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Inserting the "Walljump 2.0" patch into LevelASM



As the thread title says, I was trying to stick the walljump patch into levelASM, by removing both the "%RATS_start(0)" and everything above it and the "%RATS_end(0)", and then replacing every label with the RAM values and got this as a result (note: I also added a 1 to the beginning of each label to prevent conflicting labels with other LevelASM codes). Whenever I tried inserting this patch, however, I recieved an error report. Am I not allowed to put numbers in front of labels, or is there something I missed?

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Originally posted by Thomas
Am I not allowed to put numbers in front of labels

Your guess is correct. Put them at the end.

It may also be a good idea to use another freeram block than $0660, it seems to be used by the gfx+2 patch. Poke around in the RAM map, there's plenty of freeram addresses.
<blm> zsnes users are the flatearthers of emulation
Actually, dsx.asm uses that for dynamic sprite slots last time I checked...
The above statement is 100% false for both the most recent version of dsx.asm and Huck-it Crab (a random dynamic sprite).
They do use some defines, but defines start with !, which is not a number.
<blm> zsnes users are the flatearthers of emulation


Well, I fixed up the code by changing the labels and RAM addresses to supposedly working addresses, and, well, it crashed on level load (though xkas at least accepted the code this time). Here is my recent attempt. Either I missed something, or the RAM addresses (60-63, EC) are used by something in LM.

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