Originally posted by dlevere
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[NDS] Execute an AR Code only once?
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I can't because I don't have any initial value I could assign when the deactivator is pressed
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That increments the offset value, not the data value, right? And unless you took control of setting the offset, all it would do is keep writing whatever is in Dx to the next address on subsequent passes.
Is there a section of memory that isn't used by the games, that is accessible to the AR, and is initialized on start up? That's the easiest way to handle something like this. Check an address there for not-equal <value> and then at the tail end of your code, set the address to that value.
Edit: Button activators may or may not work. The code engine usually executes several times in the duration of one button press, so checking that usually isn't sufficient to limit a code to one write.Last edited by Pyriel; 07-23-2015, 08:19:26 AM.
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Uhm yeah...that's the code I've been using to increment my value. But I've already got that working, my question is how I can keep the code from looping.
An educated guess I've just come up with is to put a button activator at the last line of the code and give it a pretty much impossible button combo, like pressing every button there isLast edited by MichiS97; 07-23-2015, 07:52:52 AM.
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[NDS] Execute an AR Code only once?
Hey, is there a way to make an AR Code for the Nintendo DS that is only executed once? I'm asking this because I'm making a code for Phantom Hourglass which would require me to increment a specific value by 1. I managed to pull that off already but the code is executed in a loop of course which makes my value go up the entire time the code is activated. Would it be possible to change some kind of execution state so that the code is only executed once?Last edited by MichiS97; 07-23-2015, 06:45:36 AM.Tags: None
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