kenobi wrote:
Just looked briefly, but yeah, why not. However I guess you have more chances having CMX adding them to the CBDS than having Martin adding them in no$gba. I could also help you somewhat adding them in the CBDS, but that would be a big 'enabler', and everyone that wants to use your codes type would then have to, for each game, (encrypt and) enter the whole enabler, which seems a bit pointless...
Anyway, you have to keep in mind that your 'new' codes type must be compatible with the old ones, so you can't use codes type 0x40 and 0x60. However, codes type 0x48 and 0x68 are unused for now.
And for the 0x90 code type, it should end with a bx lr (the code engine would then just bl to your asm routine), else it'll just crash.
Also, about new code types, I think the CBDS is really missing the 'patch' code type (ARDS code type E). Not only could it be useful (can greatly reduce the number of lines to enter manually), but then macking a CBDS hack to transform than patch code into an execute custom asm routine should be fairly easy.
Oh, and before adding anything, CMX should first fix the 0x60 code type's condition false bug :/
ok, changed it to 48/68 XD anyway, why would require a big enable code? you mean in the real cbds of course, and i was talking with martin, he's a good person and i think if i ask him he could add at least 1 of these

(ok the slide code one is a bit strange lol never heard of a 3 line type code lol) the asm one i just used some random asm XD just for example, but I'll ask you what really need to do this the most safe way... just finishing with a bx lr should be good?
about the type 6 bug, i talked with CMX, but anyways, you can always use the D one

(better in my opinion)