Nah, I'm not a star 
The people who took my advices and learned from them are the real stars of the thread.
I don't even want to think about how many codes I would have needed to
convert/create if they weren't around.
Especially albertoink seems to be on fire lately 
I wouldn't get your hopes up with the code type change.
afaik weltall hasn't logged in here for a looo00ooong time.
And even if he returns I doubt he will add a new CT.
I'd say that throwing out pointercopy and maybe the 'blockercode'
would make enough room for an execute ASM@ code.
But then again how many are really willing to learn assembler.
He might still hang around in the ps2dev.org forum.
But I really doubt you're going to get a hold of him
Anyways, good luck 
Back to Assembler:
Learning it by doing is certainly not easy.
You need to understand the basics of this low level programming language.
And this is not something the average user can pick up with the
'learning by doing' method. Without reading and reading and reading
you probably won't be able to grasp the concept. :whistling
I learned it on emulators for old microprocessors.
(But that has nothing to do with PSPasm)
to see it in action the HPD is probably a bit too big to understand
it just by looking at it with the CWCheat disassm view.
WISH might be the better choice. (It has only 3 very similar small parts)
It's not that hard to understand especially if you have the game
and can see what it does if it gets executed (create a list below it)
If you have researched it enough you can also try to
extend it with something else and see if you can create a snippet that does what you want.
Code:
lui $v0, 0x9FF v0=09FF0000
ori $v0, $v0, 0xABC0 v0=09FFABC0 (load adress to pointer into v0)
nop
lw $a1, 0($v0) a1=???????? (load the pointer into a1)
nop
lh $t1, 10($a1) t1=???? (load 16bit value @ a1+10 into t1)
slti $a2, $t1, 0x7 a2=?? (0 if t1 greater than 6 else 1)
beqz $a2, [+4] if a2==0 skip next 3 lines
nop
li $a2, 0x63 a2=63 (load new value into a2)
sh $a2, 10($a1) write 16bit value from a2 @ a1+10
j [exit] goto (whatever)
nop
Something like this is probably what you are looking for.
(Let's hope I didn't make a mistake here):roll::
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