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#retro-asterix

AdrienTD
I think back then you would usually have line numbers as multiple of 10, such as 10, 20, 30, 40, ...
AdrienTD
so that whenever you need to add a new line between two exisiting lines you can easily add one without changing the numbers
AdrienTD
like between lines 10 and 20 you add 15
AdrienTD
But in case there's no remaining line number, idk
Mr.Rubinshtein
:hmmcoffee:
Mr.Rubinshtein
hmmm
Mr.Rubinshtein
there should be a way around this
Mr.Rubinshtein
imagine if you wanted to add a new line of code and you have to go through all lines of code and manually change their numbers
AdrienTD
In your example, you have lines 10, 11, 12, but 13 is free
AdrienTD
so you could renumber 11,12 to 12,13 and add a new 11
AdrienTD
Good thing now is that lines 14 and plus aren't changed
AdrienTD
So if ever there are references to lines 10-13 then only those line numbers need to be changed
ViGadeomes
make a goto at the 10th line and copy the line 10 at the beginning of the goto add your line next to it and then add a goto line 11
ViGadeomes
also what adrien told in your situation will work
AdrienTD
yeah, that could also work
Mr.Rubinshtein
confused a little bit but i will anyways stream today and mess around the source code of the game and see what can i do about it
Mr.Rubinshtein
:PogClappa:
AdrienTD
using goto is a good idea since you probably wouldn't have to change any line reference
ViGadeomes
[11] GOTO XXX [12] you keep as it is . . . [XXX] DATA 76,24,1,177, etc... (what's line 11 currently) [XXX+1] the line you want to make [XXX+2] GOTO 12
ViGadeomes
long time i didn't play with asm xD