Np. No need to apologize that much, no offenses were taken.
Here is a 'funny' one (took some time to make, as I had to warp the player and the camera, but hopefuly it's working good !) :
Code:
Press Start+Select to teleport to the latest warp icon *
94000130 FFF30000
023FE074 012FFF11
E0000000 000000B8
E92D00FF E59F70A0
E5D713A6 E5970000
E59F2098 E0200192
E59F5094 E0800005
E3A0307F E4504003
E3540006 0A000003
E2433001 E3530000
1AFFFFF9 EA000018
E5D01004 E5D02005
E5973000 E5C31668
E5C32669 E5C3166A
E5C3266B E597381C
E2833A02 E59349D4
E59359E0 E0454004
E59369DC E59379E8
E0476006 E1A01701
E1A02702 E58319D4
E58319EC E58329DC
E58329F4 E0811004
E0822006 E58319E0
E58329E8 E8BD00FF
E12FFF1E 020F077C
000005A4 00002AA0
023FE074 E3520003
D2000000 00000000
* : put a warp icon on the current map (ie. the map where you stand), then press Start+Select, and you'll be warped to it ! The code checks for and uses the latest warp icon that has been added to the map. Beware, looking at the edges on the map will crash the game, so you better stay at least one step away from them ! And if no warp point exists, nothing will happen.
@cielos : btw I've PMed you about the crash, to see if there anything to solve.
Edit : Autofire A code had a small bug which prevented further codes to work properly (used D0 instead of D2). It's working properly now.
For anyone interessed, here is the 'source' of that warp code (use ASM to ARDS to compile it - I know it looks bad btw !) :
Code:
push {r0-r7}
ldr r7,data @ r7 = pointer address
ldrb r1,[r7,#0x3A6] @ r1=current map number
ldr r0,[r7]
ldr r5,data2 @ offset to reach the dungeon maps
add r0,r5 @ r0=base map last icon address
ldr r2,data1 @ r2 = size of a map
mla r0,r2,r1,r0 @ r0 = current map last icon address
mov r3,#0x7F @ 0x80 icons max per map
loop:
ldrb r4,[r0],#-3 @ load the icons backwards, from the end of the list to the start
cmp r4,#0x6 @ 0x6=warp icon
beq teleport @ if warp icon is found goto teleport
sub r3,#1
cmp r3,#0
bne loop @continue to loop until start of map icons address is reached
b end @ exit if no warp icons has been found
teleport:
ldrb r1,[r0,#0x4] @ load icon coodinates
ldrb r2,[r0,#0x5] @ load icon coodinates
ldr r3,[r7] @ r3 = pointer
strb r1,[r3,#0x668] @ store icon coordinates at the player current coordinates
strb r2,[r3,#0x669] @ store icon coordinates at the player current coordinates
strb r1,[r3,#0x66A] @ store icon coordinates at the player last coordinates
strb r2,[r3,#0x66B] @ store icon coordinates at the player last coordinates
ldr r3,[r7,#0x81C] @ r3 = pointer
add r3,#0x2000 @ 0x02000 = part of the camera data offset
ldr r4,[r3,#0x9D4] @ load current camera coordinates
ldr r5,[r3,#0x9E0] @ at 0x9E0 is a mix of several things
sub r4,r5,r4 @ I have to extract the 'unused' information from it in r4
ldr r6,[r3,#0x9DC] @ load current camera coordinates
ldr r7,[r3,#0x9E8] @ at 0x9E8 is a mix of several things
sub r6,r7,r6 @ I have to extract the 'unused' information from it in r6
lsl r1,r1,#0xE @ Converts icon coordinates to camera coordinates
lsl r2,r2,#0xE @ Converts icon coordinates to camera coordinates
str r1,[r3,#0x9D4] @ write camera coordinates (current?)
str r1,[r3,#0x9EC] @ write camera coordinates (current?)
str r2,[r3,#0x9DC] @ write camera coordinates (last?)
str r2,[r3,#0x9F4] @ write camera coordinates (last?)
add r1,r1,r4 @ I add to the coordinates the data I've extracted in r4
add r2,r2,r6 @ I add to the coordinates the data I've extracted in r6
str r1,[r3,#0x9E0] @ write camera coordinates (mix?)
str r2,[r3,#0x9E8] @ write camera coordinates (mix?)
end:
pop {r0-r7}
bx r14
data:
.word 0x020F077C @ pointer address
data1:
.word 0x05A4 @ size of a floor map
data2:
.word 0x2AA0 @ offset to reach map's last icon data
Edit : oops again, forgot the D2000000 00000000 at the end of the warp code. Corrected !
One last for tonight :
Code:
Walk Trough Walls (enabled by default, disabled while B is pressed) *
02074EA4 E3A00000
94000130 FFFD0000
02074EA4 E7D00201
D2000000 00000000
* : FOEs will WTW too ! This code has the same problem than the teleport code : looking at the map edge will crash the game, so be cautious ! I also advice NOT encountering wild monsters while being outside ot the regular map data (I tried it on B22F and encountered B1F monsters, but just in case it could crash the game you should avoid it).