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- ;----------------------------------------------------------------------------
- ;----------------------------------------------------------------------------
- ;This is an documentation about how to write patch code for special games
- ;----------------------------------------------------------------------------
- ;----------------------------------------------------------------------------
-
- How to use these SGT files? Well, its very simple. MCControl calls
- these file twice! The first time its for the init process and a second
- time for the final update.
-
- Note: The command will be reloaded, so saving data within the command
- is useless.
-
- Example:
-
- Your save game stores the lives multiplied by 6:
-
- Mode_Pre: Divide the lives by 6 and write result into the PSX file.
- Mode_Post: Multiply the value given by the gadgets by 6 and write the
- result into the given PSX file.
-
- If you need room for storage then feel free to use up to 16384 Bytes
- behind the given PSX file. (see Pitfall3D, where the offset 10000 and
- up is used for data storage)
-
- ;----------------------------------------------------------------------------
- *General*
-
- RSRESET
- SGTF_RTS rs.w 1 ;to avoid crash when user is starting module
- SGTF_Version rs.w 1 ;Currently 0
- SGTF_ID rs.l 1 ;must be "SGTF"
-
- In Assembler this looks like this:
-
- RTS
- dc.w 0
- dc.l "SGTF"
-
- Your routine is placed direct behind this header using the following
- arguments:
-
- >a0.l Pointer on PSX File
- >d0.l Mode
-
- a0 points on the PSX file memory buffer. Its allowed to use up to 16384
- bytes after the real PSX file.
-
- Where mode (d0) specifies:
-
- SGTF_Mode_Pre = 0
- SGTF_Mode_Post = 1
-
- The SGTF_Mode_Pre mode is used before opening the window, so you can
- setup the gadget values! The mode SGTF_Mode_Post is used after
- processing the gadget commands and before the checksum command.
-
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