Karakara | Karetro
New member
Hey!
Programming isn't typically that hard in my opinion, as long as you know the basic syntax. However, its also key to know how said language represents its mathematical functions. With asm, its all 3 letter opcodes, so it can be hard or not as obvious what corresponds to what.
So that leads to my first question: How would I make the following comparisons: Greater than, Less than, Greater than or equal to, and Less than or equal to. I know CMP and AND act as comparisons, but as far as I understand, they will only do equal to.
Additionally, I was wondering how I could set an object I just created with CreateObject using a stored value. Not quite sure how to do this.
Now for the bigger fish:
How would I go about having certain screen types cause certain effects when they are loaded?
EX: Set the players action type to a certain value for an overworld map.
Ive already tampered a little with the screen loading code, in order to fix a minor bug with projectiles (If you exit a room while firing, the bullet object never sets the can shoot variable back to zero), but this is on a much higher level, and I'm not sure my level of ASM experience will suffice :? .
All help is appreciated!
Programming isn't typically that hard in my opinion, as long as you know the basic syntax. However, its also key to know how said language represents its mathematical functions. With asm, its all 3 letter opcodes, so it can be hard or not as obvious what corresponds to what.
So that leads to my first question: How would I make the following comparisons: Greater than, Less than, Greater than or equal to, and Less than or equal to. I know CMP and AND act as comparisons, but as far as I understand, they will only do equal to.
Additionally, I was wondering how I could set an object I just created with CreateObject using a stored value. Not quite sure how to do this.
Now for the bigger fish:
How would I go about having certain screen types cause certain effects when they are loaded?
EX: Set the players action type to a certain value for an overworld map.
Ive already tampered a little with the screen loading code, in order to fix a minor bug with projectiles (If you exit a room while firing, the bullet object never sets the can shoot variable back to zero), but this is on a much higher level, and I'm not sure my level of ASM experience will suffice :? .
All help is appreciated!