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[NDS] ASM Question

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  • [NDS] ASM Question

    So I'm trying to make a code for a game and I realized that 1 pointer won't do the job, nor will a 2-tier pointer code so I know I must back trace in order to find out how many pointers will this code really need. My question is: Should I stop tracking r0 and start tracking r1 since I came across a "swpb" instruction? I never came across, nor used this instruction for making ASM codes so I'm unfamiliar with it. I'm going to assume that it stands for "Swap byte" and I'm going to also assume that it's swapping r0 with r1, and r1 with r0. This is the routine I landed in when I first began the debugging:
    Code:
    02055CF8 E59020A0 @ldr r2,[[COLOR=#000080][B]r0[/B][/COLOR],#0xA0]
    02055CFC E0821001 @add r1,r2,r1
    02055D00 E58010A0 @str r2,[r0,#0xA0]
    Here's the picture of me tracking down r0:


    Any help is appreciated since I intend on finishing this code.
    Edit: Never mind. Was given the code by Codejunkies from someone. Locking...
    Last edited by Demonic722; 12-01-2011, 10:11:17 PM.
    I only bother with things that interest me.
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