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Frank74
17th August 2016, 01:19 AM
Here's a video showing how to use cheat engine to get rid of the floating grey square in Winback.

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

But I can't follow it. It's too small. There's a link to his CT file and a txt with the value to put.

It would be useful to have a cheat for Project64 to remove the grey square.

HatCat
17th August 2016, 08:36 PM
Also, the square bug doesn't happen with Rice's plugins. After 10 years I can't remember whether it was something I did in the settings or if it was just emulated fine within the plugin itself.

ilejeszcze
23rd August 2016, 12:16 PM
Thanks for posting this video - I sent you a PM with this question but maybe it can help someone else too:

retroben
23rd August 2016, 11:40 PM
I found something...

811348D4 43A6
811348D6 0000
811348D8 4380
811348DA 0000

It freezes the sky movement but removes the square.

But using only either half's lines allows the sky to move albeit in the wrong direction technically.

811348D4 43A6
811348D6 0000

or

811348D8 4380
811348DA 0000

Hopefully this isn't pointer related or different per area.
Edit: Changed values for earliest instance of no grey square.

Edit2: Check my post below for better version.

theboy181
24th August 2016, 01:20 AM
I found something...

811348D4 4586
811348D6 F800
811348D8 4587
811348DA C400

It freezes the sky movement but removes the square.

But using only either half's lines allows the sky to move albeit in the wrong direction technically.

811348D4 4590
811348D6 0000

or

811348D8 4588
811348DA 0000

Hopefully this isn't pointer related or different per area.


You are my favorite!!

Thanks btw!

retroben
24th August 2016, 01:58 AM
https://www.youtube.com/watch?v=qxEwC8vLSD0

Edit: Turns out the code might be the same exact addresses in RDRAM form.
Hard to tell,but the sky appears to be frozen in the video,so I ended up with a better result that makes the sky stay functional.

Attempt at making it fully functional by reverting the position,you can see the sky jump whenever it triggers though...

D11348D4 447F
811348D4 43A6
D11348D4 447F
811348D6 0000
D11348D8 447F
811348D8 4380
D11348D8 447F
811348DA 0000

or a shorter one...

D11348D4 447F
811348D4 43A6
D11348D8 447F
811348D8 4380

Edit: Oops,something I forgot.

D01348D4 0041
811348D4 43A6
D01348D8 0041
811348D8 4380

Add this to it for the first instance which will briefly allow it to appear for 1 second to avoid missing the change entirely,as the default value of these addresses in 32bits is 40 00 00 00 on the memory viewer and 4000 goes by very fast.

In case anyone gets confused...

Latest Version
D01348D4 0041
811348D4 43A6
D01348D8 0041
811348D8 4380
D11348D4 447F
811348D4 43A6
D11348D8 447F
811348D8 4380

Frank74
24th August 2016, 04:00 PM
Excellent!

Works perfect added to the RDB.

Add this to the Winback entry:

Cheat0=D01348D4 0041,811348D4 43A6,D01348D8 0041,811348D8 4380,D11348D4 447F,811348D4 43A6,D11348D8 447F,811348D8 4380 // Grey Square Fix
CheatPlugin0=Jabo's Direct3D8,Glide64


You can add extra plugins for it to be enabled for. Just put the first word of the plugin as it's shown in configure plugins. I used just Glide64 instead of Glide64 For PJ64, so it works on all Glide64 versions.

Many thanks!

Frank74
24th August 2016, 07:31 PM
Created a pull request to get it merged into the RDB.

https://github.com/project64/project64/pull/1188

It only took 15 years!

P.S.
I only tested the first level. Is there a chance this will not work further on in the game?

Add this to it for the first instance which will briefly allow it to appear for 1 second to avoid missing the change entirely,as the default value of these addresses in 32bits is 40 00 00 00 on the memory viewer and 4000 goes by very fast.


Because used in the RDB, it's enabled from boot, and is allways enabled, should it just use 4000 for the RDB?

retroben
24th August 2016, 08:45 PM
That would freeze the skybox too though,my latest one works around the issue by allowing the sky to work correctly but has the random jump whenever it hits a certain point.

If anyone can find the precise values to use for checking (D0/D1 lines) and modifying (normal lines),the jump can be removed for perfect skybox animations.

Frank74
24th August 2016, 08:46 PM
I've not noticed but does the water scroll as well?

Edit: Just noticed the jump in the sky. It jumps after about a minute, then again 5-6 seconds later, repeats.

retroben
24th August 2016, 09:08 PM
Hmm... Just noticed you had it on the E version,I got the code on the U region,but also comparing codes to the listed J codes showed the address location matched for at least one code.

It SEEMS to appear that address locations for cheats match between U and E regions but the J region is different.
Problem is that I compared E and U on bsfree which has been known to have listing complications.

Frank74
24th August 2016, 09:16 PM
Ok, I've closed my pull request for now. So (E) and (U) are the same, but (J) needs different addresses?

Or you can do a pull request on github. Just browse project64/project64 master to Source/Config/Project64.rdb, and click Edit. It will create a branch in your retrobenny/project64 page (patch-1). Edit the RDB in the browser, save changes and create pull request (from patch-1).

Frank74
24th August 2016, 09:54 PM
Just had the grey square fill the screen, blocking the view, for about 5 seconds.

It appears that 5 second interval, where the sky first jumps after a minute or so, is where the grey square comes back but nearly filling the screen.

It's almost there. The lasers work!

retroben
24th August 2016, 10:29 PM
If only I was more of an expert,then I could try to find a hack to make the square 100% transparent or change its size to 0 so it can't be seen at all.

Frank74
24th August 2016, 10:30 PM
The square came back later in the level, just before the first checkpoint. And then continued.

Floating across the screen...

https://dl.dropboxusercontent.com/u/9498358/n64/Glide64_WIN_BACK_01.png
https://dl.dropboxusercontent.com/u/9498358/n64/Glide64_WIN_BACK_02.png
https://dl.dropboxusercontent.com/u/9498358/n64/Glide64_WIN_BACK_03.png

Jabo's D3D6 1.5.2 plugin has a hack to remove the grey square. But it also breaks lasers, and your aim line of sight. By the way, for the first few seconds with 1.5.2, the sky judders like crazy.

Frank74
24th August 2016, 11:08 PM
In the cheat note, he says to put the value: 4643D600 into, 462E48D4 - 462E48D8.

Why do your addresses start 8113 instead of 462E?

retroben
24th August 2016, 11:10 PM
Ninja'd

Is there at least one level where the grey square never show up at all hackless?
Any level without the water or skybox such as a facility or something?

Edit: Cheat engine is wildly different from Gameshark codes,but I can confirm that I found the matching address locations.
The main thing is he is using PJ64 1.5 which pre-dates debugger access.
The last 4 digits of the address match though.
Knowing about that value would of helped me find it even quicker since I would know it was a float point value like 3F 80 00 00 for example.

Edit2: Mine uses the earliest instance for the values as every level should start with the default 40 00 00 00 and very rapidly start increasing.

Frank74
24th August 2016, 11:23 PM
Knowing about that value would of helped me find it even quicker since I would know it was a float point value like 3F 80 00 00 for example.


His text file has the value in decimal.

enter value :1178850816
for both records then freeze them
in order to fix the grey square problem.
1178850816 in hex is 4643D600.

Frank74
25th August 2016, 12:10 AM
This seems to work without the grey square coming back. But the sky is frozen.
Using the value to put in the cheatfix text note.

811348D4 4643
811348D6 D600
811348D8 4643
811348DA D600

Edit: Nope, starting from the beginning of level 1, by the time I get just before the first checkpoint, the square comes back just the same.

retroben
25th August 2016, 12:35 AM
Well in that case,how about making the reset more strict to prevent it from missing the value to activate the other lines?
Only problem is that makes it happen much sooner,meaning more frequent skybox jumps.

Strict Fix
D01348D4 0041
811348D4 43A6
D01348D8 0041
811348D8 4380
D01348D4 0044
811348D4 43A6
D01348D8 0044
811348D8 4380

Still pondering the thought of hunting for the square itself to see if there is an address to make it invisible or infinitely small.

Frank74
25th August 2016, 12:55 AM
Nope, square still comes back at the same point.

First level, just after shooting the box that blocks your path, not long before the first checkpoint. Square allways comes back at that point. I'll get a save just before it triggers if it helps.

Edit: Saved before it triggers the grey square again. Just shoot the box in front of you and run through the path, the square comes back around the corner.

2nd Edit: I resaved a bit further on. Just walk forward a few feet.
Winback save (https://dl.dropboxusercontent.com/u/9498358/n64/WinBack%20-%20Covert%20Operations%20%28U%29.pj.zip)