pokeemerald/include/data/decoration/description.h
PikalaxALT c042e5148b Decoration + decoration_inventory (#89)
* SetDecorationInventoriesPointers

* ClearDecorationInventories

* CheckHasDecoration

* DecorationAdd

* DecorationCheckSpace

* DecorationRemove

* sub_8161A38

* CountDecorations; Funcion renaming

* Disassemble decoration data structs, tilemaps, and descriptions

* sub_8126968

* sub_81269D4

* through sub_8126A88

* through sub_8126B2C

* sub_8126B80

* sub_8126C08

* sub_8126C48

* sub_8126CA4

* sub_8126D10

* sub_8126E44

* sub_8126E8C

* sub_8126F68

* sub_8127058

* sub_8127088

* sub_81270E8

* through sub_8127208

* through sub_8127268

* sub_8127284

* through sub_81272F8

* sub_8127330

* through sub_8127480

* sub_81274A0

* sub_8127500; makefile now tells scaninc to scan headers

* Actual real fix to mapfile being in build/emerald instead of wd

* through sub_812759C

* through sub_812764C

* through sub_8127744

* through sub_81277BC

* sub_81277E8

* sub_8127814

* through sub_81279C4

* through sub_8127ACC

* sub_8127B04

* sub_8127B54

* sub_8127B90

* sub_8127D38

* sub_8127E18

* sub_8127F68

* sub_8128060

* ConfigureCameraObjectForPlacingDecoration

* SetUpPlacingDecorationPlayerAvatar

* sub_812826C

* through sub_8128414

* through sub_81284F4

* sub_812853C

* sub_8128950

* through sub_8128AAC

* through sub_8128BBC

* c1_overworld_prev_quest

* sub_8128C64

* sub_8128CD4

* sub_8128D10

* sub_8128DB4

* through sub_8128E18

* through sub_8129068

* sub_8129088

* through sub_81291E8

* sub_812925C

* sub_81292D0

* sub_81292E8

* gpu_pal_decompress_alloc_tag_and_upload

* AddDecorationIconObjectFromIconTable

* GetDecorationIconPicOrPalette

* AddDecorationIconObjectFromFieldObject

* AddDecorationIconObject

* through sub_8129708

* sub_81297F8

* sub_81298EC

* SetUpPuttingAwayDecorationPlayerAvatar

* sub_8129ABC

* sub_8129B34

* sub_8129BCC

* through sub_8129C74

* through sub_8129D8C

* sub_8129E0C

* sub_8129E74

* sub_8129F20

* sub_8129FC8

* sub_812A040

* nonmatching sub_812A0E8

* through sub_812A22C

* sub_812A25C

* sub_812A2C4

* through sub_812A39C

* Remaining fns in decoration.s

* Decompile decoration headers

* Decompile all remaining decoration data that had already been disassembled

* Disassemble two data objects

* Suggest structure of list menu template

* decompile through decoration list menu template

* Disassemble decoration icon graphics table

* Rip icon gfx

* Decompile deco icon table

* Decompile more data related to drawing decorations

* Decompile gUnknown_085A7250 structs

* Decompile two sprite templates

* Decompile remaining data in decoration.s

* Decompile decoration ewram

* deco -> decor
2017-10-22 17:55:07 -05:00

582 lines
13 KiB
C

//
// Created by scott on 10/21/2017.
//
#ifndef GUARD_DATA_DECORATION_DESCRIPTION_H
#define GUARD_DATA_DECORATION_DESCRIPTION_H
const u8 DecorDesc_SMALL_DESK[] = _(
"A small desk built\n"
"for one.");
const u8 DecorDesc_POKEMON_DESK[] = _(
"A small desk built in\n"
"the shape of a POKé\n"
"BALL.");
const u8 DecorDesc_HEAVY_DESK[] = _(
"A large desk made\n"
"of steel. Put some\n"
"decorations on it.");
const u8 DecorDesc_RAGGED_DESK[] = _(
"A large desk made\n"
"of wood. Put some\n"
"decorations on it.");
const u8 DecorDesc_COMFORT_DESK[] = _(
"A large desk made\n"
"of leaves. Put some\n"
"decorations on it.");
const u8 DecorDesc_PRETTY_DESK[] = _(
"A huge desk made\n"
"of glass. Holds lots\n"
"of decorations.");
const u8 DecorDesc_BRICK_DESK[] = _(
"A huge desk made\n"
"of brick. Holds lots\n"
"of decorations.");
const u8 DecorDesc_CAMP_DESK[] = _(
"A huge desk made\n"
"of logs. Put lots of\n"
"decorations on it.");
const u8 DecorDesc_HARD_DESK[] = _(
"A huge desk made\n"
"of rocks. Holds\n"
"many decorations.");
const u8 DecorDesc_SMALL_CHAIR[] = _(
"A small chair made\n"
"for one.");
const u8 DecorDesc_POKEMON_CHAIR[] = _(
"A small chair built\n"
"in the shape of a\n"
"POKé BALL.");
const u8 DecorDesc_HEAVY_CHAIR[] = _(
"A small chair made\n"
"of steel.");
const u8 DecorDesc_PRETTY_CHAIR[] = _(
"A small chair made\n"
"of glass.");
const u8 DecorDesc_COMFORT_CHAIR[] = _(
"A small chair made\n"
"of leaves.");
const u8 DecorDesc_RAGGED_CHAIR[] = _(
"A small chair made\n"
"of wood.");
const u8 DecorDesc_BRICK_CHAIR[] = _(
"A small chair made\n"
"of brick.");
const u8 DecorDesc_CAMP_CHAIR[] = _(
"A small chair made\n"
"of logs.");
const u8 DecorDesc_HARD_CHAIR[] = _(
"A small chair made\n"
"of rock.");
const u8 DecorDesc_RED_PLANT[] = _(
"A vivid red potted\n"
"plant.");
const u8 DecorDesc_TROPICAL_PLANT[] = _(
"A flowering tropical\n"
"plant in a pot.");
const u8 DecorDesc_PRETTY_FLOWERS[] = _(
"A pot of cute\n"
"flowers.");
const u8 DecorDesc_COLORFUL_PLANT[] = _(
"A large pot with\n"
"many colorful\n"
"flowers.");
const u8 DecorDesc_BIG_PLANT[] = _(
"A large, umbrella-\n"
"shaped plant in a\n"
"big pot.");
const u8 DecorDesc_GORGEOUS_PLANT[] = _(
"A large, impressive\n"
"plant in a big pot.");
const u8 DecorDesc_RED_BRICK[] = _(
"A red-colored brick.\n"
"Decorations can be\n"
"placed on top.");
const u8 DecorDesc_YELLOW_BRICK[] = _(
"A yellow-colored\n"
"brick. Put some\n"
"decorations on top.");
const u8 DecorDesc_BLUE_BRICK[] = _(
"A blue-colored\n"
"brick. Put some\n"
"decorations on top.");
const u8 DecorDesc_RED_BALLOON[] = _(
"A red balloon filled\n"
"with water. Bursts\n"
"if stepped on.");
const u8 DecorDesc_BLUE_BALLOON[] = _(
"A blue balloon filled\n"
"with water. Bursts\n"
"if stepped on.");
const u8 DecorDesc_YELLOW_BALLOON[] = _(
"A yellow balloon\n"
"filled with water.\n"
"Pops if stepped on.");
const u8 DecorDesc_RED_TENT[] = _(
"A large red tent.\n"
"You can hide inside\n"
"it.");
const u8 DecorDesc_BLUE_TENT[] = _(
"A large blue tent.\n"
"You can hide inside\n"
"it.");
const u8 DecorDesc_SOLID_BOARD[] = _(
"Place over a hole to\n"
"cross to the other\n"
"side.");
const u8 DecorDesc_SLIDE[] = _(
"Use to slide down\n"
"from the platform.");
const u8 DecorDesc_FENCE_LENGTH[] = _(
"A small fence that\n"
"blocks passage.");
const u8 DecorDesc_FENCE_WIDTH[] = _(
"A small fence that\n"
"blocks passage.");
const u8 DecorDesc_TIRE[] = _(
"An old large tire.\n"
"Decorations can be\n"
"placed on top.");
const u8 DecorDesc_STAND[] = _(
"A large pedestal\n"
"with steps.");
const u8 DecorDesc_MUD_BALL[] = _(
"A large ball of mud.\n"
"Crumbles if stepped\n"
"on.");
const u8 DecorDesc_BREAKABLE_DOOR[] = _(
"A weird door that\n"
"people can walk\n"
"right through.");
const u8 DecorDesc_SAND_ORNAMENT[] = _(
"An ornament made\n"
"of sand. Crumbles if\n"
"touched.");
const u8 DecorDesc_SILVER_SHIELD[] = _(
"Awarded for 50\n"
"straight wins at\n"
"the BATTLE TOWER.");
const u8 DecorDesc_GOLD_SHIELD[] = _(
"Awarded for 100\n"
"straight wins at\n"
"the BATTLE TOWER.");
const u8 DecorDesc_GLASS_ORNAMENT[] = _(
"A glass replica of\n"
"a famous sculpture\n"
"at the ART MUSEUM.");
const u8 DecorDesc_TV[] = _(
"A small, gray-\n"
"colored toy TV.");
const u8 DecorDesc_ROUND_TV[] = _(
"A toy TV modeled\n"
"in the image of a\n"
"SEEDOT.");
const u8 DecorDesc_CUTE_TV[] = _(
"A toy TV modeled\n"
"in the image of a\n"
"SKITTY.");
const u8 DecorDesc_GLITTER_MAT[] = _(
"An odd mat that\n"
"glitters if stepped\n"
"on.");
const u8 DecorDesc_JUMP_MAT[] = _(
"A trick mat that\n"
"jumps when it is\n"
"stepped on.");
const u8 DecorDesc_SPIN_MAT[] = _(
"A trick mat that\n"
"spins around when\n"
"stepped on.");
const u8 DecorDesc_C_LOW_NOTE_MAT[] = _(
"A mat that plays\n"
"a low C note when\n"
"stepped on.");
const u8 DecorDesc_D_NOTE_MAT[] = _(
"A mat that plays\n"
"a D note when\n"
"stepped on.");
const u8 DecorDesc_E_NOTE_MAT[] = _(
"A mat that plays\n"
"an E note when\n"
"stepped on.");
const u8 DecorDesc_F_NOTE_MAT[] = _(
"A mat that plays\n"
"an F note when\n"
"stepped on.");
const u8 DecorDesc_G_NOTE_MAT[] = _(
"A mat that plays\n"
"a G note when\n"
"stepped on.");
const u8 DecorDesc_A_NOTE_MAT[] = _(
"A mat that plays\n"
"an A note when\n"
"stepped on.");
const u8 DecorDesc_B_NOTE_MAT[] = _(
"A mat that plays\n"
"a B note when\n"
"stepped on.");
const u8 DecorDesc_C_HIGH_NOTE_MAT[] = _(
"A mat that plays\n"
"a high C note when\n"
"stepped on.");
const u8 DecorDesc_SURF_MAT[] = _(
"A mat designed with\n"
"a SURF image.\n"
"Put items on top.");
const u8 DecorDesc_THUNDER_MAT[] = _(
"A mat designed with\n"
"a THUNDER image.\n"
"Put items on top.");
const u8 DecorDesc_FIRE_BLAST_MAT[] = _(
"A mat designed with\n"
"a FIRE BLAST image.\n"
"Put items on top.");
const u8 DecorDesc_POWDER_SNOW_MAT[] = _(
"A mat with a POWDER\n"
"SNOW image design.\n"
"Put items on top.");
const u8 DecorDesc_ATTRACT_MAT[] = _(
"A mat designed with\n"
"an ATTRACT image.\n"
"Put items on top.");
const u8 DecorDesc_FISSURE_MAT[] = _(
"A mat designed with\n"
"a FISSURE image.\n"
"Put items on top.");
const u8 DecorDesc_SPIKES_MAT[] = _(
"A mat designed with\n"
"a SPIKES image.\n"
"Put items on top.");
const u8 DecorDesc_BALL_POSTER[] = _(
"A small poster\n"
"printed with POKé\n"
"BALLS.");
const u8 DecorDesc_GREEN_POSTER[] = _(
"A small poster with\n"
"a TREECKO print.");
const u8 DecorDesc_RED_POSTER[] = _(
"A small poster with\n"
"a TORCHIC print.");
const u8 DecorDesc_BLUE_POSTER[] = _(
"A small poster with\n"
"a MUDKIP print.");
const u8 DecorDesc_CUTE_POSTER[] = _(
"A small poster with\n"
"an AZURILL print.");
const u8 DecorDesc_PIKA_POSTER[] = _(
"A large poster with\n"
"a PIKACHU and\n"
"PICHU print.");
const u8 DecorDesc_LONG_POSTER[] = _(
"A large poster with\n"
"a SEVIPER print.");
const u8 DecorDesc_SEA_POSTER[] = _(
"A large poster with\n"
"a RELICANTH print.");
const u8 DecorDesc_SKY_POSTER[] = _(
"A large poster with\n"
"a WINGULL print.");
const u8 DecorDesc_KISS_POSTER[] = _(
"A large poster with\n"
"a SMOOCHUM print.");
const u8 DecorDesc_PICHU_DOLL[] = _(
"A PICHU doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_PIKACHU_DOLL[] = _(
"A PIKACHU doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_MARILL_DOLL[] = _(
"A MARILL doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_TOGEPI_DOLL[] = _(
"A TOGEPI doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_CYNDAQUIL_DOLL[] = _(
"A CYNDAQUIL doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_CHIKORITA_DOLL[] = _(
"A CHIKORITA doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_TOTODILE_DOLL[] = _(
"A TOTODILE doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_JIGGLYPUFF_DOLL[] = _(
"A JIGGLYPUFF doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_MEOWTH_DOLL[] = _(
"A MEOWTH doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_CLEFAIRY_DOLL[] = _(
"A CLEFAIRY doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_DITTO_DOLL[] = _(
"A DITTO doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_SMOOCHUM_DOLL[] = _(
"A SMOOCHUM doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_TREECKO_DOLL[] = _(
"A TREECKO doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_TORCHIC_DOLL[] = _(
"A TORCHIC doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_MUDKIP_DOLL[] = _(
"A MUDKIP doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_DUSKULL_DOLL[] = _(
"A DUSKULL doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_WYNAUT_DOLL[] = _(
"A WYNAUT doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_BALTOY_DOLL[] = _(
"A BALTOY doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_KECLEON_DOLL[] = _(
"A KECLEON doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_AZURILL_DOLL[] = _(
"An AZURILL doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_SKITTY_DOLL[] = _(
"A SKITTY doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_SWABLU_DOLL[] = _(
"A SWABLU doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_GULPIN_DOLL[] = _(
"A GULPIN doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_LOTAD_DOLL[] = _(
"A LOTAD doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_SEEDOT_DOLL[] = _(
"A SEEDOT doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_PIKA_CUSHION[] = _(
"A PIKACHU cushion.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_ROUND_CUSHION[] = _(
"A MARILL cushion.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_KISS_CUSHION[] = _(
"A SMOOCHUM\n"
"cushion. Place it on\n"
"a mat or a desk.");
const u8 DecorDesc_ZIGZAG_CUSHION[] = _(
"A ZIGZAGOON\n"
"cushion. Place it on\n"
"a mat or a desk.");
const u8 DecorDesc_SPIN_CUSHION[] = _(
"A SPINDA cushion.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_DIAMOND_CUSHION[] = _(
"A SABLEYE cushion.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_BALL_CUSHION[] = _(
"A BALL cushion.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_GRASS_CUSHION[] = _(
"A grass-mark\n"
"cushion. Place it on\n"
"a mat or a desk.");
const u8 DecorDesc_FIRE_CUSHION[] = _(
"A fire-mark\n"
"cushion. Place it on\n"
"a mat or a desk.");
const u8 DecorDesc_WATER_CUSHION[] = _(
"A water-mark\n"
"cushion. Place it on\n"
"a mat or a desk.");
const u8 DecorDesc_SNORLAX_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_RHYDON_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_LAPRAS_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_VENUSAUR_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_CHARIZARD_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_BLASTOISE_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_WAILMER_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_REGIROCK_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_REGICE_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
const u8 DecorDesc_REGISTEEL_DOLL[] = _(
"A large doll.\n"
"Place it on a mat\n"
"or a desk.");
#endif //GUARD_DATA_DECORATION_DESCRIPTION_H