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retroben
17th November 2013, 07:59 PM
Just request for any kind of code you can think of and I will try to make it happen.

the_randomizer
18th November 2013, 05:03 AM
I just wish I actually understood hex, offsets, etc, then I'd actually be able to do cool hacks like you :D

retroben
18th November 2013, 05:54 AM
Elementary my dear Watson.

Hex numbers 0-F
0 1 2 3 4 5 6 7 8 9
A B C D E F
10 11 12...

Decimal numbers 0-9
0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15
16 17 18...

Additionally hex goes A0-FF as well.

Hex
A0=160 (16 x 10 = 160)

Decimal
160=160

Every tens place in hex equals sixteen.

Hex
10=16
16=22
1A=26
20=32 (decimals 16+16=32)

Decimal
10=10
16=16
20=20
22=22
26=26
32=32

Bits are in the same byte of an address.
8bits=1byte with ten placements.

The bits are as follows.

bit0? 0=0 neutral

bit1 1=1
bit2 2=2
bit3 4=4
bit4 8=8
bit5 10=16
bit6 20=32
bit7 40=64
bit8 80=128

bit9? FF=255 maximum (256th number including zero)

It can use any and every mixture of bits.
Example:bits 6,5,and 3 20+10+4=34 (52 in decimal).

00-7F in hex are the positive numbers.
80-FF in hex are the negative numbers.
Couning down from FF.
Examples:
FF= -1
FE= -2

80= -127 (maximum negative)
7F= +127 (maximum positive)

To think,I learned hex all on my own,not in school.

the_randomizer
18th November 2013, 05:55 AM
Elementary my dear Watson.

Hex numbers 0-F
0 1 2 3 4 5 6 7 8 9
A B C D E F
10 11 12...

Decimal numbers 0-9
0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15
16 17 18...

Additionally hex goes A0-FF as well.

Hex
A0=160 (16 x 10 = 160)

Decimal
160=160

Every tens place in hex equals sixteen.

Hex
10=16
16=22
1A=26
20=32 (decimals 16+16=32)

Decimal
10=10
16=16
20=20
22=22
26=26
32=32

Bits are in the same byte of an address.
8bits=1byte with ten placements.

The bits are as follows.

bit0? 0=0 neutral

bit1 1=1
bit2 2=2
bit3 4=4
bit4 8=8
bit5 10=16
bit6 20=32
bit7 40=64
bit8 80=128

bit9? FF=255 maximum (256th number including zero)

It can use any and every mixture of bits.
Example:bits 6,5,and 3 20+10+4=34 (52 in decimal).

To think,I learned hex all on my own,not in school.

I mean I know 0-255 in hex just fine, it's searching for the right values is the issue when looking at N64 games with the debugger. Then from there, figuring out what does what in the game and so on.

retroben
18th November 2013, 06:07 AM
What kind of codes would you be looking for?

the_randomizer
18th November 2013, 08:09 AM
What kind of codes would you be looking for?

Nothing in particular, just wanting to know how to look for them in general. I dunno....like the basics of searching values, reducing the number of results to manageable levels. Ugh, I don't know what I'm trying to say :D Just navigating, getting the feeling of learning how to do this kind of hacking.

HatCat
18th November 2013, 06:15 PM
You can search for decimal values in the memory debugger.
In fact, that's the default. You don't really need to know hexadecimal.

If you view the raw memory in RDRAM though, then you need to understand hex.
But, understanding base sixteen (i.e., hex), is pretty much the exact same as learning any other arithmetic base.

It's Third Grade knowledge, in fact. This stuff (not hex directly its self) was in the books when I was like, 8:
The decimal 666 is, in "extended notation", 6*(100) + 6*(10) + 6*(1).
More scientifically, 6*(10^2) + 6*(10^1) + 6*(10^0).
The base of each exponent is 10 because so-named "decimal" means ten digits.

If you already understand that then I think you pretty much already know hexadecimal. You just don't realize it. :D

HatCat
18th November 2013, 06:28 PM
Bits are in the same byte of an address.
8bits=1byte with ten placements.

The bits are as follows.

bit0? 0=0 neutral

bit1 1=1
bit2 2=2
bit3 4=4
bit4 8=8
bit5 10=16
bit6 20=32
bit7 40=64
bit8 80=128

bit9? FF=255 maximum (256th number including zero)

It can use any and every mixture of bits.
Example:bits 6,5,and 3 20+10+4=34 (52 in decimal).

Actually bits 6, 5, and 3 is 64+32+8, which is 104.
You said 52 which is only half of 104 because you got the bit offsets wrong.

First, there are only 8 bits in a byte, not 10.
There's no "bit8" and "bit9".
It's just bits 0 to 7, numbered little-endian.

Second, bit 0 is NOT "neutral".
2 to the power of 0 is 1, not 0.
So bit 0 means you mask | 1,
bit 1 means you mask | 2,
bit 2 means you mask | 4,
etc. all your values are off. :D

00-7F in hex are the positive numbers.
80-FF in hex are the negative numbers.
Couning down from FF.
Examples:
FF= -1
FE= -2

80= -127 (maximum negative)
7F= +127 (maximum positive)

This is true only if you assume two things:

The corresponding integer storage is sign-extended (a "signed" int), to 8-bit precision.
The CPU processor registering the numbers uses two's complement negation.


If it were a CPU besides MIPS/Intel it could be 1's complement negation, and negative numbers would not look exactly as you said.

More over, for our purposes, either in hacking or otherwise, a "byte" in a memory viewer should always default to an "unsigned char" perspective in C, so rather than sign-extending it, we're better off initially interpreting memory results as zero-extended bytes in the range 0:+255, not -128:+127.

To think,I learned hex all on my own,not in school.

Doesn't surprise me. It's at least what I did.

I had to begin with reading about it at first, though, initially, in an archive I downloaded. Otherwise, how do we know exactly which knowledge to pursue?

retroben
18th November 2013, 09:55 PM
Zero is neutral because it is neither negative or positive.
There is no negative zero.

I know 8bits,ten positions make it decimal/hexadecimal.
Hexadecimal means ten with additional six while hex means six.
I may have bit positions wrong,but my values are correct.

Every bit is multiples of two of the previous bit.

0
1 2 4 8 16 32 64 128
255

0
1 2 4 8 10 20 40 80
FF

I forgot to realize that 80 in hex can be positive when used
in half words (2 byte length).

A perfect example is the universal Sega Genesis
Sonic 1/2/3/K/3K games Ring Count Pro Action Replay code.

Rings=127
FFFE20:007F

Rings=128
FFFE20:0080

Rings=255
FFFE20:00FF

Rings=256
FFFE20:0100

Rings=999
FFFE20:03E7

The two byted amounts will stay positive until after 7FFF.

Rings=32767 (garbled counter)
FFFE20:7FFF

Values 80-FF in one byte codes can sometimes still be positive when used in item counts.

In physics based codes,80-FF are negative.
Running forward current speed is 32 (20 in hex).
Using the Zelda OOT Press A to Run Fast cheat modified as an example.
It might be two bytes long,which would need FFE0 for negative 32.
Change 20 to E0 and you will run backwards at 32 speed when trying to run forward.
Proof of zero being neutral,you will not move forward or backward with 0.

HatCat
19th November 2013, 01:40 AM
I don't care.
Bit 0 is not neutral.
It's a part of a byte, equally as much as every other bit.

Bits in a byte are numbered 0 to 7, not 1 to 10 or whatever.
So the correct answer was 104, not 52.

I forgot to realize that 80 in hex can be positive when used
in half words (2 byte length).

Halfwords are only 2 bytes on CPUs like MIPS.
A halfword can easily be 1 single byte on systems you haven't hacked for yet.
A halfword may also be 4 bytes or more for other systems.

To specify a negative hex, you use the negative sign, just as you would in decimal.

-0x80 is -128; +0x80 is +128.
Most often, a single byte in computer science is interpreted as "unsigned"; meaning it's 0:255, not -128:+127.

0xFFFF could be either +65535 or -1 if the 16-bit number is signed.
It depends which N64 CPU instructions buffer the number from RDRAM and how the programmer chooses to read it.

There is no universal rule of thumb that 0x8000:0xFFFF in 2 byte is ALWAYS a negative number, etc.

HatCat
19th November 2013, 01:47 AM
But, understanding base sixteen (i.e., hex),

If you were talking about this then you were wrong.

Hexadecimal indicates "sixteen", not "ten with an additional six", like you said.
"Hexadeca-" is a Greek and Latin prefix for "sixteen", not "ten with an additional six", like you said.

For example, a hexadecagon is a 16-sided polygon.

And hex is a well-known slang for "hexadecimal", silly.
http://dictionary.reference.com/browse/hexadecimal
"1. Also, hex."

Hexadecimal means ten with additional six while hex means six.

Also, "hex" is a curse.
"Hex" does not mean "base 6". For that, the word is something like "hectal" (not exactly sure).
which is neither hexadecimal nor hex

retroben
19th November 2013, 02:13 AM
LET'S JUST GET BACK ON TOPIC!

:p

HatCat
19th November 2013, 02:33 AM
Some nudity codes would be nice, but they probably remove all the boobs and such underneath the clothes.

So um I guess I'm not really sure what to request.

Maybe a...levitation or "moon jump" code in GoldenEye?
Ooh, or, instead doing that for Bomberman 64, another press L to levitate dealie?

retroben
19th November 2013, 02:55 AM
Goldeneye already has a moonjump code.

ConkerTheSquirrel65 of YouTube showcases it.

Here is the code I also happen to have within a custom cheat list for PJ64.

Press B To Levitate (P1)
8100C0EC 0801
8100C0EE 8080
8100C0F0 3C03
8100C0F2 8002
81060200 8C63
81060202 68C4
81060204 3402
81060206 4000
81060208 8461
8106020C 3021
8106020E 4000
81060210 1422
81060212 0005
81060218 3C02
8106021A 8008
8106021C 8C42
8106021E 9EE0
81060220 3401
81060222 4138
81060224 A441
81060226 007C
81060228 0800
8106022A 303D
It only works when you are not on the ground,which kinda sucks.

retroben
19th November 2013, 04:31 AM
Here is a float in air code for bomberman 64.

Hold L To Float Off Ledges (Green Garden 1)
D02AC411 0020
810A48EC 0000
Level specific codes,darn it!

I can't get it to go upward for some reason.

Edit:to find it for other levels,search in 0x000A0000 with 32bits for 00000000 when on land.
Search for changed values with unknown when in the air from walking off a ledge.
Usually they range from 40 ## ## ## through 42 ## ## ##.
You only need the first two bytes for the code,but searching this way is easier.
I quickly found it for Blizzard Peaks stage 1 by using the technique.

Hold L To Float Off Ledges (Blizzard Peaks 1)
D02AC411 0020
810A40EC 0000

Waiting for more code requests,preferably something more do-able,but,whatever.

EDIT:Bad news,the float off ledges address changes its location after dying,causing it to no longer work.

Aegis Runestone
20th November 2013, 12:00 AM
+2000 points to your score in the Swamp Shooting Gallery in Majora's Mask.

retroben
20th November 2013, 12:55 AM
Sorry,I am out of time.

I will get to it tomorrow from my 2:00PM-7:00PM range.

Aegis Runestone
20th November 2013, 03:06 PM
That's fine. :)

retroben
20th November 2013, 08:12 PM
Press R for 1970 Points In Swamp Shooting Gallery
D03E6B3B 0010
811F35AA 07B2
D03E6B3B 0010
8140F940 07B2
First is the visual,second one is the physical.
It is 1970 to prevent instability of results.
I got purdy good and piece of heart after shooting a few things and letting time run out.

Edit:LOL I got a second piece of heart because I already cheated in the quiver.

retroben
20th November 2013, 09:06 PM
Next code request now available.

Aegis Runestone
20th November 2013, 09:18 PM
Press R for 1970 Points In Swamp Shooting Gallery
D03E6B3B 0010
811F35AA 07B2
D03E6B3B 0010
8140F940 07B2
First is the visual,second one is the physical.
It is 1970 to prevent instability of results.
I got purdy good and piece of heart after shooting a few things and letting time run out.

Edit:LOL I got a second piece of heart because I already cheated in the quiver.

Thank you so much! :D

retroben
20th November 2013, 10:44 PM
Yah welcome.

Now waiting for next request.

HatCat
20th November 2013, 11:02 PM
Mmz.

How about a weapon modifier for TWINE 007?
I wrote such a code myself, but I could only quickly manage to do a level-specific one. Never did find the buffer for it to work on every level, so, my code works, but, it's more than hazardous to keep on in advance.

Also, if you don't want any help from what I found out about it, then, don't click this link (http://forum.pj64-emu.com/showthread.php?t=336). :D

Aegis Runestone
20th November 2013, 11:37 PM
Dang you, BatCat! :P I had another request. When you get the time, could you make an MM code that modifies the look of your shield? Not the shield itself, just the physical appearance. I like the look of the Hero's Shield better.

retroben
21st November 2013, 02:02 AM
@BatCat:I have no idea how to make a universal pointer code,though I wish I did.

I might be able to imitate the smash bros. code that uses the current level code for triggering a specific address related to the same thing.
I could eventually throw together a massive code with each level as an activator for using a certain weapon of choice in that level.

@Aegis Runestone:That might be very easy for me to find,especially if it stays at the same address location.

Frank74
21st November 2013, 03:31 AM
How about a cheat that lets you adjust rear wing angle while racing in Monaco Grand Prix (U).

It would be like DRS.

retroben
21st November 2013, 11:35 PM
What I have found so far,thanks to Matt's Hacks.

Shield Modifier
803FFEF4 000x
1=Hero Shield
2=Mirror Shield
This effects it physically.
Edit:Sorry,I just could not find a working way to make the Hero's Shield reflect light.

retroben
22nd November 2013, 01:18 AM
I will get to BatCat's request tomorrow,as I am out of time.

I will get to the next requests at a later point in time.

Aegis Runestone
22nd November 2013, 05:26 PM
What I have found so far,thanks to Matt's Hacks.

Shield Modifier
803FFEF4 000x
1=Hero Shield
2=Mirror Shield
This effects it physically.
Edit:Sorry,I just could not find a working way to make the Hero's Shield reflect light.

Interesting; so the texture of the shield is what's important! I wonder if there's a way to add the Mirror Shield's effect to the Hero's Shield...?

retroben
22nd November 2013, 07:42 PM
That shield code is at the same general location as Link's size modifier.

@BatCat:I am terribly sorry,I forgot that I usually have no time at all to do anything on fridays or saturdays.

HatCat
23rd November 2013, 12:04 AM
That shield code is at the same general location as Link's size modifier.

@BatCat:I am terribly sorry,I forgot that I usually have no time at all to do anything on fridays or saturdays.

Haha it's perfectly fine man. I have too many different coding ideas/projects open that I wish would just be done every day so I can finally relax; you're better off letting yourself breathe and taking your time. :D

retroben
24th November 2013, 08:16 PM
*pops out of hat box* Here I am.

Did you know that Gamehacking DOT org apparently has
more than 10,000 GS codes for 007 - TWINE?

A little snippet from the page.

007 - The World Is Not Enough
(Europe) (En,Fr,De) 32M 7F030D3A 2092 codes
(USA) 32M 34F0EE5B 10652 codes


I takes frickin forever to load the page though.

Edit:I feel that it is much more time than its worth,sorry.

Here is a code that someone else made that was already in the custom cheat list I have.

Have All Guns On All Levels
8105F224 0810
8105F226 0000
8105F228 2442
8105F22A 0001
81400000 3C02
81400002 0100
81400004 2442
81400006 0063
81400008 AE82
8140000A 0288
8140000C AE82
8140000E 0298
81400010 AE82
81400012 02A0
81400014 AE82
81400016 02A8
81400018 AE82
8140001A 02B0
8140001C AE82
8140001E 02C0
81400020 AE82
81400022 02C8
81400024 AE82
81400026 02D0
81400028 AE82
8140002A 02D8
8140002C AE82
8140002E 02E8
81400030 AE82
81400032 02F0
81400034 AE82
81400036 02F8
81400038 AE82
8140003A 0300
8140003C AE82
8140003E 0308
81400040 AE82
81400042 0310
81400044 AE82
81400046 0320
81400048 AE82
8140004A 0330
8140004C AE82
8140004E 0338
81400050 AE82
81400052 0350
81400054 AE82
81400056 0358
81400058 AE82
8140005A 0360
8140005C AE82
8140005E 0370
81400060 AE82
81400062 0378
81400064 AE82
81400066 0380
81400068 AE82
8140006A 0388
8140006C AE82
8140006E 0340
81400070 AE82
81400072 0348
81400074 AE82
81400076 0350
81400078 0801
8140007A 7C8C
8140007C A077
8140007E 01FC
It gives you 99 shots with 0 rounds.
Enable it and hard reset to make it work.

You have to get a gun for all others to become available.
I think it is missing a few from what your list has.
I had to taze a cop to get his gun on the first level to activate the rest,failing the mission. LOL

I just can't get enough time to formulate such a massive code,especially when they are specific to each mode.

retroben
24th November 2013, 09:50 PM
How about a cheat that lets you adjust rear wing angle while racing in Monaco Grand Prix (U).

It would be like DRS.

I even got an activator for it.

Rear Wing Angle (D-left)
D00A41C0 0002
800B04BB 000x

Rear Wing Angle (D-right)
D00A41C0 0001
800B04BB 000x

I am not sure how to tell if it works during races,or if works at all.
Welp,I tried.

retroben
24th November 2013, 10:29 PM
I am ready for the next,hopefully less steep code request.

I just gotta watch the new Simpsons and stuff at 7:00PM,so request soon before it gets too late.

Frank74
25th November 2013, 10:43 AM
I even got an activator for it.

Rear Wing Angle (D-left)
D00A41C0 0002
800B04BB 000x

Rear Wing Angle (D-right)
D00A41C0 0001
800B04BB 000x

I am not sure how to tell if it works during races,or if works at all.
Welp,I tried.

Increasing the rear wing angle should lower the top speed but give more grip. On a real F1 car, they have a button that opens the rear wing, taking off all the rear downforce, which increases the top speed for overtaking on a straight.

I'll test it on the Germany track.

Many thanks...

Edit:
It doesn't work during a race.

The address above is probably used during startup. Guessing there is another memory location which gets set before the race starts.

retroben
25th November 2013, 09:13 PM
This is probably another case of seperate address location per level.
I got the wing from the first level in normal race mode.
I also tried looking for a current speed modifier as a bonus,but I couldn't find it.

The wing values in the race are probably ignored after the initial setting.
It could be a seperate address for the wings visual position I am missing.
That would probably not even effect the actual physics,even when
using the other address,because it is being ignored.

This is probably why there is almost no existing codes for that game.


I am eagerly waiting for the next code request.

Frank74
25th November 2013, 10:46 PM
If I had a proper debugger that would let me set a breakpoint on the read address of the code you gave, I could make an assembly patch myself.

I found 2 memory locations for the rear wing angle. But neither work during a race. It works when you you restart a race, but thats no use really.

I've read up on hacking N64, and Nemu is the only option for hacking it seems. So I might give it a go, though never used Nemu before.

I know assembly language though, so a debugger that gives an assembly listing would be very useful...

HatCat
25th November 2013, 11:53 PM
Yeah Nemu64 is the only option.

There was supposed to be an assembly listing in the Project64 memory dumper, but clicking that button just sets a breakpoint and crashes the emulation thread. :) So for it to work on PJ64 you would need to play with the build numbers to find which is stable.

Or, you could open up the "R4300i Registers" panel through PJ64's debugger, get the current PC register's value to know the offset into the RDRAM where the current MIPS instruction is being fetched, then you would know where to start disassembling from manually in your head, but you would have to do the work of the disassembly by hand yourself until Project64's assembly logger works again.

retroben
26th November 2013, 01:47 AM
As you may have noticed,I have been toying around
with the Banjo-Tooie animation modifers in the meantime.

That is what I do between the requests.

I have no knowledge for extensive hacking,only the basic look for value in general address location and isolate the general offset numbers.

retroben
26th November 2013, 10:08 PM
Thought I might share this with the forum.
--------------------------------------------------------------------------
My message:
(grantkirkhopeDOTcom=the info)

to info

From what you said on guest grumps about the problem with XBOX and no Banjo-Threeie,and how you wanted a Banjo-Kazooie remake with a smoother gameplay experience.

And in light of coolboyman restoring beta tracks into the ROM,I am the one who found a GameShark code for Banjo-Kazooie that removes the laggy skips entirely.

Here is that particular GameShark code.

B-K Sixty FPS
802808DC 0080

Take note that this is for the original US game.

Now people can play Banjo-Kazooie with a perfectly smooth experience with a GameShark on their N64,or the other way.
It might sadly lag on console.

I also originally found it for Banjo-Tooie.

B-T Sixty FPS
8007913C 0080

It makes Banjo-Tooie look so much better without all the skipping.

To fully understand how it works,it changes the 4byte address to the most negative value in the 1st byte which cancels out to zero skips.

There is also a fan-made Banjo-Kazooie HD texture pack made for emulators.
On a powerful computer,you could use the code with that and the beta restorations,and you would get awesomeness.
____________________________________________

My real name coming up (its obvious).

His Reply:

to me

Hey Benjamin,

wow ...how cool is that ..... well discovered!

Cheers,
Grant.
__________________________________________________ __

Granted,(pun intended),his reply is quite short,but he seems...
Thrilled?

At least I finally got the guts to send in my findings.

retroben
26th November 2013, 10:10 PM
...and continue waiting for anyone to request a GameShark code. :D

Edit (page overlap):See my message to Grant Kirkhope on page four.

retroben
28th November 2013, 03:43 AM
*holds up sign* Will find codes for requests.

Aegis Runestone
28th November 2013, 04:22 AM
Possibly the mirror shield effect on the Hero's Shield in MM? Or is that not possible?

retroben
28th November 2013, 10:53 PM
I already looked for that.
It was my second attempt for the hero shield.
It must have some addresses forcing it to remain off.
I already found the addresses that toggle the mirror shield lighting,but they are overpowered by the games coding when using the hero's shield.
Sorry,the game is just too hard coded for it to work without rewriting the file itself.

Anyone can go ahead and put down their code requests so I can mentally prepare ahead of time before looking for them.

:cool:

Aegis Runestone
28th November 2013, 11:53 PM
I already looked for that.
It was my second attempt for the hero shield.
It must have some addresses forcing it to remain off.
I already found the addresses that toggle the mirror shield lighting,but they are overpowered by the games coding when using the hero's shield.
Sorry,the game is just too hard coded for it to work without rewriting the file itself.

Anyone can go ahead and put down their code requests so I can mentally prepare ahead of time before looking for them.

:cool:

Okay. Thanks. I wasn't clear last time you talked about it. It's a shame, but oh well. :P

retroben
1st December 2013, 09:50 PM
:cool:<--:eek:<--:confused:<--:mad:

The posting of code requests is wanted.

HatCat
1st December 2013, 11:11 PM
Play as Goku in SSB.

retroben
2nd December 2013, 12:55 AM
Here is some stuff I threw together in seperate codes.
You can fly around much like dbz.

Flying in Hyrule VS.

Floating
81262F5C 4000

Left/up/down
D009EFA6 0083
81262F58 C220
D109EFA6 A858
81262F58 C220
D109EFA6 A858
81262F5C 4220
D109EFA6 A8A8
81262F5C FE00
D109EFA6 A8A8
81262F58 C220

Right/up/down
D009EFA6 007D
81262F58 4220
D109EFA6 5858
81262F58 4220
D109EFA6 5858
81262F5C 4220
D109EFA6 58A8
81262F58 4220
D109EFA6 58A8
81262F5C FE00

Up
D009EFA7 007D
81262F5C 4220

Down
D009EFA7 0083
81262F5C FE00

Edit:there is one flaw,all gravity altering B attacks while pressing down can instantly kill you.
You can turn off the normal down code to prevent ness and fox down B death.

EDIT:Have a go at it with my backported virtual console code for more of a DBZ effect.

Instant Knockback Recovery
800EA1BC 0001
Both players can always attack while being hit.
Sadly can occasionally get stuck if hit by certain attacks (DK's air stomp).

retroben
3rd December 2013, 10:06 PM
I tried to find the flag for the yellow effect when falling to the floor to get a super saiyan feel,but had no luck.

Obviously I can't simply make a play as Goku code,but at least You have flying and DBZ-esque hitting.
You can even use instant knockback on any level/mode which is fun.

EDIT:WTF MOMENT!

I have master hand as a team-mate against Giant DK in 1P mode on very hard.

HatCat
3rd December 2013, 11:59 PM
How about

Press and hold B for Spirit Bomb

Or if not that, 100x Kamehameha Wave?

retroben
4th December 2013, 02:57 AM
It would be extremely difficult to make other characters use samus' move.
So sorry,I don't even know where to begin.

There already is a code for Samus to constantly charge to massive size which is kinda like a spirit bomb.
Size modifiers are also extremely difficult to find,even for characters,let alone mario/luigi fireballs.

Here is something else I put together before seeing your comment.

Duck for Spinning Pikachu
81124416 0810
Animation modifier for pikachu ducking.
Change the value for different animations while ducking.
You can easily change other animations found near this ones address using memory view.

Thundershock
81124C3E 0xxx
0826=default
Only effects the ground animation.

Edit:Turns out they work on any level and any player.

EDIT:Unless someone already did,I just opened a new window to custom actions.

It is effected visually too.

Thundershock Mod
81124C42 xxxx
0690=Early T-shock
08B0=Cut?
0B20=Strength?
0C10=Sing,no physical effect
0DD0=Cause Damage
10B0=Smash Shock
1380=Static Combo
14DC=Static Attack
15AC=Thundershock (default)
1700=Discharge (uses down B's blue)
Only effects the ground animation.
Hilarious Irony:The initials of this code spells TM for technical machine from Pokemon.

Pikachu Spins in "no contest"
8139232E 0810
Oh Pikachu,you are so silly!
On an emulator using a keyboard,you can set a macro key for A+B+Z+R to successfully exit battle.

retroben
6th December 2013, 04:15 AM
Sorry guys I can't do stuff until Sunday or a lucky Fri/Satursay.

You can find some awesome SSB64 GameShark codes on the smashboard forums.
There is a list of the REAL ultimate auto cancel codes that affect the 0x80120000 region.
No more crashing above death pits when using those codes.
Some addresses are wrong and its still missing quite a bit more actions.
One wrong address is the back air attack because it freezes.
I found Luigi's special attacks,but sadly cannot get to them until later.

If someone wants me to take the challenge of completing the list,just ask me to.

retroben
8th December 2013, 08:54 PM
I wait for those who make the requests.

Pikachu Hamtaunt
80124AB3 00DD
81124AB6 0B10
Pikachu SMASH! (pun not intended)

Edit:Sorry BatCat,I tried swapping out some moves and the Samus' shot crashes other characters no matter what I do.
I am sure any other character projectile will freeze as well.

MurraySkull
9th December 2013, 01:38 AM
I have a couple of SSB requests.

1. Play on Ending Point (Final Destination) in VS. Mode. (normally crashes)

2. Be able to play as Master Hand in VS. Mode without the game crashing when he dies.

retroben
9th December 2013, 03:55 AM
Edit:
These codes are by emudigital which is ducking fead dod gammit (RIP).
I fixed the character mods so they don't crash with Master Hand (you will see Mario versus Link,then start on FD).
After winning with Master Hand,it just shows results then restarts the stage.
After P2 beats Master Hand as P1,you get stuck with locked controls,but with no crashing.

Fixes are in magenta.

You must start through Story Mode.

Must Be on
800A4B18 0001
800A4BB5 0000
800A4BB8 0000
800A4B28 0000
800A4B34 0003
800A4B35 0080
800A4B1B 0002
800A4B1D 00??
800A4B19 0010
800A4AE7 0000
01=Two Players
02=Three Players
03=Four Players

Background Select
801938DF 00??
00=Default
01=Clouds
02=Swirl

CPU Level Modifier
800A4BAC 00??
800A4C20 00??
800A4C94 00??
00-09=0 through 9
0A=attempts to suicide

music fix
D0099113 0018
80099113 0019

Player 1 Box:

Character Modifier
D00A4AD0 0001
800A4B3B 00??
D00A4AD0 000E
800A4B3B 0000
00=Mario
01=Fox
02=DK
03=Samus
04=Luigi
05=Link
06=Yoshi
07=C. Falcon
08=Kirby
09=Pikachu
0A=Jigglypuff
0B=Ness
0C=Master Hand
0D=Metal Mario
0E=Polygon Mario
0F=Polygon Fox
10=Polygon DK
11=Polygon Samus
12=Polygon Luigi
13=Polygon Link
14=Polygon Yoshi
15=Polygon Samus
16=Polygon Kirby
17=Polygon Pikachu
18=Polygon Jigglypuff
19=Polygon Ness
1A=Giant Donkey Kong

Team Modifier
800A4B3C 00??
800A4B3D 00??
800A4B40 00??
00=red team
01=blue team
02=yellow team
03=green team
04=grey team
05=black team

P1 box end...

Player 2 Box:

Character Modifier
800A4BB4 0001
D00A4AD0 0001
800A4BAF 00??
D00A4AD0 000E
800A4BAF 0005
00=Mario
01=Fox
02=DK
03=Samus
04=Luigi
05=Link
06=Yoshi
07=C. Falcon
08=Kirby
09=Pikachu
0A=Jigglypuff
0B=Ness
0C=Master Hand
0D=Metal Mario
0E=Polygon Mario
0F=Polygon Fox
10=Polygon DK
11=Polygon Samus
12=Polygon Luigi
13=Polygon Link
14=Polygon Yoshi
15=Polygon Samus
16=Polygon Kirby
17=Polygon Pikachu
18=Polygon Jigglypuff
19=Polygon Ness
1A=Giant Donkey Kong

Controlled By
800A4BB6 0001
800A4BAE 00??
00=Human
01=CPU

Team Modifier
800A4BB0 00??
800A4BB1 00??
800A4BB4 00??
00=red team
01=blue team
02=yellow team
03=green team
04=grey team
05=black team

P2 box end... (have not tweaked P3 or P4 yet)

Stock Modifier
800A4B43 00??
800A4BB7 00??
800A4C2B 00??
800A4C9F 00??
Deactivate after battle starts.
You can choose not to use this code and select a stock count in Story Mode's screen for P1 only to have x lives.

Team Attack Modifier
800A4B21 00??
00=off
01=on

Remember,all codes originally by emudigital,except my extra lines I found fairly quickly.

I just played as Giant DK against a level 9 Metal-Mario on Final Destination crashless.
For some reason,P2 does not respawn when using more than one stock,which is frustrating.
It is likely caused by Master Hand's programming.

retroben
10th December 2013, 02:05 AM
First of all,my fix is exploiting the current game sequence values.

P1 Character Modifier (VS Mode)
D00A4AD0 0016
800A4D2B 000C
D00A4AD0 0018
800A4D2B 0000
Here is a modded character modifier for versus mode that
allows Master Hand and Company as P1 to work seamlessly.

retroben
11th December 2013, 10:12 PM
WHAT HAVE I DONE! (Pikachu - Hyrule VS)
D00A4AD0 0016
812E2AEA 0109
Try changing the values for more fun.
I used the nifty activator I found for better stability.

Pikachu's Creepy Smile (Hyrule VS)
802E2AD2 0026

Pikachu's Spiky Chin (Hyrule VS)
802E2ACC 0001

retroben
12th December 2013, 02:58 AM
Feel free to request what character you want me to make look weird or cool.

If I had loads more free time,I could single-handedly enhance any given character model in SSB64.

retroben
15th December 2013, 08:35 PM
I just found a neat status related code.

Edit:it is for player one in general.

P1 Attack Status (Hyrule VS)
812630E0 xxxx
812630E2 xxxx
6200-2000=Grab Opponent
You have to grab the opponent one time before enabling the code,or it will crash.
The way it works is whenever I attack with almost any attack,I am on the ground grabbing them,kind of like Kirby with Suplex or Throw.

Hilarious side-effect,when hitting a death pit,you infinitely die until turning the code off.
You can even make Mario grab while holding an item.
If you use Yoshi,it will react on eat or throw,depending what was used last.

retroben
17th December 2013, 01:25 AM
Requests take I can.

By the way,you can improve the Banjo-Kaooie/Tooie no frameskip codes by setting counter factor to 1.

Edit:OF COURSE!
As soon as I tell you to set cf to one,the Jolly Roger's Lagoon flying saucer scene only fails for me while it is set to one!

retroben
17th December 2013, 09:33 PM
Here is an older one for Banjo-Tooie I found more colors for.
Credit for the address goes to the wonderful SubDrag.

Color Changing Banjo
811254B0 xx80
3B=Default
3C=Light Neon
3D=Super Banjo
3E=Original Code
42=Rainbow Banjo (eventually)
BA=Shadow
BB=Blue-Yellow
BC=Rainbow Diamond
BD=Sparkly Rainbow Diamond
BE-FF=Various Rainbows

C2=Seizure Inducing Banjo

RPGMaster
21st December 2013, 03:48 AM
You can find some awesome SSB64 GameShark codes on the smashboard forums.
There is a list of the REAL ultimate auto cancel codes that affect the 0x80120000 region.
No more crashing above death pits when using those codes.
Some addresses are wrong and its still missing quite a bit more actions.
One wrong address is the back air attack because it freezes.
What addresses are wrong? I tried back air and it works fine.

Does anyone know anything about the animation data. Toomai was able to map out most of the hitbox data, but I wish someone could map out the animation data. It would be cool to edit animations :) .

retroben
21st December 2013, 05:23 AM
It crashed for me,but luckily,I sorted it out for myself.

I will need some time to post the fixed up addresses.
I might find some missing ones like special attacks (already found them) and post those too.

Sadly,I can't do any of that until Sunday.
Sorry,but you will just have to wait until then.

RPGMaster
21st December 2013, 08:20 AM
It crashed for me,but luckily,I sorted it out for myself.

I will need some time to post the fixed up addresses.
I might find some missing ones like special attacks (already found them) and post those too.

Sadly,I can't do any of that until Sunday.
Sorry,but you will just have to wait until then.
Thanks. I'm patient. Just let me know if you know how to find the animation data for moves. I don't mean animation swap either.

retroben
22nd December 2013, 10:22 PM
Here is the back air from SmashBoards.

Back Air
81129E5C 8013
81129E5E F660

In memory viewer,the unchanged value is four zeros,not 800D 94E8.
Strangely the "Up Air" address also is four zeros in the memory,yet it works fine.

And here is my change that fixes the back air code.

Back Air
81129E58 8013
81129E5A F660
He just miscalculated the position of it.

Use Luigi on Hyrule in VS mode like I did to get the best results.

Edit:Never mind,it did not crash this time.
It seems there is two possible addresses for some actions.
Both mine,and his work just fine,weird.

RPGMaster
22nd December 2013, 10:33 PM
Here is the back air from SmashBoards.

Back Air
81129E5C 8013
81129E5E F660

In memory viewer,the unchanged value is four zeros,not 800D 94E8.
Strangely the "Up Air" address also is four zeros in the memory,yet it works fine.

And here is my change that fixes the back air code.

Back Air
81129E58 8013
81129E5A F660
He just miscalculated the position of it.

Use Luigi on Hyrule in VS mode like I did to get the best results.

Edit:Never mind,it did not crash this time.
It seems there is two possible addresses for some actions.
Both mine,and his work just fine,weird.
That's very interesting that both addresses work.
I'm really confused now. Thanks for posting that code! I wonder what the 800D 94E8 does.

retroben
22nd December 2013, 10:55 PM
Ultimate Auto Cancel codes.

First of all,using a 1.7 version of PJ64,you can search for air/ground status at start 0x00260000 while on Hyrule in VS Mode.
Search 8013E070/8013F660 in 32bits hex to find the address.
I get it at 0x0026392C for ground/air,but your address can be different.

Luigi's Air Special
8112A54C 8013
8112A54E F660

Luigi's Special
8112A538 8013
8112A53A E070
Or C and E,because both work.

Luigi's Down Air Special
8112A59C 8013
8112A59E F660

Luigi's Down Special
8112A588 8013
8112A58A E070

Luigi's Up Air Special
8112A578 8013
8112A57A F660
81129268 8013
8112926A F660
First one is the attack,second one is the fall.

Luigi's Up Special
8112A564 8013
8112A566 F660
Yes there actually is a ground version.
You can end up in space. LOL

To find a specific character attack,get to the level/mode specific auto cancel
address by searching for the standing/air statuses which are 8013E070/8013F660 in that order.

Then get to the base address in the memory viewer which in my case is 80263920.
Now you need to perform the desired action for auto cancel,and hit refresh in the memory viewer.
One of these 80xxxxxx values are the status of the action you are performing.
This is the 32bit value in hex to search for in memory search at 0x00100000.
There can be quite a few results,two of them being for your character (ground and air).
Changing the proper address will give you auto cancel for that attack.

RPGMaster
22nd December 2013, 11:10 PM
I noticed all the special attacks have a ground and air version. Nice work though.

Any chance that you know how to find animation data?

retroben
22nd December 2013, 11:13 PM
First,here is my massive thrown together cancel
code for Luigi,including some knockback addresses.

Luigi Cancel
811291DC 8013
811291DE E070
811291F0 8013
811291F2 F660
81129204 8013
81129206 F660
81129218 8013
8112921A F660
81129268 8013
8112926A F660
81129CA4 8013
81129CA6 E070
81129CB8 8013
81129CBA E070
81129CC8 8013
81129CCA E070
81129CE0 8013
81129CE2 EA90
81129D1C 8013
81129D1E E700
81129D6C 8013
81129D6E E070
81129D94 8014
81129D96 3154
81129DD0 8014
81129DD2 2EFC
81129E0C 8014
81129E0E 2B70
81129E20 8014
81129E22 3394
81129E34 8013
81129E36 F660
81129E48 8013
81129E4A F660
81129E58 8013
81129E5A F660
81129E70 8013
81129E72 F660
81129E84 8013
81129E86 F660
81129EAC 8013
81129EAE E070
81129ED4 8013
81129ED6 E070
81129EC0 8013
81129EC2 E070
81129EFC 8013
81129EFE E070
8112A538 8013
8112A53A E070
8112A54C 8013
8112A54E F660
8112A564 8013
8112A566 E070
8112A578 8013
8112A57A F660
8112A588 8013
8112A58A E070
8112A59C 8013
8112A59E F660
8112AE26 8014
8112AE28 2B70
8112AE38 8013
8112AE3A F9A0

Now for animations.

Edit:There is a lot of animations in the 8012xxxx range.

Pikachu's ground special is at 80124C3E.
The current animation of P1 on Hyrule VS Mode (Pikachu) is at 0x8018E7A2.
Again,the address location might be different for you although a minor difference.
The way these are written out...

Address-------Animation------Attack--------Other------Animation
0x80124C3E 08 26 00 00 - 15 AC 00 00 - 00 00 00 00 - 08 27 00 00

This is Pikachu's Thundershock (0826) and the animation for it in the air (0827)
Obviously,80124C4E is the attack for the air Tshock.

An example of animation/attack modding is the Pikachu Hammer Taunt code I posted earlier.

Since any version can run memory viewer,you can view the 80124C00 location.
Change 0826 to other numbers to find out a different animation you can then search for.
You can even do some different character animations.
Sadly,any different character projectiles (Luigi's/Mario's fireballs as Pikachu) over your own crashes the game.

nihon24
5th March 2014, 04:28 PM
Hey there retroben!
I see you're really good at this.

Anyway, my requests are these
1. a code that makes kazooie do the egg laying move without eggs in both BK & BT.
2. make kazooie fart out different objects rather than eggs in both games.

thanks :)

HatCat
5th March 2014, 05:12 PM
2. make kazooie fart out different objects rather than eggs

http://i185.photobucket.com/albums/x31/evilbdayclown/lol_nut.jpg

retroben
5th March 2014, 06:57 PM
Don't worry nihon24,I saw your page 7 post.

Thanks for the request.

1.It should be simple to find if 1 and 0 are the egg/eggless values.

2.It might take a long while for even BK since I don't know what value the blue-egg is.
I could probably find it more easily in BT because of the different egg types.

retroben
5th March 2014, 09:14 PM
I have a neat code for BK,it changes the way the first egg reacts when shot.

Egg One Behaviour Mod
8038590D 000x
0=Still/Still
1=Forward Default/Sticky Egg
2=Through Walls/Flying Egg
3=Still/Still
4=Ricochet/From Behind Default
5=Through Walls/Through Floor

Egg One Status Mod
8038590E 000x
0=Sinks through floor
1=In use?

Now to continue searching for the requested codes.

Edit:There is LOTS more addresses for the eggs!

All 38 Eggs Behaviour Mod!
8038590D 000x
80385935 000x
8038595D 000x
80385985 000x
803859AD 000x
803859D5 000x
803859FD 000x
80385A25 000x
80385A4D 000x
80385A75 000x
80385A9D 000x
80385AC5 000x
80385AED 000x
80385B15 000x
80385B3D 000x
80385B65 000x
80385B8D 000x
80385BB5 000x
80385BDD 000x
80385C05 000x
80385C2D 000x
80385C55 000x
80385C7D 000x
80385CA5 000x
80385CCD 000x
80385CF5 000x
80385D1D 000x
80385D45 000x
80385D6D 000x
80385D95 000x
80385DBD 000x
80385DE5 000x
80385E0D 000x
80385E35 000x
80385E5D 000x
80385E85 000x
80385EAD 000x
80385ED5 000x

retroben
5th March 2014, 11:04 PM
Now I have some egg size modifiers for BK.

First Egg Size Modifier
81384490 xxxx
3F80=Awesome
4180=Smaller
4248=Default?
4300=Bigger

There are LOTS more addresses for the egg sizes.

All 29 Egg Size Modifier!
81384490 xxxx
813844D8 xxxx
81384520 xxxx
81384568 xxxx
813845B0 xxxx
813845F8 xxxx
81384640 xxxx
81384688 xxxx
813846D0 xxxx
81384718 xxxx
81384760 xxxx
813847A8 xxxx
813847F0 xxxx
81384838 xxxx
81384880 xxxx
813848C8 xxxx
81384910 xxxx
81384958 xxxx
813849A0 xxxx
813849E8 xxxx
81384A30 xxxx
81384A78 xxxx
81384AC0 xxxx
81384B08 xxxx
81384B50 xxxx
81384B98 xxxx
81384BE0 xxxx
81384C28 xxxx
81384C70 xxxx

Not sure why there is less.

I have not found either one of the two requested codes yet nihon24.

retroben
6th March 2014, 12:04 AM
Here is an interesting BK code.
It makes the dust look weird and the eggs smaller plus never disappear.

Weird elements
803861C5 0006
803861C9 0006
803861CD 0006
803861D1 0006
803861D5 0006
803861D9 0006
803861DD 0006
803861E1 0006
803861E5 0006
803861E9 0006
803861ED 0006
803861F1 0006
803861F5 0006
803861F9 0006
803861FD 0006
80386201 0006
80386205 0006
80386209 0006
8038620D 0006
80386211 0006
80386215 0006
80386219 0006
8038621D 0006
80386221 0006
80386225 0006
80386229 0006
8038622D 0006
80386231 0006
80386235 0006
80386239 0006
8038623D 0006
80386241 0006
80386245 0006
80386249 0006
8038624D 0006
80386251 0006
80386255 0006
80386259 0006
8038625D 0006
Eggs will grow slowly.

Change all to 0B to have no effects and make eggs not work.

HatCat
6th March 2014, 03:44 AM
I can't believe that question actually got taken seriously, lol.

"Is there a code to make Kazooie fart out things besides eggs?"
"Hey is there a cheat code to make Mario shit things other than mushrooms?"
"Can I make things besides smoke erupt from behind the go-karts in Mario Kart 64?"

What a load of ******************* Chansey* :)

I'd better see screens of Kazooie shitting out entire mansions, or I'll never be able to live with myself playing this game again!

Don't worry nihon24,I saw your page 7 post.

Yeah, no thanks to me quoting his post on the 8th page, Superman. :D

retroben
6th March 2014, 03:58 AM
@HatCat:I rigged Dynamite on all four corners of your bridge!
---------You have 90 seconds to disarm them!

HatCat
6th March 2014, 05:20 AM
That's alright. I could use a few falling debris to help tranquilize me into happy sleep time.

nihon24
6th March 2014, 05:27 AM
Alright
The eggless move works great!
I'd be more happy if you could find a way to remove the egg counter display :)

retroben
6th March 2014, 05:34 AM
I can!

And I will sometime tomorrow.

nihon24
6th March 2014, 05:39 AM
Hat cat lmao
I just want to make her fart out jiggies.
It'll be one of the many answers to the question everyone been wondering "What happens to all the jiggies kazooie eats?"

retroben
6th March 2014, 06:01 AM
I might have to exhaust Banjo-Kazooie's Banjo Image Modifier values until I flush out the egg value so I can find the address for egg images.

Too bad the Banjo-Kazooie Image Modifier is not real-time like Banjo-Tooie's.

Edit:-Did you wanted eggless so that you could fart and cough on enemies?

Too bad I don't know how to make an attack-box over those two moves so that they would hilariously kill enemies.

nihon24
6th March 2014, 09:56 PM
[QUOTE=retroben;52432]

Edit:-Did you wanted eggless so that you could fart and cough on enemies?

Too bad I don't know how to make an attack-box over those two moves so that they would hilariously kill enemies.

Awwww man!
Oh well, I still appreciate that you answered my requests.
It would of been hiliarious to see kazooie fart as an attack though :D

btw don't forget the code to make kazooie eggless in BT too.
also do you have a code to make kazooie shoot multiple eggs (or in this case, fart many times) in BK.

retroben
6th March 2014, 10:28 PM
You will have to use the infinite eggs code to continue using the moves while egg-less.

Here it is if you don't have it in the cheatlist for some reason.

Infinite Eggs
80385F67 0063

Edit:

No Egg HUD
813699E0 4402
813699E2 0000
It actually places the eggs HUD offscreen instead of making it truly invisible.

I will get right on it for the B-T request.

retroben
6th March 2014, 11:21 PM
Here is a cheaply hacked in eggless code for Banjo-Tooie.

Eggless
81120000 3C0E
81120002 0000
81120004 AC8E
81120006 0162
Requires master code.

Alternate Eggless
81120000 3C0E
81120002 0005
81120004 AC8E
81120006 0554
Requires master code.

The alternate one locks your egg type to an invalid egg,causing no eggs to pop out.

If you want to use multiple of these codes at a time,add xxxxxx10 to the addresses for each additional code.
You can do that with any of the 0x81120000 codes I have posted.

The master code can be found on page one of my "No Frameskip" thread.

retroben
6th March 2014, 11:56 PM
And here is the no eggs HUD code for B-T.

No Egg HUD
811238F6 0166
811238FC 0000
81123912 0166
81123918 0000
8112392E 0166
81123934 0000
8112394A 0166
81123950 0000
81123966 0166
8112396C 0000

nihon24
7th March 2014, 12:45 AM
You will have to use the infinite eggs code to continue using the moves while egg-less.

Here it is if you don't have it in the cheatlist for some reason.

Infinite Eggs
80385F67 0063

[QUOTE]

I was referring to something similar to this:

Eggs Shot (from behind) BT
81120000 3C0E
81120002 00xx
D3081084 2004
81120004 2400
D1081084 2004
81120004 AC8E
81120006 015A
Requires master code.
0-255=Eggs Shot
Set it to any number to shoot that amount every time.

retroben
7th March 2014, 01:15 AM
I only posted that one lined code for you to use with the BK eggless code.

I am currently trying to find that egg image modifier for BK.

I will try and find out if the eggs shot at a time is available for BK.

nihon24
7th March 2014, 01:41 AM
Sure
thanks again :)

retroben
7th March 2014, 01:55 AM
FINALLY found the eggs shot at a time code for Banjo-Kazooie!

Eggs Shot (from behind) BK
8037D2E0 000x

Eggs Shot (normal) BK
8037D2F0 000x

nihon24
7th March 2014, 03:09 AM
FINALLY found the eggs shot at a time code for Banjo-Kazooie!

Eggs Shot (from behind) BK
8037D2E0 000x

Eggs Shot (normal) BK
8037D2F0 000x
AWESOME!

You've fulfilled my first request.
I really appreciate the work you went through to get these codes.
Thank you so much :)

I know the second one can't be done but that's ok with me.

retroben
7th March 2014, 03:51 AM
I can re-find the egg count image modifier for Banjo-Kazooie if you want that as well.

nihon24
7th March 2014, 04:14 AM
I can re-find the egg count image modifier for Banjo-Kazooie if you want that as well.
ok sure
oh and one more thing if you don't mind
Can you find a code that makes kazooie's eggless fart silent in BK?

sort of like this one from BT:

Alternate Eggless
81120000 3C0E
81120002 0005
81120004 AC8E
81120006 0554
Requires master code.

The alternate one locks your egg type to an invalid egg,causing no eggs to pop out.

retroben
7th March 2014, 04:21 AM
I am out of time and I can't do any more codes again until sunday.

It is just how sucky it is to be me. :(

nihon24
7th March 2014, 04:27 AM
I am out of time and I can't do any more codes again until sunday.

It is just how sucky it is to be me. :(
That's alright
I can wait :)

Good Luck and try to enjoy your weekend

retroben
8th March 2014, 06:41 PM
Edit:The easier one to find quickly has been found.

The egg count image modifier for Banjo-Kazooie.

Egg Count Image Mod
803699EA 0xxx
036D=Default
081E=Talking Egg
081F=Talking Gold Feather
0820=Talking Red Feather

No time for other values,sorry.

retroben
10th March 2014, 02:49 AM
I am going to lose a LOT of time for codes in this whole week!:mad:

retroben
11th March 2014, 02:11 AM
Egg Sound Mod
812A2286 0xxx
812A251A 0xxx
0001=OOH ME KNOCKAH
003E=Egg Fart
0057=Egg Spit

Values by Ice Mario.

0000 - boil
0001 - Ubanaka (mumbo)
0002 - swipe
0003 - thunder
0004 - beak barge
0005 - splash foot
0006 - hard foot
0007 - gravel foot
0008 - sand foot
0009 - squeak (grunty doll?)
000A - squelch
000B - high grass foot
000C - begin to fly "swish"
000D - crunch
000E - boing
000F - splash
0010 - tread water
0011 - sticks clattering
0012 - splash
0013 - Beak Bash
0014 - PUNG!
0015 - Hit snowmans hat
0016 - hit ??
0017 - jinjo whistle
0018 - falling down slop
0019 - falling off small ledge
001A - ??
001B - Explosion
001C - Alarm clock
001D - hit enemy
001E - enemy hit floor
001F - ??
0020 - cauldron
0021 - wood pop
0022 - Conga
0023 - Conga
0024 - Conga
0025 - flush
0026 - bridge foot
0027 - jinjo help
0028 - ??
0029 - Grublin - "Na-ha-ha"
002A - tick "as in tick-tock"
002B - Bull
002C - stretch
002D - Chair boing
002E - Bull gallop
002F - Conga orange splat
0030 - ??
0031 - Banjo falling
0032 - Banjo " Gu-hah"
0033 - Banjo - shock spring
0034 - Banjo - "uh-hey"
0035 - Banjo - "Uhww"
0036 - Banjo - "duur"
0037 - Banjo - "doowhh"
0038 - Banjo - "Owww"
0039 - Banjo - "Goww"
003A - Banjo - "Huww"
003B - Banjo - "Djaah"
003C - Bull snort
003D - tock "as in tick-tock"
003E - Egg fart
003F - Cauldron squeak
0040 - Cauldron squeak
0041 - Mumbo annoyed at being awoke
0042 - Rat-a-tat
0043 - Beak barge
0044 - Kazooie cry
0045 - Kazooie
0046 - Kazooie - Let out an egg
0047 - Kazooie
0048 - Kazooie - Bree
0049 - Kazooie - trot
004A - Click Clock Bird
004B - Banjo swallow
004C - Slurp
004D - ??
004E - Kazooie - "BRREE"
004F - Banjo - "Yahoo"
0050 - Beak Bomb
0051 - Tick "as in tick-tock"
0052 - Banjo " Uh-oh"
0053 - Banjo "Wheeee"
0054 - Banjo jump
0055 - Banjo jump
0056 - Banjo jump
0057 - Kazooie
0058 - Chimpy
0059 - Chimpy
005A - Chimpy
005B - ??
005C - ?? (same as 5B but delayed)
005D - Mumbo snore
005E - Mumbo snore (whistle part)
005F - Mumbo cast spell
0060 - Mumbo skid
0061 - Dragon fly falling into pond
0062 - Mumbo annoyed at being awoke
0063 - Banjo falling
0064 - Concert bull gallop
0065 - ?? sword being removed from holder
0066 - ?? something dying
0067 - ??
0068 - Click Clock bird dying
0069 - Wood strain
006A - board wobble
006B - chest opening
006C - chest slamming
006D - Chomp
006E - Mr Vile
006F - Bottles scratch head
0070 - footing
0071 - foot
0072 - footing
0073 - foot
0074 - SHHH
0075 - SHHH
0076 - Landing on wooden platforms
0077 - wooden foot
0078 - ?? something dying
0079 - squeak voice ???
007A - squeak voice ???
007B - Twinkly smash
007C - In Stinkpot
007D - ratchet ???
007E - creak
007F - Slam
0080 - snap
0081 - snorkel ??
0082 - metal gate hitting floor
0083 - Blubber crying
0084 - Conga ????????
0085 - Cough
0086 - Owww ???? voice
0087 - UURGHH - Hit someone ?
0088 - Wozza
0089 - ???? voice
008A - squawk
008B - Squawk
008C - Blubber - "Wa-hay"
008D - Blubber - "Uh-no"
008E - Blubber - "Ooof"
008F - Snowball
0090 - switch
0091 - ????
0092 - flush
0093 - fog horn
0094 - cogs
0095 - Banjo talking
0096 - Hiss
0097 - Burp
0098 - Drum
0099 - metal pad foot
009A - Metallic ring
009B - Explosion
009C - Explosion
009D - Explosion
009E - hit
009F - ???
00A0 - cough
00A1 - Banjo " Gu-huh"
00A2 - Banjo " Uh-huh"
00A3 - Banjo " Uh-huh-uh-huh"
00A4 - Banjo " Uh-huh" delayed
00A5 - Steam
00A6 - Cauldron warp
00A7 - SHHH
00A8 - Blubber crying
00A9 - Blubber crying delayed
00AA - Wall knocked down
00AB - Wall knocked down
00AC - Feather voice
00AD - Squeak voice
00AE - Honey voice
00AF - Banjo breath
00B0 - hisss
00B1 - boggy,soggy,groggy crying
00B2 - boggy,soggy,groggy happy
00B3 - squelch
00B4 - Bottles voice
00B5 - thunder
00B6 - Glass smash
00B7 - Glass smash
00B8 - Glass smash
00B9 - Glass smash
00BA - Glass smash
00BB - Glash smash
00BC - Bottles voice
00BD - Bottles voice
00BE - water flow
00BF - ?? voice
00C0 - ?? voice same
00C1 - Dragonfly soaring past on intro
00C2 - Grublin hood
00C3 - ?? voice
00C4 - GRRR
00C5 - pop
00C6 - Bottles - mouth quiver
00C7 - Ziiiiiip
00C8 - Bull chomping
00C9 - Pause
00CA - Banjo drown
00CB - Banjo drown
00CC - menu change
00CD - menu change
00CE - speech bubble in
00CF - speech bubble out
00D0 - Nintendo cube need oiling
00D1 - Snorkel
00D2 - ???
00D3 - scratch
00D4 - scratch
00D5 - BLAARGH
00D6 - ??
00D7 - LOW GROWL
00D8 - crane
00D9 - Sticks clattering
00DA - Sticks clattering
00DB - Stick clattering
00DC - tread water
00DD - voice ??
00DE - creak open
00DF - Kazooie voice
00E0 - Kazooie voice
00E1 - Kazooie voice
00E2 - Kazooie voice
00E3 - Conga voice
00E4 - Conga voice
00E5 - Conga voice
00E6 - Mr jiggy voice
00E7 - Mr jiggy voice
00E8 - Tooty voice
00E9 - Tooty voice
00EA - Grunty laugh
00EB - Grunty lingering laugh
00EC - Grunty voice
00ED - Grunty voice
00EE - Grunty voice
00EF - voice
00F0 - Page turning ?
00F1 - ???
00F2 - Cuckoo clock
00F3 - Histupp
00F4 - click
00F5 - Burp
00F6 - Burp
00F7 - Burp
00F8 - Burp
00F9 - GRRR
00FA - AHH
00FB - RRAAH
00FC - Rubee voice
00FD - Rubbe voice
00FE - UHH?? voice
00FF - UUH ?? voice
0100 - UUH ?? voice
0101 - Fart
0102 - Buzz
0103 - Fart
0104 - fart
0105 - Banjo yawn
0106 - click
0107 - Cauldron activated
0108 - Cauldron activated
0109 - pan
010A - gleam
010B - voice ??
010C - Mozhand voice
010D - Ancient one voice
010E - pins stips
010F - Boggy voice
0110 - Eating a twinkly?
0111 - Eating a twinkly?
0112 - Standing on a jiggy podium
0113 - Activate a cauldron
0114 - Skittles knocked down?
0115 - Bird
0116 - Thump
0117 - Smashing a skeleton
0118 - Skeleton regenerating
0119 - ARRGH
011A - Sea Grublin - "Ahoy"
011B - pipe
011C - pipe echoed
011D - pipe echoed
011E - pipe echoed
011F - pipe echoed
0120 - pipe echoed
0121 - owwwh
0122 - tooty's voice
0123 - metal grid foot
0124 - audience cheer
0125 - audience cheer
0126 - audience boo
0127 - audience boo
0128 - ??
0129 - ??
012A - Grunty getting hit
012B - bong
012C - choosing a square (GFF)
012D - camera angle up
012E - camera angle down
012F - "Thank You" - flower pots in MMM
0130 - Grunty falling
0131 - Grunty hit
0132 - Grunty hit
0133 - Grunty hit
0134 - bone shaker
0135 - richochet
0136 - Game boy
0137 - GB synth
0138 - GB synth
0139 - GB synth
013A - Banjo going thru' the window
013B - Grunty falling
013C - Grunty falling delayed
013D - Grunty falling delayed
013E - Grunty falling delayed
013F - Grunty falling delayed
0140 - Grunty falling delayed
0141 - Converyor belt?
0142 - Grunty cackle during fight
0143 - GRUNT
0144 - Camera picture taken sound ??BETA??
0145 - Camera picture taken sound delayed ??BETA??
0146 - Grunty's fireballs
0147 - Grunty's fireballs
0148 - Grunty's fireballs
0149 - HI! Low sound voice ??BETA??
014A - HI! Low sound voice ??BETA??
014B - Grunty flying past in fight
014C - Gruntilda voice
014D - Shiver ??BETA??
014E - CRASH
014F - Fireball whistling
0150 - Clatter
0151 - Cat (when banjo crashes out of house)
0152 - Broomstick Splutter
0153 - Broomstick splutter delayed
0154 - Broomstick splutter delayed
0155 - Broomstick splutter delayed
0156 - Broomstick splutter delayed
0157 - Broomstick splutter delayed
0158 - Broomstick splutter delayed
0159 - Broomstick splutter delayed
015A - Broomstick splutter delayed
015B - Broomstick splutter delayed
015C - Broomstick splutter delayed
015D - Broomstick splutter delayed
015E - Broomstick splutter delayed
015F - Broomstick splutter delayed
0160 - Broomstick splutter delayed
0161 - Broomstick splutter delayed
0162 - Back fire
0163 - Grunty scared at Jinjonator
0164 - Grunty?? voice scared
0165 - thunder
0166 - thunder delay
0167 - thunder delay
0168 - thunder delay
0169 - thunder delay
016A - thunder delay
016B - thunder delay
016C - thunder delay
016D - thunder delay
016E - thunder delay
016F - thunder delay
0170 - thunder delay
0171 - thunder delay
0172 - thunder delay
0173 - thunder delay
0174 - thunder delay
0175 - thunder delay
0176 - "JINJO" Jinjonator
0177 - "JINJO" Jinjonator
0178 - "JINJO" Jinjonator
0179 - "Euughh"
017A - Electric charging
017B - Flying past
017C - Grunty falling
017D - Grunty falling
017E - Mumbo transformation
017F - Mumbo transformation
0180 - Mumbo transformation delayed
0181 - Mumbo transformation delayed
0182 - Mumbo transformation delayed
0183 - Mumbo transformation delayed
0184 - Mumbo transformation delayed
0185 - Mumbo transformation delayed
0186 - Mumbo transformation delayed
0187 - Mumbo transformation delayed
0188 - Mumbo transformation delayed
0189- Mumbo transformation delayed
018A - Mumbo transformation delayed
018B - Mumbo transformation delayed
018C - Voice saying MAMA
018D - Sexy grunty voice
018E - Sexy grunty voice
018F - Record scratch
0190 - slurp
0191 - water ski ?

retroben
11th March 2014, 02:28 AM
Kazooie Has Problems
802A2283 0001
Just shoot eggs from behind for machine gun shots.

Egg Fart Pitch
812A228A xxxx
3F00=Low Pitch
3F80=Normal?
3FB3=Default
4000=Higher
4080=High Pitch

And as you requested...

No Fart Sound
812A228A 4480
I turned my volume up quite a bit to make sure.

Other codes I have found...

Bad Gas Kazooie
812A8826 003E
812A883E 003E
The REAL bad gas Kazooie

Talon-Trot Sound Modifier
812A8826 0xxx
812A883E 0xxx
0049=Default

Beak Bash Sound Modifier
8129FF0E 0xxx
0013=Default
008B=Kazooie's Pain
Beak...(sound name)

retroben
14th March 2014, 12:56 AM
I found another code for no egg fart sound!

No Egg Fart Sound
802A2296 0000
00=Mute
6D=Default
7F=Maximum
80-FF=Soundless

Edit:I just found out the egg type is right next to it!

Now you have a one-lined eggless code!

Egg Shot Type (from behind)
802A229B 000x
00=Eggless
01=Forward
02=Golden Sparkle?
04=Default
06=FART!!!

@HatCat:When 06,Kazooie actually farts with green smoke!

EDIT

No Egg Spit Sounds
802A2502 0000
802A2526 0000
7F,7F=Defaults

Egg Shot Type (forward)
802A253F 000x
00=Eggless
01=Default
02=Golden Sparkle?
04=Behind
06=Fart

nihon24
20th March 2014, 04:39 AM
Now you have a one-lined eggless code!

Egg Shot Type (from behind)
802A229B 000x
00=Eggless
01=Forward
02=Golden Sparkle?
04=Default
06=FART!!!

@HatCat:When 06,Kazooie actually farts with green smoke!


Sweet
It would of been even better if the sparkles and gas appeared from kazooie's butt :p

retroben
16th April 2014, 07:53 PM
I found something new for BK images.

Musical Note Counter Image Modifier
81369986 0xxx
07D9=Default
06D9=Propeller (2D)
07EF=Banjo Talking (2D)
Other 2D values should also work.

Mumbo Token Counter Image Modifier
81369DD2 0xxx
041A=Default

angelfire.com/il3/thingamajiggy/bk10imagemod.txt

Edit:More things.

Now I can finally test 3D objects!

Jiggy Count Image Modifier
8136A7D2 0xxx
035F=Default
0362=Banjo Bee!!!
0485=Caterpillar
0487=Big Eyrie!!!
The possibilities with full characters as the image!

Any 2D image will crash the 3D modifiers and any 3D image will crash the 2D modifiers.

retroben
17th April 2014, 03:49 AM
Some sad proof on stuff like musical notes,red feathers,eggs (on ground or shot),and gold feathers never getting changed when "manipulating" their images.

This code was not made by me and is from some old page on RWP.

All Objects use XXXX ID (change action + image)
813302C4 2404
813302C6 XXXX
0005=Ant
This will make several ants or your other choice appear in random places and in places where other objects were.

The rest of the ID values are on the webpage below.

therwp.com/forums/showthread.php?t=10030

FireWSP
9th June 2014, 03:47 PM
retroben, can you check if you can reenable the Intro Video in Goemons Great Adventure?
The Intro Sequence/Song was present in the japanese version but they removed it from the US and PAL release.
In said versions the game jumps directly to the Titlescreen instead of playing the sequence/song.
It could be that the intro was removed completely or it is still in the game but they just jump over it.
It would be interesting to know more.

retroben
9th June 2014, 08:51 PM
I think it could be too difficult to find since I would have to frequently switch from the japanese and the "Western" USA version to find the differences.
Sorry.

A little snippet from a YouTube video of the intro.

Video Name:Goemon's Great Adventure Japanese Intro

"From Ganbare Goemon Derodero Dōchū Obake Tenko Mori. Cut from the Western release altogether."

It was probably before they knew how appealing it was to people when leaving in everything from a Japanese game when translating it to English.
Or it may have been prohibited at the time.
Maybe you can get lucky and find a hack of the JAP version with English text so you can enjoy the intro.

To make up for it,gamehacking DOT org has a lot of cool codes for Goemon's Great Adventure.

FireWSP
10th June 2014, 09:23 AM
Cool i will look into this.
Well the Intro was removed from the western releases because the Composer/Singer of the Intro Song didnt wanted it to be released outside of japan so they cut it.

emusa
3rd August 2014, 08:39 AM
Hi Retroben, thanks for all your work on awesome cheatcodes!

Among others, I I use your 60fps/jump/crawl-fix + widescreen for Ocarina of Time and the "slight speed up"code for Majora's Mask (smoother fps). Also, the Banjo Kazooie + Banjo and Tooie ones.

I have a request for Jetforce Gemini:
The widescreen mode in this game really is just a letterbox option - with BIG black bars.

Is there a way to zoom in the picture to get it fullscreen, or a different method to achieve a "better" kind of widescreen (without the bars)?

Would be great man!

retroben
3rd August 2014, 08:01 PM
You got me at a good time besides the dayum storms that are supposed to happen today.

Will see if I can find anything.
If not,I can try to find some other fun things to make up for it.

The best cheat site is currently GamehackingDOTorg since the GSCentral staff is too dayumn lazy to hurry up and restore the MUCH needed codes section.

Here is a link to what I consider an F-TON of Jetforce Gemini codes from the current best site.

http://gamehacking.org/?game=20516

Edit:What is the best settings for this game?
I keep getting an occasional breakpoint that freezes/crashes PJ64.

Strange thing is that I don't see any bars at all when using the Jabo 1.6.1 plugin,but I get minor water glitchiness.
Edit:YAY!,both Jabo plugins have the water issue which means you should just probably use Jabo's 1.6.1 plugin or Jabo's Direct3D8 1.7.0.57-ver5 as both of them fix the black border annoyance.
Note:for the 1.7 plugin,there is an issue where games start with a bad resolution (black screen/running) and you have to change the setting by backspacing the resolutions until empty and hit apply.

Just in case this code is different to the ingame setting,here is a code out of a cheatlist from the emudigital/emudesk site.

Wide Screen Modifier
800FECA8 00??
00 - off
01 - on

Code is not mine,and has no credits in the list.

Edit2:Glide64 keeps failing for some reason,but the black bars are there.

Edit again:I still can't shake the random breakpoints in my 1.7.0.50 b/ver23 copy.

emusa
4th August 2014, 05:20 AM
Thanks!

I know the Jabo widescreenhack works; I use PJ1.6 with the D3D 1.6.1 plugin and I indeed get water glitches - but otherwise it works fine.

Why I really want a widescreen cheatcode, is because I like to be able to use glide64. Also because this would allow me to use 1964 with overclock feature (because there's lots of slowdown ingame otherwise). And without a widescreen cheatcode, widescreen is letterboxed - which sux :)

=> I use PJ 2.1.0.1 with Glide64 2.0.0.1 and Azimer's 0.70 wip 1 XA2 audio. No waterglitches & lookds great.

ps. the widescreen on/off you gave is listed by default in the cheat section of PJ1.6. It only permanently disables widescreen - wouldn't know why I'd wanna use it though

emusa
4th August 2014, 10:29 AM
And maybe another kind request? :)

A Waverace64 30fps code (it runs 20fps natively I think).. would be AWESOME.

retroben
4th August 2014, 07:44 PM
I've been known for those kind of codes,I will try my best.:)

Edit: DAMN I'M GOOD! :D

Wave Race 64 (U) (v1.1)

Gameplay 30fps
800D461F 0002
Too bad the game speeds up too much when (0001) 60fps.

If you need it for the 1.0 version,I will have to get the "nitro" out.

Edit2:Don't forget to set the Counter Factor to 1 for full fps.

You can use (minus) to slow down the 60VI/fps to 30VI/fps to use less VI/s.

emusa
4th August 2014, 09:31 PM
Holy sh*t, that's just fantastic! :D thanks a lot man U rock!

Is there a possibility to get a steady 30fps with Zelda Ocarina of Time as well? I have your 60fps hack - but I think it speeds up a little too much. I would much rather prefer a steady 30fps.

edit 1: 30fps plays great with the Wave Race 64 (U) (v1.1) ROM, so much smoother now!

edit 2: would the Ocarina of time 30fps cheat happen to be 801C6FA1 0002? Because the 60fps one is 801C6FA1 0001 right..?

RPGMaster
4th August 2014, 09:41 PM
Holy sh*t, that's just fantastic! :D thanks a lot man U rock!

Is there a possibility to get a steady 30fps with Zelda Ocarina of Time as well? I have your 60fps hack - but I think it speeds up a little too much. I would much rather prefer a steady 30fps.

edit 1: 30fps plays great with the Wave Race 64 (U) (v1.1) ROM, so much smoother now!

edit 2: would the Ocarina of time 30fps cheat happen to be 801C6FA1 0002? Because the 60fps one is 801C6FA1 0001 right..?Yes, 2 = 30 fps.

Honestly, I think raising the speed messes up the audio. But it's still an interesting code :D .

emusa
5th August 2014, 01:41 PM
Yes, 2 = 30 fps.

Honestly, I think raising the speed messes up the audio. But it's still an interesting code :D .

It doesn't mess up the audio at all. I played Waverace64 for about half an hour and there weren't any soundglitches of weind stutters in framerate. It really just is a better experience this way.

(using glide64 2.0.0.1 and Azimer's 0.70 WIP 1)

RPGMaster
5th August 2014, 06:26 PM
I'll admit I didn't try it on PJ64 2.1. I can't imagine that being better than what I already tried though ;/ . But hey, maybe I'll learn something new :D .

Good choice of plugins though :D .

Still, I honestly think it runs too fast, but to each their own.

emusa
7th August 2014, 06:38 AM
I wonder, which games other support a 30fps 801xxxx 0002 (30fps) cheat-code?

Waverace64 has a sub-30 framerate and the Zelda's do as well - that's why I'm so happy with the @30 lock. Any other known N64 games with framerates locked @below 30?

retroben
10th August 2014, 07:05 PM
My worst enemy of 30fps limits,Super Mario 64,and Mario Kart 64.
There is no certain part in either of these games that runs at a different framerate,which makes it extremely difficult to find the 60fps codes for them.

I can keep trying,but don't expect me to have as much luck as I did in the other games.

emusa
11th August 2014, 08:44 PM
My worst enemy of 30fps limits,Super Mario 64,and Mario Kart 64.
There is no certain part in either of these games that runs at a different framerate,which makes it extremely difficult to find the 60fps codes for them.

I can keep trying,but don't expect me to have as much luck as I did in the other games.

Yeah I understand.

But Mario64 and Mario Kart 64 both run @ steady 30fps right?

What I really meant was; are there any more games with a fixed framerate below 30fps; such as Waverace 64, Majora's Mask, Ocarina of Time?

For these games, a 30fps code would mean a great boost & smoother gameplay. As is the case with Waverace 64 and both Zelda's.

retroben
12th August 2014, 06:23 PM
Just mention a game that you notice a choppy framerate in.
Using PJ64 2.1.0.1 (or Fruit Edition) is a must,because older versions are nowhere near as smooth.

First,try various settings to prove that it has a weak framerate in the game itself.
Set the game's counter factor to 1 and RDRAM (expansion pak) to 8MB.
If the VI refresh rate is 1500,change it to 2200 for a smoother framerate.

After these things,change the speed display to DLists so the framerate is your actual FPS instead of 60VI/s.
If the Dlists read 20 in speed,the game is running at potentially 20fps.
DLists accelerate to the main speed instead of going to 100% instantly.

Tip:HLE Audio messes with your framerate smoothness because it causes you to drop frames.
Uncheck/untick "High Level Audio?" to smoothen the framerate.
LLE is usually the default Audio setting which works in basically all Audio plugins.
Shunyuan's plugin for Audio is actually the best for at least Banjo-Tooie,it even has uber-high quality with no slowdowns.

RPGMaster
12th August 2014, 07:01 PM
Tip:HLE Audio messes with your framerate smoothness because it causes you to drop frames.
Uncheck/untick "High Level Audio?" to smoothen the framerate.
LLE is usually the default Audio setting which works in basically all Audio plugins.
Shunyuan's plugin for Audio is actually the best for at least Banjo-Tooie,it even has uber-high quality with no slowdowns.
http://www.quickmeme.com/img/00/00f851c412ac5d862dc04efa268e0835e3ff61e8bdc92c2630 c0eeb620e589b5.jpg
If anything, HLE would give you a smoother framerate... It sounds like you're just thinking about shunyuan's laughable "HLE" audio.

If you like slow audio, then stick with shunyuans audio ;/ . I prefer faster audio, so I use Azimer's & sometimes 1964 Audio.

Anyway, the only reason your "HLE" audio "messes with your framerate smoothness" is because shunyuan's HLE is terrible. It uses an outdated version of HatCat's RSP, not to mention compiled with an inferior compiler too. So yes, LLE recompiler is going to be faster than an outdated LLE interpreter.

In other words, your computer can barely handle the game if a few extra cpu% cause you to drop framerate. In that case 1964 ultrafast + azimer's hle audio, will be better.

retroben
12th August 2014, 09:12 PM
Any and all builds of 1964 are insanely unstable on my PC for some reason.
I am on AMD Single Core CPU and Nvidia GPU.
I wished they worked correctly for me.

RPGMaster
12th August 2014, 09:28 PM
Any and all builds of 1964 are insanely unstable on my PC for some reason.
I am on AMD Single Core CPU and Nvidia GPU.
I wished they worked correctly for me.Single core shouldn't matter since n64 emulators are only single core.

Have you tried Ultrafast V3? If so, what's wrong with it?

retroben
13th August 2014, 02:31 AM
I found out my "no frameskip" code does not work so well when set to 0000.
Changing it to 0001 made it run a lot more stable,but it still gets
spazzy over-throttling that causes major frameskipping and the game
to run too fast.

If I use overclocked speeds,it smoothens out a bit more but freeze-frames more often and I also get major input delay,even after releasing the input.
Banjo aimlessly continues walking a bit after I released forward.

I just can't find a fix for the too fast/skippy issue.
It is actually a listed issue in the normal 1964 Google code pages since 2012.

I even managed to get an RSP selected after pasting my arsenal of them.
I also have NRage input which helps a little,and Jabo 1.5.2 for better performance since OpenGL Rice hates 1964 with glitchy seizure-inducing greenism.

I think 1964 Ultrafast V3 is having major data leaks because my PC slowed to a crawl in several tries where the last one was SO bad that it caused my entire screen to go black with only the mouse remaining and only moving at 1 frame per every few seconds.
It happens whenever I click the menus to access overclocking or plugins. (probably any menu triggers it)

RPGMaster
13th August 2014, 05:00 AM
Pardon me. I guess Ultrafast isn't as "stable" as I thought it would be. For me there's no issue, but your hardware seems more problematic.

Anyway, probably the most stable version for you will be 1964 1.2 r146, because I believe your issue has to do with GUI forcing the emulator to pause. Too bad 1964 1.2 r146 is slower than Ultrafast.

Odd thing is I can't even run Banjo Kazooie on Ultrafast V3.

It sure pays off to compile programs myself. eZ gui fixes :D .

I don't think I have this "freeze-frames" issue nor do I have input delay.

With 1964 1.1 (compiled myself), 1964 Video DX9 (also compiled myself), Azimer's HLE audio, RSP (none), I get 60 fps at that exact spot in your savestate and like 13% idle of emulator cpu usage. Pays off to compile things yourself. Quick fixes come a long way.

I'm willing to bet you're not even using the best opengl version of Rice/1964 Video. There's one from like 2012 that's better than all the old ones. If I could find the source, I bet it would become even better, due to using better compiler settings. The DX9 version's better anyway :D .

emusa
13th August 2014, 06:31 AM
Just mention a game that you notice a choppy framerate in.
Using PJ64 2.1.0.1 (or Fruit Edition) is a must,because older versions are nowhere near as smooth.

First,try various settings to prove that it has a weak framerate in the game itself.
Set the game's counter factor to 1 and RDRAM (expansion pak) to 8MB.
If the VI refresh rate is 1500,change it to 2200 for a smoother framerate.

After these things,change the speed display to DLists so the framerate is your actual FPS instead of 60VI/s.
If the Dlists read 20 in speed,the game is running at potentially 20fps.
DLists accelerate to the main speed instead of going to 100% instantly.

Tip:HLE Audio messes with your framerate smoothness because it causes you to drop frames.
Uncheck/untick "High Level Audio?" to smoothen the framerate.
LLE is usually the default Audio setting which works in basically all Audio plugins.
Shunyuan's plugin for Audio is actually the best for at least Banjo-Tooie,it even has uber-high quality with no slowdowns.

Jet Force Gemini has slowdowns, but I think it's locked to 30fps - it just drops a lot. If only I would be able to play it in 1964 Ultrafast V3, I bet the drops wouldn't appear. But the audio glitches (with ALL plugins I know) are unbearable in Ultrafast.

By the way, 1964 Ultrafast V3 is pretty stable for me with Perfect Dark, GoldenEye, Duck Dodgers, Earthworm Jim 3D, Turok 2 & 3. Really does wonders for the framerate; perfect @60 for goldeneye, Perfect Dark, Duck Dodgers and a rocksteady @30fps for Turoks 2&3 and Earthworm Jim 3D.

I say pretty stable, because it does do some weird stuff when exiting games and starting new roms, changing settings without restarting the emu. But when I start the emu and just play a game - it's great.

Thanks I will try your suggested settings! Also Shunyuan's audio - although I didn't read to many great things about it. I mostly use Azimers 0.70 WIP (HLE) and it's very good.

retroben
13th August 2014, 08:34 PM
RPGMaster,you wouldn't mind sending me a copy of your compiled build including the compiled 1964 DX9 Plugin,would you?

Will it run as fast/faster than Glide64 for me,or lag horrendously like Rice 0.3.0?

RPGMaster
13th August 2014, 08:45 PM
Do you even have SSE2 support? Otherwise I'd have to compile it again. Idk about sending you my 1964 build, but I can send the DX9 plugin. It's the fastest plugin for my machine.

Haha, i forgot I did a lot of hacky things in 1964 1.1, like a bootleg on the fly plugin swap. I'll have to make another project, and port over all my stable fixes while not adding the hacky stuff.

When I actually accomplish something other than minor optimizations and GUI fixes, I may upload the emulator.

It will certainly run faster than both Glide64 and Rice 0.30.

retroben
13th August 2014, 08:57 PM
PJ64 shows SSE2 2.1.2 on the end after my Nvidia card in the status bar when starting a game.

I have SSE2 and SSE3,just not the one that CEN64 requires to run Zelda. (SSSE3)

Pointing out three "S" instead of two. (S-S-S E3)

retroben
19th August 2014, 08:57 PM
I made a stronger fastest game code for SM64.

Super Mario 64 (U)

Gotta Go Fast
A024810C 0000
A0248154 0000
First line is one I found,and last line is the already existing code.

Edit:Remember to have the code enabled before the game is started,or hard reset to get it working.

Edit2:I can't even reach 60VI/s in-game with this one!!! LOL!

Rice 6.1.1 goes crazy with this SM64 code like in other emulators running Banjo-Tooie.

Jabo is the fastest.
You can gain about 10VI/s on the 1.6.1 plugin with "Use Direct3D transformation pipeline" enabled.

retroben
20th August 2014, 07:59 PM
I broke it.

Something Looks Different
8024741B 0001

Super Mario 64 (U)

Go in-game for more differences.
It only affects certain areas. (Bob-omb Battlefield and some others look normal.)

Edit:

Mario Head Positions
810F70D4 3F80
Rotate upward for a surprise.

Too Close Head
810F70D8 4380
A close-up ya jerk,A CLOSE-UP!

MRKane
17th February 2015, 10:09 PM
Gidday guys,

Long time lurker first time poster here, and off the bat I'd like to say that I'm stunned with the work on this thread. While I don't spend much time on emulators I do spend a fair bit of time "under the hood" of N64s with many of the electrical components (swapped out ram for lower latency, overclocked, swapped clocks etc.)

As for an actual overclocked machine many of these codes have varying results - but that wasn't what I wanted to help with as it's not really a matter in this forum ;)

Games like Goldeneye, Perfect Dark and Beetle Adventure Racing as the ones that become unplayably fast on an overclocked console and I'd love to have something to get them back to a manageable speed, but hey - only so much you can do with base hardware.

Games with frame caps:
Anything Mario or Acclaim (yep Turok actually seems to be somewhere around 25fps on PAL!!), and Jet Force Gemini is about the only Rare title with a frame cap - and some of the slowdowns can be so bad that it becomes noticeable (albeit significantly better than base levels) even on a 2x console overclock.

I don't know if any of that helps, but it might be a different perspective to assist :)

retroben
18th February 2015, 02:17 AM
What you would be looking for is codes to make the game run "slower" but smoother resulting in a balanced out 60fps instead of your standard 30fps rate in normal clock speeds and too fast speeds with too many frame drops.
Problem is,the main games like Mario 64 have been too difficult for me to find a working code for altered framerates.

I think Super Mario 64 already has a slow game speed code,but can't remember where I saw it.

MRKane
18th February 2015, 09:40 PM
Yes. I spent a fair bit of time playing with the clock rate in the rom header for PD and GD but while they seemed to slow down on some of the Mac emulators they didn't change on Nemu, PJ64 or the actual console. Something for those two would be fantastic, but really I'm more jumping onboard to help.

Mario, is a real dream to play as it is on an overclocked console - I don't have too much of an issue with the frame cap, and the control just feels that tiny bit *sharper* if you will.

sune26
2nd March 2015, 10:56 AM
What you would be looking for is codes to make the game run "slower" but smoother resulting in a balanced out 60fps instead of your standard 30fps rate in normal clock speeds and too fast speeds with too many frame drops.
Problem is,the main games like Mario 64 have been too difficult for me to find a working code for altered framerates.

I think Super Mario 64 already has a slow game speed code,but can't remember where I saw it.

I found a website with a slowdown code for super mario 64, the website says it doesn't want me to post the code so i will link the website instead

viper.shadowflareindustries.com/antigsc/?codes=&dev=ar&system=n64uk&game=mario64%2Fsupermario64

It seems to only work with the pal version of the game, but when i speed it up to 200% it still shows only 25fps. Don't know if this is of any help, hopefully it is.

edit:
you have to delete the space in mario in the url for some reason

HatCat
2nd March 2015, 03:50 PM
http://viper.shadowflareindustries.com/antigsc/?codes=&dev=ar&system=n64uk&game=mario64%2Fsupermario64

Hm. What space :3

HatCat
2nd March 2015, 03:53 PM
I've got a code request for you, retroben.

Do you think you could reverse some codes for the "Treasure Chest Shop" mini-game in Zelda Majora's Mask?
You know, where you have to run through this retard maze of checkering pillars blocking you off from making it to the chest in time.

I remember trying to do a code and check RDRAM for changed values on whether or not a pillar was supposed to raise up to block you from moving to that spot. (Maybe it's a byte or a word, or maybe it's a bit within a byte since the arena is 8 squares * 11 rows.) Would be kinda cool to have a code that just forces all 8 * 11 squares to have no pillar to block you from stepping onto them.

Or maybe if this code is too hard for you, a stop timer code to prevent the clock from running out during the mini-game could be good enough. That way I could record all the values myself eventually.

retroben
2nd March 2015, 07:00 PM
I tried finding a time stop code before,and only got an unfun corruption. :(

There is a minigame timer stop code for the Wii virtual console,but it would be most tedious to backport it,as it seems to have frequent use of complicated pointer codes. (I suck at those)

Will most likely not work without some kind of pointer address lines.

Minigame Timer Wii VC address?=110520
Infinite Health Wii VC address=10C786

Infinite Health N64 GS address=1EF6A6
Minigame Timer N64 GS address=1F3440 (calculated roughly)

Resulting Address=811F3440 xxxx

Probably useless,but all I can do with Android right now without access to the PC.

HatCat
2nd March 2015, 07:09 PM
onice ! Never even tried the timer one myself actually. I had no idea it'd be that hard. :P

How about a mirror shield cheat? It'd be handy to not have to walk into a ray of shining light every time I want my mirror shield to emit some light...partly to kill off some undead baddies, partly for the lulz and appearances.

retroben
2nd March 2015, 07:16 PM
Already tried that when RGPMaster asked me to.
It ended in the requirement of pointer codes,sorry. :(
Or maybe that was an image mod that failed when trying to get the Mirror shield to look like a Hero's Shield while still reflecting light.

There is a LOT of extra cool codes for the Wii VC version of Majora.
I may try to port some of the simpler one-lined ones if it is possible.

Oops I found something in Majora weirdly close by cross comparing address math.

Global Audio Pitch
812034F4 xxxx
3F40=Lower
3F80=Default
3FC0=Higher

Also this randomly...

Music Volume
812050EC xxxx
3F00=Lower
3F17=Default
3F87=Loud (Sounds Good)
4017=LOUDER

Audio Lag Factor?
802034DD 00xx
01=Default
02=Lag Slow
03=More Lag Slow
04=Laggy Slow

Cool Audio Distortion
81203500 xxxx
3D40=Stubby
3F40=Default
4240=Strange

Edit2: First actual port. I copy/pasted the note from the original code.

Sky Modifier [Anarion]
803FDB39 000z
813FDB3A 0yxx
Z: 1=gloomiest sky, 0=normal sky, no gloom
Y: 1=No visible sun, 0=visible sun
XX: Sky Status
Any value from 0 to 1F works
0F= Clear Blue Sky
18= Starry night
If gloom is used, XX effect will not be visible.

Clearest Sky [Anarion]
803FDB3D 00xx
1=Clearest sky
0=normal sky
If this code is used, above code will not have a visible effect.

No Water Animation [Anarion]
813FF362 0000

Zora Shield [Anarion]
80400913 00FF

Link Voice Modifier [Anarion]
8140081A xxxx
X Values:
8EC8 -Adult Link (Fierce Deity)
9238 -Young Link
915C -Deku Link
8FA4 -Goron Link
9080 -Zora Link

Can Throw Infinite Bombs [James0x57)
803E87F7 0000

Link does not do any movement while standing still [CosmoCortney]
81400018 4020
8140001A 4020
Change both to 3F40 for half animation.

retroben
3rd March 2015, 04:45 AM
Never mind,the code actually freezes time by itself,at least the swamp arrow minigame.

Treasure Minigame Timer Freeze
D03E6B3A 0008
801F3444 0003
00=No Timer
01=Timer Appear
02=Timer Pan
03=Timer In Place
04=Timer Counting
Use "04" to start the time again.
It even resets the time to maximum!
Use d-pad up to give yourself max time again and again.

Warning: Don't press it when the minigame is not running.

MRKane
4th March 2015, 10:00 PM
Sune26: It appears as though there is a frame cap there coming in from somewhere else, but it does look to be stuck at 25fps regardless.

Meanwhile: Daymn Retroben! This forum needs a like button!

MRKane
8th March 2015, 07:13 AM
Actually I've got one that I'd love to have:
In Mario Kart is there a code to give Bomombs unlimited lives instead of just one, and perhaps also collect and fire pickups? It's one of those things that would make group play more enjoyable.

The next step I guess is having the level end only after everyone has no balloons giving the bomb players a chance to get the "winning" player.

retroben
8th March 2015, 07:44 PM
Sorry man,that one would be far too complicated to even try to find since I have limits with that multiplayer mode being difficult to do lacking the extra controllers or keyboard mapping space. :(

MRKane
8th March 2015, 10:02 PM
Guess that's two out of two for me lol. Thanks anyway!

ReyVGM
31st March 2015, 07:47 PM
Whoops, sorry retroben. I didn't quite catch this thread before :P

As for F1 Racing Championship, normal Euro version.

Insane speeds doesn't really help this game, because being an F1 racer, you actually have to slow down to take the turns. So going to fast makes you crash and you'll lose your tires or engine and will be forced to retire.

After each race you get some points depending on your placement. A code that gives you lots of points would be enough. Or any code to always be in first place would be great too.

retroben
31st March 2015, 08:17 PM
I found out these codes are in the cheat list made by the guys who have the PJ64 1.7.0.50b23 ver23 beta copy and alternatively the massive cheat file page that once was there.

No names are listed as credit to the codes,but here they are anyway...

Big Score
81164E58 8181
81164E5A 8181

Instant 450kmh Boost
D10A1F50 2000
8119D334 005A
Press Trigger Button

No Checkpoint Time
81164E1C 0001

Have not turned them on to test just yet.

Edit:Someone goofed on the activator for the boost code.

Instant 450kmh Boost
D00A1F51 0020
8119D334 005A
Game freezes when hit before race starts.

Edit2:There is an option for no damage on the actual game.

ReyVGM
1st April 2015, 02:48 AM
I didn't notice the no damage thing, thanks. But still, going fast doesn't help because in these types of racing games, you are supposed to reduce the speed or hit the breaks in order to take sharp turns, and every track is filled with sharp turns.

The big score code doesn't really do anything. I assume the big score thing are the points you get after a race, but so far it doesn't work. And the checkpoint code I have no idea what it is for because this game doesn't have any checkpoints.

Another thing that can help is a Lap Modifier or an Always at the Last Lap code.

bankaiprimera
7th May 2015, 09:56 PM
You think it might be possible to have a 60fps Conker cheat? Or at least a steadier 30fps hack?

Thanks for all your hard work!

PS. Ever thought of doing 60fps cheatcodes for Dolphin emulator? It is really starting to take off - check the forums :)

retroben
8th May 2015, 05:53 AM
You think it might be possible to have a 60fps Conker cheat? Or at least a steadier 30fps hack?

Thanks for all your hard work!

PS. Ever thought of doing 60fps cheatcodes for Dolphin emulator? It is really starting to take off - check the forums :)

I already ported the framerate fix for Conker (U) version,it should be somewhere in one of my threads.

Dolphin,my pc sucks for that kind of stuff.
I can't get the DX9 plugin to work in the Ishiiruka build,I end up with 0fps with 60VI or the other way around.
Older normal builds with DX9 work okay,but are a little slow for me.
If I could just run that Ishiiruka version with overclocking,I would get much better performance utilizing more of the 2.3Ghz of a single cored PC.
Think you could tell them that so they can try and finally fix it?

Edit: Found it!

Framerate fix [C.Guru]
8102BE42 0671
Ported to NTSC by yours truly.

bankaiprimera
11th May 2015, 01:50 PM
Thanks! But the code doesnt seem to work for me..? Is iT suppose to be 60fps ingame? Or a steadier 30fps? I dont really notice anything different with or without the code..

I use GlideN64 1.1 with PJ64 2.2 and the NTSC version of the game.

retroben
11th May 2015, 03:52 PM
Change Counter Factor to 1 and VI Refresh Rate to 2200 in the Edit Game Settings menu
Just right click the game to find that menu.

You also have to leave the code on and then boot the game with it already on.
I don't know how the game looks when using GLideN64 but it should be noticably smoother after changing those settings.

bankaiprimera
11th May 2015, 06:36 PM
I already had CF set to 1 and VI to 2200. But it's probably a steadier 30fps then; which is great - but I don't notice it right away :) thanks again man!

retroben
11th May 2015, 07:22 PM
I already had CF set to 1 and VI to 2200. But it's probably a steadier 30fps then; which is great - but I don't notice it right away :) thanks again man!

Just try running the game without the code on,watch the logo sequence,then complete the Mrs. Bee mission and watch that scene.
After this,turn the code on and restart the game with it already enabled,then do the mission again from chapter select.

And if you are in a hurry to try it,use WELDERSBENCH on the ingame fireplace cheats menu and maybe even try the normally laggier parts of the game.
(excluding the final boss because it can run REALLY slow from emulation issues)

I don't know if GLideN64 also has this buffer slowdown issue for Conker or not.
Hey theboy181,could you help and test Conker's final boss with GLideN64 to see if it judders when certain buffer settings are enabled while all other parts of the game run decent?

Ambient_Malice
17th May 2015, 04:50 AM
This may prove excessively difficult, but I'd love a cheat code to prevent Turok 3 immediately fading corpses after death. The earliest beta has a much longer delay, so I assume there's a global timer value.

retroben
17th May 2015, 08:36 PM
Sorry,I can't "today" because too much going on to focus on specific codes.
Not missing Simpsons tonight. :p

I may check it out tomorrow or a few days.

retroben
20th May 2015, 10:32 PM
Sorry,I just can't grasp on how to find it. :(

I also tried finding a framerate code,but just can't find that either. :confused:

Ambient_Malice
21st May 2015, 02:46 AM
I also tried finding a framerate code,but just can't find that either. :confused:

Ah, well. Thanks for trying. Speaking of framerate codes, do you think it might be possible to unlock/change Shadowgate 64's framerate? The game runs at 60fps in menus, but is locked at 15FPS ingame, which makes it unenjoyable to play for me.

retroben
21st May 2015, 04:29 AM
Shadowgate 64 (U)

Enable Fog?
800C22C3 0003
04=Default
Yes,I just found a fog modifier completely by accident.

Tried pretty hard by looking at locations where codes were already found,but no luck. :(

Breadwinka
27th July 2015, 11:18 PM
If possible a max stat creation points for WWF No Mercy(U)1.0 the current cheats out dont work.
EDIT
cheat code was
50000A01 0000
801F4F3C 0032

retroben
28th July 2015, 06:12 PM
I didn't even realize you posted until now,so many things are being replied,bumping this topic down a few spaces after you posted.

It helps if you post the problem code/s.
(feel free to edit it into your post instead of making another reply)
I found it and it is one of those multi codes with 50 on the left.
I will look into it later to see if I can fix those codes,or maybe find one or two new ones.
There is a chance it is a pointer address related code,and I suck at handling those kinds of codes.

Would 2000+ codes on Gamehacking org be good enough for you.

http://gamehacking.org/game/21045

I will still try to figure it out,but have fun going through that massive list of codes.

Breadwinka
28th July 2015, 07:37 PM
No worries so this code here
50000A01 0000
8014FA3C 00FF

seems to give 255 stats in all the attributes after saving wrestler and turning off code it will put stats to 15, even though max stats should be 10, but ohh well works for me.

retroben
28th July 2015, 08:14 PM
You may have done a huge typo on the address,and your value is different.

Here is the one I see from Gamehacking org and it is the same for both regions of the game which uses the hex value of decimal's 50.

Max Creation Stats (all)
50000A01 0000
801F4F3C 0032
Code by Will Havens.

Try this one out.
Maybe it needs to stay enabled in order to work.

Edit: Oh,that's the one you edited in the previous post,and the 8014 address must be a different one that works on another part of the game...
Welp,I may have been useless in that situation. XD

Breadwinka
28th July 2015, 10:28 PM
You may have done a huge typo on the address,and your value is different.

Here is the one I see from Gamehacking org and it is the same for both regions of the game which uses the hex value of decimal's 50.

Max Creation Stats (all)
50000A01 0000
801F4F3C 0032
Code by Will Havens.

Try this one out.
Maybe it needs to stay enabled in order to work.

Edit: Oh,that's the one you edited in the previous post,and the 8014 address must be a different one that works on another part of the game...
Welp,I may have been useless in that situation. XD

Yeah thats the initial code I tried it worked on the original N64 when i owned the game but not here. But thats ok the other one i linked did the job somewhat. Thank though.

Marcelo_20xx
8th August 2015, 06:06 AM
@retroben
I saw this code on a page:

Disable Widescreen when Z-Targeting (NTSC) [stickman]
811F6B40 0000

Can you make one for OoT 1.2 please! thanks :)

retroben
8th August 2015, 08:06 AM
Should be simple since that is in the 1F range,can't until Sunday though. :p

Marcelo_20xx
8th August 2015, 04:04 PM
No worries friend and thanks for the awesome cheat support all these years and while you are at it, can you please teach me how to inject the codes to make it permanent in a n64 rom? I have a utility that decompress/compress the non-debug OoT roms...

retroben
8th August 2015, 05:44 PM
Sorry,I don't know how to do that either. :D

HatCat
8th August 2015, 10:01 PM
Because there isn't a way to do that.

theboy181
8th August 2015, 10:32 PM
Ask RPGmaster he helped me do that for a cheat code and put it into a ROM

Marcelo_20xx
9th August 2015, 12:53 AM
Thanks for the advice...

@HatCat
I know for a fact that this is possible, depending on the code...HyperHacker injected its code into the rom directly for his "Hookshot mod" code, it involved decompressing the rom first, inject the code and recompress it again. The decompress part was easy because someone wrote already a tool for that called zdec but the recompression was harder until Zoinkity made a tool that not only worked for the debug rom but for the retail ones too...

theboy181
9th August 2015, 01:11 AM
Thanks for the advice...

@HatCat
I know for a fact that this is possible, depending on the code...HyperHacker injected its code into the rom directly for his "Hookshot mod" code, it involved decompressing the rom first, inject the code and recompress it again. The decompress part was easy because someone wrote already a tool for that called zdec but the recompression was harder until Zoinkity made a tool that not only worked for the debug rom but for the retail ones too...

I think that you can find the locked values, convert them, and then edit the ROM via HEX editor.

HatCat
9th August 2015, 03:12 AM
I think that you can find the locked values, convert them, and then edit the ROM via HEX editor.

Please explain to the class how a 4-MB RAM address can be converted into a 32-MB ROM address.

@HatCat
I know for a fact that this is possible, depending on the code... HyperHacker injected its code into the rom directly for his "Hookshot mod" code, it involved decompressing the rom first, inject the code and recompress it again.

Unfortunately, you don't.

There's no such thing as "injecting a GameShark code into a ROM". What you're describing is ROM hacking--that's a mod that achieves the desired effect of a GameShark code. But there is no such thing as making a GameShark code active permanently just by editing the ROM.

Besides, GameShark cheats typically have a repeated, constant effect, where the byte or halfword is written repeatedly by the GameShark engine. There's no such thing as a ROM edit that can induce that.

theboy181
9th August 2015, 03:57 AM
Please explain to the class how a 4-MB RAM address can be converted into a 32-MB ROM address.



Unfortunately, you don't.

There's no such thing as "injecting a GameShark code into a ROM". What you're describing is ROM hacking--that's a mod that achieves the desired effect of a GameShark code. But there is no such thing as making a GameShark code active permanently just by editing the ROM.

Besides, GameShark cheats typically have a repeated, constant effect, where the byte or halfword is written repeatedly by the GameShark engine. There's no such thing as a ROM edit that can induce that.

Conversed with RPGMaster a while ago and he informed me that it is possible. We used nemu and HEX editor to implement a cheat to a rom. So this was a cheat code to ROM hack. Nemu was used to find the location that was needed to be changed.

If I understand what your saying is that you can't just inject the gameshark codes, that is correct you can't.

theboy181
9th August 2015, 04:03 AM
I take it back. RPGmaster says your right. Sorry for the confusion.

Marcelo_20xx
9th August 2015, 04:34 AM
Ok, I dont know about N64 roms but on SNES roms I can make permanent the effect of Game Genie (Galoop) codes since they modify "constant" values. The difference on the AR codes (action Replay, Game Shark codes) are that they also modify variable values that are put on the RAM area on the fly, for this kind of code you cant do a permanent version of it unless you mess with asm or the platform native language (N64 uses MIPS code)...

Yes I know this is more like a romhacking thing, but I used the decoded offset address from a Game Shark code to hex edit a SNES rom...But I haven't investigated if the same thing can be done on N64 roms or I am just wasting my time and everybody's else and need to live with the cheats put on the rdb and be done with it...

retroben
9th August 2015, 07:28 AM
You actually can inject Gameshark codes into at least SM64,it has that program for it.
Only some codes work,and the offset is different from Gameshark/RDRAM locations.
So for others,you can't directly inject the code as is because of address differences.

HatCat
9th August 2015, 03:46 PM
Let's explain the difference between RAM and ROM.

An 8-MB ROM, like Mario, would have either 4 or 8 MB RAM, likely.
A GameShark address is a RAM address.

So how is it possible to come up with a static rule that works everywhere, even for one single game, from GS codes modifying 7FFFFF, to those modifying 000000? Even if the developers tried to purposely design the ROM to allow instant conversion of a GS offset into a ROM offset, for a game like that you would still run out of ROM space or go out of bounds.

You actually can inject Gameshark codes into at least SM64,it has that program for it.
Only some codes work,and the offset is different from Gameshark/RDRAM locations.

No because that again is a ROM hack.

That's the only way to make something like that possible--

create a function using your own injected MIPS code that gets called after Mario finishes booting,
make the game call that function at an opportune time,
and have it copy a list of bytes or halfwords to a list of addresses compiled by the person using the ROM hacking tool you just mentioned.


What I just said is a ROM hack--you can hack the ROM to schedule custom functions you wrote up to write GameShark code effects to RAM space while the ROM is running, but you can't convert GameShark RAM addresses to ROM addresses using any algorithm or universal rule.

And even then, like you said it doesn't work all the time, because 80* codes are set up to constantly write the data over a fixed interval of time that something more low-level like an emulator would have access to. You also have to both prevent the function from being called at conflicting times, while making sure the effects of the code are initialized at the opportune times.

retroben
9th August 2015, 05:00 PM
Some parts of RDRAM are execution (found out it was asm) code.
Some SM64 running speed codes are that type,and were placed at a position matching the gameshark code.
Edit: Yeah,Gameshark uses 80* but we say F*** that and only use the following numbers after 80.
You have to use the M64 rom expander first,obviously.

I oughta know,I made a hacked copy of SM64 with infinite run speed and I think no sliding on slopes so I could endlessly accelerate and not slide down any slopes.
It was awesome,too bad I forgot what I did with that copy.
Gameshark,romhack,WHATEVER! It still is taking Gameshark codes and finding the rom's matching source address and modifying it to get the same desired effect.
The limit is that only SM64 has the program to patch/hack in Gameshark codes easily.

It is loads easier to do this to NES,SNES,and Sega Genesis games patching in Game Genie codes because of matching address locations.

I know so much about this,yet I suck at ASM,though i've noticed text bits matching the asm command style.

Banjo-Kazooie can be expanded via BB,so maybe execution asm related address can be changed in it as well.

HatCat
9th August 2015, 06:43 PM
Gameshark,romhack,WHATEVER! It still is taking Gameshark codes and finding the rom's matching source address

No it isn't.

There is no such thing as a "matching source address" for RAM inside of ROM.

You can create that scenario virtually if you developed the game, but that again requires said function earlier of initializing RAM with ROM and doesn't really exist as a matter of concept, but just per the feature of single hacks in games.

The limit is that only SM64 has the program to patch/hack in Gameshark codes easily.

No it isn't. The limit is that no such program can exist for any game, unless the developers totally wasted half of the ROM's 8 MB to hold the 4 MB RDRAM just to load it all into CPU RAM when the game starts.

The limit, also in addition to that, is that the game is only able to waste 4 MB of ROM space to buffer what you wrote to it with this little program of yours, on a single read. It can't keep updating the value in case other functions in the game overwrote it.

So if you patch a code into the ROM that way, the game is only able to load that static data into RAM, which can be overwritten by other functions the game needs to work, unless you're using a GameShark 8?###### code to constantly write the data to RAM, not to the ROM.

Look, you know what Project64.exe is, right? Say it loads at 000000C000400000 into your own computer's RAM and dynamically allocates a random starting address for a buffer this time at 000000C020400000. Take that and convert it into a "ROM" address into the pj64 EXE file for me, then you have a point. But until you can do that, this whole observation of yours about a Mario ROM-hacking utility being able to "convert GameShark cheats into ROM offsets" is nothing but a pseudo-concept that only exists, to you, because Nintendo tried to make it that way for maybe one game.

retroben
9th August 2015, 07:14 PM
:rolleyes:
It's not the entire RDRAM! Only the bits that are "asm" and never change normally.

The video proves stuff,the game is not even expanded,but an 8MB sized original.
A slight chance Banjo-Kazooie and Banjo-Tooie could each also have certain things depending on how it is.
In the video,you can spot rom data values of 3C05 3F80 which matches the RDRAM postion value perfectly.

Maybe I can take a powerful enough code,do a search for bytes in the rom for an identical match and test modifications after fixing the checksum.
For instance,the universal size mod for Banjo and Kazooie on Banjo-Tooie,provided I can see a nearby 3C01 80xx value or get the correct 3C0x 3F80 values in the rom offsets.
If this works,it will be undeniable proof,as I could share the exact rom offset that does it if I find said offset.

HatCat
9th August 2015, 07:33 PM
It's not the entire RDRAM!

Then it's not a cheat-to-ROM-offset converter. :rolleyes:

If it's not the entire RDRAM then that means only some RDRAM offsets can be converted into ROM addresses you can edit to achieve the similar effect.

Furthermore, your trick is also impossible when the ROM is smaller than the RAM size. If a game is 4 MB but uses 8 MB RDRAM, you can't convert 8-MB GameShark code offsets into ROM offsets when the ROM is only half the size of the RAM (nay, even when it's greater).

In the video,you can spot rom data values of 3C05 3F80 which matches the RDRAM postion value perfectly.

I don't think porn on youtube is going to be a very reliable source of information on how one case produces an entire pattern.

if (gameshark_address == 0x000000)
ROM_address = 0x800000;
if (gameshark_address == 0x000001)
ROM_address = 0x800001;
if (gameshark_address == 0x000002)
ROM_address = 0x800002;
if (gameshark_address == 0x000003)
ROM_address = 0x1307D2;

oh that last one didn't work out!
But that's okay because according to your Mario theory, one utility proves there's still a universal pattern, someone just has to find it and make the util :rolleyes: so that know-nothings such as yourself don't have to rely on reality and facts but magic tools instead.

Maybe I can take a powerful enough code,do a search for bytes in the rom for an identical match and test modifications after fixing the checksum.
For instance,the universal size mod for Banjo and Kazooie on Banjo-Tooie,provided I can see a nearby 3C01 80xx value or get the correct 3C0x 3F80 values in the rom offsets.
If this works,it will be undeniable proof,as I could share the exact rom offset that does it if I find said offset.

It would be undeniable proof that you have found a "pattern" for a single ROM address, but that pattern doesn't become a pattern for all ROM addresses--not even 2 of them.

You would have to prove that the same distance between the offsets holds true for ALL of the addresses--or at least enough of them such that the exceptions all fall under a different but still predictable pattern.

Marcelo_20xx
9th August 2015, 08:32 PM
I post that info because I used to do this on SNES roms, taking a Galoop code, then doing some hard algorithm to obtain a decoded address that matched the same value on the rom and hex edit it to make it permanent, but it seems on N64 roms this is not possible at all...thanks for the explanation though...

On track with my request: retroben any news on the disable the letter-boxing of the Z targeting? also I finished OoT on 30FPS without too many annoyances, we just need to constantly toggle to 20FPS whenever there is a crawl but something that is definitely broken is the jump physics, the enemies that jump, Link`s jump and slash doesn't get high enough so is there any code for that, more like the one that fixes the normal jumps by messing with the gravity...

Now I am close to find a code that can make deku sticks last longer...

Being busy making a tons of hacking to the rom to make a couple of things that plagues me since 1999 disappear:

a) Some damn text requires you to press a button to continue the dialog.
b) The Navi tutorial messages (Hey Link this, hey Link that...bla, bla)
c) The text that appears whenever you obtain an item (e.g. you obtained the slingshot, set with one of the c buttons and bla, bla, bla)

I know those messages are important the FIRST time you play, but I dislike tutorials in games, Dark Souls proved that you don't need any to progress into a game, and being a speedrunner myself I hate to waste time reading the same darn texts for the nth time...

I can post a link to a WIP modified OoT 1.2 rom if anyone like me is annoyed with those things...

retroben
9th August 2015, 09:01 PM
Funny you should mention the item collect dialog,the SGDQ run of OOT exploits a glitch with this on a Deku Nut and taking damage to reach a chest to overwrite the value to cause a bottle to be collected early in order to do a wrong warp to reach and defeat Ganon,if it was TAS'ed,it would be super quick.

HatCat
9th August 2015, 09:09 PM
It sounds interesting, though I never did get the time to go familiar into SNES hardware.

It's a naive guess, but I suppose it could be that SNES ROMs are either small enough (or have a fixed data section that is small enough) compared to the amount of standard RAM the SNES hardware has available (again, IDK) so that there may have been some common code, some standard boot procedure or something that many games did where a huge chunk of the SNES ROM was buffered into RAM (as contiguous memory...) at some phase.

In that case, you would be able to find a reasonably direct algorithm to convert cheat code addresses to SNES ROM addresses. Though the SNES program would still be free to overwrite memory mid-game what you set in the ROM to have written, and as the only value that can be written by you is the single static value you set in the ROM before it even booted you would not be able to adjust to that.

Marcelo_20xx
9th August 2015, 10:26 PM
They have a fixed data section containing K values (constants) that are copied from the rom into the ram (as contiguous memory...) whenever you boot the game, its small enough so the system can handle it, some games with auxiliary coprocessors change this routine though (namely Star Fox and a selected few more) so there is an algorithm to make a direct conversion of Galoob codes that modifies static values stored into the ROM that were copied into the RAM.

The algorithm only changes if you are dealing with a HiRom (easy) or a LoRom (very hard to decode but possible)

Action Replays and a later revision of the GameSharks devices allowed what the original Game Genie device couldn't. Modify RAM addresses that were reserved for the variable values that were the results of functions processed by the code of the game...

For example in a game where you start with 150 vitality, this value is stored statically in a ROM address so a Game Genie code can modify this value (not into the ROM area itself but into the mirror RAM area that was copied at boot) to change it so you start with 999 vitality. But if you take damage and your vitality is now 110 only AR codes (and I bet N64 codes works the same) can modify or freeze this value because they are mapped on a RAM area reserved for the results of the functions that calculate this...Hope I make me understand, English is not my first language and is hard for me to explain this...

Marcelo_20xx
24th September 2015, 06:18 AM
@retroben
Are you still taking requests? I want to disable the letterboxing on OoT (1.2 preferably or whatever revision you feel comfortable) , I only succeded in finding one address that disable it for some cutscenes (like when you load a game and enter or exit a building or zone)...

This is for OoT 1.2 in case I missed it:

CheatX=800EF83B 0000 //Disable Letterbox (incomplete, need more addresses)

Thanks in advance...

retroben
24th September 2015, 04:27 PM
Three hours from this post is when I am on the computah,I will try to find it.
Thanks for posting a code to work with. :)
I can savestate spam to check when values trigger for the letterbox bars.

retroben
24th September 2015, 07:49 PM
Found one via a crawling section. :D

Zelda OOT (U) (V1.2)

Disable Letterbox Bars
800FEAC7 0000
00=Off
20=Bar Value (crawling/Z-Targeting)

DAMN That was easy!!!

Also works with a "NOT" value activator.

If letterbox is NOT off,set to turn off:
D20FEAC7 0000
800FEAC7 0000

Hopefully this is universal to all moments of letterboxing.

Edit: Combining these two make it so there is no HUD...

Disable HUD?
800EF83B 0001
800FEAC7 0000
Uses letterbox and cancels it by disabling the bars.

Marcelo_20xx
25th September 2015, 05:44 AM
A million of thanks retroben, you don't know how much these little details enhance my experience with this game, I am jealous at your proficiency in finding codes, yesterday I put at least 6 hours before finding the one I posted...

The Disable Letterbox Bars code works flawlessly in all the instances I tested it (gonna test it more in deep tomorrow), but the no HUD breaks sometimes (when you speak to a NPC, climb ladders, aim with the bow, etc)...

retroben
28th September 2015, 06:10 PM
You can easily port the code to 1.0 and 1.1 and maybe even other regions and the debug/Master Quest versions too by searching for 20 as hex when bars are visible after exiting a crawl section and 00 when bars are not visible.

I am screwed for the entire week so I can't do any codes until this next Sunday.
:( :( :(

retroben
28th September 2015, 06:55 PM
As I can't for this entire week,can you try to find the lag fix code for Glover and maybe Glover 2 (unreleased beta) for me?
Using Counter Factor of 6 (CF=6) and searching 16bits hex in memory search for 020D/020C and using memory viewer to change the 02 into 0D to see if the framerate smooths out.
If not smoother,revert to 02,when it is smoother,you've found the code.

The best part of the lag fix code will be the much speedier load times.
The load times of Glover are really horrendous,I mean REALLY bad. :eek:
Unless my CountPerOp on Android is the issue,but the lag fix will make it twice as fast as CF=1.

Marcelo_20xx
30th September 2015, 01:37 AM
Sure thing!

Glover (U)!
CheatX=801F4842 000D //LagFix

Coupled with CF=1, I don't see any loading times...

I don't have Glover 2...

retroben
30th September 2015, 02:00 AM
Thanks! :D

I've had a lot of downtime today from being out then hanging out with my brother watchin' stuff.

retroben
4th October 2015, 07:54 PM
Found a 60fps code for Glover,but the same issue as SM64,too fast.

Glover (U) [!]

Sixty Frames
801EFC92 00xx
00=60fps (better?)
01=60fps (buggy)
02=30fps (okay)
03=Default (20fps)

Using 30fps is kinda alright,but the timing will be off for time attack attempts.

Can someone fix the DL/s issue with Glover? It runs at 140+DL/s instead of a steady value.

HEY!,The LagFix code fixes the frame jittering issue with 60fps!!! YAY! XD

theboy181
4th October 2015, 07:59 PM
@retroben

We're you able to look in to the vi drops on Goldeneye to see if they were related to the same type of frameskip rricks that were used in MK64.

This game suffered from fps drops and I have a feeling it is the software not HW limitations.

Have you atempted a lagfix for this game too?

retroben
4th October 2015, 08:22 PM
Yeah,I already did try,it was too fast,and maybe it is an 020C value instead.
I shall try once more for a lagfix at least,can't guarantee it'd fix the 45fps issue.
No luck,not even in CF=6 for maximumly noticable lag.

theboy181
18th October 2015, 03:52 AM
Any Chance for lag fix for superman, and paperboy64?

These games seem to suffer from slowdowns..

theboy181
18th October 2015, 04:48 PM
Yeah,I already did try,it was too fast,and maybe it is an 020C value instead.
I shall try once more for a lagfix at least,can't guarantee it'd fix the 45fps issue.
No luck,not even in CF=6 for maximumly noticable lag.

If it was too fast can you turn down the VI emulation to make up the difference in speed ?


I wold be interested in the code if you posted it.

retroben
18th October 2015, 08:55 PM
Paperboy didn't work,makes the game run too fast from an unlimited framerate like GoldenEye.

Superman (U) (M3)

Lag Fix
800D1242 000D

I tried to also find a 60fps code,but strangely couldn't find one. :(

theboy181
18th October 2015, 10:13 PM
Paperboy didn't work,makes the game run too fast from an unlimited framerate like GoldenEye.

Superman (U) (M3)

Lag Fix
800D1242 000D

I tried to also find a 60fps code,but strangely couldn't find one. :(

can you post the unlimited framerate codes then?

I might have an idea if its doing what I think it is.

theboy181
18th October 2015, 11:24 PM
https://youtu.be/oVSkFcGzk-E

Looking for FPS fix for Goldeneye64

I'm thinking same issue that MK64 had be for Sean Sullivan posted the fix.

http://tasvideos.org/GameResources/N64/MarioKart64/Patches.html

Video shows an area where the games FPS is pushed back but the games code.

retroben
19th October 2015, 02:28 AM
Sorry for the long wait. :( :)

GoldenEye 007 (U)

Remove Lag (unlimited fps/way too fast)
80026A72 000D
02=Default

Paperboy (U)

Remove Lag? (unlimited fps/way too fast)
80077CE2 000D
02=Default
This one is even faster than the other for expected reasons.

theboy181
19th October 2015, 05:29 AM
Lag fix with VI adjustment

https://www.youtube.com/watch?v=BVi8wDc8xiQ

theboy181
19th October 2015, 05:43 AM
Sorry for the long wait. :( :)

GoldenEye 007 (U)

Remove Lag (unlimited fps/way too fast)
80026A72 000D
02=Default

Paperboy (U)

Remove Lag? (unlimited fps/way too fast)
80077CE2 000D
02=Default
This one is even faster than the other for expected reasons.

Set paperboy to 250 VI refresh for smooth play. .


do you have other games where the lag fix made the game too fast ?

retroben
19th October 2015, 07:48 AM
Does setting VI to a much higher value make it act like a high speed camera?

There's an RC car racing game with 60fps that I can't grasp the name of right now which also went too fast with the lag fix address.

Frank74
19th October 2015, 11:29 AM
There's an RC car racing game with 60fps that I can't grasp the name of right now which also went too fast with the lag fix address.

Is it Re-Volt?

retroben
19th October 2015, 08:52 PM
Yes,thanks!

Re-Volt (U)

Remove Lag (unlimited fps/way too fast)
800BF2D2 000D
02=Default

The real codes to these mostly have 020D (a Castlevania has 020C) as the full value,and can be fine tuned as needed if you wanted to do less and say,set VI to 120 for a doubled strength value.
Though some values freeze on the Angrylion GFX plugin,but 0D is the value that works for me best on that one.

Edit: By setting VI to 250,do you mean the refresh rate that's at 1500 or 2200 normally?
If so,then hooray for the easy way to change it via the game settings.

Edit2: Yeah,that's exactly how to do it! HOW did I nail all 10 mailboxes on the 2nd round?!? It's been ages since I played this game with an N64 controller and I was just then a wizard of this game on the keyboard,I only lost one paper then hit the 10th box.

theboy181
20th October 2015, 12:07 AM
Does setting VI to a much higher value make it act like a high speed camera?

There's an RC car racing game with 60fps that I can't grasp the name of right now which also went too fast with the lag fix address.

Higher vi does make it too fast. I am convinced that the game is forcing fps to lock at 40 and even 30 in some cases.

I hope that you will be able to test and find these values.

retroben
20th October 2015, 02:42 AM
I already figured it out,lower values make it slower to compensate it being too fast while being 60fps.
I meant to say lower values,not thinking clearly today.

On a weak single core PC,GoldenEye stayed at 60 when I could handle it.

If only Glover's 60fps code worked properly with a low VI refresh rate value.
It judders and also changes framerates,plus the DL/s reading is broken anyway so I can't tell what it runs at.

Feel free to tell me what other games have slow loading times or odd frame drops. (make sure to set the game to Counter Factor=1 before checking for frame drops)

theboy181
20th October 2015, 04:28 AM
Using the "LLE No Video" plugin in Goldeneye, I confirmed that the drop to 40 FPS is the game and not the RDP.

So there is some code that controls the FPS to make the game playable in lowers the FPS.

using cheat engine I searched for any value I could, but came up empty

Marcelo_20xx
20th October 2015, 03:23 PM
Ok I have to ask this now, what exactly the lagfix code do? I know it kind acts like the CF option that the emu has...but how exactly it really works? also why it conflicts with the OoT subscreen delay code? we know the values are a resolution of 320x240 but why then the lagfix code has problems with it?...

retroben
20th October 2015, 04:03 PM
Since some games have uncapped fps,it is a universal timing value that I believe increases the computing speed cap while also being used as the counter factor threshold before it starts to drop frames and lag. :p

And maybe it is a "per-second" type of calculation where increasing the value makes it do more instructions per-second in less cycles,mitigating any and all lag produced by increased counter factor.
Though setting 020D to 002D makes it really slow,even CF=1 lags at such a low value.

I should set up a 1.1 version and port the alternate menu freeze fix address I have for the 1.0 version.
Or you can find it by searching 0x240600F0 in 32bits and try 0140 as a value in each result (exploit savestates to make it work in realtime) until the menu changes.
The last result in 0x0009xxxx should be the right address.
It has a weird squished menu issue on PJ64 while Mupen64Plus AE stays at the proper scale.
THe freeze fix seen with 1.0 also causes a solid black or depth field pause background depending on what plugin you use.

Marcelo_20xx
20th October 2015, 04:10 PM
I already ported all the codes you posted to 1.1 and 1.2 and nope, all the possible solutions made the game crash when the SubScreen delay code is active...

Frank74
20th October 2015, 04:15 PM
How about a code for F1 Racing Championship (E) (M5)?

When a lot of cars are around you, it starts to frameskip, making it jerky and more difficult to control. Driving around with no other cars and its as smooth as silk.

Cheers.

HatCat
20th October 2015, 04:25 PM
...Did I ask for a instant spin attack code already? :3

Pressing all 4 analog stick directions on my keyboard at once with the right timing for an instant sword spin is kind of a pain in the ass, like, every time. I'd like for it to just be right every time.

A code where every single time I hit B it does a magic sword spin is probably sufficient; I can maybe tweak it from there to only sometimes do it.

theboy181
20th October 2015, 05:18 PM
...Did I ask for a instant spin attack code already? :3

Pressing all 4 analog stick directions on my keyboard at once with the right timing for an instant sword spin is kind of a pain in the ass, like, every time. I'd like for it to just be right every time.

A code where every single time I hit B it does a magic sword spin is probably sufficient; I can maybe tweak it from there to only sometimes do it.

Hackz and Cheatz!!

retroben
20th October 2015, 06:03 PM
Maybe someone can take the Nrage input plugin's source code and create a preset macro for analog rotation so one can map it to anything on a keyboard,complete with rotation counts and speed.
This would also allow you to destroy specific Mario Party minigames with near-TAS quality rotations.

Anyone knowledgable,get to it! :D

Also,HatCat,fight Ganondorf with an empty bottle to reflect his attack,its funny! :p

HatCat
20th October 2015, 09:11 PM
N-Rage wouldn't work because Link can't move if the control stick is being hacked.

I would prefer a code specific to the game thanks.

retroben
21st October 2015, 03:33 AM
No luck with spin attack,but an awesome find if not already done.

Zelda Ocarina (U) (V1.0)

Status Bytes One
801DB09C-801DB09F
Set each to 0,1,2,4,8,10,20,40,80,or any combination for various conditions.
There's TONS of combinations even using two different bits in other slots to make extra functions.

Status Bytes Two
801DB0A0-801DB0A3
Same as before but with more stuff.

More Status Bytes!
801DB0B0-801DB0B2,801DB0B6
Even more stuff like text boxes and lost floor collision.

A Time Freezer (D-pad up/down)
D01C84B4 0008
801DB09F 0080
D01C84B4 0004
801DB09F 0000
Fun to manipulate in various situations,you can walk through enemies,objects,and NPCs,it also allows walking underwater and walking physics in mid-air via levitate.
Stops map loading zones and sadly disables use of items and actions for the duration it is enabled,but still "loads" :D ... of fun.

Edit: One value to get past doors and other stuff by clipping under floors or through ceilings.

Fall Through Floors (D-pad left/right)
D01C84B4 0002
801DB0B2 0001
D01C84B4 0001
801DB0B2 0000
Use levitate with this code,also works on ceilings.

Notes: 0x001C6EF0 ||| run value 0226 ||| 0x001DAB60 0x00079200 0x801DB090

Marcelo_20xx
21st October 2015, 05:42 PM
Ok, retroben, here is a new one I want to request that plagued me a long time, it is possible via a code to have the boots equippable as in OoT3D?...

The Water Temple is pretty annoying because this shortcoming...

retroben
21st October 2015, 10:23 PM
Current Boots (realtime)
801DAB6F 00xx
00=Kokiri
01=Iron
02=Hover
03-FF=Various Glitch Boots
Address already on Glitchkill somewhere via my Google search results.
Maybe activators can work decent enough,running speeds are wrong since they don't change automatically.

What the other code really needs is the pause menu's refresh trigger for it to work in realtime without actually pausing.

Other code is

Tunic & Boot Option
8011A640 00xx
11=Kokiri Tunic and Kokiri Boots
23=Zora Tunic and Iron Boots
More values there,just putting only the related ones for you.
You could use this address with activators (D01C84B4 00xx 08,04,02,01=D-pad) then as activators for the other values to make it stick if you change areas etc. but going from Iron to normal has worse problems when changing areas.

Now for some other codes that are those values for speed and gravity! :D

Turning Strength
811C6EDA xxxx
01F4=Iron
07D0=Kokiri
0FD0=Really Agile
The metal causes tank controls,and you can effectively make iron boots run and act as good as Kokiri boots while being able to walk underwater.

Walk Animation Rate
811C6EF0 xxxx
0000=Iron
0190=Kokiri

Walk Speed (capped unfortunately)
811C6EFE xxxx
012C=Iron
0226=Kokiri

Walk Animation Peak?
811C6F04 xxxx
0064=Iron
0172=Kokiri

Link's Gravity
801C6F2D 00xx
Problem area normally.
9C=Kokiri
60=Iron

Instant Boot Swap Test (D-pad left/right Iron/Kokiri)
D01C84B4 0002
8011A640 0023
D01C84B4 0001
8011A640 0011
D011A640 0023
801DAB6F 0001
D011A640 0011
801DAB6F 0000
D01DAB6F 0001
801C6F2D 0060
D01DAB6F 0000
801C6F2D 009C
D01DAB6F 0001
811C6EDA 01F4
D01DAB6F 0000
811C6EDA 07D0
D01DAB6F 0001
811C6EF0 0000
D01DAB6F 0000
811C6EF0 0190
D01DAB6F 0001
811C6EFE 012C
D01DAB6F 0000
811C6EFE 0226
D01DAB6F 0001
811C6F04 0064
D01DAB6F 0000
811C6F04 0172
Enjoy! :)

Iron Boots Have Kokiri Boot Physics
811C6EDA 07D0
811C6EF0 0190
811C6EFE 0226
811C6F04 0172
801C6F2D 009C
Still walks underwater.

Force 1st Person (C-button up)
D01C84B5 0008
801DB0CD 0001
Press A or other buttons to exit,allows 1st person when holding stuff,amidst using some items,and maybe other actions.

Special Function Trigger (D-pad up/down/left)
D01C84B4 0008
801DB0CD 0001
D01C84B4 0004
801DB0CD 0000
D01C84B4 0002
801DB0CD 0004
Forces a few actions to happen.
00=Off
01=1st person
04=Use Ocarina

Scene Action Mod
801DAE64 00xx
The actions performed in cutscenes.
00=Nothing?
01-30=Stuff
31=Return Movement
32-5B=More
5C=CRASH
5D-5F=Three More
60=Retrieve Master Sword (movable afterward,even works on young link!)
61-68=The Rest

HatCat
21st October 2015, 10:55 PM
Other code is

Tunic & Boot Option
8011A640 00xx
11=Kokiri Tunic and Kokiri Boots
23=Zora Tunic and Iron Boots
More values there,just putting only the related ones for you.


This one's in the 1.6 and 1.7 CHT files already, but thanks for reminding me about it. :)

It relates to my MM research.

If you notice each hex digit (4 bits) represents one of Link's equipments.
So 8011A640 ???1 Kokiri Tunic, ???2 Goron Tunic, ???3 Zora Tunic, ... ???F max.
Likewise ??1? Kokiri Boots ??2? Iron boots etc.

I believe the same pattern might apply to Majora's Mask except only the low byte is used (sword and shield), while your code is the high 8 bits. If my guess is right then the byte right after the address you found would be for the sword and shield.

retroben
26th October 2015, 08:53 PM
Zelda Ocarina (U) (V1.0)

Invisible Magic Meter and Rupees
801D8BE3 0000
Yeah,unfortunately combined to one address with rupees but should be easy to port via searching 32bits for 0x00FF00FF to get close to it.

Found a magicless sword spin code!!!

Magicless Sword Spin
8038E025 0001
01=Magic Spin (no magic use)
48=Default (normal spin)

Ruto Spawn Behavior
8038E025 00xx
00=You Took To Long
01=Thankful
02=Inconsidered
03-47=???
48=Default (Inconsidered)

Ruto Spawner (spin slash)
8038E03B 00A1
Address exists for another code,only works inside Jabu and at King Zora,very limited. :(

Marcelo_20xx
27th October 2015, 05:57 PM
Thanks retroben although the Magic Meter is visible whenever you load the file or invoke the Menu Screen, I found the address for the 1.1 version that get rid of the Magic meter for good:

CheatX=801C7B45 00FF,801C7B48 00FF //Magic Bar Y Coord

theboy181
1st November 2015, 08:52 PM
Request for cheat that would allow Turok 64 to use controls closer to he default controls in Goldeneye.

At current you can change the settings in Nrage, but the analog will not allow you to turn while pressing forward, and the screen will always center when you map the lookup and down to the C buttons.

retroben
1st November 2015, 10:33 PM
That seems a bit too complex,sorry. :(
Plus,I am screwed for either today and tomorrow,or the entire week,so I can't do any GS code haxing for a while. :( :(

Even then,I am stuck without gamepad access for many reasons.
I have one,but its cheap,I can't have it in the open,and I literally never get to use it because of that,so it is more of a crutch/torture device than it is helpful. :'(
Essentially useless to me from secrecy,I seriously don't know how I even managed to sneak my way into getting the gamepad in the first place.
I honestly wished I had a Gamecube controller instead,even the Smash 4 edition version of one.

Binding of retroben,but with dad as the villain instead of mom.

dfghfdg
3rd November 2015, 02:17 AM
I don't know what I'm trying to say Just navigating, getting the feeling of learning how to do this kind of hacking.

Sogun
7th November 2015, 03:49 PM
Hi retroben,

If possible I would like a cheat that dissables the roaming bombs in Mario Kart 64 multiplayer VS.

Now that there are cheats to fix the speed issue in multi and even widescreen and 60 fps hacks, those bombs are the only thing that are ruining my multiplayer expectatives.

Thanks for all your great codes.

theboy181
7th November 2015, 04:57 PM
Hi retroben,

If possible I would like a cheat that dissables the roaming bombs in Mario Kart 64 multiplayer VS.

Now that there are cheats to fix the speed issue in multi and even widescreen and 60 fps hacks, those bombs are the only thing that are ruining my multiplayer expectatives.

Thanks for all your great codes.

Why remove the bombs? It's part of the game and doesn't Impact performance. You just sound like a cheater now. ;).

Serious note: why? We're tey added to limit the game somehow?

Sogun
8th November 2015, 11:04 AM
@theboy181

I'm talking about the bombs that patrol the GP courses when you play them in multiplayer and aren't there in 1P Grand Prix. I don't think they add to the game, they are just unfair obstacles that are hard to avoid due to the small screen and poor framerate (on real console, on emu we can fix that).
But still, if I want to race with my friends I want it to be like the 1P experience, and leave crazyness for the Battle mode.

I love bombs in Battle mode, they give you a last chance for revenge, hehe.

Marcelo_20xx
8th November 2015, 01:27 PM
I understand your grip with the bombs, I too suffered from them from time to time and didn't like either but I think this will be difficult to do, as they are not a value we can toggle off. Unless they all have a flag somewhere which can toggle they appearance on the course it would be impossible without a tool like a map editor. In my experience they only can be disabled via a map editor as they will be most likely a game object of the actor category, I done this before in Super Mario 64 and Ocarina of Time so I know this would be complex via a code alone...

Speaking of Mario Kart 64 retroben I too have a request, if you have the time can you please add a code to disable the camera zooming when using a banana peel or a fake item box or whatever item that zooms back the camera...

theboy181
8th November 2015, 07:52 PM
I understand your grip with the bombs, I too suffered from them from time to time and didn't like either but I think this will be difficult to do, as they are not a value we can toggle off. Unless they all have a flag somewhere which can toggle they appearance on the course it would be impossible without a tool like a map editor. In my experience they only can be disabled via a map editor as they will be most likely a game object of the actor category, I done this before in Super Mario 64 and Ocarina of Time so I know this would be complex via a code alone...

Speaking of Mario Kart 64 retroben I too have a request, if you have the time can you please add a code to disable the camera zooming when using a banana peel or a fake item box or whatever item that zooms back the camera...

I think the Bombs are part of the game personally, but the option would be nice.

I think it would be cool if we could have a 4p Mario GP. added. @retroben. Would this be possible?

retroben
8th November 2015, 08:40 PM
SubDrag made it already. :)

4 Player Grand Prix 800E86AF 0002

Not sure how to initiate it,maybe just entering VS. Mode with 4 players.

I can't do any kind of full-on multiplayer codes,sorry. :(

theboy181
8th November 2015, 09:00 PM
SubDrag made it already. :)

4 Player Grand Prix 800E86AF 0002

Not sure how to initiate it,maybe just entering VS. Mode with 4 players.

I can't do any kind of full-on multiplayer codes,sorry. :(

I tested this and it locks up at any race you start. Where did you source this?

Rafaelele
20th November 2015, 03:26 AM
Hey Retroben, I have a request. Can you please make a widescreen code for Banjo Kazooie? Could you also make a 60FPS code for Paper Mario?

retroben
20th November 2015, 04:28 AM
Sorry,I already tried several times a long time ago to find a widescreen code for Banjo-Kazooie,but the values for it always revert to normal,preventing it from working.

It would squish in place for a split second and return to normal resolution every time I tried to change the value.

Marcelo_20xx
20th November 2015, 05:00 AM
Depending the area of the RDRAM I can tweak your code permanently retroben into the rom, it's worth give a shot...

Rafaelele
20th November 2015, 05:11 AM
Well, that sucks. But how about a 30FPS code for Diddy Kong Racing? The intro is 30FPS so it should be easy for you.

BTW I'm not pushing you or anything. The answers for the private letter can be posted here if they get done. Thanks for taking your time with these things retroben.

Rafaelele
20th November 2015, 05:15 AM
I hope he does give it a shot. BK just feels like it was made to be widescreen.

retroben
20th November 2015, 05:37 AM
In that case,the area in Banjo-Kazooie where it can change is 0x80280F10 with the 0248 01B0 01FF pattern.

As for Paper Mario,I just found the animation mod for Mario!

Paper Mario (U)

Mario Animation Mod
8010F081 00xx
8010F083 00yy
Using higher numbers makes the game freeze.
xx:
01=Primary
06=Hammer
yy:
One:00-32=Animations
Six:00-1C=Animations

Activator
D009A5B8 00xx
08,04,02,01=D-pad
Use for different animations.

Rafaelele
20th November 2015, 11:43 PM
Cool! What about a widescreen code for Paper Mario as well? Would that work?

Marcelo_20xx
21st November 2015, 03:00 PM
But Rafaelele, a widescreen code is useless, that's why I stopped searching for any more codes besides Mario Kart 64. The N64 graphics engine is hardcoded to a 4:3 aspect ratio and their programmers didn't allow to softchange that ratio in their code as oppossed to consoles like the PS2 or the Dreamcast, where if you somehow managed to change the aspect ratio their graphics engine will made the necessary changes in most of the cases to adjust the frustrum culling to that view...

Long story short, you need to pair a widescreen code with another code or hack that allow you to disable the frustrum culling and in some roms also another code to expand the view matrix too, so you don't get badly clipped background textures (like in MK64, and Super Mario 64 without a view matrix tweaked)...

The only practical solution is to play at a vertical minus widescreen aspect, picture get cropped at the top and the bottom aka zoomed view, you lose part of the screen but you get the correct aspect ratio without glitches...

Also if you want widescreen badly, use the new GlideN64 video plugin that had this feature, use "Adjust" under it's aspect slider and you will see by yourself about the clipping problem I am talking...

Rafaelele
21st November 2015, 05:34 PM
Oh tatarsauce. I understand that and all, but (I'm guessing) MK64 and Conker had these 16:9 codes most likely because they used the multiplayer view and, embedded it into single player. If that's the case then a Diddy Kong Racing 16:9 code should be possible. Sorry I had to drag you into this Marcelo 20xx...I'll shut up about widescreen after this:

Have you tried tweaking that line of code in Banjo Kazooie to make it widescreen?

natepley
22nd November 2015, 06:39 AM
Hi! I'm new here and would like to request a cheat.

I stumbled upon a cheat on youtube not long ago that disables all letterboxing (black bars) on Majora's Mask during cut-scenes and when you z-target. It makes the game look great! especially with hi-res textures and the widescreen hack. In the comments, I asked the poster if he could make a similar cheat for ocarina of time. He said probably not but he did tell me how discovered the cheat on Majora's Mask and said it shouldn't be too hard to make one for Ocarina of Time. I don't know anything about making cheats so I was wondering if this would be easy for you to do since you seem to be the cheat pro.

Here's the video on youtube and you can check the comments for how he made the cheat. Thanks very much!

Dang... I can't post URLs until I've already made 5 posts. This is my first post. Well the video is easy to find. On YouTube, search "Majora's Mask Disable Widescreen". It's should be the first result on the list. Sorry I can't post a link!

retroben
22nd November 2015, 08:52 PM
You missed the boat on that one,I already found it earlier. :D
But it is not perfect,as it appears briefly when song warping.

Zelda Ocarina 1.0

Disable Letterbox
800FE477 0000

Disable Letterbox (ASM)
80036E45 0000

and...

Zelda Ocarina 1.2

Disable Letterbox
800FEAC7 0000

Disable Letterbox (ASM)
80037485 0000
Freshly found just for this post! :D

Rafaelele
23rd November 2015, 07:01 AM
Hey retroben, I was wondering if you could put together a 30FPS code for Diddy Kong Racing. The intro is 30FPS but the game is a choppy 20FPS.

retroben
23rd November 2015, 07:40 PM
Player select is weird with these codes.

Diddy Kong Racing (U) (V1.0)

Lag Fix
80126272 000D
Should make it much better now and boosts loading speeds.
Watch how amazing it is on the intro sequence with non-existant load times!

Diddy Kong Racing (U) (V1.1)

Lag Fix
80126812 000D
Still amazing.

I could never find an address to make it 60fps,such a shame,even though it runs at a smooth 30fps instead of being jittery.

A cheat that breaks races and makes them super easy.

DKR (U) 1.1

Broken Races
D012D314 0008
8011B2C4 0001
Press D-pad up to use,you will appear in odd spots and be invisible.

Rafaelele
24th November 2015, 05:51 AM
Thanks! BTW what's the lag fix code for Banjo Kazooie 1.0 and Smash Bros? I can't find them anywhere.

retroben
24th November 2015, 07:50 AM
Banjo Kazooie 1.0

Lag Fix
80275C92 000D

and...

Smash Bros

Lag Fix
80044EFA 000D

natepley
25th November 2015, 07:40 AM
You missed the boat on that one,I already found it earlier. :D
But it is not perfect,as it appears briefly when song warping.

Zelda Ocarina 1.0

Disable Letterbox
800FE477 0000

Disable Letterbox (ASM)
80036E45 0000

and...

Zelda Ocarina 1.2

Disable Letterbox
800FEAC7 0000

Disable Letterbox (ASM)
80037485 0000
Freshly found just for this post! :D
Thanks very much! What is the ASM code? Do I need to use both codes or just choose one?