You can write calls to existing functions as func_80123456 and symbols will be created for you.You can add other functions or data surrounding it.Ĭ code has access to the same symbols that MIPS events have. When writing an event in C, you must have a main function. This gives a high level programming experience similar to what the original game creators had. It is expected that most board creators will opt to use the C language for their events. (dot) followed by Ctrl+Space will show you the available assembler directives. In other contexts, Ctrl+Space will show all symbols (functions as well as memory addresses with known values).If you type JAL followed by a space, and press Ctrl+Space, you'll be presented with the function symbols that are available based on the Supported Games you've chosen for your event.If you discover new symbols, please contribute them to the symbols repository so they can be made available to all custom events! Autocomplete These are existing functions that are in game memory, ready for you to use. Symbols defined in the symbols repository will be made available to you automatically. (But then also contribute it to the symbols repository!) See the directives assembler documentation.įor example, if you find a function in RAM you want to call, you can use. Directivesĭirectives are useful to write extra binary data to the ROM, or to add additional symbols. The assembler used is a simple JavaScript assembler, which is loosely based on armips. See the section on Event Parameters below for more details.īoard creators can choose to write MIPS assembly directly for their events. There can be more than one PARAM field in the header. Specifies a parameter that users can set. Using Process will only be useful for very advanced programmers, as it requires advanced game engine knowledge. For simpler events, Direct is usually the right option. This will appear when users go to select an event for a space.Ī comma-delimited list of game titles that the event is compatible with.Ĭontrols how the event is executed by the engine. The controls beside the programming text area help configure these fields automatically if you fill them in.Ī descriptive name for your event. Event file formatįor PartyPlanner64 to understand an event file, it must have a comment header with the following fields. The editor will also test custom events prior to allowing users to overwrite boards with them. When you attempt to save your event, it will be test compiled/assembled to verify that it is valid. So for your convenience, the text area is pre-populated with an example setup. The MIPS version also supports some autocomplete.Īn "event" is a function that will execute when the player passes or lands on a space. This text area is enhanced to give syntax highlighting. When you open the Event Editor, you are presented with a programming text area and a few other controls.
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