Skeetendo

’Cause all games were better on the GBC

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#1 2017-06-07 15:24:47

Fotomac
Member
Registered: 2015-10-25
Post 295/332

Rollout bits?

Can anyone decipher bits 4, 5, and 6 (the Rollout bits) from looking at this commit on pokelavender? Because I'm trying to implement it for my own hack. Course, I do get that one of them has got to be labeled UsingRollout, but other than that, I'm pretty much stumped.

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#2 2017-06-09 12:27:07

Crystal_
Member
From: Spain
Registered: 2012-09-16
Post 423/450
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Re: Rollout bits?

Bits 4-7 of the third volatile statuses array were unused so I just picked three of them up to work as a Rollout counter. It differs with how other bits work in these arrays, since they're not used for counters but as true/false flags. But I figured using two different memory addresses was not necessary given that there was enough space.

You can label those bits as UsingRollout if you want, it's up to you (as in, UsingRollout EQU %01110000, then replace all 'and %01110000' with 'and UsingRollout' and the 'and %10001111' with 'and $ff ^ UsingRollout'). It won't change the result, it's just for readability.

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