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-   -   Winback grey square cheatfix (http://forum.pj64-emu.com/showthread.php?t=5823)

Frank74 17th August 2016 01:19 AM

Winback grey square cheatfix
 
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

Quote:

Originally Posted by retroben (Post 66176)
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:
Code:

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?

Quote:

Originally Posted by retroben (Post 66179)
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.


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