11-14-2020, 11:04 PM
It's a signed 16 bit (halfword) value. 0x7FFF is the maximum value and anything past that is negative
Super Mario Eclipse, what Super Mario Sunshine could've been.
Change VR Limit [XeR]
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11-14-2020, 11:04 PM
It's a signed 16 bit (halfword) value. 0x7FFF is the maximum value and anything past that is negative
Super Mario Eclipse, what Super Mario Sunshine could've been.
11-14-2020, 11:30 PM
(11-14-2020, 11:04 PM)JoshuaMK Wrote: It's a signed 16 bit (halfword) value. 0x7FFF is the maximum value and anything past that is negativeThank you for specifying lul.
~MKWii.com #1~
11-26-2020, 02:58 AM
(03-07-2018, 10:55 PM)Vega Wrote: Change VR Limit [XeR]I plan on attempting to either raise the limit that this code can push, or maybe shorten this code down if that is possible.
~MKWii.com #1~
11-26-2020, 03:16 AM
(11-26-2020, 02:58 AM)TheNinjaKingOW Wrote:(03-07-2018, 10:55 PM)Vega Wrote: Change VR Limit [XeR]I plan on attempting to either raise the limit that this code can push, or maybe shorten this code down if that is possible. I can't remember if this code effects BR too. If not, could be something for you to also work on.
11-26-2020, 04:22 AM
(11-26-2020, 03:16 AM)Vega Wrote:Hmm, I'll look into it, thanks!(11-26-2020, 02:58 AM)TheNinjaKingOW Wrote:(03-07-2018, 10:55 PM)Vega Wrote: Change VR Limit [XeR]I plan on attempting to either raise the limit that this code can push, or maybe shorten this code down if that is possible.
~MKWii.com #1~
11-26-2020, 09:00 AM
Shortening the code? Possibly. The lowest I see it going is 4 lines. As for changing the limit, you would need to remove every s16 cast that may exist, as well as changing where the value is stored in memory since it's going to be stored as a s16 in whatever class it is a member of, and storing as an s32 will therefore clobber data
Super Mario Eclipse, what Super Mario Sunshine could've been.
11-26-2020, 07:53 PM
(11-26-2020, 09:00 AM)JoshuaMK Wrote: Shortening the code? Possibly. The lowest I see it going is 4 lines. As for changing the limit, you would need to remove every s16 cast that may exist, as well as changing where the value is stored in memory since it's going to be stored as a s16 in whatever class it is a member of, and storing as an s32 will therefore clobber dataWell, It would be a great starter project.
~MKWii.com #1~
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