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PicoC Basics
This page details the basics of beginning with picoC PKSM scripts.
This is not a guide to programming in C. If you need a primer (or refresher) on C, see C References below.
Here is the simplest skeleton of a picoC PKSM script
#include <pksm.h> // PKSM provided virtual header giving access to scripting API
#include <stdlib.h>
int main(int argc, char **argv)
{
unsigned char version = *argv[0];
// do work here...
return 0;
}
Feel free to remove any of the variable declarations you don't need, or use different names for the variables.
-
argc
is useless in scripts -- leave it in the parameters list formain
but otherwise ignore it -
argv
-
*argv[0]
save's game version (game's index number as found in a Pokémon's source/origin game field)
-
Game | Version | *argv[0] |
---|---|---|
Sapphire | 1 | 1 |
Ruby | 2 | 1* |
Emerald | 3 | 3 |
Fire Red | 4 | 4 |
Leaf Green | 5 | 4* |
Diamond | 10 | 10 |
Pearl | 11 | 10* |
Platinum | 12 | 12 |
HeartGold | 7 | 7 |
SoulSilver | 8 | 7* |
White | 20 | 20 |
Black | 21 | 21 |
White 2 | 22 | 22 |
Black 2 | 23 | 23 |
X | 24 | 24 |
Y | 25 | 25 |
Alpha Sapphire | 26 | 26 |
Omega Ruby | 27 | 27 |
Sun | 30 | 30 |
Moon | 31 | 31 |
Ultra Sun | 32 | 32 |
Ultra Moon | 33 | 33 |
Red (VC) | 35 | 35* |
Green (JP VC) / Blue (VC) | 36 | 35* |
Blue (JP VC) | 37 | 35* |
Yellow (VC) | 38 | 38 |
Gold (VC) | 39 | 39* |
Silver (VC) | 40 | 39* |
Crystal (VC) | 41 | 41 |
Let's Go, Pikachu! | 42 | 42 |
Let's Go, Eevee! | 43 | 43 |
Sword | 44 | 44 |
Shield | 45 | 45 |
* - Save files from game pairs prior to Gen 5 cannot be told apart from each other by their content alone. Each of the following *argv[0]
values will apply for the save files of multiple different games:
-
1
: Ruby and Sapphire -
4
: Fire Red and Leaf Green -
7
: HeartGold and SoulSilver -
10
: Diamond and Pearl -
35
: Red (VC), Green (JP VC), Blue (VC), and Blue (JP VC) -
39
: Gold (VC) and Silver (VC)
PKSM provides a few enum
s and struct
s to scripts, most of which have a narrow scope of use and are detailed alongside the function(s) they pair with. Below are the multi-use ones
enum Generation {
GEN_FOUR,
GEN_FIVE,
GEN_SIX,
GEN_SEVEN,
GEN_LGPE,
GEN_EIGHT,
GEN_THREE
};
// example usage
int pokePick = gui_menu_6x5("Choose Honey Tree Pokémon", optNum, &treePokes[0], &pokes[0], GEN_FOUR);
When something depends on the generation being worked with (sprites, data structure, etc.), use one of these. The example usage code comes from the DPPT Honey Tree script, though there are other examples available in the repo.
enum Pouch {
NormalItem,
KeyItem,
TM,
Mail,
Medicine,
Berry,
Ball,
Battle,
Candy,
ZCrystals
};
Using API functions that work with the player's bag requires using one of these to specify which pouch to work with.
- Avoid allocating arrays based a size stored in a variable (for instance
char buffer[size];
). Use something along the lines ofchar* buffer = malloc(size);
instead and free the pointer after use.
// 1 byte value
char val = sav_get_byte(offset, 0);
sav_set_byte(val, offset, 0);
// 2 byte values
short val = sav_get_short(offset, 0);
sav_set_short(val, offset, 0);
// 4 byte values
int val = sav_get_int(offset, 0);
sav_set_int(val, offset, 0);
The utility functions above returned signed integers, but these are automatically converted to unsigned integers on assignment if you add the unsigned
keyword to their type declarations. See Save Access Functions for how to specify offsets in different games.
Here is a list of references for C programming in general. Not all material will be applicable to PKSM scripts since picoC is a subset of C90.
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