Comments (3)
Considering getting rid of cc_dsl in favour of simple macros since this repo will be used for learning about the game's internals and the fancy DSL can make it harder to understand
EvtSource script = {
evt_ifgt(SI_VAR(0), 0),
evt_call(SetPlayerPos, 0, SI_VAR(0), 0),
evt_endif,
evt_return,
evt_end,
};
from papermario.
Now we've renamed ScriptInstance to Evt it may be worth renaming all the si
funcs to evt
(and even matching the TTYD opcode names).
from papermario.
Greenlit script macros:
ApiStatus api_GetPlayerPos(Evt* script, ...)
// Macros are used to make EVT_USER_FUNCs easier to use, and to document the number of args they take
// outX: x position of player
#define GetPlayerPos(outX, outY, outZ) EVT_USER_FUNC(api_GetPlayerPos, outX, outY, outZ)
EvtSource myScript = {
GetPlayerPos(EVT_VAR(0), EVT_VAR(1), EVT_VAR(2))
EVT_IF_GT(EVT_VAR(1), 100)
SetPlayerPos(EVT_VAR(1))
EVT_END_IF
EVT_RETURN
EVT_END
};
from papermario.
Related Issues (20)
- Separate message_ids.h per input file
- Tex .json files don't use the asset stack outside of the cache checks HOT 1
- Reset the font after a message ends HOT 2
- Message building should respect the asset stack HOT 1
- Use depfiles for asset implicit deps
- Make audio asset replacement respect the asset stack
- Support aarch64 HOT 14
- ccache misses everything HOT 2
- IsPartnerImmobile is named incorrectly
- Investigate REF usage
- Lowercase TRUE and FALSE HOT 2
- Support custom mapfs.yaml in asset stack HOT 2
- Code in assets
- Call asset packs "datapacks"
- Improve error messages if deps or compilers are missing or out of date HOT 1
- Discuss Python venv in install_deps markdown guide
- Separate mapfs, sprites, etc used by splat from those used at build time HOT 1
- Cannot properly build the decomp HOT 3
- Another issue with building - "ninja: error: loading 'build.ninja': No such file or directory" HOT 7
- Migrate improved WindowID enum names from dx
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