When using a 0x9 code type to 'move' a register, does it still keep the old value in the old register? I need to use this value as an address for a register load code, and am unsure if it'll work because it is described as a 'move' operation and not a 'copy' one. If that won't work, this code in and of itself cannot work, as it is a loop code, and the loading of the register is looped, then the register is incremented at some point during each loop. I want to do the following:
Set register 0xB with the original offset.
'Copy' register 0xB to register 0xC
Set loop X times to register 0xF.
Use register B as the base address to a 0x5 code type, writing to register 0xB again.
Check if register 0xB is greater than 0.
If yes, subtract 2 from register 0xC and store it in register 0xD.
Write 0x0384 to the address in register 0xD.
End condition.
Add 0x8 to register 0xC.
'Copy' register 0xC to register 0xB.
Loop
End condition (for the loop, breeze seems to think it is needed, and will add it if missing, but AMS's documentation doesn't mention it).
This code is an all items code that sets the quantity to 900 only for the items you have. Currently it does not skip key items, but I will add that functionality next once I get the initial code working.
Second question:
In step 7, can I use negative values in register write offsets? If so, I can cut out step 6 altogether and not use register 0xD for anything, shortening the code by 1 line, and the overall operation significantly as a result.
code type 9 is math, you change the lhs
code type 5 is load register and of course change the register
you can use disassembly function of breeze and post it here for a look
code type 9 is math, you change the lhs
code type 5 is load register and of course change the register
you can use disassembly function of breeze and post it here for a look
Okay, I am at my wit's end... Why isn't this code working? It's actually setting every owned item's ID AND quantity to 0 instead of what it should be doing...
Okay, I am at my wit's end... Why isn't this code working? It's actually setting every owned item's ID AND quantity to 0 instead of what it should be doing...
Okay, I am at my wit's end... Why isn't this code working? It's actually setting every owned item's ID AND quantity to 0 instead of what it should be doing...
Soooo, I'm running into an issue where a moon jump code only works while standing still, but I want the player to be able to move while using it, otherwise it is useless. How do I make a 0x8 code type ignore the upper 16 bits of the code so that stick controls are ignored? This is really agitating. No other moon jump code does this in any other game I have played, so I'm at a loss...
Post automatically merged:
Edit: Okay, never mind. The character moving makes the gravity increase, so I just had to hold the button longer to get it to work. The code is working as intended.
Edit 06/28/2024 @ 6:42 PM EST:
Added the rest of the codes I wish to port, for now.
These codes were all ported from the originals by @Hazerou, @xtatu, and others whom I don't know the origins of their codes.
For the moon jump code, when you're on foot with your main character, you need to walk 'down' a slope wile holding B, and once you're 'high' enough, then the moon jump will start working.
The character stats code may only work in the first outdoor map outside Mahana Village; more testing needs to be done to confirm this.
The run speed codes cause your weapon to jiggle like crazy when on foot. This is purely visual, and to avoid it, ride a Monstie; the speed boost works on them as well!
The max money code was unchanged between v1.1.0 and v1.5.3, for some odd reason.
Hi, thanks for your works and for the helps, I don't know i f someone wrote about it yet, but pearls code doesn't work, you just get 99 pearls showed, but you just can use the one you really own.
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But before all of that, you have to scower through forums like XDA to find your specific model, and even then you may or may not find a custom ROM for it. Unless it was over a decade or so old.