pmdsky-debug-py 10.0.4__py3-none-any.whl → 10.0.7__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- RELEASE = "v0.10.0+679c762035"
1
+ RELEASE = "v0.10.0+85ec0bba18"
pmdsky_debug_py/eu.py CHANGED
@@ -2906,7 +2906,7 @@ class EuArm9Functions:
2906
2906
  [0x1E14C],
2907
2907
  [0x201E14C],
2908
2908
  None,
2909
- "Note: unverified, ported from Irdkwia's notes\n\nr0: header_ptr\nr1: unk_pal\nr2: unk_tex\nr3: unk_tex_param",
2909
+ "Prepare a WTE data to be loaded into VRAM. Seems to need to be called with another undocumented function (at 0x0201e1d8 (EU))\nIt skips the texture and/or the palette if missing from the file. The texture VRAM has 128KiB of space, and palette has 16KiB.\nThe true palette VRAM offset will be upper_part*0x100+lower_part\n\nThis may or may not be the function that adds to the queue so it can be added during VBlank.\n\nr0: pointer to the WTE file header loaded in memory\nr1: where the WTE texture will be loaded in the VRAM (from 0 to 0x1FFFF)\nr2: upper part of the palette VRAM\nr3: lower part of the palette VRAM",
2910
2910
  )
2911
2911
 
2912
2912
  GeomSetTexImageParam = Symbol(
@@ -17336,7 +17336,7 @@ class EuOverlay29Functions:
17336
17336
  [0x2235C],
17337
17337
  [0x22FEEDC],
17338
17338
  None,
17339
- "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity",
17339
+ "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity\nreturn: If the result is true, the AI is run again for the current ally, and it performs another action. This can happen up to three times.",
17340
17340
  )
17341
17341
 
17342
17342
  TryActivateFlashFireOnAllMonsters = Symbol(
@@ -17745,11 +17745,18 @@ class EuOverlay29Functions:
17745
17745
  "Makes the specified monster evolve into the specified species. Has a special case when\na monster evolves into Ninjask and tries to spawn a Shedinja as well.\n\nr0: user entity pointer?\nr1: target pointer to the entity to evolve\nr2: Species to evolve into",
17746
17746
  )
17747
17747
 
17748
- GetSleepAnimationId = Symbol(
17748
+ ChangeMonsterAnimation = Symbol(
17749
+ [0x28854],
17750
+ [0x23053D4],
17751
+ None,
17752
+ "Changes the animation a monster is currently playing. Optionally changes their direction as well.\n\nDoes nothing if the provided entity is not a monster.\n\nr0: Entity pointer\nr1: ID of the animation to set\nr2: Direction to turn the monster in, or DIR_NONE to keep the current direction",
17753
+ )
17754
+
17755
+ GetIdleAnimationId = Symbol(
17749
17756
  [0x28960],
17750
17757
  [0x23054E0],
17751
17758
  None,
17752
- "Returns the animation id to be applied to a monster that has the sleep, napping, nightmare or bide status.\n\nReturns a different animation for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17759
+ "Returns the animation id to be applied to a monster that is currently idling.\n\nReturns a different animation for monsters with the sleep, napping, nightmare or bide status, as well as for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17753
17760
  )
17754
17761
 
17755
17762
  DisplayActions = Symbol(
@@ -20814,11 +20821,25 @@ class EuOverlay29Functions:
20814
20821
  "Calls HandleFadesDungeon for both screens.\n\nNo params.",
20815
20822
  )
20816
20823
 
20824
+ DisplayFloorTip = Symbol(
20825
+ [0x70C08],
20826
+ [0x234D788],
20827
+ None,
20828
+ "Display the dungeon tip that displays on floor change, based on which tips have already been displayed.\n\nNo params.\n\nreturn: 1 if a tip has been displayed, 0 otherwise",
20829
+ )
20830
+
20831
+ DisplayItemTip = Symbol(
20832
+ [0x70D34],
20833
+ [0x234D8B4],
20834
+ None,
20835
+ "Display the dungeon tip if not already displayed matching the (presumably newly acquired) item\n\nr0: item id\nreturn: 1 if a tip has been displayed, 0 otherwise",
20836
+ )
20837
+
20817
20838
  DisplayDungeonTip = Symbol(
20818
20839
  [0x70F70],
20819
20840
  [0x234DAF0],
20820
20841
  None,
20821
- "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log",
20842
+ "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log\n\nreturn: 1 if the message has been displayed, 0 if it wasn’t",
20822
20843
  )
20823
20844
 
20824
20845
  SetBothScreensWindowColorToDefault = Symbol(
@@ -2819,7 +2819,7 @@ class EuItcmArm9Functions:
2819
2819
  None,
2820
2820
  None,
2821
2821
  None,
2822
- "Note: unverified, ported from Irdkwia's notes\n\nr0: header_ptr\nr1: unk_pal\nr2: unk_tex\nr3: unk_tex_param",
2822
+ "Prepare a WTE data to be loaded into VRAM. Seems to need to be called with another undocumented function (at 0x0201e1d8 (EU))\nIt skips the texture and/or the palette if missing from the file. The texture VRAM has 128KiB of space, and palette has 16KiB.\nThe true palette VRAM offset will be upper_part*0x100+lower_part\n\nThis may or may not be the function that adds to the queue so it can be added during VBlank.\n\nr0: pointer to the WTE file header loaded in memory\nr1: where the WTE texture will be loaded in the VRAM (from 0 to 0x1FFFF)\nr2: upper part of the palette VRAM\nr3: lower part of the palette VRAM",
2823
2823
  )
2824
2824
 
2825
2825
  GeomSetTexImageParam = Symbol(
@@ -16784,7 +16784,7 @@ class EuItcmOverlay29Functions:
16784
16784
  None,
16785
16785
  None,
16786
16786
  None,
16787
- "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity",
16787
+ "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity\nreturn: If the result is true, the AI is run again for the current ally, and it performs another action. This can happen up to three times.",
16788
16788
  )
16789
16789
 
16790
16790
  TryActivateFlashFireOnAllMonsters = Symbol(
@@ -17193,11 +17193,18 @@ class EuItcmOverlay29Functions:
17193
17193
  "Makes the specified monster evolve into the specified species. Has a special case when\na monster evolves into Ninjask and tries to spawn a Shedinja as well.\n\nr0: user entity pointer?\nr1: target pointer to the entity to evolve\nr2: Species to evolve into",
17194
17194
  )
17195
17195
 
17196
- GetSleepAnimationId = Symbol(
17196
+ ChangeMonsterAnimation = Symbol(
17197
17197
  None,
17198
17198
  None,
17199
17199
  None,
17200
- "Returns the animation id to be applied to a monster that has the sleep, napping, nightmare or bide status.\n\nReturns a different animation for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17200
+ "Changes the animation a monster is currently playing. Optionally changes their direction as well.\n\nDoes nothing if the provided entity is not a monster.\n\nr0: Entity pointer\nr1: ID of the animation to set\nr2: Direction to turn the monster in, or DIR_NONE to keep the current direction",
17201
+ )
17202
+
17203
+ GetIdleAnimationId = Symbol(
17204
+ None,
17205
+ None,
17206
+ None,
17207
+ "Returns the animation id to be applied to a monster that is currently idling.\n\nReturns a different animation for monsters with the sleep, napping, nightmare or bide status, as well as for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17201
17208
  )
17202
17209
 
17203
17210
  DisplayActions = Symbol(
@@ -20244,11 +20251,25 @@ class EuItcmOverlay29Functions:
20244
20251
  None, None, None, "Calls HandleFadesDungeon for both screens.\n\nNo params."
20245
20252
  )
20246
20253
 
20254
+ DisplayFloorTip = Symbol(
20255
+ None,
20256
+ None,
20257
+ None,
20258
+ "Display the dungeon tip that displays on floor change, based on which tips have already been displayed.\n\nNo params.\n\nreturn: 1 if a tip has been displayed, 0 otherwise",
20259
+ )
20260
+
20261
+ DisplayItemTip = Symbol(
20262
+ None,
20263
+ None,
20264
+ None,
20265
+ "Display the dungeon tip if not already displayed matching the (presumably newly acquired) item\n\nr0: item id\nreturn: 1 if a tip has been displayed, 0 otherwise",
20266
+ )
20267
+
20247
20268
  DisplayDungeonTip = Symbol(
20248
20269
  None,
20249
20270
  None,
20250
20271
  None,
20251
- "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log",
20272
+ "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log\n\nreturn: 1 if the message has been displayed, 0 if it wasn’t",
20252
20273
  )
20253
20274
 
20254
20275
  SetBothScreensWindowColorToDefault = Symbol(
pmdsky_debug_py/jp.py CHANGED
@@ -2904,7 +2904,7 @@ class JpArm9Functions:
2904
2904
  [0x1E108],
2905
2905
  [0x201E108],
2906
2906
  None,
2907
- "Note: unverified, ported from Irdkwia's notes\n\nr0: header_ptr\nr1: unk_pal\nr2: unk_tex\nr3: unk_tex_param",
2907
+ "Prepare a WTE data to be loaded into VRAM. Seems to need to be called with another undocumented function (at 0x0201e1d8 (EU))\nIt skips the texture and/or the palette if missing from the file. The texture VRAM has 128KiB of space, and palette has 16KiB.\nThe true palette VRAM offset will be upper_part*0x100+lower_part\n\nThis may or may not be the function that adds to the queue so it can be added during VBlank.\n\nr0: pointer to the WTE file header loaded in memory\nr1: where the WTE texture will be loaded in the VRAM (from 0 to 0x1FFFF)\nr2: upper part of the palette VRAM\nr3: lower part of the palette VRAM",
2908
2908
  )
2909
2909
 
2910
2910
  GeomSetTexImageParam = Symbol(
@@ -17118,7 +17118,7 @@ class JpOverlay29Functions:
17118
17118
  [0x21FC4],
17119
17119
  [0x22FF8A4],
17120
17120
  None,
17121
- "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity",
17121
+ "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity\nreturn: If the result is true, the AI is run again for the current ally, and it performs another action. This can happen up to three times.",
17122
17122
  )
17123
17123
 
17124
17124
  TryActivateFlashFireOnAllMonsters = Symbol(
@@ -17527,11 +17527,18 @@ class JpOverlay29Functions:
17527
17527
  "Makes the specified monster evolve into the specified species. Has a special case when\na monster evolves into Ninjask and tries to spawn a Shedinja as well.\n\nr0: user entity pointer?\nr1: target pointer to the entity to evolve\nr2: Species to evolve into",
17528
17528
  )
17529
17529
 
17530
- GetSleepAnimationId = Symbol(
17530
+ ChangeMonsterAnimation = Symbol(
17531
+ None,
17532
+ None,
17533
+ None,
17534
+ "Changes the animation a monster is currently playing. Optionally changes their direction as well.\n\nDoes nothing if the provided entity is not a monster.\n\nr0: Entity pointer\nr1: ID of the animation to set\nr2: Direction to turn the monster in, or DIR_NONE to keep the current direction",
17535
+ )
17536
+
17537
+ GetIdleAnimationId = Symbol(
17531
17538
  [0x28724],
17532
17539
  [0x2306004],
17533
17540
  None,
17534
- "Returns the animation id to be applied to a monster that has the sleep, napping, nightmare or bide status.\n\nReturns a different animation for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17541
+ "Returns the animation id to be applied to a monster that is currently idling.\n\nReturns a different animation for monsters with the sleep, napping, nightmare or bide status, as well as for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17535
17542
  )
17536
17543
 
17537
17544
  DisplayActions = Symbol(
@@ -20593,11 +20600,25 @@ class JpOverlay29Functions:
20593
20600
  "Calls HandleFadesDungeon for both screens.\n\nNo params.",
20594
20601
  )
20595
20602
 
20603
+ DisplayFloorTip = Symbol(
20604
+ None,
20605
+ None,
20606
+ None,
20607
+ "Display the dungeon tip that displays on floor change, based on which tips have already been displayed.\n\nNo params.\n\nreturn: 1 if a tip has been displayed, 0 otherwise",
20608
+ )
20609
+
20610
+ DisplayItemTip = Symbol(
20611
+ None,
20612
+ None,
20613
+ None,
20614
+ "Display the dungeon tip if not already displayed matching the (presumably newly acquired) item\n\nr0: item id\nreturn: 1 if a tip has been displayed, 0 otherwise",
20615
+ )
20616
+
20596
20617
  DisplayDungeonTip = Symbol(
20597
20618
  [0x70874],
20598
20619
  [0x234E154],
20599
20620
  None,
20600
- "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log",
20621
+ "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log\n\nreturn: 1 if the message has been displayed, 0 if it wasn’t",
20601
20622
  )
20602
20623
 
20603
20624
  SetBothScreensWindowColorToDefault = Symbol(
@@ -2819,7 +2819,7 @@ class JpItcmArm9Functions:
2819
2819
  None,
2820
2820
  None,
2821
2821
  None,
2822
- "Note: unverified, ported from Irdkwia's notes\n\nr0: header_ptr\nr1: unk_pal\nr2: unk_tex\nr3: unk_tex_param",
2822
+ "Prepare a WTE data to be loaded into VRAM. Seems to need to be called with another undocumented function (at 0x0201e1d8 (EU))\nIt skips the texture and/or the palette if missing from the file. The texture VRAM has 128KiB of space, and palette has 16KiB.\nThe true palette VRAM offset will be upper_part*0x100+lower_part\n\nThis may or may not be the function that adds to the queue so it can be added during VBlank.\n\nr0: pointer to the WTE file header loaded in memory\nr1: where the WTE texture will be loaded in the VRAM (from 0 to 0x1FFFF)\nr2: upper part of the palette VRAM\nr3: lower part of the palette VRAM",
2823
2823
  )
2824
2824
 
2825
2825
  GeomSetTexImageParam = Symbol(
@@ -16784,7 +16784,7 @@ class JpItcmOverlay29Functions:
16784
16784
  None,
16785
16785
  None,
16786
16786
  None,
16787
- "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity",
16787
+ "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity\nreturn: If the result is true, the AI is run again for the current ally, and it performs another action. This can happen up to three times.",
16788
16788
  )
16789
16789
 
16790
16790
  TryActivateFlashFireOnAllMonsters = Symbol(
@@ -17193,11 +17193,18 @@ class JpItcmOverlay29Functions:
17193
17193
  "Makes the specified monster evolve into the specified species. Has a special case when\na monster evolves into Ninjask and tries to spawn a Shedinja as well.\n\nr0: user entity pointer?\nr1: target pointer to the entity to evolve\nr2: Species to evolve into",
17194
17194
  )
17195
17195
 
17196
- GetSleepAnimationId = Symbol(
17196
+ ChangeMonsterAnimation = Symbol(
17197
17197
  None,
17198
17198
  None,
17199
17199
  None,
17200
- "Returns the animation id to be applied to a monster that has the sleep, napping, nightmare or bide status.\n\nReturns a different animation for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17200
+ "Changes the animation a monster is currently playing. Optionally changes their direction as well.\n\nDoes nothing if the provided entity is not a monster.\n\nr0: Entity pointer\nr1: ID of the animation to set\nr2: Direction to turn the monster in, or DIR_NONE to keep the current direction",
17201
+ )
17202
+
17203
+ GetIdleAnimationId = Symbol(
17204
+ None,
17205
+ None,
17206
+ None,
17207
+ "Returns the animation id to be applied to a monster that is currently idling.\n\nReturns a different animation for monsters with the sleep, napping, nightmare or bide status, as well as for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17201
17208
  )
17202
17209
 
17203
17210
  DisplayActions = Symbol(
@@ -20244,11 +20251,25 @@ class JpItcmOverlay29Functions:
20244
20251
  None, None, None, "Calls HandleFadesDungeon for both screens.\n\nNo params."
20245
20252
  )
20246
20253
 
20254
+ DisplayFloorTip = Symbol(
20255
+ None,
20256
+ None,
20257
+ None,
20258
+ "Display the dungeon tip that displays on floor change, based on which tips have already been displayed.\n\nNo params.\n\nreturn: 1 if a tip has been displayed, 0 otherwise",
20259
+ )
20260
+
20261
+ DisplayItemTip = Symbol(
20262
+ None,
20263
+ None,
20264
+ None,
20265
+ "Display the dungeon tip if not already displayed matching the (presumably newly acquired) item\n\nr0: item id\nreturn: 1 if a tip has been displayed, 0 otherwise",
20266
+ )
20267
+
20247
20268
  DisplayDungeonTip = Symbol(
20248
20269
  None,
20249
20270
  None,
20250
20271
  None,
20251
- "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log",
20272
+ "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log\n\nreturn: 1 if the message has been displayed, 0 if it wasn’t",
20252
20273
  )
20253
20274
 
20254
20275
  SetBothScreensWindowColorToDefault = Symbol(
pmdsky_debug_py/na.py CHANGED
@@ -2906,7 +2906,7 @@ class NaArm9Functions:
2906
2906
  [0x1E0B0],
2907
2907
  [0x201E0B0],
2908
2908
  None,
2909
- "Note: unverified, ported from Irdkwia's notes\n\nr0: header_ptr\nr1: unk_pal\nr2: unk_tex\nr3: unk_tex_param",
2909
+ "Prepare a WTE data to be loaded into VRAM. Seems to need to be called with another undocumented function (at 0x0201e1d8 (EU))\nIt skips the texture and/or the palette if missing from the file. The texture VRAM has 128KiB of space, and palette has 16KiB.\nThe true palette VRAM offset will be upper_part*0x100+lower_part\n\nThis may or may not be the function that adds to the queue so it can be added during VBlank.\n\nr0: pointer to the WTE file header loaded in memory\nr1: where the WTE texture will be loaded in the VRAM (from 0 to 0x1FFFF)\nr2: upper part of the palette VRAM\nr3: lower part of the palette VRAM",
2910
2910
  )
2911
2911
 
2912
2912
  GeomSetTexImageParam = Symbol(
@@ -17359,7 +17359,7 @@ class NaOverlay29Functions:
17359
17359
  [0x2227C],
17360
17360
  [0x22FE4BC],
17361
17361
  None,
17362
- "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity",
17362
+ "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity\nreturn: If the result is true, the AI is run again for the current ally, and it performs another action. This can happen up to three times.",
17363
17363
  )
17364
17364
 
17365
17365
  TryActivateFlashFireOnAllMonsters = Symbol(
@@ -17768,11 +17768,18 @@ class NaOverlay29Functions:
17768
17768
  "Makes the specified monster evolve into the specified species. Has a special case when\na monster evolves into Ninjask and tries to spawn a Shedinja as well.\n\nr0: user entity pointer?\nr1: target pointer to the entity to evolve\nr2: Species to evolve into",
17769
17769
  )
17770
17770
 
17771
- GetSleepAnimationId = Symbol(
17771
+ ChangeMonsterAnimation = Symbol(
17772
+ [0x28768],
17773
+ [0x23049A8],
17774
+ None,
17775
+ "Changes the animation a monster is currently playing. Optionally changes their direction as well.\n\nDoes nothing if the provided entity is not a monster.\n\nr0: Entity pointer\nr1: ID of the animation to set\nr2: Direction to turn the monster in, or DIR_NONE to keep the current direction",
17776
+ )
17777
+
17778
+ GetIdleAnimationId = Symbol(
17772
17779
  [0x28874],
17773
17780
  [0x2304AB4],
17774
17781
  None,
17775
- "Returns the animation id to be applied to a monster that has the sleep, napping, nightmare or bide status.\n\nReturns a different animation for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17782
+ "Returns the animation id to be applied to a monster that is currently idling.\n\nReturns a different animation for monsters with the sleep, napping, nightmare or bide status, as well as for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17776
17783
  )
17777
17784
 
17778
17785
  DisplayActions = Symbol(
@@ -20837,11 +20844,25 @@ class NaOverlay29Functions:
20837
20844
  "Calls HandleFadesDungeon for both screens.\n\nNo params.",
20838
20845
  )
20839
20846
 
20847
+ DisplayFloorTip = Symbol(
20848
+ [0x70948],
20849
+ [0x234CB88],
20850
+ None,
20851
+ "Display the dungeon tip that displays on floor change, based on which tips have already been displayed.\n\nNo params.\n\nreturn: 1 if a tip has been displayed, 0 otherwise",
20852
+ )
20853
+
20854
+ DisplayItemTip = Symbol(
20855
+ [0x70A74],
20856
+ [0x234CCB4],
20857
+ None,
20858
+ "Display the dungeon tip if not already displayed matching the (presumably newly acquired) item\n\nr0: item id\nreturn: 1 if a tip has been displayed, 0 otherwise",
20859
+ )
20860
+
20840
20861
  DisplayDungeonTip = Symbol(
20841
20862
  [0x70CB0],
20842
20863
  [0x234CEF0],
20843
20864
  None,
20844
- "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log",
20865
+ "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log\n\nreturn: 1 if the message has been displayed, 0 if it wasn’t",
20845
20866
  )
20846
20867
 
20847
20868
  SetBothScreensWindowColorToDefault = Symbol(
@@ -2819,7 +2819,7 @@ class NaItcmArm9Functions:
2819
2819
  None,
2820
2820
  None,
2821
2821
  None,
2822
- "Note: unverified, ported from Irdkwia's notes\n\nr0: header_ptr\nr1: unk_pal\nr2: unk_tex\nr3: unk_tex_param",
2822
+ "Prepare a WTE data to be loaded into VRAM. Seems to need to be called with another undocumented function (at 0x0201e1d8 (EU))\nIt skips the texture and/or the palette if missing from the file. The texture VRAM has 128KiB of space, and palette has 16KiB.\nThe true palette VRAM offset will be upper_part*0x100+lower_part\n\nThis may or may not be the function that adds to the queue so it can be added during VBlank.\n\nr0: pointer to the WTE file header loaded in memory\nr1: where the WTE texture will be loaded in the VRAM (from 0 to 0x1FFFF)\nr2: upper part of the palette VRAM\nr3: lower part of the palette VRAM",
2823
2823
  )
2824
2824
 
2825
2825
  GeomSetTexImageParam = Symbol(
@@ -16784,7 +16784,7 @@ class NaItcmOverlay29Functions:
16784
16784
  None,
16785
16785
  None,
16786
16786
  None,
16787
- "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity",
16787
+ "Executes the set action for the specified monster. Used for both AI actions and player-inputted actions. If the action is not ACTION_NOTHING, ACTION_PASS_TURN, ACTION_WALK or ACTION_UNK_4, the monster's already_acted field is set to true. Includes a switch based on the action ID that performs the action, although some of them aren't handled by said swtich.\n\nr0: Pointer to monster entity\nreturn: If the result is true, the AI is run again for the current ally, and it performs another action. This can happen up to three times.",
16788
16788
  )
16789
16789
 
16790
16790
  TryActivateFlashFireOnAllMonsters = Symbol(
@@ -17193,11 +17193,18 @@ class NaItcmOverlay29Functions:
17193
17193
  "Makes the specified monster evolve into the specified species. Has a special case when\na monster evolves into Ninjask and tries to spawn a Shedinja as well.\n\nr0: user entity pointer?\nr1: target pointer to the entity to evolve\nr2: Species to evolve into",
17194
17194
  )
17195
17195
 
17196
- GetSleepAnimationId = Symbol(
17196
+ ChangeMonsterAnimation = Symbol(
17197
17197
  None,
17198
17198
  None,
17199
17199
  None,
17200
- "Returns the animation id to be applied to a monster that has the sleep, napping, nightmare or bide status.\n\nReturns a different animation for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17200
+ "Changes the animation a monster is currently playing. Optionally changes their direction as well.\n\nDoes nothing if the provided entity is not a monster.\n\nr0: Entity pointer\nr1: ID of the animation to set\nr2: Direction to turn the monster in, or DIR_NONE to keep the current direction",
17201
+ )
17202
+
17203
+ GetIdleAnimationId = Symbol(
17204
+ None,
17205
+ None,
17206
+ None,
17207
+ "Returns the animation id to be applied to a monster that is currently idling.\n\nReturns a different animation for monsters with the sleep, napping, nightmare or bide status, as well as for sudowoodo and for monsters with infinite sleep turns (0x7F).\n\nr0: pointer to entity\nreturn: animation ID",
17201
17208
  )
17202
17209
 
17203
17210
  DisplayActions = Symbol(
@@ -20244,11 +20251,25 @@ class NaItcmOverlay29Functions:
20244
20251
  None, None, None, "Calls HandleFadesDungeon for both screens.\n\nNo params."
20245
20252
  )
20246
20253
 
20254
+ DisplayFloorTip = Symbol(
20255
+ None,
20256
+ None,
20257
+ None,
20258
+ "Display the dungeon tip that displays on floor change, based on which tips have already been displayed.\n\nNo params.\n\nreturn: 1 if a tip has been displayed, 0 otherwise",
20259
+ )
20260
+
20261
+ DisplayItemTip = Symbol(
20262
+ None,
20263
+ None,
20264
+ None,
20265
+ "Display the dungeon tip if not already displayed matching the (presumably newly acquired) item\n\nr0: item id\nreturn: 1 if a tip has been displayed, 0 otherwise",
20266
+ )
20267
+
20247
20268
  DisplayDungeonTip = Symbol(
20248
20269
  None,
20249
20270
  None,
20250
20271
  None,
20251
- "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log",
20272
+ "Checks if a given dungeon tip should be displayed at the start of a floor and if so, displays it. Called up to 4 times at the start of each new floor, with a different r0 parameter each time.\n\nr0: Pointer to the message_tip struct of the message that should be displayed\nr1: True to log the message in the message log\n\nreturn: 1 if the message has been displayed, 0 if it wasn’t",
20252
20273
  )
20253
20274
 
20254
20275
  SetBothScreensWindowColorToDefault = Symbol(
@@ -14932,7 +14932,12 @@ class Overlay29FunctionsProtocol(Protocol):
14932
14932
  None,
14933
14933
  ]
14934
14934
 
14935
- GetSleepAnimationId: Symbol[
14935
+ ChangeMonsterAnimation: Symbol[
14936
+ Optional[list[int]],
14937
+ None,
14938
+ ]
14939
+
14940
+ GetIdleAnimationId: Symbol[
14936
14941
  Optional[list[int]],
14937
14942
  None,
14938
14943
  ]
@@ -17137,6 +17142,16 @@ class Overlay29FunctionsProtocol(Protocol):
17137
17142
  None,
17138
17143
  ]
17139
17144
 
17145
+ DisplayFloorTip: Symbol[
17146
+ Optional[list[int]],
17147
+ None,
17148
+ ]
17149
+
17150
+ DisplayItemTip: Symbol[
17151
+ Optional[list[int]],
17152
+ None,
17153
+ ]
17154
+
17140
17155
  DisplayDungeonTip: Symbol[
17141
17156
  Optional[list[int]],
17142
17157
  None,
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: pmdsky-debug-py
3
- Version: 10.0.4
3
+ Version: 10.0.7
4
4
  Summary: pmdsky-debug symbols for Python.
5
5
  Author-email: Marco 'Capypara' Köpcke <hello@capypara.de>
6
6
  License: MIT
@@ -0,0 +1,14 @@
1
+ pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
+ pmdsky_debug_py/_release.py,sha256=3589vy4JsHUTMNLLbIX-VzrTWQX2w3zTlVWwwz3JAzA,31
3
+ pmdsky_debug_py/eu.py,sha256=wPn20c_Im-aeSlBwSSGGW5aCVvsY55DvWMgZbtB-cpk,902118
4
+ pmdsky_debug_py/eu_itcm.py,sha256=ZK4ds41SZvGZNNWjk4DyVvb-G1My3KSw5MNSvP2FFwQ,852343
5
+ pmdsky_debug_py/jp.py,sha256=_J-qlj9wUxSPcK7zUj75PCwr04SgR2gO0LuXGENS4so,886937
6
+ pmdsky_debug_py/jp_itcm.py,sha256=-6EDrdMh6YdYb-u3oGJDWnBXxTCXCImuJRrJu1VwSsg,852333
7
+ pmdsky_debug_py/na.py,sha256=zTbqUsmp5k7pqec1qMAxWM_f-YH-fn4pPFRlI9sUpDk,903330
8
+ pmdsky_debug_py/na_itcm.py,sha256=QcqAKLmA7B5EMK2MOr2Ktsb3zns4zPpUzmn9Mv26oAU,852363
9
+ pmdsky_debug_py/protocol.py,sha256=feQSpx7AQXTX8MecPpwKzWsfveh-AvXdbxIIU9uV_ZE,324409
10
+ pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
+ pmdsky_debug_py-10.0.7.dist-info/METADATA,sha256=Er5BEKcY7nu5i8ElPyO0fk8o5QARuKixYmPzqjf_Tng,1373
12
+ pmdsky_debug_py-10.0.7.dist-info/WHEEL,sha256=GJ7t_kWBFywbagK5eo9IoUwLW6oyOeTKmQ-9iHFVNxQ,92
13
+ pmdsky_debug_py-10.0.7.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
+ pmdsky_debug_py-10.0.7.dist-info/RECORD,,
@@ -1,14 +0,0 @@
1
- pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
- pmdsky_debug_py/_release.py,sha256=Ji_ai9b0BL5Rxhuu3WMSRX2vVsrYHPo4T7Rf_UuB5cU,31
3
- pmdsky_debug_py/eu.py,sha256=ZO4QL05RLOfW5ozMDyBLUs6TatO1lcNDHgusiozMnFg,900423
4
- pmdsky_debug_py/eu_itcm.py,sha256=CVXV8JFRvlB0DhNLFkkywKKdg8IJWSpzM7gXiylH8VI,850684
5
- pmdsky_debug_py/jp.py,sha256=jP3hBKeTrP7ll0PO9mwbXg34rQjvehTnD6fPzZcr4Ag,885278
6
- pmdsky_debug_py/jp_itcm.py,sha256=22x043jjcCAtYy3U_KRxttbP-V3i9E6n0xZqfklPgGI,850674
7
- pmdsky_debug_py/na.py,sha256=07PBp83g3ucxj1U9-g5yS9Nr_U6E9bgS90LEhfFAvZ0,901635
8
- pmdsky_debug_py/na_itcm.py,sha256=6vC07j6Z4mrFpk4or6WLbV7QuwzbUlWymrUjSw-J9hE,850704
9
- pmdsky_debug_py/protocol.py,sha256=fBWLtqeWuBBHsgYCxiWPe1YjRfD2YaYfCpRYWjhfglg,324167
10
- pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
- pmdsky_debug_py-10.0.4.dist-info/METADATA,sha256=Lc8k5uu5humXe9Lg_Tq_pvp1_cGXjf592Ms9kFE0zfk,1373
12
- pmdsky_debug_py-10.0.4.dist-info/WHEEL,sha256=GJ7t_kWBFywbagK5eo9IoUwLW6oyOeTKmQ-9iHFVNxQ,92
13
- pmdsky_debug_py-10.0.4.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
- pmdsky_debug_py-10.0.4.dist-info/RECORD,,