link12552
decade club
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- Seen Apr 26, 2022
Question / Mention... Quention!?
-Quick question to any understand the GBA pointer system.
-And...
On another note,
Feedback, Ideas, Suggestions? Oh and someone please answer my question :P
-Quick question to any understand the GBA pointer system.
I'm adding the "more than 6 digit" ability everyone's been asking for, but I'm not %100 sure how GBA pointers are stored after 0xFFFFFF;
Does the 08 at the beginning / end of the pointer simply change to a 09?
-or am I missing something here?
Cookies to whoever helps
Does the 08 at the beginning / end of the pointer simply change to a 09?
-or am I missing something here?
Cookies to whoever helps
-And...
On another note,
I might as well mention that I'm also tricking out the bookmark system.
Among the improvements I'm making to it, I might mention that one of the new features is the ability to easily script bookmarks from within NSE. Yay! dynamic bookmarks! :D
The way I think this "scripting" is going to work is a simple drag and drop approach -cuase it's all command based...
(eg: Dragging a "Read" icon onto an ordered table and specifying to read 4 digits from 0x800000, then telling it to take the read digits and set them as the "image offset" of the sprite by dragging a return icon onto the table)
Of course you can make much more complicated scripts (if / while statements, dynamic memory, math operators, and a few other more essential commands will be available the memory stack now has constant pointers to each of your variables, and you can specify which variable you want to "add 5 to") and you can still just simply provide the offsets
And after the script is made, It's compiled into a custom byte code, that gets embedded into the bookmark file, but can still be edited at a later time, it de-compiles scripts just as easily as it compiles them)
(eg: as a test I quickly made a script similar to the old pokemon plugin just for one sprite though and it took up only about 100 bytes of size inside the bookmark file!, and these hundred bytes worked for all BP header roms)
It's still in production phase, I'm presently writing the interpreter as I post this, but hopefully it will make it into the next release of NSE.
Among the improvements I'm making to it, I might mention that one of the new features is the ability to easily script bookmarks from within NSE. Yay! dynamic bookmarks! :D
The way I think this "scripting" is going to work is a simple drag and drop approach -cuase it's all command based...
(eg: Dragging a "Read" icon onto an ordered table and specifying to read 4 digits from 0x800000, then telling it to take the read digits and set them as the "image offset" of the sprite by dragging a return icon onto the table)
Of course you can make much more complicated scripts (if / while statements, dynamic memory, math operators, and a few other more essential commands will be available the memory stack now has constant pointers to each of your variables, and you can specify which variable you want to "add 5 to") and you can still just simply provide the offsets
And after the script is made, It's compiled into a custom byte code, that gets embedded into the bookmark file, but can still be edited at a later time, it de-compiles scripts just as easily as it compiles them)
(eg: as a test I quickly made a script similar to the old pokemon plugin just for one sprite though and it took up only about 100 bytes of size inside the bookmark file!, and these hundred bytes worked for all BP header roms)
It's still in production phase, I'm presently writing the interpreter as I post this, but hopefully it will make it into the next release of NSE.
Feedback, Ideas, Suggestions? Oh and someone please answer my question :P