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  #391  
Old 16th October 2015, 02:47 AM
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Yes, we knew from the start that there is a code for the submenu screen delay on the RDB but that's the whole point of this. We were trying to find a way to use the Lagfix but at the same time use the Subscreen Delay code, then we run into crashes and since then we were trying to find alternatives to the default submenu code, ranging from trying different values to searching for other addresses that remove the delay...

Also for testing I always use an empty cht file, to avoid conflicting between the codes, but thanks anyway for pointing out...

Last edited by Marcelo_20xx; 16th October 2015 at 02:52 AM.
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  #392  
Old 16th October 2015, 02:49 AM
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Not the issue,the default value is F0 normally for the resolution which is 320x240 for the pause buffer or whatever it is.
Nay,the address used for handling the delay is the one that fixes my code if I alter the value next to it.
(Yes,the 0140 and F0 values are 320 and 240 in decimal.)

Or the alternate ASM equivalent one I found which squishes the menu.but is more solid yet not refreshed well on some emulators.
Ironically,Mupen64Plus AE can refresh better than PJ64 1.7.0.50b23 now because of the flag for designating execution code as dirty.

The 1.2 version didn't crash for me on 1.7.0.50b23 in the Kokiri shop.

Last edited by retroben; 16th October 2015 at 02:55 AM.
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  #393  
Old 16th October 2015, 03:01 AM
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Are you using Mupen64PlusAE or PJ64 retroben because I just tried the value you posted...

Lag Fix Menu Plus
801DA5CA 000D //I know this is the 2 bits to the left of the original SubScreen Delay code
80007CE2 000D

...with a clean 1.0 (U)! OoT rom and I still got a crash on PJ64...

EDIT: I know it doesn't crash on 1.7, is on 2.X that it crashes and I use 2.Xs versions

EDIT2: retroben I have some more info regarding the SubScreen Delay code, it crashes on Mupen64Plus too when I set the CountperOp to 1 instead the default 0 which is in reality 2 (damn that's confusing), maybe it crashed right away for me on PJ64 because I never play a game if it doesn't run on CF=1. So to summarize the SubScreen Delay code is the worst enemy for smooth FPS and no loading times codes...

Last edited by Marcelo_20xx; 19th October 2015 at 04:24 AM.
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  #394  
Old 18th October 2015, 09:24 PM
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I am having cheat enable issues for Zelda Ocarina 1.0 on Android,so I can't even test the lagfix code on there.
Mayhaps I should grab the 1.1 version later to see if it also occurs on that version.

Zelda Ocarina (U) (V1.0)

Red and Blue Wall Sparks
800177EC 0064
Slashing the sword into a wall.

Red Wall Sparks
800177F3 0000

Light Yellow Wall Sparks
80017818 0064

Purple Wall Sparks
80017823 000F

Pretty Wall Sparks
80017888 0066

Huge Wall Spark
80018802 003F

Sorry,have to cut it short and also bail tomorrrow for checking out the Sanic Hax0rz Contest.

Later past 0x80018800 address.

Last edited by retroben; 19th October 2015 at 02:31 AM.
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  #395  
Old 25th October 2015, 08:57 PM
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"Seeing that Zelda Ocarina codes now work on Android fills you with determination."

Glitched Enemy Damage Effects
800195A4 0066

Disable Enemy Lighting
8001A14D 0000
02=Half Lighting
04=Default

Dusty Jars and Rocks
8001B6ED 00F4
F0=Default

General Shadow Size Mod
8101ED2E xxxx
3F00=Tiny
3F80=Default
4080=Big
4180=Huge
4280=Massive

Messed Up Stretched or Flat Models
8001EF6C 00E6
C6=Default

Front Back Stretched or Flat
8001EF70 00E6
C6=Default

Basic Shadow
8001F07A 003C
8001F2F8 0065
First line is to remove the feet shadows.

Really Tall Models
8001F918 00E4

Alternate Navi Colors
8001F960 00C4
E4=Default

Invisible Navi
8001F9AF 0007
03=Default
Takes a bit before working,wings are there and look cool.

Later past 0x8001FB00 address.

Last edited by retroben; 26th October 2015 at 04:32 AM.
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  #396  
Old 26th October 2015, 03:15 PM
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I am eagerly awaiting until you get to the HUD Interface part, I cant for the life of me get rid of the Magic Bar, I have a code to remove it for the 1.1 version:

cn Magic Bar Y Coord
801C7B45 00FF

But it get messed if I have more than 10 hearts of health because the 11 hearth will push the Y Coord to a new value making it visible again and the address that controls it is not the same anymore
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  #397  
Old 26th October 2015, 05:23 PM
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I've seen some addresses for individual HUD element visibility in random searches for other functions.
They had a pattern with 00FF on each slot.
Should possibly be simple if I tamper with those values to see if I can find the 1 and 0 address for the magic bar visibility.

I would prefer for you to reply in the code request topic instead so I can keep out the clutter in my main thread. (since that is considered a request)
That's the primary reason the request thread exists,please respond to this in that thread.

Edit: Also,the "lag fix" code now works perfectly in Mupen64Plus AE and even with GLideN64 2.0 variant with instant pausing thanks to CopyColortoRDRAM=2 applying async along with the pause data.
I love the 6xBRZ enhancement (set number to 12) because there is absolutely no slowdown from using it.

Last edited by retroben; 26th October 2015 at 05:28 PM.
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  #398  
Old 29th October 2015, 01:26 AM
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Weird Aiming Square
8001FB9B 0044
48=Default
A white one is in the center of each area at first.

Alternate Aiming Reticule
8001FE88 0066
Looks cool.

One Sided Reticule
8001FED0 0066
Neato.

Silver Aiming Indicator
80020087 0000

Disable Aiming?
8002013B 0064

Indicator Stays When Aiming (At Target)
8002015B 0007

Creepy Navi
8002019B 00xx
01=Careless
03=Default
04=Wings Only
07=Creepy (Also Green)
0A=Green
0C=Creepy Again
10=Aim Lock
17=Crazy

Navi Stays Out
800201AF 000E
05=Default

Navi Doesn't Change Color
800201BB 0001
03=Default

Strange Navi
8002021F 0024

Shifty Looking
80020244 00E5
Looking as in not aiming but with an indicator,actually makes things move to another spot,really fun to mess with.

Lifty Looking
80020254 00E5
Makes you and targets rise into the air at any given height,makes a fun sky jumping minigame.

More Move Looking
8002025C 00E5

Partial Aim?
800202C3 003C
38=Default

Reticule Stays When Not Aiming
80020337 0054
50=Default

Aim Sound Mod
80020367 00xx
May only be NPCs and objects.
00-47=Sounds
1B=Annoying
1C=Intense

Shifty Aiming
80020398 00E6
Things you aim at will move to another spot,yay!

Stretch Aimstrong
800203A8 00E6
Aim at stuff to make it super tall!

Upward Aim
800203B0 00E6
Aim at stuff to place it at wild heights!

Move More Aiming
800203CC 00E6

Where You Are
800208B3 000E
0A=Default
Stays on screen.

Black Title Smudge
800208C3 0010
0C=Default

Frozen Effects
80020EBF 0030
34=Default
Really cool,there is a cow in Link's house even if you didn't get it yet.

Insane Effects
80020EC7 0034
30=Default
Easily crashes,exploit savestate loading to use properly,or if on a blazing fast computer,use interpreter and add activators.

Misplaced Stuff
80020ED7 00xx
04=Misplaced
08=Default
0C=Alternate
This brought me to tears from how corrupted it got,Kokiri loaded the Deku area in a random spot in the center!!!

More Misplaced
80020EDB 00xx
08=Misplaced
0C=Default
10=Sky Spawns

Another Misplace
80020EDF 00xx
20=Misplaced
24=Default
Mostly the same as one other option.

Crazy Misplace
80020EE3 00xx
0C=Crazy
10=Default

Another Crazy Misplace
80020EE7 00xx
24=Another
28=Default
2C=Weird

Everything Tilted
80020EEB 00xx
10=Tilted
14=Default

Even More Misplaced
80020EEF 00xx
28=Pretty View
2C=Default
30=Even

Backwards Stuff
80020EF7 00xx
30=Default
34=Backwards

Paper Zelda
80020F98 00C4
E4=Default

Link Size Mod
8102101A xxxx
8102101E xxxx
3C23,D70A=Defaults

Link's Odd Status
80021063 00xx
17=Default
1B=Odd

Missing Stuff
800210AB 00xx
1A=Missing
1E=Default

Later past 0x80021100 address.

Last edited by retroben; 29th October 2015 at 07:16 AM.
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  #399  
Old 29th October 2015, 01:29 PM
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Marcelo_20xx Marcelo_20xx is offline
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Thanks retroben I will post my requests in your other thread, as for the new option to have async copying to the RDRAM I fail to understand how it can possible affect Zelda since if you enable the hack for this game in the source the return is called before the Async stuff is executed...
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  #400  
Old 29th October 2015, 08:40 PM
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Super Link
8002112F 00A0
00=Default
Really fast movement and higher throws.

Link West
8002113C 00E4
Even NPC's wanna go west.

Inverted Interaction
800213C7 0020
When your back is turned,you can interact with stuff behind you.

Right Side Interaction
800213CF 0020
Same but from Link's right.

Disable Interaction?
8002150F 0020
24=Default
You can slash at signs endlessly for swipe effects and enemies are usually not moving.

Interact Anywhere
8002150F 0020
80021517 0020
24=Defaults
Checking,grabbing,speaking,collecting items,so much neat stuff going on like you can grab a rock from an insane distance!

A Doorable
80021594 00E4
Moving doors make Hyrule Castle Town,Kakariko Village,and dungeons more interesting.

Height Status? (or FOV?)
81021632 xxxx
4100=Lowest
4230=Default
4330=Really High Up

Stand In Air
80021CCF 0084
80=Default
Interpreter allows realtime changing for activators,Mupen64Plus AE should be able to do realtime with it on dynarec.

Stand Gravity
81021DBA xxxx
4080=Excited
4100=Boing!
C080=Default
Gets stuck if you crawl then use it.

Wall Noclip
80021ECF 0000
01=Default
You can walk straight through the door to the master sword.

What The Link!
80021EEB 00xx
Ocarina mostly gets you stuck.
00,01=Low Pitch Odd/Weird (may yield errors with doors)
02=Normal Weird
03-06=Normalish
07=Ocarina Works
08=Through Walls
20=Ganon's Curse (switch to default briefly when a sound rapidly repeats)
24=Default
3D=Spazzy Link
3E,3F=Headbanger
44=What's Up There
45=Depressed Link
48=Slice Signs
49=Paper Link Or Worse
4F=Pancakes
64=Hmm...
69=Ironic (constant damage)
6A=More Damage
72=Poltergeist Sign Fragments

Part Swim In Air
8002204F 00xx
Use activators.
0D=Default
5F=Swim?
61=Alt Swim

Random Water Pools
800220D3 0030
28=Alternate
2C=Default
One is near Link's house.

Walk Under Some Water
800220D7 0020
24=Default

Later past 0x800220E0 address.

Last edited by retroben; 30th October 2015 at 04:42 AM.
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