12-07-2021, 02:43 AM
Yes that does make sense. I've seen that before, but not with the Link Register in particular. I'm not sure of a good method to write out some Assembly to address that circumstance without the Assembly being 'hacky'.
Another way to check for Celia vs Enemy, is during the BP hits, go to where the Health is at in Dolphin-memory-engine and take screenshots of that. See if some nearby value(s) around the Health value are showing a distinct pattern on the alternating BP hits. If this ends up being true, load the value(s) first, run a simple check, and branch accordingly.
Have you looked at the F6 Gecko codetype in that thread I have linked earlier? If it doesn't make much sense, I don't mind making a tutorial. In fact, I probably should anyway just in case somebody else in the future is making codes for Games that have CPU-executable instructions that can vary on Memory Location.
Another way to check for Celia vs Enemy, is during the BP hits, go to where the Health is at in Dolphin-memory-engine and take screenshots of that. See if some nearby value(s) around the Health value are showing a distinct pattern on the alternating BP hits. If this ends up being true, load the value(s) first, run a simple check, and branch accordingly.
Have you looked at the F6 Gecko codetype in that thread I have linked earlier? If it doesn't make much sense, I don't mind making a tutorial. In fact, I probably should anyway just in case somebody else in the future is making codes for Games that have CPU-executable instructions that can vary on Memory Location.