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Welcome dear guest! Very Happy

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blr & bne

3 posters

Go down  Message [Page 1 of 1]

1blr & bne Empty blr & bne 10/31/2012, 7:35 pm

Welohabi

Welohabi
Moderator & Coder
Moderator & Coder

Can anyone explain the b, blr, bne+ and bne ASM instructions? I'm having a problem clearly understanding them.


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2blr & bne Empty Re: blr & bne 10/31/2012, 11:31 pm

Bully@WiiPlaza

Bully@WiiPlaza
 
 

b means "Branch always". It is used to jump to some offset and continue executing from there using a branch label to mark the position (or you calculate the offset).

blr means "Branch to link register". It returns to the previous caller (it´s the address from the link register).

bne+ means "Branch if not equal". As soon as the previous condition is "not equal", branch will be taken and execution continues where the branch label set (as you can imagine there are more different branches to use)

bne- basically does the same thing. The + and - may mean that the one is signed and the other unsigned. Random guess. I never cared about that difference, it must be little and I always used bne- on my codes. I´ve seen people using bne+ which was interchangeable when I checked.

---

Good list:
b ("Branch always")
beq- ("Branch if equal")
bne- ("Branch if not equal")
bgt- ("Branch if greater than")
blt- ("Branch if less than")
bge- ("Branch if greater or equal")
ble- ("Branch if less or equal")
blr ("Branch to link register")
nop ("Branch never")

There´s more, but I don´t think you´ll need many more.


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3blr & bne Empty Re: blr & bne 11/1/2012, 4:58 am

Xylon

Xylon
Code Creator

Mhh this is interesting, I have heard the word ASM; but I would like to know more about it, have you made any tutorials?

Sincerely

4blr & bne Empty Re: blr & bne 11/1/2012, 9:31 am

Welohabi

Welohabi
Moderator & Coder
Moderator & Coder

Thank You Bully. You saved the day again. beer

@Xylon - ASM is a programming language used in the game. By editing the way certain functions work or inserting your own, you can do far more than simply changing a value for health or something of that nature. In my experience it actually seems to be the best way to make good codes that are glitch free.


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5blr & bne Empty Re: blr & bne 11/1/2012, 10:12 am

Xylon

Xylon
Code Creator

I know what it is, but I would like to learn it to understand it a littlebit more. Smile

Sincerely

6blr & bne Empty Re: blr & bne 11/1/2012, 10:17 am

Welohabi

Welohabi
Moderator & Coder
Moderator & Coder

Do you understand what a "breakpoint" is and how to use them? Maybe I will make a tutorial for making a simple ASM code.


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7blr & bne Empty Re: blr & bne 11/1/2012, 10:27 am

Xylon

Xylon
Code Creator

This would be GREAT. I have heard about Breakpoint but I do not know it in detail...In case of that I would like to learn this...

Sincerely

8blr & bne Empty Re: blr & bne 11/1/2012, 10:32 am

Bully@WiiPlaza

Bully@WiiPlaza
 
 

Welohabi wrote:In my experience it actually seems to be the best way to make good codes that are glitch free.
You got it cheers
Using ASM mostly makes up perfect and glitch-free codes. Well, if you fully know what you´re doing obviously. Many cool things can NOT be done without breakpoints... Basketball

---

Addition:
the + and - from branches are "branch predictions". Minus means it´s less likely to branch and plus that it´s more likely. The compiler is mostly good enough for figure itself. There´s therefore no need to care about it... (source: megazig from WiiRd) Wink


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