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  #261  
Old 15th April 2016, 07:17 AM
TheGameCreator13 TheGameCreator13 is offline
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Nah don't worry about it. you've done enough
I appreciate ya taking the time to do it, Honestly though I really don't know how this stuff works entirely (I can probably figure out what you've posted though anyway)

thanks

but one little question.
so you're saying if the values match any of the "Activator Values" it'll combine into the highest value? so... not entirely sure what is what, I see that 3 of them start with "B" and the other 3 start with "D"... mmm I guess just explain what exactly those are for me
Trying to understand but I'm not sure what you mean by activator values... :l
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  #262  
Old 15th April 2016, 03:40 PM
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retroben retroben is offline
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You can't use 02,04,or 08 as the changed magic value because it is read by the D0 lines and will change it to the value set under the line activated by that value.
Normally lines with D0 are button activators,but can be used in other ways such as reading the address you want to change so that it only changes when a certain number is used.
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  #263  
Old 27th April 2016, 01:56 AM
smashbro596 smashbro596 is offline
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I have a small request. Recently, F-zero x's expansion kit emulation has become a thing. theres even a cart hack containing everything from the expansion kit.
only problem... the gameshark codes currently available do NOTHING here. any idea if we can get an infinite health and lives code for f-zero x's expansion kit english rom?
its 64dd.org. everything you need is there. including a version of project 64 that can run n64dd roms.
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  #264  
Old 27th April 2016, 02:23 AM
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retroben retroben is offline
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Found them rather quickly by basing against the regular version's address values in memory viewer.
I searched 0x00050005 in 32bits for the lives code and it works,then looked at the (U) code address for the default values at race start and searched for those on the expansion kit version to quickly find the results.

Infinite Lives
807A15E9 0005

Infinite Shield 1P
812D3148 4326

Max Shield
812D314C 4326

Hope these work for you consistently,they worked in my brief testing on the first Jack Cup.

Last edited by retroben; 27th April 2016 at 03:03 AM.
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  #265  
Old 27th April 2016, 09:33 AM
smashbro596 smashbro596 is offline
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yup! tested them in training mode. works flawlessly!!

Last edited by smashbro596; 27th April 2016 at 09:36 AM.
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  #266  
Old 16th May 2016, 08:54 AM
Mills Mills is offline
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Default 40 winks

Hi.
Anybody found codes for 40 winks?

I was playing the PS1 version untill i got to "cosmic cheese caves" level and i got bored, because i'm using my psp to play it, and the controls are not very good...

So I wanted to play the n64 version (looks much better), and I don't want to play the levels again.

Any level cheats? (or save game?)

I'd also love to play it at 60 fps on my PC , how do you find cheats in n64 games?.

Thanks
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  #267  
Old 16th May 2016, 07:50 PM
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retroben retroben is offline
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A few here...

http://gamehacking.org/game/21064

Edit:

A couple more thanks to emudigital's cheat pack version.

Infinite Tokens
801D2A8D 0063
Disable when on boss modes as it can cause hanging.

Infinite Max Air
811D2AA0 07C6
811DA2F6 07C1

Last edited by retroben; 16th May 2016 at 10:25 PM.
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  #268  
Old 13th June 2016, 09:32 PM
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Currently following up the Mario Golf request and already found an interesting address.

Water Gone
800B6813 0000
01=Default (when idle)

Doesn't fix it without messing up water,but its a start.

Sorry,couldn't find anything else helpful,at least I found something.

Last edited by retroben; 13th June 2016 at 10:28 PM.
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  #269  
Old 8th July 2016, 07:15 AM
Rafaelele Rafaelele is offline
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I'll take one Banjo Kazooie render fix aka culling removal code, no pickles or mustard, and make it version one point one...
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  #270  
Old 9th July 2016, 11:38 AM
Rafaelele Rafaelele is offline
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Quote:
Originally Posted by Marcelo_20xx View Post
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...
Think again!


Super Mario 64 [u]
21:9 Widescreen
8127D91C 2400
81325014 0808
81325016 0000
81325018 4486
8132501A 6000
81200000 3C11
81200002 3FE0
81200004 4491
81200006 A000
81200008 4487
8120000A 7000
8120000C 460E
8120000E A382
81200010 080C
81200012 9407
81200014 0000
81200016 0000
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