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04-27-24 10:10 AM
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Zeld

Red Paragoomba








Since: 11-05-06

Last post: 6281 days
Last view: 6278 days
Posted on 11-05-06 04:08 PM Link | Quote
I don't have any utilities for Nintendo 64 emulation that work that great in making gameshark codes, and I can't find any, either. I found something that was almost good enough, but not quite: a custom 1964 emulator that dumps ram and stuff. Well, dumping ram is an awesome feature, but if it can't LOAD the ram I can't tell which parts of the ram are responsible for what I'm trying to hack.

I'm tired of Ganon bashing me around while I'm levitating over him, and decided I wanted to make an infinite hitstun code (infinite health is overrated). When making codes for GBA games, I just used the memory viewer that comes with VBA to load sections of dumped ram to isolate the address of things such as hitstun, etc. Can't do that with my N64, no. So, I decided that I should try mixing savestates to achieve the same effect, because I can LOAD savestates.

But a savestate address doesn't match a ram address, so making a code this way would be futile, unless I knew more about savestate addresses.

Can I get some insight into N64 savestates? Is there a better tool that can load ram, removing the need for screwing with savestates?

Am I an idiot for asking this stuff when I should be finding and hacking the animation data for the Fire Emblem patch I started?
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6278 days
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Posted on 11-06-06 02:04 AM Link | Quote
You can do all that with this nice program a friend of mine made. Doesn't work with PJ64 though.

Attachments

Renegade64v157.7z (228744b) - views: 22
never-obsolete

Paragoomba








Since: 05-14-06
From: AZ

Last post: 6279 days
Last view: 6279 days
Posted on 11-06-06 08:52 PM Link | Quote
savestaes contain a snapshot of the cpu, ppu, and any other applicable hardware at a set time. all the data can be saved in any order, as long as it is loaded in the same order. thus the format is generally emulator specific. and with the n64 it would probably be compressed or you'll end up with a very large file.


(edited by never-obsolete on 11-06-06 07:53 PM)
Zeld

Red Paragoomba








Since: 11-05-06

Last post: 6281 days
Last view: 6278 days
Posted on 11-07-06 05:07 PM Link | Quote
Yes, I'm aware of the compression. PJ64 simply zips them with the same compression method that winzip and winrar do, which I believe is LZ77 or some form of it. Too bad I can't tell winrar to unzip GBA roms so that I don't have to use unLZ...not that unLZ is bad.

Anyhow, I decompressed my PJ64 savestates and copied the data from one over the data to another and didn't have any problems loading the savestate, so the compression isn't a problem. The order that the bytes are saved is.

Thanks for the link, although having read that it doesn't work for PJ64 makes me worried that the emu it does work for may be one that my computer doesn't get along with.

Edit: my winrar doesn't work on 7z files anymore (if it ever did). I can't use that thing. Is it even a program or is it a custom emu?


(edited by Zeld on 11-07-06 04:11 PM)
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