Need help with N64 VC Injects

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Yeah, I was focusing if the USA version of those game to work, but now I will focus on the JPN version. As for Banjo-Kazooie's white frame buffer glitch, you can fix it with "CopyMiddleBuffer" and using F-Zero X as a base. Not sure if it works in Loadiine or CEMU but works as a WUP installable.
 
Last edited by Memes1921,
Translations would be useful in this case especially the Castlevanias the JPN versions are superior from what I have looked up only found out few days ago.

Loadiine just same as WUP they just extracted dont forget you can hexedit the headers to match JPN versions sometimes they Boot.
 
Memes1921, you noticed characters flickering when injecting Mario Party (1) into Donkey Kong 64 with original header? I just tested, but this not happen with me.
Spaces in the board, right?
 
Memes1921, you noticed characters flickering when injecting Mario Party (1) into Donkey Kong 64 with original header? I just tested, but this not happen with me.
Spaces in the board, right?
I tested this using F-Zero X and the characters (As well as UI elements) dissapear and reapear when moving in between spaces. Not sure if Donkey Kong 64 fixes that.

-UPDATE-
Donkey Kong 64 does fix character flickering when moving spaces, but the game seems to run slightly slow, maybe "UseTimer" can fix that?
 
Last edited by Memes1921,
I have found a site that decrypts .lua scripts from the N64 NSO application (https://www.decompiler.com). The reason why .lua scripts are useful is because they contain extra stuff like cheat codes or optimization stuff. Only tested for Dr. Mario 64 and works, not sure for the other games. Maybe it also works with the .lua scripts from the Wii U emulator?

-UPDATE-
It seems that Nintendo updated the encryption for the .lua files after the update where a patch was released for Paper Mario, so older titles before the update are compatible.
 
Last edited by Memes1921,
Dont think so but there does appear to be an option via Pak, Whether or not it does anything though.
 
By the way YakiNeen, can you reorder the game's list in the Wii U N64 VC Injection to alphabetical order? It feels kind of out order with release dates. Also, adding the extra info (Like number of players, widescreen support, etc.) on the "notes" section makes it look kind of full and busy, I would recommend adding an extra section (Like | No. of players = ... | Widescreen support = Yes/No | ). Would appreciate it!
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I may have found on how to stop Banjo-Tooie from freezing/crashing randomly. As some of you may or may not know, the game uses a special lockout chip (CIC-6105) for anti piracy methods and has like over 100 checks while the game is still running. This chip seems to be an upgraded version from the one Jet Force Gemini uses (And I think Zelda: OoT uses the same as JFG, so can anyone try to inject JFG on Zelda: OoT?) Some of those checks cause the game to crash because it isn't loading the assets correctly. The game's anti piracy methods were cracked back in 2012 and now the game doesn't crash randomly anymore. The OG link is dead, so attached here is the patch along with the original instructions:
Assemblergames - Nintendo64 said:
Here is the link: http://www.file-upload.net/download-6900620/WINAPS-BT-APS.zip.html

Tutorial:
1. Open Winaps.exe
2. select browse on the left side to select the source aps.
3. select browse on the right side to select banjo tooie u.z64 (not included)
4. make sure to select both files in the list
5. check the crc
6. apply patch and have fun :)
I took the liberty of downloading the .zip file and attaching it here because the website is filled with ad popups (Annoying as hell). Hopefully, this patch fixes the random game crashing! Not sure if the PAL version works with it tho (I guess you can try to extract the N64 NSO ROM but I don't know if that ROM version has the patch applied (Probably not), can't upload it here for copyright reasons)... As for the lag, what if somebody modified the .ini file I uploaded and manually disabled the other stuff that isn't listed on the configuration file (Like "CopyAlphaForceOne = 0")? I know the lag can be removed by manually enabling and disabling "TrueBoot", but what if "TrueBoot" can be on for the entire game and run at full speed? That could be a better option.
 

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Last edited by Memes1921,
I did ordened by release date because you can click on "name" to sort however you want (ascending/descending). I thought it might be useful.
 
Hey, Memes1921, you made a typo in the .ini file for Mystic Ninja Starring Goemon. You write NoCtrPak instead of NoCntPak.
 
Hey, Memes1921, you made a typo in the .ini file for Mystic Ninja Starring Goemon. You write NoCtrPak instead of NoCntPak.
Oh, my bad. Either way, the emulator will just read the setting as "Rumble", since F-Zero X forces the Rumble Pak if it isn't deactivated manually.
 
I have tried inject Jet Force Gemini into OoT, but still the same problems; only sound. Maybe this crack can make the game work? http://micro-64.com/database/patches.shtml
Maybe, but I need to test that some other day as I'm currently busy right now. By the way, I have updated the compatibility page to add new rows for the amount of players, controller paks, and expansion pak.
 
Last edited by Memes1921,
I tested both Banjo-Tooie and Jet Force Gemini with the anti-piracy patches and Memes1921's .ini files. They did not boot - black screen, able to open VC menu. Probably is necessary change instructions' addresses?
 
@Memes1921 Banjo-Kazooie works fantastic with the Widescreen Patch from 'gamemasterplc' and your .ini file (Widescreen setting is activated in the Injector). A really solid experience on the Gamepad. I've tested other N64 games with custom Widescreen patches from various sources (gamemasterplc's are usually preferred) and for the most part they behave just fine (albeit sometimes with minor emulator-related graphical issues).

The game I'm having the most problems with is Paper Mario. I'm wondering what setting (or lack thereof) is causing severe slowdowns in the intro's Bowser cutscene etc. All Widescreen patches applied to this game (to my best knowledge) make this behavior happen, whereas in the base game and minor hacks (Standard aspect ratio) the cutscene plays just fine. I'm using the latest Widescreen Patch for the game (gamemasterplc also) and 'Paper Mario (USA)' as a Base.

.ini is Default
 
@Memes1921 Banjo-Kazooie works fantastic with the Widescreen Patch from 'gamemasterplc' and your .ini file (Widescreen setting is activated in the Injector). A really solid experience on the Gamepad. I've tested other N64 games with custom Widescreen patches from various sources (gamemasterplc's are usually preferred) and for the most part they behave just fine (albeit sometimes with minor emulator-related graphical issues).

The game I'm having the most problems with is Paper Mario. I'm wondering what setting (or lack thereof) is causing severe slowdowns in the intro's Bowser cutscene etc. All Widescreen patches applied to this game (to my best knowledge) make this behavior happen, whereas in the base game and minor hacks (Standard aspect ratio) the cutscene plays just fine. I'm using the latest Widescreen Patch for the game (gamemasterplc also) and 'Paper Mario (USA)' as a Base.

.ini is Default
I'm not sure how to fix that for Paper Mario, since it's a hack (And usually, hacks have major issues over their orignal games). But my recommendation would be to test with these settings: "UseTimer", "RSPMultiCore" with "RSPMultiCoreInt = 1 (Or 2,3)", "Copy(AlphaForceOne/DepthBuffer/ColorBuffer) = 0", "TLBMissEnable", or "bForce720P". Maybe one (Or some) of these settings reduce/eliminate the lag? For Mario Tennis, the lag in between replays gets reduced if "UseTimer" is on.
 
Last edited by Memes1921,
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@Memes1921 Banjo-Kazooie works fantastic with the Widescreen Patch from 'gamemasterplc' and your .ini file (Widescreen setting is activated in the Injector). A really solid experience on the Gamepad. I've tested other N64 games with custom Widescreen patches from various sources (gamemasterplc's are usually preferred) and for the most part they behave just fine (albeit sometimes with minor emulator-related graphical issues).

The game I'm having the most problems with is Paper Mario. I'm wondering what setting (or lack thereof) is causing severe slowdowns in the intro's Bowser cutscene etc. All Widescreen patches applied to this game (to my best knowledge) make this behavior happen, whereas in the base game and minor hacks (Standard aspect ratio) the cutscene plays just fine. I'm using the latest Widescreen Patch for the game (gamemasterplc also) and 'Paper Mario (USA)' as a Base.

.ini is Default
paper mario is an official release why are you changing the ini? just use the original vc release from nintendo...
 
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