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Gadgets Not Activating...
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Wreck
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 PostPosted: Sat Sep 29, 2018 1:19 pm    Post subject: Reply with quote Back to top

I just wonder, if that following list could be shortened (remove some entries), than we can extend the trigger gadgets list before it. I mean, if those are indeed weapon IDs, which it appears to be, and default GE only makes use of three items (keycard, bolt key and Yale key), we could remove some to make room for the previous list to grow.
 
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pavarini
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 PostPosted: Sat Sep 29, 2018 6:55 pm    Post subject: Reply with quote Back to top

It's possible to add a asm jump and extend the list with whatever the user wants.
 
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zoinkity
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 PostPosted: Sun Sep 30, 2018 6:31 pm    Post subject: Reply with quote Back to top

I've always been of the opinion if you're going to rewrite something you might as well drop the equality tests altogether and either test against a list or a flag.

More to the point, the whole function amounts a series of different weapon ID tests for various different purposes. If one test gets addressed...well, in for a penny, in for a pound. The whole of this thing could be simplified to use flags in the item attributes to eliminate a lot of mess and reduce item behaviour to a simple tick on and off--presuming enough are free.
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pavarini
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 PostPosted: Sun Sep 30, 2018 9:28 pm    Post subject: Reply with quote Back to top

This will make gadgets read from a table of ids placed within 21990. It will read starting from 0x3BA40 within 21990 (or 8005C7D0 in-game). The table must end with 00.

Code:
Changed bytes to ROM (assuming unflipped ROM)
0x9B8A0: from 12210009 to 3C018006
0x9B8A4: from 24010037 to 2421C7D0
0x9B8A8: from 12210007 to 90240000
0x9B8AC: from 24010026 to 50800013
0x9B8B0: from 12210005 to 00000825
0x9B8B4: from 24010032 to 10910004
0x9B8B8: from 12210003 to 00000000
0x9B8BC: from 24010049 to 1000FFFA
0x9B8C0: from 5621000F to 24210001
0x9B8C4: from 24010033 to 00000000


Example ID table within 21990 https://i.imgur.com/8vsBcQk.png


Last edited by pavarini on Mon Oct 01, 2018 12:12 pm; edited 1 time in total
 
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Wreck
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 PostPosted: Mon Oct 01, 2018 11:46 am    Post subject: Reply with quote Back to top

Ah, that sounds great, Pavarini. That only affects the activating gadgets table, correct? It doesn't do anything to that unknown series of weapon IDs that follows it, correct? I can also set it to wherever I like in 21990, by editing the "8006" and "C7D0" address values? I will definitely try it out tonight. Thanks!
 
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pavarini
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 PostPosted: Mon Oct 01, 2018 11:49 am    Post subject: Reply with quote Back to top

It overwrites the first check area, so by default the IDs should be 37 26 32 49 which will have identical behavior as the original code.

And yes, changing 3C018006 2421C7D0 lines will set the location to read from.
 
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Wreck
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 PostPosted: Thu Oct 04, 2018 3:09 pm    Post subject: Reply with quote Back to top

Alright, so I updated the ROM with your data (but at a different spot in 21990 - 800572A0 [8006 72A0 in code]) and it doesn't seem to be helping. I am using weapon ID 31 (Bug Detector) in the level, and pressing the trigger button with it equipped is not activating the safe cracker action. I listed the original five IDs, plus an additional five I added in. Any ideas?

I also just tried 4D Lectre and still no luck.
 
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pavarini
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 PostPosted: Thu Oct 04, 2018 3:18 pm    Post subject: Reply with quote Back to top

The value is incorrect. Addiu is signed addition, and because 72A0 is below 8000, you don't need to set the upper field (8006) higher by 1. The code should be 8005 72A0
 
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Wreck
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 PostPosted: Thu Oct 04, 2018 3:30 pm    Post subject: Reply with quote Back to top

Ah, thanks for the correction. That definitely did the trick. Now ID 31 is indeed working to activate the safe cracking action. Not sure how many of these gadgets I may end up needing, but there are ten total listed in the new 21990 entry. I imagine that is enough, but I can always include more, should it become necessary. Thanks again.
 
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