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  #421  
Old 19th August 2018, 06:22 AM
Geofray Geofray is offline
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Default Banjo Tooie

Could somebody make codes that

A. Disables the enemy respawn
&
B. Reduces sensitivity when flying and swimming

I would be eternally grateful

Last edited by Geofray; 19th August 2018 at 07:30 AM.
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  #422  
Old 19th August 2018, 07:25 PM
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retroben retroben is offline
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I can look into that.

I have some codes spread about in a couple threads,my more recent thread having page markers in the first post.
Some stuff messes around with enemy spawn related data,I can try to search within that stuff to see if I can either make them not respawn or make them spawn back in at a much slower rate.
Some late enemies have really obnoxious respawn speeds.

I know for a fact that at least action values and some status data is all in static memory but I don't remember if the ASM data for them is static or not.
I know that the value for taking flight is directly in ASM along with jumping so there may be a chance of finding more stuff for flying physics.

Also,so nobody else has to message me for this fix code for Zelda Ocarina...

Note; It can still crash when getting a Game Over.

Zelda Ocarina (U) (V1.0)

Sub-screen Crash Fix
8009C9E7 0003

Zelda Ocarina (U) (V1.1)

Sub-screen Crash Fix
8009C9F7 0003

Zelda Ocarina (U) (V1.2)

Sub-screen Crash Fix
8009D0D7 0003

Use these settings on self mod methods so cheats/codes actually work;

These should be disabled: Cache | TLB Unmapping | Protect Memory

Enable these: P1 DMA | Start changed
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  #423  
Old 23rd August 2018, 07:27 AM
daninthemix daninthemix is offline
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How do I decrypt / convert PJ64 codes to normal Gameshark?

E86F50CA 599A
E874B83B 595E
E874B836 599A
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  #424  
Old 23rd August 2018, 08:39 PM
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retroben retroben is offline
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At "gamehacking DOT org" in the N64 main section.

There is a "decryption" tool on the main page of the N64 cheats section where you can paste in those codes then set it as encrypted codebreaker codes then click "process code" to get a list of codetype copies including a decrypted version.

We desperately need offline versions of those tools from that site so nobody has to rely on their servers being online at any point and so that the site doesn't get bombarded by heavy use,seeing that its already on denial of service protection as it is.
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  #425  
Old 23rd August 2018, 08:48 PM
daninthemix daninthemix is offline
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Thanks, found it

Man Jet Force Gemini is kind of a pain to play even now. Project64 crashes on the intro when using GlideN64, and Mupen64plus / RA has an older version of Glide that goes schizo whenever there's rain.

As a result I've not had a chance to use your 60fps codes much :-/

However, I did notice that with counter factor 1, JFG runs very smoothly anyway (a smooth 30, I guess).
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  #426  
Old 23rd August 2018, 09:06 PM
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retroben retroben is offline
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@Geofray

I already had a code that disables enemy respawn in the same room instance.

Banjo-Tooie (U)

Enemies Stay Dead
8010708B 0007

Here is my new take on that code to possibly make it more consistent...

Enemies Stay Dead
81107088 1000
8110708A 0007

I honestly don't know how to approach the flying and swimming sensitivity but there is some stuff related to it that I could look at to see if anything can be done but I can't guarantee anything.
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  #427  
Old 25th August 2018, 09:50 AM
daninthemix daninthemix is offline
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I asked for a frame-rate code for Shadow Man in the other thread (locked 30fps, or disable frame skipping, or something to make it less jumpy) but I thought I'd also cheekily ask if you can do one-hit kills? Some enemies take so many shots with the shadow gun...

Thanks
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  #428  
Old 26th August 2018, 02:38 AM
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retroben retroben is offline
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I just can't figure out the frame rate part in Shadow Man at all for some reason,this game's programming is a little weird compared to some other games,it shares an assembly storage method with South Park which is kinda made by the same (Iguana w/Acclaim) developers.

It seems that the game runs just fine if you use a VI Refresh Rate of 3000,even with the starting scenes synced perfectly fine.

However,I lucked out with enemy health code findings.
Here is at least a 2 hit kill code due to the nature of how it treats health data.
The enemies have a survival routine that prevents single hit kills and can even recover if you wait long enough.

Shadow Man (U)

Two Hits Kill
8067101D 00C0

There is a chance it won't work on other enemies or bosses,you can mention that and tell me where it is,and perhaps link me a save file just before that point and maybe I can try to find the other damage codes if needed.

Another two codes in case which may work on more stuff...

Enemies Start With 1HP
81672AF8 2402
81672AFA 0001
Still can take 2 hits,be wary of them recovering after the first hit,even with the next code below.

Enemies Recover With 1HP
81674248 2402
8167424A 0001
Makes it easier to deal with if they recover before you can defeat them.
For example,the first enemy you encounter starts at 50HP and normally recovers to 40HP when you take too long for the final shot.

Last edited by retroben; 26th August 2018 at 02:40 AM.
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  #429  
Old 26th August 2018, 04:40 AM
daninthemix daninthemix is offline
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That's awesome man, thanks so much! I'm going to do a full playthrough this week with these.

Will also try the VI refresh @ 3000.

Did you see how jumpy the frames are? It really seems like it's jumping from 30 to 60 and back.
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  #430  
Old 27th August 2018, 08:58 PM
daninthemix daninthemix is offline
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So I completed the whole game with your codes, which worked perfectly on all enemies, even bosses (including the last boss!). And it was the most enjoyable playthrough I've had, as the spongy-ness of enemies was the game's one real flaw, which you have fixed.

Thanks again!
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