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The current issue is that special handling opcodes ignore command names and comments in sascm.ini and always decompile to text that isn't useful. 05B6 1 // CURRENT_WANTED_LIST = instead of 05B5: save_string_to_debug_file 1 // special handling
My other comment on special handling is a rather vague idea inspired by stumbling across an unusual opcode and not being able to resolve the matter without an update to Sanny. Can the 128 byte data blocks be typed (k%) so an opcode could be defined similar to:
0A68=3,write_log_float %1d% %2d% %3d% case %4k%
The text was updated successfully, but these errors were encountered:
Another concern about special handling opcodes that goes more to future planning than an actual problem: I'm considering a plan to reprocess all opcodes.txt from all games at once by using an artificial opcode number and straightening out the actual opcode with another process. I expect the plan to work if I tip-toe around the special handling opcode numbers but it complicates the process.
So, as you plan other strategies for managing special handling opcodes, please consider something that doesn't tie directly to a specific opcode number. Let this be purely a function of the SCM.ini definition.
The current issue is that special handling opcodes ignore command names and comments in sascm.ini and always decompile to text that isn't useful.
05B6 1 // CURRENT_WANTED_LIST =
instead of05B5: save_string_to_debug_file 1 // special handling
My other comment on special handling is a rather vague idea inspired by stumbling across an unusual opcode and not being able to resolve the matter without an update to Sanny. Can the 128 byte data blocks be typed (k%) so an opcode could be defined similar to:
0A68=3,write_log_float %1d% %2d% %3d% case %4k%
The text was updated successfully, but these errors were encountered: