Dynamic Gravity [JoshuaMK]
#2
Nice work! I'm amazed at how good you are at ASM. I finished the ports, btw.

I went ahead and bolded your name for Code creator.  Wink It's a nice touch I like to add to my own code threads. Feel free to move all the code credits before the gigantic wall of source (I do it sometimes if the source is very long lol).

For any branch instructions that are..

blt
ble
bgt
bge

You might want to get into the habit of using a logical comparison beforehand instead of signed (use cmplwi/cmplw instead of cmpwi/cmpw). It's not needed in this particular code, but you may run into an instance where the game treats the values logically, so if you are working with those values as signed, it could cause some issues.

The only time you wouldn't need logical comparisons for those branches if you know that negative values could be possible.

Also... you can see I edited the parts of the compiled code for PAL, J, and K for the analog stick byte load.

Those addresses are..
pal 80350583
ntsc-j 8034FF03
ntsc-k 8033E583

This would be a perfect time for you to learn Macros and set the source to compile the different analog byte locations depending on which region is designated for the compiler. - http://mkwii.com/showthread.php?tid=1083

Once again, great work!!!!
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Messages In This Thread
Dynamic Gravity [JoshuaMK] - by JoshuaMK - 07-01-2019, 03:37 AM
RE: Dynamic Gravity - by Vega - 07-01-2019, 03:15 PM
RE: Dynamic Gravity - by JoshuaMK - 07-01-2019, 04:21 PM
RE: Dynamic Gravity - by Vega - 07-01-2019, 07:40 PM
RE: Dynamic Gravity - by JoshuaMK - 07-02-2019, 06:15 AM
RE: Dynamic Gravity - by Vega - 07-02-2019, 02:05 PM
RE: Dynamic Gravity - by JoshuaMK - 07-02-2019, 05:55 PM
RE: Dynamic Gravity - by Vega - 07-02-2019, 06:43 PM
RE: Dynamic Gravity - by JoshuaMK - 07-02-2019, 08:11 PM

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