pmdsky-debug-py 10.1.3__py3-none-any.whl → 10.1.5__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 = "v0.10.1+4dd4d1d470"
1
+ RELEASE = "v0.10.1+88dd0146e7"
pmdsky_debug_py/eu.py CHANGED
@@ -752,7 +752,7 @@ class EuArm9Functions:
752
752
  [0x2003328],
753
753
  None,
754
754
  "TaskProcBoot",
755
- "Probably related to booting the game?\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
755
+ "Boot the game and run the main loop. Use dynamic code dispatch to run code depending on the context (like dungeon mode, ground mode, menu mode, etc.).\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
756
756
  None,
757
757
  )
758
758
 
@@ -3697,6 +3697,24 @@ class EuArm9Functions:
3697
3697
  None,
3698
3698
  )
3699
3699
 
3700
+ ExecuteCopyToFlatVramCommand = Symbol(
3701
+ [0x1ABA8],
3702
+ [0x201ABA8],
3703
+ None,
3704
+ "ExecuteCopyToFlatVramCommand",
3705
+ "Immediately execute the command contained in a copy_to_obj_vram_order struct, copying content as described.\n\nr0: command",
3706
+ None,
3707
+ )
3708
+
3709
+ DecodeFragmentByteAssemblyTable = Symbol(
3710
+ [0x1AC48],
3711
+ [0x201AC48],
3712
+ None,
3713
+ "DecodeFragmentByteAssemblyTable",
3714
+ "Decode the sprite texture stored in each fragment byte assembly entry into the dst output, until the final one is reached.\n\nr0: pointer to array of fragment byte assembly entry, final (otherwise unused) one should have byte_amount = 0\nr1: dst\nreturn: number of decoded bytes",
3715
+ None,
3716
+ )
3717
+
3700
3718
  CopyAndInterleaveWrapper = Symbol(
3701
3719
  [0x1C08C],
3702
3720
  [0x201C08C],
@@ -3954,7 +3972,43 @@ class EuArm9Functions:
3954
3972
  [0x201E14C],
3955
3973
  None,
3956
3974
  "ProcessWte",
3957
- "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",
3975
+ "Prepare and plan a WTE data to be loaded into VRAM.\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.\nWill ensure it gets copied next time PerformPlannedTextureVramTransfer is called by the game.\nWill not automatically free the data once done. That can be done with DelayWteFree, which seems systematically called in the game’s code.\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",
3976
+ None,
3977
+ )
3978
+
3979
+ DelayWteFree = Symbol(
3980
+ [0x1E1D8],
3981
+ [0x201E1D8],
3982
+ None,
3983
+ "DelayWteFree",
3984
+ "Add a command to free the input WTE handle once all previously registered commands that would edit the texture VRAM have been executed.\nAlso nullify the structure’s two pointers.\nThe error caused by the lack of place to store the command is ignored.\n\nr0: wte handle to eventually free",
3985
+ None,
3986
+ )
3987
+
3988
+ ResetPlannedVramTransfer = Symbol(
3989
+ [0x1E270],
3990
+ [0x201E270],
3991
+ None,
3992
+ "ResetPlannedVramTransfer",
3993
+ "Reset the command array of input container\nDoes not reset its other field\n\nr0: the container to reset",
3994
+ None,
3995
+ )
3996
+
3997
+ PlanCopyTextureToTextureVram = Symbol(
3998
+ [0x1E27C],
3999
+ [0x201E27C],
4000
+ None,
4001
+ "PlanCopyTextureToTextureVram",
4002
+ "Add a command in the container (r1) that will be executed later by PerformPlannedTextureVramTransfer to copy part of the RAM into the texture VRAM (or free the source allocated memory depending of the specified type of command).\nCheck for overflow. If an overflow would occur, do not add the command to the container, and return -1 instead.\n\nr0: Container that contain the command list to add to\nr1: pointer to the bytes to be copied in CPU-accessible RAM\nr2: offset to copy too in texture VRAM\nr3: number of bytes to copy\nstack[0]: type of command to perform",
4003
+ None,
4004
+ )
4005
+
4006
+ PerformPlannedTextureVramTransfer = Symbol(
4007
+ [0x1E2CC],
4008
+ [0x201E2CC],
4009
+ None,
4010
+ "PerformPlannedTextureVramTransfer",
4011
+ "Execute the texture VRAM edition command of the input container. Does not reset it, or alter its state in any way.\n\nr0: container that contains the command list to execute",
3958
4012
  None,
3959
4013
  )
3960
4014
 
@@ -11129,7 +11183,16 @@ class EuItcmFunctions:
11129
11183
  [0x20B3CC0],
11130
11184
  None,
11131
11185
  "CopyAndInterleave",
11132
- "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in bytes)\nr3: val",
11186
+ "Copies data from src to dst, interleaving the lower 4 bits of val with every 4 bits copied (if the copied bits are nonzero).\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary inputs (assuming little-endian byte order)\n src[i] = {76543210 fedcba98}\n {3210} != 0\n {7654} != 0\n {ba98} != 0\n {fedc} != 0\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {vwxy7654 vwxy3210}\n dst[2*i+1] = {vwxyfedc vwxyba98}\n\nIf any 4-bit nibble is 0, the corresponding byte written to dst is interleaved with 0 rather than the low bits of val. For example, if 'z' represents a 0 bit, given the inputs:\n src[i] = {zzzz3210 fedczzzz}\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {zzzzzzzz vwxy3210}\n dst[2*i+1] = {vwxyfedc zzzzzzzz}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)\nr3: val",
11187
+ None,
11188
+ )
11189
+
11190
+ CopyAndInterleave0 = Symbol(
11191
+ [0xB0],
11192
+ [0x20B3D70],
11193
+ None,
11194
+ "CopyAndInterleave0",
11195
+ "Equivalent to CopyAndInterleave with an interleaved value of 0.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary input (assuming little-endian byte order):\n src[i] = {76543210 fedcba98}\nThen the output written to dst will be (where 'z' is a 0 bit):\n dst[2*i] = {zzzz7654 zzzz3210}\n dst[2*i+1] = {zzzzfedc zzzzba98}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)",
11133
11196
  None,
11134
11197
  )
11135
11198
 
@@ -740,7 +740,7 @@ class EuItcmArm9Functions:
740
740
  None,
741
741
  None,
742
742
  "TaskProcBoot",
743
- "Probably related to booting the game?\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
743
+ "Boot the game and run the main loop. Use dynamic code dispatch to run code depending on the context (like dungeon mode, ground mode, menu mode, etc.).\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
744
744
  None,
745
745
  )
746
746
 
@@ -3651,6 +3651,24 @@ class EuItcmArm9Functions:
3651
3651
  None,
3652
3652
  )
3653
3653
 
3654
+ ExecuteCopyToFlatVramCommand = Symbol(
3655
+ None,
3656
+ None,
3657
+ None,
3658
+ "ExecuteCopyToFlatVramCommand",
3659
+ "Immediately execute the command contained in a copy_to_obj_vram_order struct, copying content as described.\n\nr0: command",
3660
+ None,
3661
+ )
3662
+
3663
+ DecodeFragmentByteAssemblyTable = Symbol(
3664
+ None,
3665
+ None,
3666
+ None,
3667
+ "DecodeFragmentByteAssemblyTable",
3668
+ "Decode the sprite texture stored in each fragment byte assembly entry into the dst output, until the final one is reached.\n\nr0: pointer to array of fragment byte assembly entry, final (otherwise unused) one should have byte_amount = 0\nr1: dst\nreturn: number of decoded bytes",
3669
+ None,
3670
+ )
3671
+
3654
3672
  CopyAndInterleaveWrapper = Symbol(
3655
3673
  None,
3656
3674
  None,
@@ -3908,7 +3926,43 @@ class EuItcmArm9Functions:
3908
3926
  None,
3909
3927
  None,
3910
3928
  "ProcessWte",
3911
- "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",
3929
+ "Prepare and plan a WTE data to be loaded into VRAM.\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.\nWill ensure it gets copied next time PerformPlannedTextureVramTransfer is called by the game.\nWill not automatically free the data once done. That can be done with DelayWteFree, which seems systematically called in the game’s code.\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",
3930
+ None,
3931
+ )
3932
+
3933
+ DelayWteFree = Symbol(
3934
+ None,
3935
+ None,
3936
+ None,
3937
+ "DelayWteFree",
3938
+ "Add a command to free the input WTE handle once all previously registered commands that would edit the texture VRAM have been executed.\nAlso nullify the structure’s two pointers.\nThe error caused by the lack of place to store the command is ignored.\n\nr0: wte handle to eventually free",
3939
+ None,
3940
+ )
3941
+
3942
+ ResetPlannedVramTransfer = Symbol(
3943
+ None,
3944
+ None,
3945
+ None,
3946
+ "ResetPlannedVramTransfer",
3947
+ "Reset the command array of input container\nDoes not reset its other field\n\nr0: the container to reset",
3948
+ None,
3949
+ )
3950
+
3951
+ PlanCopyTextureToTextureVram = Symbol(
3952
+ None,
3953
+ None,
3954
+ None,
3955
+ "PlanCopyTextureToTextureVram",
3956
+ "Add a command in the container (r1) that will be executed later by PerformPlannedTextureVramTransfer to copy part of the RAM into the texture VRAM (or free the source allocated memory depending of the specified type of command).\nCheck for overflow. If an overflow would occur, do not add the command to the container, and return -1 instead.\n\nr0: Container that contain the command list to add to\nr1: pointer to the bytes to be copied in CPU-accessible RAM\nr2: offset to copy too in texture VRAM\nr3: number of bytes to copy\nstack[0]: type of command to perform",
3957
+ None,
3958
+ )
3959
+
3960
+ PerformPlannedTextureVramTransfer = Symbol(
3961
+ None,
3962
+ None,
3963
+ None,
3964
+ "PerformPlannedTextureVramTransfer",
3965
+ "Execute the texture VRAM edition command of the input container. Does not reset it, or alter its state in any way.\n\nr0: container that contains the command list to execute",
3912
3966
  None,
3913
3967
  )
3914
3968
 
@@ -11063,7 +11117,16 @@ class EuItcmItcmFunctions:
11063
11117
  [0x1FF8000],
11064
11118
  None,
11065
11119
  "CopyAndInterleave",
11066
- "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in bytes)\nr3: val",
11120
+ "Copies data from src to dst, interleaving the lower 4 bits of val with every 4 bits copied (if the copied bits are nonzero).\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary inputs (assuming little-endian byte order)\n src[i] = {76543210 fedcba98}\n {3210} != 0\n {7654} != 0\n {ba98} != 0\n {fedc} != 0\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {vwxy7654 vwxy3210}\n dst[2*i+1] = {vwxyfedc vwxyba98}\n\nIf any 4-bit nibble is 0, the corresponding byte written to dst is interleaved with 0 rather than the low bits of val. For example, if 'z' represents a 0 bit, given the inputs:\n src[i] = {zzzz3210 fedczzzz}\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {zzzzzzzz vwxy3210}\n dst[2*i+1] = {vwxyfedc zzzzzzzz}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)\nr3: val",
11121
+ None,
11122
+ )
11123
+
11124
+ CopyAndInterleave0 = Symbol(
11125
+ [0xB0],
11126
+ [0x1FF80B0],
11127
+ None,
11128
+ "CopyAndInterleave0",
11129
+ "Equivalent to CopyAndInterleave with an interleaved value of 0.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary input (assuming little-endian byte order):\n src[i] = {76543210 fedcba98}\nThen the output written to dst will be (where 'z' is a 0 bit):\n dst[2*i] = {zzzz7654 zzzz3210}\n dst[2*i+1] = {zzzzfedc zzzzba98}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)",
11067
11130
  None,
11068
11131
  )
11069
11132
 
pmdsky_debug_py/jp.py CHANGED
@@ -752,7 +752,7 @@ class JpArm9Functions:
752
752
  [0x2003328],
753
753
  None,
754
754
  "TaskProcBoot",
755
- "Probably related to booting the game?\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
755
+ "Boot the game and run the main loop. Use dynamic code dispatch to run code depending on the context (like dungeon mode, ground mode, menu mode, etc.).\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
756
756
  None,
757
757
  )
758
758
 
@@ -3697,6 +3697,24 @@ class JpArm9Functions:
3697
3697
  None,
3698
3698
  )
3699
3699
 
3700
+ ExecuteCopyToFlatVramCommand = Symbol(
3701
+ None,
3702
+ None,
3703
+ None,
3704
+ "ExecuteCopyToFlatVramCommand",
3705
+ "Immediately execute the command contained in a copy_to_obj_vram_order struct, copying content as described.\n\nr0: command",
3706
+ None,
3707
+ )
3708
+
3709
+ DecodeFragmentByteAssemblyTable = Symbol(
3710
+ None,
3711
+ None,
3712
+ None,
3713
+ "DecodeFragmentByteAssemblyTable",
3714
+ "Decode the sprite texture stored in each fragment byte assembly entry into the dst output, until the final one is reached.\n\nr0: pointer to array of fragment byte assembly entry, final (otherwise unused) one should have byte_amount = 0\nr1: dst\nreturn: number of decoded bytes",
3715
+ None,
3716
+ )
3717
+
3700
3718
  CopyAndInterleaveWrapper = Symbol(
3701
3719
  [0x1C048],
3702
3720
  [0x201C048],
@@ -3954,7 +3972,43 @@ class JpArm9Functions:
3954
3972
  [0x201E108],
3955
3973
  None,
3956
3974
  "ProcessWte",
3957
- "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",
3975
+ "Prepare and plan a WTE data to be loaded into VRAM.\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.\nWill ensure it gets copied next time PerformPlannedTextureVramTransfer is called by the game.\nWill not automatically free the data once done. That can be done with DelayWteFree, which seems systematically called in the game’s code.\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",
3976
+ None,
3977
+ )
3978
+
3979
+ DelayWteFree = Symbol(
3980
+ None,
3981
+ None,
3982
+ None,
3983
+ "DelayWteFree",
3984
+ "Add a command to free the input WTE handle once all previously registered commands that would edit the texture VRAM have been executed.\nAlso nullify the structure’s two pointers.\nThe error caused by the lack of place to store the command is ignored.\n\nr0: wte handle to eventually free",
3985
+ None,
3986
+ )
3987
+
3988
+ ResetPlannedVramTransfer = Symbol(
3989
+ None,
3990
+ None,
3991
+ None,
3992
+ "ResetPlannedVramTransfer",
3993
+ "Reset the command array of input container\nDoes not reset its other field\n\nr0: the container to reset",
3994
+ None,
3995
+ )
3996
+
3997
+ PlanCopyTextureToTextureVram = Symbol(
3998
+ None,
3999
+ None,
4000
+ None,
4001
+ "PlanCopyTextureToTextureVram",
4002
+ "Add a command in the container (r1) that will be executed later by PerformPlannedTextureVramTransfer to copy part of the RAM into the texture VRAM (or free the source allocated memory depending of the specified type of command).\nCheck for overflow. If an overflow would occur, do not add the command to the container, and return -1 instead.\n\nr0: Container that contain the command list to add to\nr1: pointer to the bytes to be copied in CPU-accessible RAM\nr2: offset to copy too in texture VRAM\nr3: number of bytes to copy\nstack[0]: type of command to perform",
4003
+ None,
4004
+ )
4005
+
4006
+ PerformPlannedTextureVramTransfer = Symbol(
4007
+ None,
4008
+ None,
4009
+ None,
4010
+ "PerformPlannedTextureVramTransfer",
4011
+ "Execute the texture VRAM edition command of the input container. Does not reset it, or alter its state in any way.\n\nr0: container that contains the command list to execute",
3958
4012
  None,
3959
4013
  )
3960
4014
 
@@ -11124,7 +11178,16 @@ class JpItcmFunctions:
11124
11178
  [0x20B4BE0],
11125
11179
  None,
11126
11180
  "CopyAndInterleave",
11127
- "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in bytes)\nr3: val",
11181
+ "Copies data from src to dst, interleaving the lower 4 bits of val with every 4 bits copied (if the copied bits are nonzero).\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary inputs (assuming little-endian byte order)\n src[i] = {76543210 fedcba98}\n {3210} != 0\n {7654} != 0\n {ba98} != 0\n {fedc} != 0\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {vwxy7654 vwxy3210}\n dst[2*i+1] = {vwxyfedc vwxyba98}\n\nIf any 4-bit nibble is 0, the corresponding byte written to dst is interleaved with 0 rather than the low bits of val. For example, if 'z' represents a 0 bit, given the inputs:\n src[i] = {zzzz3210 fedczzzz}\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {zzzzzzzz vwxy3210}\n dst[2*i+1] = {vwxyfedc zzzzzzzz}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)\nr3: val",
11182
+ None,
11183
+ )
11184
+
11185
+ CopyAndInterleave0 = Symbol(
11186
+ None,
11187
+ None,
11188
+ None,
11189
+ "CopyAndInterleave0",
11190
+ "Equivalent to CopyAndInterleave with an interleaved value of 0.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary input (assuming little-endian byte order):\n src[i] = {76543210 fedcba98}\nThen the output written to dst will be (where 'z' is a 0 bit):\n dst[2*i] = {zzzz7654 zzzz3210}\n dst[2*i+1] = {zzzzfedc zzzzba98}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)",
11128
11191
  None,
11129
11192
  )
11130
11193
 
@@ -740,7 +740,7 @@ class JpItcmArm9Functions:
740
740
  None,
741
741
  None,
742
742
  "TaskProcBoot",
743
- "Probably related to booting the game?\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
743
+ "Boot the game and run the main loop. Use dynamic code dispatch to run code depending on the context (like dungeon mode, ground mode, menu mode, etc.).\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
744
744
  None,
745
745
  )
746
746
 
@@ -3651,6 +3651,24 @@ class JpItcmArm9Functions:
3651
3651
  None,
3652
3652
  )
3653
3653
 
3654
+ ExecuteCopyToFlatVramCommand = Symbol(
3655
+ None,
3656
+ None,
3657
+ None,
3658
+ "ExecuteCopyToFlatVramCommand",
3659
+ "Immediately execute the command contained in a copy_to_obj_vram_order struct, copying content as described.\n\nr0: command",
3660
+ None,
3661
+ )
3662
+
3663
+ DecodeFragmentByteAssemblyTable = Symbol(
3664
+ None,
3665
+ None,
3666
+ None,
3667
+ "DecodeFragmentByteAssemblyTable",
3668
+ "Decode the sprite texture stored in each fragment byte assembly entry into the dst output, until the final one is reached.\n\nr0: pointer to array of fragment byte assembly entry, final (otherwise unused) one should have byte_amount = 0\nr1: dst\nreturn: number of decoded bytes",
3669
+ None,
3670
+ )
3671
+
3654
3672
  CopyAndInterleaveWrapper = Symbol(
3655
3673
  None,
3656
3674
  None,
@@ -3908,7 +3926,43 @@ class JpItcmArm9Functions:
3908
3926
  None,
3909
3927
  None,
3910
3928
  "ProcessWte",
3911
- "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",
3929
+ "Prepare and plan a WTE data to be loaded into VRAM.\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.\nWill ensure it gets copied next time PerformPlannedTextureVramTransfer is called by the game.\nWill not automatically free the data once done. That can be done with DelayWteFree, which seems systematically called in the game’s code.\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",
3930
+ None,
3931
+ )
3932
+
3933
+ DelayWteFree = Symbol(
3934
+ None,
3935
+ None,
3936
+ None,
3937
+ "DelayWteFree",
3938
+ "Add a command to free the input WTE handle once all previously registered commands that would edit the texture VRAM have been executed.\nAlso nullify the structure’s two pointers.\nThe error caused by the lack of place to store the command is ignored.\n\nr0: wte handle to eventually free",
3939
+ None,
3940
+ )
3941
+
3942
+ ResetPlannedVramTransfer = Symbol(
3943
+ None,
3944
+ None,
3945
+ None,
3946
+ "ResetPlannedVramTransfer",
3947
+ "Reset the command array of input container\nDoes not reset its other field\n\nr0: the container to reset",
3948
+ None,
3949
+ )
3950
+
3951
+ PlanCopyTextureToTextureVram = Symbol(
3952
+ None,
3953
+ None,
3954
+ None,
3955
+ "PlanCopyTextureToTextureVram",
3956
+ "Add a command in the container (r1) that will be executed later by PerformPlannedTextureVramTransfer to copy part of the RAM into the texture VRAM (or free the source allocated memory depending of the specified type of command).\nCheck for overflow. If an overflow would occur, do not add the command to the container, and return -1 instead.\n\nr0: Container that contain the command list to add to\nr1: pointer to the bytes to be copied in CPU-accessible RAM\nr2: offset to copy too in texture VRAM\nr3: number of bytes to copy\nstack[0]: type of command to perform",
3957
+ None,
3958
+ )
3959
+
3960
+ PerformPlannedTextureVramTransfer = Symbol(
3961
+ None,
3962
+ None,
3963
+ None,
3964
+ "PerformPlannedTextureVramTransfer",
3965
+ "Execute the texture VRAM edition command of the input container. Does not reset it, or alter its state in any way.\n\nr0: container that contains the command list to execute",
3912
3966
  None,
3913
3967
  )
3914
3968
 
@@ -11063,7 +11117,16 @@ class JpItcmItcmFunctions:
11063
11117
  [0x1FF8000],
11064
11118
  None,
11065
11119
  "CopyAndInterleave",
11066
- "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in bytes)\nr3: val",
11120
+ "Copies data from src to dst, interleaving the lower 4 bits of val with every 4 bits copied (if the copied bits are nonzero).\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary inputs (assuming little-endian byte order)\n src[i] = {76543210 fedcba98}\n {3210} != 0\n {7654} != 0\n {ba98} != 0\n {fedc} != 0\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {vwxy7654 vwxy3210}\n dst[2*i+1] = {vwxyfedc vwxyba98}\n\nIf any 4-bit nibble is 0, the corresponding byte written to dst is interleaved with 0 rather than the low bits of val. For example, if 'z' represents a 0 bit, given the inputs:\n src[i] = {zzzz3210 fedczzzz}\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {zzzzzzzz vwxy3210}\n dst[2*i+1] = {vwxyfedc zzzzzzzz}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)\nr3: val",
11121
+ None,
11122
+ )
11123
+
11124
+ CopyAndInterleave0 = Symbol(
11125
+ None,
11126
+ None,
11127
+ None,
11128
+ "CopyAndInterleave0",
11129
+ "Equivalent to CopyAndInterleave with an interleaved value of 0.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary input (assuming little-endian byte order):\n src[i] = {76543210 fedcba98}\nThen the output written to dst will be (where 'z' is a 0 bit):\n dst[2*i] = {zzzz7654 zzzz3210}\n dst[2*i+1] = {zzzzfedc zzzzba98}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)",
11067
11130
  None,
11068
11131
  )
11069
11132
 
pmdsky_debug_py/na.py CHANGED
@@ -752,7 +752,7 @@ class NaArm9Functions:
752
752
  [0x2003328],
753
753
  None,
754
754
  "TaskProcBoot",
755
- "Probably related to booting the game?\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
755
+ "Boot the game and run the main loop. Use dynamic code dispatch to run code depending on the context (like dungeon mode, ground mode, menu mode, etc.).\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
756
756
  None,
757
757
  )
758
758
 
@@ -3697,6 +3697,24 @@ class NaArm9Functions:
3697
3697
  None,
3698
3698
  )
3699
3699
 
3700
+ ExecuteCopyToFlatVramCommand = Symbol(
3701
+ None,
3702
+ None,
3703
+ None,
3704
+ "ExecuteCopyToFlatVramCommand",
3705
+ "Immediately execute the command contained in a copy_to_obj_vram_order struct, copying content as described.\n\nr0: command",
3706
+ None,
3707
+ )
3708
+
3709
+ DecodeFragmentByteAssemblyTable = Symbol(
3710
+ None,
3711
+ None,
3712
+ None,
3713
+ "DecodeFragmentByteAssemblyTable",
3714
+ "Decode the sprite texture stored in each fragment byte assembly entry into the dst output, until the final one is reached.\n\nr0: pointer to array of fragment byte assembly entry, final (otherwise unused) one should have byte_amount = 0\nr1: dst\nreturn: number of decoded bytes",
3715
+ None,
3716
+ )
3717
+
3700
3718
  CopyAndInterleaveWrapper = Symbol(
3701
3719
  [0x1BFF0],
3702
3720
  [0x201BFF0],
@@ -3954,7 +3972,43 @@ class NaArm9Functions:
3954
3972
  [0x201E0B0],
3955
3973
  None,
3956
3974
  "ProcessWte",
3957
- "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",
3975
+ "Prepare and plan a WTE data to be loaded into VRAM.\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.\nWill ensure it gets copied next time PerformPlannedTextureVramTransfer is called by the game.\nWill not automatically free the data once done. That can be done with DelayWteFree, which seems systematically called in the game’s code.\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",
3976
+ None,
3977
+ )
3978
+
3979
+ DelayWteFree = Symbol(
3980
+ [0x1E13C],
3981
+ [0x201E13C],
3982
+ None,
3983
+ "DelayWteFree",
3984
+ "Add a command to free the input WTE handle once all previously registered commands that would edit the texture VRAM have been executed.\nAlso nullify the structure’s two pointers.\nThe error caused by the lack of place to store the command is ignored.\n\nr0: wte handle to eventually free",
3985
+ None,
3986
+ )
3987
+
3988
+ ResetPlannedVramTransfer = Symbol(
3989
+ None,
3990
+ None,
3991
+ None,
3992
+ "ResetPlannedVramTransfer",
3993
+ "Reset the command array of input container\nDoes not reset its other field\n\nr0: the container to reset",
3994
+ None,
3995
+ )
3996
+
3997
+ PlanCopyTextureToTextureVram = Symbol(
3998
+ None,
3999
+ None,
4000
+ None,
4001
+ "PlanCopyTextureToTextureVram",
4002
+ "Add a command in the container (r1) that will be executed later by PerformPlannedTextureVramTransfer to copy part of the RAM into the texture VRAM (or free the source allocated memory depending of the specified type of command).\nCheck for overflow. If an overflow would occur, do not add the command to the container, and return -1 instead.\n\nr0: Container that contain the command list to add to\nr1: pointer to the bytes to be copied in CPU-accessible RAM\nr2: offset to copy too in texture VRAM\nr3: number of bytes to copy\nstack[0]: type of command to perform",
4003
+ None,
4004
+ )
4005
+
4006
+ PerformPlannedTextureVramTransfer = Symbol(
4007
+ None,
4008
+ None,
4009
+ None,
4010
+ "PerformPlannedTextureVramTransfer",
4011
+ "Execute the texture VRAM edition command of the input container. Does not reset it, or alter its state in any way.\n\nr0: container that contains the command list to execute",
3958
4012
  None,
3959
4013
  )
3960
4014
 
@@ -11129,7 +11183,16 @@ class NaItcmFunctions:
11129
11183
  [0x20B3380],
11130
11184
  None,
11131
11185
  "CopyAndInterleave",
11132
- "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in bytes)\nr3: val",
11186
+ "Copies data from src to dst, interleaving the lower 4 bits of val with every 4 bits copied (if the copied bits are nonzero).\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary inputs (assuming little-endian byte order)\n src[i] = {76543210 fedcba98}\n {3210} != 0\n {7654} != 0\n {ba98} != 0\n {fedc} != 0\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {vwxy7654 vwxy3210}\n dst[2*i+1] = {vwxyfedc vwxyba98}\n\nIf any 4-bit nibble is 0, the corresponding byte written to dst is interleaved with 0 rather than the low bits of val. For example, if 'z' represents a 0 bit, given the inputs:\n src[i] = {zzzz3210 fedczzzz}\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {zzzzzzzz vwxy3210}\n dst[2*i+1] = {vwxyfedc zzzzzzzz}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)\nr3: val",
11187
+ None,
11188
+ )
11189
+
11190
+ CopyAndInterleave0 = Symbol(
11191
+ [0xB0],
11192
+ [0x20B3430],
11193
+ None,
11194
+ "CopyAndInterleave0",
11195
+ "Equivalent to CopyAndInterleave with an interleaved value of 0.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary input (assuming little-endian byte order):\n src[i] = {76543210 fedcba98}\nThen the output written to dst will be (where 'z' is a 0 bit):\n dst[2*i] = {zzzz7654 zzzz3210}\n dst[2*i+1] = {zzzzfedc zzzzba98}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)",
11133
11196
  None,
11134
11197
  )
11135
11198
 
@@ -740,7 +740,7 @@ class NaItcmArm9Functions:
740
740
  None,
741
741
  None,
742
742
  "TaskProcBoot",
743
- "Probably related to booting the game?\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
743
+ "Boot the game and run the main loop. Use dynamic code dispatch to run code depending on the context (like dungeon mode, ground mode, menu mode, etc.).\n\nThis function prints the debug message 'task proc boot'.\n\nNo params.",
744
744
  None,
745
745
  )
746
746
 
@@ -3651,6 +3651,24 @@ class NaItcmArm9Functions:
3651
3651
  None,
3652
3652
  )
3653
3653
 
3654
+ ExecuteCopyToFlatVramCommand = Symbol(
3655
+ None,
3656
+ None,
3657
+ None,
3658
+ "ExecuteCopyToFlatVramCommand",
3659
+ "Immediately execute the command contained in a copy_to_obj_vram_order struct, copying content as described.\n\nr0: command",
3660
+ None,
3661
+ )
3662
+
3663
+ DecodeFragmentByteAssemblyTable = Symbol(
3664
+ None,
3665
+ None,
3666
+ None,
3667
+ "DecodeFragmentByteAssemblyTable",
3668
+ "Decode the sprite texture stored in each fragment byte assembly entry into the dst output, until the final one is reached.\n\nr0: pointer to array of fragment byte assembly entry, final (otherwise unused) one should have byte_amount = 0\nr1: dst\nreturn: number of decoded bytes",
3669
+ None,
3670
+ )
3671
+
3654
3672
  CopyAndInterleaveWrapper = Symbol(
3655
3673
  None,
3656
3674
  None,
@@ -3908,7 +3926,43 @@ class NaItcmArm9Functions:
3908
3926
  None,
3909
3927
  None,
3910
3928
  "ProcessWte",
3911
- "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",
3929
+ "Prepare and plan a WTE data to be loaded into VRAM.\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.\nWill ensure it gets copied next time PerformPlannedTextureVramTransfer is called by the game.\nWill not automatically free the data once done. That can be done with DelayWteFree, which seems systematically called in the game’s code.\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",
3930
+ None,
3931
+ )
3932
+
3933
+ DelayWteFree = Symbol(
3934
+ None,
3935
+ None,
3936
+ None,
3937
+ "DelayWteFree",
3938
+ "Add a command to free the input WTE handle once all previously registered commands that would edit the texture VRAM have been executed.\nAlso nullify the structure’s two pointers.\nThe error caused by the lack of place to store the command is ignored.\n\nr0: wte handle to eventually free",
3939
+ None,
3940
+ )
3941
+
3942
+ ResetPlannedVramTransfer = Symbol(
3943
+ None,
3944
+ None,
3945
+ None,
3946
+ "ResetPlannedVramTransfer",
3947
+ "Reset the command array of input container\nDoes not reset its other field\n\nr0: the container to reset",
3948
+ None,
3949
+ )
3950
+
3951
+ PlanCopyTextureToTextureVram = Symbol(
3952
+ None,
3953
+ None,
3954
+ None,
3955
+ "PlanCopyTextureToTextureVram",
3956
+ "Add a command in the container (r1) that will be executed later by PerformPlannedTextureVramTransfer to copy part of the RAM into the texture VRAM (or free the source allocated memory depending of the specified type of command).\nCheck for overflow. If an overflow would occur, do not add the command to the container, and return -1 instead.\n\nr0: Container that contain the command list to add to\nr1: pointer to the bytes to be copied in CPU-accessible RAM\nr2: offset to copy too in texture VRAM\nr3: number of bytes to copy\nstack[0]: type of command to perform",
3957
+ None,
3958
+ )
3959
+
3960
+ PerformPlannedTextureVramTransfer = Symbol(
3961
+ None,
3962
+ None,
3963
+ None,
3964
+ "PerformPlannedTextureVramTransfer",
3965
+ "Execute the texture VRAM edition command of the input container. Does not reset it, or alter its state in any way.\n\nr0: container that contains the command list to execute",
3912
3966
  None,
3913
3967
  )
3914
3968
 
@@ -11063,7 +11117,16 @@ class NaItcmItcmFunctions:
11063
11117
  [0x1FF8000],
11064
11118
  None,
11065
11119
  "CopyAndInterleave",
11066
- "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in bytes)\nr3: val",
11120
+ "Copies data from src to dst, interleaving the lower 4 bits of val with every 4 bits copied (if the copied bits are nonzero).\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary inputs (assuming little-endian byte order)\n src[i] = {76543210 fedcba98}\n {3210} != 0\n {7654} != 0\n {ba98} != 0\n {fedc} != 0\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {vwxy7654 vwxy3210}\n dst[2*i+1] = {vwxyfedc vwxyba98}\n\nIf any 4-bit nibble is 0, the corresponding byte written to dst is interleaved with 0 rather than the low bits of val. For example, if 'z' represents a 0 bit, given the inputs:\n src[i] = {zzzz3210 fedczzzz}\n val & 0xF = {vwxy}\nThe output written to dst will be:\n dst[2*i] = {zzzzzzzz vwxy3210}\n dst[2*i+1] = {vwxyfedc zzzzzzzz}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)\nr3: val",
11121
+ None,
11122
+ )
11123
+
11124
+ CopyAndInterleave0 = Symbol(
11125
+ [0xB0],
11126
+ [0x1FF80B0],
11127
+ None,
11128
+ "CopyAndInterleave0",
11129
+ "Equivalent to CopyAndInterleave with an interleaved value of 0.\n\nIn total, the number of bytes copied from src will be len, while the number of bytes pasted will be 2 * len.\n\nFor example, for arbitrary input (assuming little-endian byte order):\n src[i] = {76543210 fedcba98}\nThen the output written to dst will be (where 'z' is a 0 bit):\n dst[2*i] = {zzzz7654 zzzz3210}\n dst[2*i+1] = {zzzzfedc zzzzba98}\n\nr0: [output] dst (2 * len bytes long)\nr1: src (len bytes long)\nr2: len (in bytes, must be even)",
11067
11130
  None,
11068
11131
  )
11069
11132
 
@@ -2097,6 +2097,16 @@ class Arm9FunctionsProtocol(Protocol):
2097
2097
  None,
2098
2098
  ]
2099
2099
 
2100
+ ExecuteCopyToFlatVramCommand: Symbol[
2101
+ Optional[list[int]],
2102
+ None,
2103
+ ]
2104
+
2105
+ DecodeFragmentByteAssemblyTable: Symbol[
2106
+ Optional[list[int]],
2107
+ None,
2108
+ ]
2109
+
2100
2110
  CopyAndInterleaveWrapper: Symbol[
2101
2111
  Optional[list[int]],
2102
2112
  None,
@@ -2242,6 +2252,26 @@ class Arm9FunctionsProtocol(Protocol):
2242
2252
  None,
2243
2253
  ]
2244
2254
 
2255
+ DelayWteFree: Symbol[
2256
+ Optional[list[int]],
2257
+ None,
2258
+ ]
2259
+
2260
+ ResetPlannedVramTransfer: Symbol[
2261
+ Optional[list[int]],
2262
+ None,
2263
+ ]
2264
+
2265
+ PlanCopyTextureToTextureVram: Symbol[
2266
+ Optional[list[int]],
2267
+ None,
2268
+ ]
2269
+
2270
+ PerformPlannedTextureVramTransfer: Symbol[
2271
+ Optional[list[int]],
2272
+ None,
2273
+ ]
2274
+
2245
2275
  GeomSetTexImageParam: Symbol[
2246
2276
  Optional[list[int]],
2247
2277
  None,
@@ -6250,6 +6280,11 @@ class ItcmFunctionsProtocol(Protocol):
6250
6280
  None,
6251
6281
  ]
6252
6282
 
6283
+ CopyAndInterleave0: Symbol[
6284
+ Optional[list[int]],
6285
+ None,
6286
+ ]
6287
+
6253
6288
  Render3dSetTextureParams: Symbol[
6254
6289
  list[int],
6255
6290
  None,
@@ -1,6 +1,6 @@
1
- Metadata-Version: 2.2
1
+ Metadata-Version: 2.4
2
2
  Name: pmdsky-debug-py
3
- Version: 10.1.3
3
+ Version: 10.1.5
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=jRl9pnNwkd9oLfrNEUZV7-GN7yZRlyDtJaxjaUrrMIk,31
3
+ pmdsky_debug_py/eu.py,sha256=hCMUJ1FL9vEbxdzfaXMLysFNYrTzBNWq3u47XAS2RHI,1162179
4
+ pmdsky_debug_py/eu_itcm.py,sha256=ZPvjx_favgv6i1kCkNi5eEH10GuAuzTFewgBkei7ROg,1110278
5
+ pmdsky_debug_py/jp.py,sha256=BMgxmZLrlNMQRvB-gyPj8P0nB-80h3QOKrY69b9Qbrs,1158816
6
+ pmdsky_debug_py/jp_itcm.py,sha256=xhgxaiegl6rfg2Wy2xaMZ1NmzltVat0nFMS2-tiaVoo,1110259
7
+ pmdsky_debug_py/na.py,sha256=G9C3TnglAN4CA2RLeVYJVp3ErB5pcnm4xYg8O8YXGKk,1163076
8
+ pmdsky_debug_py/na_itcm.py,sha256=MbvV7wKufIczStsR4zb8b0scV9wij15wu9djPJC3azI,1110278
9
+ pmdsky_debug_py/protocol.py,sha256=6DjeIGarTz7BPv-fM_bOk8NRBJe4KA237mGs4vXAcds,340468
10
+ pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
+ pmdsky_debug_py-10.1.5.dist-info/METADATA,sha256=G9iY_-qHwaP9N1GaGQOOwKB2cqm92iR737Z3InyPyyg,1375
12
+ pmdsky_debug_py-10.1.5.dist-info/WHEEL,sha256=0CuiUZ_p9E4cD6NyLD6UG80LBXYyiSYZOKDm5lp32xk,91
13
+ pmdsky_debug_py-10.1.5.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
+ pmdsky_debug_py-10.1.5.dist-info/RECORD,,
@@ -1,5 +1,5 @@
1
1
  Wheel-Version: 1.0
2
- Generator: setuptools (75.8.2)
2
+ Generator: setuptools (80.3.1)
3
3
  Root-Is-Purelib: true
4
4
  Tag: py3-none-any
5
5
 
@@ -1,14 +0,0 @@
1
- pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
- pmdsky_debug_py/_release.py,sha256=G03VHYY4F5L5PbcQk2ePyqAZf9flIUGX08byNU9GZMg,31
3
- pmdsky_debug_py/eu.py,sha256=1AaBIVyZAK01U_mv9W4h4VojJf-WLlV05BOUTcRpCPY,1158069
4
- pmdsky_debug_py/eu_itcm.py,sha256=f2zloY1eLDwIAMivQPh_JQ3yzk7NsulsyGkagwCwyvw,1106240
5
- pmdsky_debug_py/jp.py,sha256=i30i-j2epjOZpPNyEj7tZUzzFR1ObwFGlKC66K0D3bg,1154787
6
- pmdsky_debug_py/jp_itcm.py,sha256=TrUvu0pGdx8OhVEzCHkNRLiWt3NXY1_cqfKmzvnlevY,1106230
7
- pmdsky_debug_py/na.py,sha256=GeqnC2A_QRGQWnX7qEWKU6F0NwAoPcK6997ukcB-44Y,1159026
8
- pmdsky_debug_py/na_itcm.py,sha256=deHgpgNFg7hDweGl1TyIN0jVDoF_OWDW0UwLg4ZEHQk,1106240
9
- pmdsky_debug_py/protocol.py,sha256=BPehfaS9gfefIHvKCfqBpRn6Epvj-srg-igmVIFAAm8,339846
10
- pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
- pmdsky_debug_py-10.1.3.dist-info/METADATA,sha256=ALNi0nmmLDVE5kNfEYwc-Uc6z3hXaYTNYZgw8ZC8bfk,1375
12
- pmdsky_debug_py-10.1.3.dist-info/WHEEL,sha256=jB7zZ3N9hIM9adW7qlTAyycLYW9npaWKLRzaoVcLKcM,91
13
- pmdsky_debug_py-10.1.3.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
- pmdsky_debug_py-10.1.3.dist-info/RECORD,,