Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion docs/developer-docs/achievement-templates.md
Original file line number Diff line number Diff line change
Expand Up @@ -230,7 +230,7 @@ In this example we want to detect a value changing from `V1` to `V2` ten times:

Conditional resets can be used for many things.

Let's say you want to have a reset if a player enters a certain X and Y zone of a level:
Let's say you want to have a ResetIf a player enters a certain X and Y zone of a level:

**CORE**

Expand Down
4 changes: 2 additions & 2 deletions docs/developer-docs/console-specific-tips.md
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,7 @@ Checks if the 8-bit value at 0x18BAB5 is equal to 0x20. This means 0x18BAB5 cont
- GameCube uses a PowerPC chipset with big-endian data. Filter using `16-Bit BE`, `32-Bit BE`, `Float BE`, and `Double32 BE` for data types wider than 1 byte (8-bits). Data is typically aligned on Gamecube, so 16-Bit data is always at an even address and 32-bit data addresses at a multiple of 4, etc.
- Gamecube has one bank of RAM, 24MB, located at `0x80000000-0x817FFFFF`, which is mapped at `0x00000000-0x017FFFFF` in the RA toolkit.
- Therefore, pointers found will start with 0x8, and to use them, you can mask them using `0x1fffffff` to convert to RA addressing.
- `Add Address 32-Bit BE Pointer & 0x1fffffff`
- `AddAddress 32-Bit BE Pointer & 0x1fffffff`
- Uncached mirror of the RAM exists as well at `0xC0000000`. If you happen to find pointers that begin with 0xC, the same masking scheme will work to convert them to the RA addressing.

## Wii
Expand All @@ -171,7 +171,7 @@ Checks if the 8-bit value at 0x18BAB5 is equal to 0x20. This means 0x18BAB5 cont
- Wii uses a PowerPC chipset with big-endian data. Filter using `16-Bit BE`, `32-Bit BE`, `Float BE`, and `Double32 BE` for data types wider than 1 byte (8-bits). Data is typically aligned on Wii, so 16-Bit data is always at an even address and 32-bit data addresses at a multiple of 4, etc.
- Wii has two banks of RAM, 24MB called "MEM1" located at `0x80000000-0x817FFFFF`, which is mapped at `0x00000000-0x017FFFFF` in the RA toolkit, and 64MB called "MEM2" located at `0x90000000-0x93FFFFFF`, which is mapped at `0x10000000-0x13FFFFFF` in the RA toolkit.
- Therefore, pointers found will start with 0x8 or 0x9, and to use them, you can mask them using `0x1fffffff` to convert to RA addressing.
- `Add Address 32-Bit BE Pointer & 0x1fffffff`
- `AddAddress 32-Bit BE Pointer & 0x1fffffff`
- Uncached mirrors of MEM1 and MEM2 exist as well at `0xC0000000` and `0xD0000000`, respectively. If you happen to find pointers that begin with 0xC or 0xD, the same masking scheme will work to convert them to the RA addressing.

## Neo Geo
Expand Down
2 changes: 1 addition & 1 deletion docs/developer-docs/flags/andnext-ornext.md
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ ResetIf F = 1
Represents the following logical statement:

```
reset if (((((A = 1 and B = 1) or C = 1) and D = 1) or E = 1) and F = 1)
ResetIf (((((A = 1 and B = 1) or C = 1) and D = 1) or E = 1) and F = 1)
```

[Alt Groups](/developer-docs/alt-groups) are still preferred over `OrNext` for most use cases. They allow for multiple conditions to be present in each clause of the OR, and support more than two clauses.
Expand Down
6 changes: 3 additions & 3 deletions docs/developer-docs/flags/measured.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ Note that progress for `Measured` values is reported at the time of examination

## Limiting When a Measurement Appears or Changes

You will find cases where you don't want a measurement to update or where a measurement is invalid. You can use `Pause If` or `Measured If` to manage these cases.
You will find cases where you don't want a measurement to update or where a measurement is invalid. You can use `PauseIf` or `Measured If` to manage these cases.

### Using Measured If with Measured:
To limit the scope of a `Measured` condition, you can add a `MeasuredIf` condition. A `MeasuredIf` condition must be true for the `Measured` value to be non-zero (and for the achievement to trigger). You can use `MeasuredIf` to create achievements that require playing as a certain character, or just to prevent bogus data from showing up if the player is in the wrong part of the game. If any `MeasuredIf` condition in a group is false, the `Measured` value for the group is automatically 0.
Expand All @@ -33,10 +33,10 @@ To summarize, use `Measured If` when:
- **Example**: When on the wrong stage or in the wrong area.
- **Example**: Measuring something during a race, but the measurement addresses are different between single-race mode and tournament mode.

### Using Pause If with Measured:
### Using PauseIf with Measured:
Since [`PauseIf`](/developer-docs/flags/pauseif) has precedence over `Measured`, the `Measured` value will be captured when a group becomes paused, and the captured value will be returned until the group is unpaused and `Measured` can be evaluated again. If another `Measured` exists in a non-paused group, its value will be returned even if it is lower than the captured value.

To summarize, use `Pause If` when:
To summarize, use `PauseIf` when:
- You want to prevent the measurement from updating or changing
- The scope of the measurement is valid, but the data is volatile
- **Example**: Pause while on a loading screen where the address(es) that normally contain or determine the measurement are used for something else
Expand Down
Loading
Loading