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#371
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@gamemasterplc
Thanks for your help! BTW is the Rayman 2 code with clipping fix only to work with or without the expansion pak? On the side note, I've been wanting to see if it is still possible to run N64 games at 480i with Gameshark codes. Do you think this is possible? So far I've been able to run all the widescreen codes you have found on a Gameshark v3.3 It would be interesting to get this to work with Gameshark too. Especially since there are games that utilize the expansion pak to run at 480i. Last edited by demilich; 9th January 2018 at 01:15 AM. |
#372
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Could you increase the underwater green shell's pathetic timer, or better yet remove the time limit altogether?
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#373
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Super Mario 64 (U)
Underwater Shell Timer Length 812725CA xxxx Press B to stop using the shell. 00F0=Default 0300=Somewhat Longer 0900=Very Long 7FFE=Extremely Long FFFF=Maximum (tested for overflow and doesn't appear to overflow) Infinite Underwater Shell Use 802725CF 0000 Press B to stop using the shell. Weird how nobody found this code before,and yet it took me mere minutes and not really that much effort,not to brag though. Last edited by retroben; 9th January 2018 at 09:06 PM. |
#374
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@demilich got star wars rouge squadron working with a tradeoff of less draw distance
Star Wars Rogue Squardon Widescreen GS Code (1.0) NTSC-U: 810007DC 3FE3 810C1E66 FE00 810C1E7A 0200 8103A51C C0AA UI Partially Fixed. Also has Shorter Draw Distance. |
#375
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@gamemasterplc
Awesome! This is so much better. I know you mentioned it has partial UI fix. One thing I noticed is that the red ring around the map is still stretched. Any way you can fix that or just revert to the stretched version so there won't be any overlap? Also, any chance you can extend the Draw Distance? Is this a performance issue with the emulator? Thanks man! |
#376
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This one's good, listen up.
Recent Smash Bros titles use the C-Stick for instant Smash Attacks. But the first one had no such feature. You had to manually tap "A" simultaneously with the control stick. All four C-Buttons were used for jumping of all things. Could you, retroben, find a way to map each C-Button to activate a Smash? Or at least make them function like a "ControlStick+A Button" tap to achieve this? |
#377
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I have ran into input related stuff in the past in the way that it broke certain buttons from functioning but making that may be really tough for me to find unless its as easy as reading the input address location/s for the button pressed in order to find the related memory.
There could be a few sections for if-press C-direction then JAL to jump action address location,so if that is true then it could be easy for all I know. |
#378
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@gamemasterplc
I found this Rogue Squadron widescreen code by theboy181 for V1.1 on a different thread. Does it suffer from the same clipping issues? I don't have the version of Rogue Squadron so I can't test it. Star Wars - Rogue Squadron (U) (V1.1) Widescreen Hack (16:9) D012181C 0001 81121820 3FAA D012181C 0001 81121822 3D71 D012181C 0002 81121820 3FE0 D012181C 0002 81121822 0000 D012181C 0008 81121820 3FAA D012181C 0008 81121822 3D71 D012181C 0002 81121824 4180 |
#379
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Can you make a code that let's you race as Bob-Omb? It's a shame he's only in 3/4P Battle mode.
Last edited by Rafaelele; 13th January 2018 at 11:23 PM. |
#380
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There is a bunch of different textures for the cars movement. You're better off using the Mario Kart 64 rom hacking tool on Origami64. You can easily replace kart textures and edit stats. |