Are pointer type codes not supported yet? Those are the only ones I'm having a problem with. All the "main" codetype direct memory modifying Gecko Codes work fine.
Well here's the main codetypes used in many codes from Gecko documentation:
Here's the code I made for Fire Emblem Radiant Dawn using my USBGecko:
Right Side Critical Display (Battle):
48000000 803CA750
DE000000 80008180
58010000 00000064
DE000000 80008180
1400004C 0000XXXX
E0000000 80008000
And it works fine for the Wii... however... since I want to record in HD with Dolphin... I've had a few difficulties with these codetypes:
It was a pointer in a pointer type code... and I've had no problem "porting" codes to Dolphin for regular codes... they just get moved... the problem here is that the Wii and Dolphin have the same addresses for the pointer.
Is it because pointer type Gecko codes for Dolphin aren't supported yet?
It's because I had pretty much success manually changing the value after following the pointer in the debug mode of Dolphin.
As you can see here:
Well here's the main codetypes used in many codes from Gecko documentation:
Quote:CST0: 8bits Write & Fill
00______ YYYY00XX : 8bits ram write and fill (ba) writes XX YYYY+1 times at ba+address
10______ YYYY00XX : 8bits ram write and fill (po) writes XX YYYY+1 times at po+address
CST1: 16bits Write & Fill
02______ YYYYXXXX : 16bits ram write and fill (ba) writes XXXX YYYY+1 times at ba+address
12______ YYYYXXXX : 16bits ram write and fill (po) writes XXXX YYYY+1 times at po+address
CST2: 32bits Write
04______ XXXXXXXX : 32bits ram write (ba) writes XXXXXXXX at ba+address
14______ XXXXXXXX : 32bits ram write (po) writes XXXXXXXX at po+address
Here's the code I made for Fire Emblem Radiant Dawn using my USBGecko:
Right Side Critical Display (Battle):
48000000 803CA750
DE000000 80008180
58010000 00000064
DE000000 80008180
1400004C 0000XXXX
E0000000 80008000
And it works fine for the Wii... however... since I want to record in HD with Dolphin... I've had a few difficulties with these codetypes:
Quote:CST4 : Load into Pointer
48TYZ00N XXXXXXXX :
48000 : po = [XXXXXXXX]
48010 : po = [ba+XXXXXXXX]
58010 : po = [po+XXXXXXXX]
48001 : po = [grN+XXXXXXXX]
48011 : po = [ba+grN+XXXXXXXX]
58011 : po = [po+grN+XXXXXXXX]
48100 : po += [XXXXXXXX]
48110 : po += [ba+XXXXXXXX]
58110 : po += [po+XXXXXXXX]
48101 : po += [grN+XXXXXXXX]
48111 : po += [ba+grN+XXXXXXXX]
58111 : po += [po+grN+XXXXXXXX]
It was a pointer in a pointer type code... and I've had no problem "porting" codes to Dolphin for regular codes... they just get moved... the problem here is that the Wii and Dolphin have the same addresses for the pointer.
Is it because pointer type Gecko codes for Dolphin aren't supported yet?
It's because I had pretty much success manually changing the value after following the pointer in the debug mode of Dolphin.
As you can see here: