Thank you for the reply, Zoinkity.
I'm working with the PAL version as I'm situated in Norway, but the end of PAL rom is pretty close to NTSC then. 0x7E9150
Yeah, that does indeed leave plenty of room for own code, however I asked mainly for future reference for possible media injection.
That's not important for this hack but the main problem still persists if I try to load code from beyond 0x7E9150, in the empty space, and with the regular-sized rom.
For the jump, I use (where the player's variables gets rewritten for a "clean" slate for respawning):
NOP delay slot
And at 0x007E9220:
Just jumping to and fro- gives me the error "Executing from non-mapped space".
This is what confuzzles me. Is my basic ASM code wrong? Is it PJ64? Though it couldn't be, since it also hangs up the N64.
I tried jumping to different places in the rom where I found some small available space, but then I get breakpoint errors and whathaveyou. Yes, I'm very new to ASM but I'm keen on getting the hang of it. I hope it's just my code, because that can easily be remedied. I'm not familiar with your lingo with PI request.
Thanks for the interest link, too! Worth checking out.
July 23, 2014, 06:41:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Been testing and it seems I can't use jumps at all!
I removed some non-critical code to do with clearing the player's inventory for next spawn, to make room for this simple test.
I wrote a simple "jump" command to jump a few lines down the code, to the highlighted line.
Game locks up with the jump command in there but runs fine if I remove it.
I need jumps to work for my project to ever finish!
Lots of work has gone into mapping out the offsets for everything I want to change.
It would be a shame if my project ends here.