Learning PSP assembly
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12-04-2016, 03:17 PM
Post: #14
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RE: Learning PSP assembly
Coming fron nes/snes I guess it might be insane, but it's actually a standard from like forever on pc's and should most likely be in more modern consoles as well, dynamic memory allocation is just more efficient when you deal with more memory hungry apps. That being said psp itself has no standards at all, every other game might work differently unless of course it's reusing same engine.
You can make your life easier by abusing savestates and/or rewind to kill off most random factors not counting user input. I think PPSSPP still has some hardcoded seeds for rng as well so it's actually easier to reproduce stuff than on the real thing. Sometimes you will need to set a read/write breakpoint on a larger range to catch something through and then end up having to check much more than you would want, but hey not everything can be easy. If you're doing something like a fan translation, I would recommend checking GBATemp psp hacking section, since it should have lots of people experienced in exactly that. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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