttArrow;
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struct PlttData *defaultPlttOutline;
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struct PlttData *pltArrow;
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struct PlttData *pltOutline;
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if (gBattleStruct->ballSpriteIds[1] == MAX_SPRITES)
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return;
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paletteNum *= 16;
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pltArrow = (struct PlttData *)&gPlttBufferFaded[paletteNum + 9]; // Arrow color is in idx 9
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pltOutline = (struct PlttData *)&gPlttBufferFaded[paletteNum + 8]; // Arrow outline is in idx 8
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if (!showArrows) //Make invisible
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{
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defaultPlttArrow = (struct PlttData *)&gPlttBufferFaded[paletteNum + 13]; // Background color is idx 13
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pltArrow->r = defaultPlttArrow->r;
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pltArrow->g = defaultPlttArrow->g;
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pltArrow->b = defaultPlttArrow->b;
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pltOutline->r = defaultPlttArrow->r;
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pltOutline->g = defaultPlttArrow->g;
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pltOutline->b = defaultPlttArrow->b;
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}
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else // Make gray
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{
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defaultPlttArrow = (struct PlttData *)&gPlttBufferFaded[paletteNum + 11]; // Grey color is idx 11
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defaultPlttOutline = (struct PlttData *)&gPlttBufferFaded[paletteNum + 10]; //Light grey color for outline is idx 10
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pltArrow->r = defaultPlttArrow->r;
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pltArrow->g = defaultPlttArrow->g;
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pltArrow->b = defaultPlttArrow->b;
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pltOutline->r = defaultPlttOutline->r;
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pltOutline->g = defaultPlttOutline->g;
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pltOutline->b = defaultPlttOutline->b;
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}
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||||
#endif
|
||||
}
|
||||
|
@ -242,6 +242,8 @@ EWRAM_DATA struct TotemBoost gTotemBoosts[MAX_BATTLERS_COUNT] = {0};
|
||||
EWRAM_DATA bool8 gHasFetchedBall = FALSE;
|
||||
EWRAM_DATA u8 gLastUsedBall = 0;
|
||||
EWRAM_DATA u16 gLastThrownBall = 0;
|
||||
EWRAM_DATA u16 gBallToDisplay = 0;
|
||||
EWRAM_DATA bool8 gLastUsedBallMenuPresent = FALSE;
|
||||
EWRAM_DATA u8 gPartyCriticalHits[PARTY_SIZE] = {0};
|
||||
EWRAM_DATA static u8 sTriedEvolving = 0;
|
||||
|
||||
|
@ -15155,6 +15155,7 @@ static void Cmd_handleballthrow(void)
|
||||
u8 catchRate;
|
||||
|
||||
gLastThrownBall = gLastUsedItem;
|
||||
gBallToDisplay = gLastThrownBall;
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
|
||||
catchRate = gBattleStruct->safariCatchFactor * 1275 / 100;
|
||||
else
|
||||
|
@ -723,7 +723,7 @@ void HandleAction_ThrowBall(void)
|
||||
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
|
||||
gBattle_BG0_X = 0;
|
||||
gBattle_BG0_Y = 0;
|
||||
gLastUsedItem = gLastThrownBall;
|
||||
gLastUsedItem = gBallToDisplay;
|
||||
RemoveBagItem(gLastUsedItem, 1);
|
||||
gBattlescriptCurrInstr = BattleScript_BallThrow;
|
||||
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
|
||||
|
@ -149,3 +149,4 @@
|
||||
.include "src/trainer_hill.o"
|
||||
.include "src/rayquaza_scene.o"
|
||||
.include "src/debug.o"
|
||||
.include "src/battle_controller_player.o"
|
||||
|
Loading…
Reference in New Issue
Block a user