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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - N64 hack, anyone?
  
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HyperLamer
Posts: 1134/8210
Sure, if you can figure out how to decompress them. (I'm betting they use the same MIO0 compression just about everything else uses. If someone can crack that, well... ) It'd be nice if you could though, since the racers are simply 2D sprites.
Schnauzer
Posts: 44/148
But isn't possible to edit some sprites?
HyperLamer
Posts: 1110/8210
Yeah, except this one's real.
Schnauzer
Posts: 42/148
This topic remember me the APRIL FOOL'S DAY.

AGRRRR!
iamhiro1112
Posts: 55/487
Since this form of hacking could be considered a rom hack will anyone make some kind of Rom patching utility and perhaps a gameshark code inserter?

I used to be good at gs code hacking and I could be among people who could create these new form of hacks.
HyperLamer
Posts: 1046/8210
Originally posted by windwaker101
Originally posted by skateboarder11
Actually, I think this is the 2nd N64 hack. I remember a text hack of OoT once...


Ocarina of Time: Attack of the Monkeys.

Which I would get where?
Acmlm
Posts: 771/1173
I beat all 4 circuits at 150cc with the 43 FF 00 00 speed (makes it more like 300cc ), that was interesting ... some of the courses are pretty easy and I had a large lead in 1st, but others (like Choco Mountain, Banshee Boardwalk, Bowser's) were much harder because I kept falling down or running into things In Peach's, the big jump threw me all the way into the castle (or rather, near the waterfall), so I had better chances if I turned left and tried to take a shortcut (which wasn't even that great either because I landed too far) ...

Wario Stadium would be pretty funny with low max speed, the jump near the end would be impossible
windwaker
Posts: 61/1797
Originally posted by skateboarder11
Actually, I think this is the 2nd N64 hack. I remember a text hack of OoT once...


Ocarina of Time: Attack of the Monkeys.

Dude, that's a pretty sweet hack. Now you just need a patch .
Elric
Posts: 229/687
Meh. It doesn't seem to matter anymore. I think my GS died. Stupid damn thing.

Thanks, though.

Dunno if these will do you any good, but here's the small list of GS codes I have for MK64. Maybe you can do something with them...?

Have Extra Option Open
8118ED12 FF00

Stop Timer
800DC599 0000

Lakitu Fast Drop-Off
800F6A59 0000
800F6A59 007C

Cruise Control P1
800F6A2D FFFF

Nearly Unpassable
8102A4AD 0010

Ultimate Speed P1 (110)
D00F6915 0010
810F6A10 45FF
HyperLamer
Posts: 1008/8210
Sure, that's how I developed and tested it.
810F6BA4 43CD
810F797C 43CD
810F8754 43CD
810F952C 43CD
810FA304 43CD
810FB0DC 43CD
810FBEB4 43CD
810FCC8C 43CD
8106B86E 0004
Elric
Posts: 225/687
Sounds like fun! Especially after seeing Acmlm's screen shots! XD

My problem is this: My CPU is 233 MHz, so N64 emulation is not an option.

However, I do actually have Mario Kart 64 for my N64, and I have a GameShark Pro, so I was wondering: Can this be made into a GS code I can use? Or am I outta luck?
HyperLamer
Posts: 1004/8210
You got that to work? I tried a few higher values, some worked, but generally the game just crashed or it was too fast to play. (Biggest problem is that Mushrooms bring you up just past top speed, so a higher value may work but crash when you use a Mushroom.) At 15K, your time is about the time I got at normal speed. (That is, real time, using RGB Emulation mode. Averages about 5 FPS. )
C3 should make you go backward. Guess the game doesn't quite know WTF to do at that point.
I guess next time I can use an IPS, then. Hehe.

[edit] I'm gonna use your screenshots on my site, since I get a lot of graphic bugs on mine.
Acmlm
Posts: 768/1173
w00t, now it works, and I've had some fun with it I messed around with the speed settings (trying values other than 43 CD 00 00), and here's some things I got ...


I changed 43 to 45, and most slopes made me fly high (over walls)


Max speed = 0 ... but I could still turn around and run backwards


Now at about 15km/h ... what a great race that was


A few quick runs with 43 FF 00 00, no shortcuts


And it definitely works in battle mode, how else could I drop that far?


Also, try changing 43 to C3, it'll act like you're constantly on jump arrows (like in Peach's and Donkey Kong's courses) ... you'll go fast without even holding A, and it's really hard to control
Xkeeper 2.0
Posts: 98/1091
Actually, I think this is the 2nd N64 hack. I remember a text hack of OoT once...
FuSoYa
Posts: 73/255
And even for larger files, if all the changes are below the 16 MB mark, LIPS should still be able to correctly create/apply IPS patches for it.
Craig3410
Posts: 32/76
An N64 hack. Thank you thank you thank you.

And I just looked it up; the IPS file limit is 16 MB.
HyperLamer
Posts: 1002/8210
Doh! That checksum's wrong. I accidentally put some of the speeds at '43C0' instead of '43CD'. Try this one (BADC):
98 33 BE 55 6E 6E F3 93
*Updates other post*
(FYI: If the checksum is wrong, PJ64 will give you an 'endless loop' error.)

Originally posted by HammerGuy
I'm believing this is the very first N64 Hack ever done.

Most certainly not, but it's the first I've seen on this board since the crash. It was actually simple to do, thanks to the N64 originally being designed to use CDs (I think so, anyway). When a game runs, the code and data that's being used gets copied into RAM. (Given that it's 4MB of RAM and a 12MB ROM, I'm willing to bet just about all the code is in RAM at any given time, and resources (graphics, sound, tracks etc) are loaded as needed.) This makes it much easier to ASM hack using Gameshark codes. Codes for Super Speed and Change Starting Balloon Count already existed, so it was a simple manner of going to that RAM address without the codes on, copying about 16 bytes (something very unlikely to be found twice) and searching for it in ROM. (For top speeds, since it's not ASM and is stored different than in ROM, I just searched for the normal speed value repeated a few times. ) The text, of course, was a simple manner of searching for 'balloon', the header is right there when you open it, and I have a checksum repair program to do the hard part. )

...But enough blathering. Get the auto-patch! Needs VB6 Runtimes and comdlg32.ocx, get them at microsoft.com or google, if you're us.ing XP you should already have them, yadda yadda yadda. Source code is included, and for Pete's sake, read the text file first!
Acmlm
Posts: 767/1173
I thought it was 16MB, and Mario Kart 64 is 12MB


Well I tried it, but the checksum didn't work (mine is in ABCD order) ... and I'm sure I did all the changes correctly (byteswapping them), so ...
Ailure
Posts: 2395/11162
Heh, yes IPS files can only handle files under 8 MB. Or at least they can only change the first 8 MB of a file I heard. I'm not surprised becuse IPS files have around since the 80's. It's old. :p
JJ64
Posts: 347/919
Progress is good. Eventually there could even be a Super Mario 64 hack, etc.
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Acmlm's Board - I2 Archive - Rom Hacking - N64 hack, anyone?


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