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Just some way to define structure notes would just be nice in general as set-wide meta data. [Structure:CharacterSlot:128Bytes] [Structure:BattleSlot:64Bytes] And then you can just tag something as [CharacterSlot] or [BattleSlot] on an address and it'd ghost out the whole range plus solid highlight the offsets would be nice. I'd love to see things like this show up proper-like on the website too. |
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I was considering something along these lines for annotating an array of structures. It could potentially be used for a single structure by making the array length 1, but you'd probably just note the individual fields at that point.
The "40 bytes" is the size of the structure, and the "8x" indicates an array of 8 elements. The entire region would be 320 bytes long, and the structure notes would be repeated every 40 bytes. If that note was at address $10000, then address $10002 would have an indirect note of:
And address $10056 ($10000 + 40*2 + 6) would have an indirect note of:
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As a developer it sometimes happens that the structure of some memory is the same in multiple locations, for example character slots in an RPG. The code note for one of those slots could look like this:
If you have multiple slots following the same structure you have two ways to approach that:
It would be nice to have a way to do inbuild references. While I can see it being hard to implement in the code note input field itself as well as confusing, I think it would be great if at least the address code note in the Asset Editor (and eventually the site) could show such information.
Here some images to visualize my idea:
Shown Code Note in the Asset Editor
Actual Code Note of address 0x200040 referencing to address 0x000000
Code Note of address 0x000000, this is the one shown in the Asset Editors ignoring the comment
The way it should work would be to simply replace the @0x000000 reference with the data from that address, so that you can also use it inbetween text like this in case at some point the data slightly changes or you want to reference something like character or weapon IDs.
So this:
Would result into:
In the example I just use address 0x000000 as reference location, not the best way to approach this since it would be better to have such reference information excluded from actual code notes but it's at least doable without changing much of how notes work and there usually is always memory that's unnecessary for the achievement dev.
To avoid infinite loops and very complex reference chains I think a simply 1-layer reference limit would be fine.
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