Well he changed his contact info and added different interests XD
Oh and, I might be able to do this by myself, I've just never really spent any time on it XD
It's actually quite simple, kinda
Divide by 16, for each time it has 16, add 2000 to the y coordinate, then add remainder multiplied by 0x2000 to the x coordinate
Then, also, since there 4 of these "blocks" on each row, do another check to divide by those blocks, etc
Okay Here's what I found
That should work, although there might be an easier wayCode:Set a register for your x and y coordinates (make it start off as 20FD7 for each of them) When you do a search for the item, set a register to #0, then each time the search loops, you add 1 to the value in that register when it detects the item... first divide by 1024? (total item slots for the first row of acres) multiply the answer by #0x2000 then by #16 and add that to the y coordinates then divide by 256, number of "blocks" multiply that by #0x2000 and add that to the x coordinates then with the remainder, divide that by #16, multiply the answer by #0x2000 and add that to the y coordinates and with the remainder of that, multiply by #0x2000 and add that to the x coordinates
But that would work for sure.
Tell me if you see anything wrong with this source. I haven't tested it yet but it should work
Edit: When I try that code, it works the opposite of how I want it XD well, not exactly oppositeCode:FAIL source XD
If the item is to the right on the left side of an acre, it teleports me instead to the right on the left side of the acre (like, the opposite side of town)
By the way it works in a few places, like it takes me directly on top of the item
But for others, it puts me on the exact opposite side of town, like
I type in the hex for a Museum, and it acts like a mirror, it puts me in the exact opposite side of town as my Museum
Got it working
Source (text activated version, znxxxx)Compiled code (1.0)Code:ldrh r5,Activator ldrh r4,Done @convert to thumb add r2,pc,#1 bx r2 .thumb @[Text to Item] = r5 ldr r1, text ldrh r2,[r1] cmp r2,r5 bne End strh r4,[r1] add r1,#2 mov r5,#0x0 mov r0,#0xC mov r2,#0xF loop: ldrb r3,[r1] add r1,#1 cmp r3,#0x3A blt number add r3,#9 number: and r3,r2 lsl r3,r0 add r5,r3 sub r0,#0x4 bpl loop @[Item Address] = r2 ldr r2, Map ldr r4, =0x10 lsl r4, #0x8 sub r4, #0x1 maploop: ldrh r3, [r2] cmp r3, r5 beq Move notreplace: add r2, #0x2 @add 2 to the map address, thus going to the next spot sub r4, #0x1 @subtract 1 from r5, this is howmany times the loop repeats bpl maploop b End @[Calculations..] Move: ldr r1,Corner@r1 X coordinate ldr r5,Corner@r5 Y coordinate ldr r3, Map sub r2, r3 mov r3,#0x20 lsl r3,#8 lsr r2,#1 mov r4,#2 lsl r4,#7 mov r0,#0 @Box Number Div1: cmp r2,r4 blt Add1 sub r2,r4 add r0,#1 b Div1 Add1: mov r4,r0 mov r0,#0 @Row number Div2: cmp r4,#4 blt Next sub r4,#4 add r0,#1 b Div2 Next: @r0 holds row number @r4 holds box number @r2 holds slot number mul r0,r3 lsl r0, #4 add r5,r0 mul r4,r3 lsl r4,#4 add r1,r4 mov r0,#0 Div3: cmp r2,#16 blt Finish sub r2,#16 add r0,#1 b Div3 Finish: mul r0,r3 add r5,r0 mul r2,r3 add r1,r2 ldr r0,Pointer ldr r0,[r0] ldrh r2,=0x548 sub r0,r2 str r1,[r0] str r5,[r0,#8] End: bx lr .arm Map: .long 0x021E3124 text: .long 0x022AF136 Pointer: .long 0x21C6DEC Corner: .long 0x00020FD7 Activator: .ascii "zn" Done: .ascii "$$"
Code:023FF090 012FFF11 E0000000 000000C0 E1DF5BB0 E1DF4ABE E28F2001 E12FFF12 880A4926 D14542AA 3102800C 200C2500 780B220F 2B3A3101 3309DB00 40834013 380418ED 4A1CD5F5 02242410 88133C01 D00342AB 3C013202 E02BD5F9 4D194919 1AD24B15 021B2320 24020852 200001E4 DB0242A2 30011B12 1C04E7FA 2C042000 3C04DB02 E7FA3001 01004358 435C182D 19090124 2A102000 3A10DB02 E7FA3001 182D4358 1889435A 68004805 1A804A07 60856001 00004770 021E3124 022AF136 021C6DEC 00020FD7 24246E7A 00000548 023FF090 E3520003
Just want everyone to know, I used parts of Toenailed's RTWE in this.
I'm thinking of making a new "Search/teleport" code except for 2 differences
one, I use all my own coding, and two, it doesn't teleport you to the item, it slowly drags your character toward the item (I dunno I just think that's fun XD)
First it'll search, store the item's coordinates in free memory, set a byte to a 1,
then the code will load your coordinates, check what they are in relation to the items coordinates, then start "correcting" them slowly (like, adding #0x20 to the x coordinates until they're equal to the item's and setting the byte to 2, then adding #0x20 to the y coordinates until they're equal to the item's and resetting the byte to 0)
I can also make it so you can activate it with one button press (not having to hold) and then deactivate it if you want at any time with a different button combo
Once I get that working, I'll make it change the direction your player is facing to the direction he/she is sliding
(I found that myself)Code:Address at pointer minus #0x516 is direction player is facing 0000 is down 4000 is right 8000 is up C000 is left
and north west say?
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.... I can guess what number it is..but anywho. Make sure if you slowly change it that you do greater then or equal to.. Not just equal to
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