![]() The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value) Shr eax,1 //shift right by 1 bit (divide by 2) Mov eax, //second fun fact, addressing with 32-bit registers doesn't work in 64-bit, it becomes a 64-bit automatically (most of the time) at this point ecx contains the address where the bytes are stored Note: Keep in mind that this routine can be called by multiple threads at the same time. function declared as: stdcall int ConvertRoutine(unsigned char *input) ![]() You may not have to do it, but we disbanded and rebuilt our teams every few chapters, and it felt rewarding to do so when our reconfigured capacities fit in another unit or led to increased artifact synergy.//The convert routine should hold a routine that converts the data to an nteger (in eax) It’s also a game that rewards spending time between chapters optimizing your loadouts. If you enjoy games like Langrisser with a bit more to manage, you’ll appreciate this stuff more. At the low end, they’re at Fire Emblem levels, but larger maps can be longer and more involved. ![]() But what about a whole crew of long-range archers? You have to protect them from a direct attack, but the sheer firepower can be well worth it.Ĭhapters can vary in length and complexity. A diverse team can work well and be prepared for any situation, sure. ![]() There’s a lot of variety in what works, too. Combining unit classes? Outfitting the team with the ideal artifacts? These systems scratch a very particular itch, and they do it better than anything we’ve played recently. The core of Symphony of War’s appeal lies in its micromanagement. ![]()
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