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File replacement on the flyhow are people doing this?
any tutorial? video?
i dont have a Wii U _yet_ but its nice to learn stuff.
File replacement on the flyhow are people doing this?
any tutorial? video?
i dont have a Wii U _yet_ but its nice to learn stuff.
just so you know the "BreakBlockInst" addresses are in fact N64 ROM address, Inst is just the actual 32bit original value in that place, I assume to verify that the address is correct, the JmpPC according to IDA is the address that the "loop" (type 1 I assume?) would normally jump back to, I assume the emulator doesnt have that jump instruction implemented so its written in by hand, how its detected though I have no clue at all, I have no idea about MIPS ASM so its just observation on what it could be.The most logic assumption here is that those are WiiU RAM addresses, dues to how high the HEX value is.
Thanks for clarifications. I'm just an idiot that tries to understand stuuf I don't knowjust so you know the "BreakBlockInst" addresses are in fact N64 ROM address, Inst is just the actual 32bit original value in that place, I assume to verify that the address is correct, the JmpPC according to IDA is the address that the "loop" (type 1 I assume?) would normally jump back to, I assume the emulator doesnt have that jump instruction implemented so its written in by hand, how its detected though I have no clue at all, I have no idea about MIPS ASM so its just observation on what it could be.
just some more speculation, both cases in mario kart 64 j 1.1 where the Inst values were equal, it also might be a forced repeat or even some sort of ingame hook for whatever operations get executed, because I see a "bne" (branch if not equal) quite often in the ROM and its only patched those 2 times.Thanks for clarifications. I'm just an idiot that tries to understand stuuf I don't know
And the same patch works with the US version too!just some more speculation, both cases in mario kart 64 j 1.1 where the Inst values were equal, it also might be a forced repeat or even some sort of ingame hook for whatever operations get executed, because I see a "bne" (branch if not equal) quite often in the ROM and its only patched those 2 times.
the mario kart 64 BreakBlockInst are not at the same place for the US version so I assume you mean the RomHack stuff which I have no idea what the hell that is supposed to be.And the same patch works with the US version too!
But... What does this mean exactly? For a noob like me?
No no, I swear I couldn't run the US version without the [BreakBlockInst]!the mario kart 64 BreakBlockInst are not at the same place for the US version so I assume you mean the RomHack stuff which I have no idea what the hell that is supposed to be.
you can probably use whatever for all the content then lol cause that makes no sense since the patches arent even close to that, also I am using the goodn64 Mario Kart 64 (U) [!] rom of course.No no, I swear I couldn't run the US version without the [BreakBlockInst]!
I don't understand why it works for me then lol.you can probably use whatever for all the content then lol cause that makes no sense since the patches arent even close to that, also I am using the goodn64 Mario Kart 64 (U) [!] rom of course.
no, I have no idea how to make this one working. (if you have thought about the banjo2 jap entry, well the gamecode of the ini file matches banjo kazooie jap)vinscool does banjo tooie jap works with the jap ini?
Will try asap I get home! thank you so much for taking your time for this! I was fearing to be stuck alone with this stuff I cannot understand. Damn I wish I could go back to school sooner!for goldeneye, you said the jp version worked so I just ported the breakpoint stuff over to the us version, does this actually help that game?
Count = 1
Address0 = 0x7f0d020C
Inst0 = 0x24420004
JmpPC0= 0x7f0d0208
Type0 = 1
so banjo2jap is the inif or the first banjo kazzoie? well that sucks but i guess banjo kazzoie jap atleast worksno, I have no idea how to make this one working. (if you have thought about the banjo2 jap entry, well the gamecode of the ini file matches banjo kazooie jap)
Will try asap I get home! thank you so much for taking your time for this! I was fearing to be stuck alone with this stuff I cannot understand. Damn I wish I could go back to school sooner!
look at the game code.so banjo2jap is the inif or the first banjo kazzoie? well that sucks but i guess banjo kazzoie jap atleast works
is there a website with all n64 game ids?look at the game code.
the 4 letters after th U .ini is the gamecode of an n64 game.
banjo2 jap is infact banjo kazooie jap.
First result when Googling "N64 game IDs": http://www.nesworld.com/article.php?system=n64&data=n64releaselistis there a website with all n64 game ids?
More text stuff
-> [Render]
This section of configuration file is related to graphic renderer.
- NeedPreParse = 0 or 1
Used by Pokémon Stadium. I guess it is parsing textures before reading them. I couldn't confirm.
- CopyDepthBuffer = 0 or 1
Used by Ocarina of Time. I don't know what this option does. Maybe is it related to FrameBuffer emulation?
- NeedTileSizeCheck = 0 or 1
Probably a strict verification of textures to avoid corrupted graphics? Used by Ocarina of Time.
- ZClip = 0 or 1
Possibly used to fix clipping issues with 3D maps. I cannot confirm. Used by Ocarina of Time.
- FlushMemEachTask = 0 or 1
Used by Biohazard 2. Forced memory flush seems logical, according to its name.
- bForce720P = 0 or 1
Used by Custom Robo V2. Forcing a render of 720P? I tried this option, but I haven't seen a difference.
- FirstFrameAt = ???? (1000) for Donkey Kong 64
First frame of what? I don't know what this option does.
- ConstValue? (Starts at 0) = 0x?????? (0x230040 and 0x2e00) in Mario Tennis
Constant value of something... but what?
- PolygonOffset = 0 or 1
Used by Paper Mario. I have no idea of what this option does.
- CalculateLOD = 0 or 1
Used by Super Mario 64. LOD... What is LOD?
- ForceFilterPoint = 0 or 1
Used by Mischief Maker. Force point filtering instead default bilinear filtering it seems. I haven't tested this yet.
- useViewportZScale = 0 or 1
Used by Wave Race. I don't know what this option does. Related to scaling?
of course I wrote this post lol. do you want me to translate in french (original .txt file was in french lol)you realy write all that?