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  • Snes Break point question

    Hi Everyone does anyone Know what the part near the end of a break point means?

    $C0/8DFA 85 58 STA $58 [$00:0558] A:003F X:0700 Y:0000 D:0500 DB:00 S:1FDF P:envmxdizCHC:0096 VC:046 00 FL:123


    this part D:0500 DB:00 S:1FDF P:envmxdizCHC:0096 VC:046 00 FL:123?

    Please help if you can

  • #2
    Originally posted by xxphillips View Post
    this part D:0500 DB:00 S:1FDF P:envmxdizCHC:0096 VC:046 00 FL:123?
    In order:
    D - Direct Address
    DB - Direct Bank
    S - Stack
    P - Flags (missing a space at the end)
    HC - Cycle Count (Horizontal)
    VC - Vertical Counter
    The unannotated 00 there should be the Frame Count
    FL - Function Level

    For most hacking, you're probably only going to be interested in the Flags, which would be retained in Squelch mode.

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    • #3
      Thank you so much for your reply I understand Direct Address, Direct Bank, Direct Bank Stack, and Flags but I don't unstand Cycle Count, Vertical Counter Function Level what is there purpose what do they tell you please can you or someone explain.

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      • #4
        Thank you so much Geiger with out you I would not be able to make any of the Game Genie codes I've made or continue to make. Thank you so much.
        God Bless You

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        • #5
          Originally posted by xxphillips View Post
          Cycle Count, Vertical Counter
          I don't know these well enough to give you a proper answer. As I understand them, it has to do with SNES pixel drawing timing.

          Function Level
          This is really more of a calculated piece of information than a cold hard statistic. It is how many levels deep GSD thinks the game has called into functions. Problem with that is that games don't always make conventional function calls, so that statistic can get inflated. It is really more there to help point out entering and exiting subroutines than to be treated as critical and infallible information.

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          • #6
            Thanks for your reply

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