Need help with N64 VC Injects

  • Thread starter Thread starter Memes1921
  • Start date Start date
  • Views Views 13,720
  • Replies Replies 86
  • Likes Likes 2
i hope we can fix games like 007 perfect dark among others although i still think working on an N64 emulator for the wiiu would solve our problems but god knows when that will happen.
Post automatically merged:

i hope we can fix games like 007 perfect dark among others although i still think working on an N64 emulator for the wiiu would solve our problems but god knows when that will happen.
 
A Modern Decompilation of the emulator from F-ZeroX would give peeps something to work with I guess.

Better yet a Retroarch Core Port of Parallel 64 but for now Not64 or Wii64 RICE is ur best bet , with RICE you can also tweak some settings via RICE.ini.

 
Last edited by CORE,
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!
Post automatically merged:

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:

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.

I know this is a very late reply, but a couple years back I looked into doing the same thing for improving Banjo-Tooie on Wii U. Banjo-Tooie does have a 20fps mode that can be enabled via a GameShark code that I had put in an .ini file and uploaded years ago to help fix with the performance and audio stuttering issues in the NTSC version. I would like to know if any one here has tried Banjo-Tooie with the anti-piracy patch and if it actually works on Wii U without crashing. Currently Banjo-Tooie consistently crashes in the train room in Terrydactyland. If that anti-piracy patch fixes that crash specifically then Banjo Tooie would be 100% playable and all the Jiggies could be collected. I've attached the 20FPS code from my personal .ini for Banjo Tooie if anyone else wants to add it to their own config file for a consistent 20fps framerate and way less audio stuttering for the NTSC version.

[Cheat]
Cheat0 = 2
Cheat0_Addr = 0x8007913F
Cheat0_Value = 0x03
Cheat0_Bytes = 1
 
  • Like
Reactions: Memes1921 and CORE
I know this is a very late reply, but a couple years back I looked into doing the same thing for improving Banjo-Tooie on Wii U. Banjo-Tooie does have a 20fps mode that can be enabled via a GameShark code that I had put in an .ini file and uploaded years ago to help fix with the performance and audio stuttering issues in the NTSC version. I would like to know if any one here has tried Banjo-Tooie with the anti-piracy patch and if it actually works on Wii U without crashing. Currently Banjo-Tooie consistently crashes in the train room in Terrydactyland. If that anti-piracy patch fixes that crash specifically then Banjo Tooie would be 100% playable and all the Jiggies could be collected. I've attached the 20FPS code from my personal .ini for Banjo Tooie if anyone else wants to add it to their own config file for a consistent 20fps framerate and way less audio stuttering for the NTSC version.

[Cheat]
Cheat0 = 2
Cheat0_Addr = 0x8007913F
Cheat0_Value = 0x03
Cheat0_Bytes = 1
Well, we did tried to apply the anti-piracy patch to the ROM itself, but the emulator refused to work with it. Thank you for providing that cheat code, though! I will test it out later when I get the chance.

By the way, do you have a save file or restore point where you are in the Train Room in Terrydactyland? I think that issue *could* be fixed with an Idle instruction, which Nintendo put in the N64 Nintendo Classics app.

------------------------------------------------------------

By the way, it has been a good while since I posted on this thread. I am still learning and testing about this Wii U N64 emulator and N64 emulation in general since I'm still interested in improving the compatibility for this emulator. I mainly haven't posted because I haven't found anything major yet, but I am updating my first post on this thread for any minor details I found so far, like "CopyAlphaForceOne"!

I would say that a common issue I found so far for most games is that any frame buffer effects not working properly just give a weird effect where garbage effects are left on screen. I did noticed this issue also happening in Goemon's Great Adventure when the demo is playing the underwater level, and that's when I found out that if "CopyDepthBuffer" and "ClearVertexBuf" are both set to 0, it disables frame buffer emulation for those types of effects, but I'm not sure if it's really helpful, since doing so just causes another visual glitch where any previous buffers loaded in memory reappear and flash on screen.

Again, I'm still working on improving the compatibility of this emulator and I do work in the background, it's just that I've been pretty busy lately.
 
Last edited by Memes1921,
  • Like
Reactions: Ultra_M
Well, we did tried to apply the anti-piracy patch to the ROM itself, but the emulator refused to work with it. Thank you for providing that cheat code, though! I will test it out later when I get the chance.

By the way, do you have a save file or restore point where you are in the Train Room in Terrydactyland? I think that issue *could* be fixed with an Idle instruction, which Nintendo put in the N64 Nintendo Classics app.

------------------------------------------------------------

By the way, it has been a good while since I posted on this thread. I am still learning and testing about this Wii U N64 emulator and N64 emulation in general since I'm still interested in improving the compatibility for this emulator. I mainly haven't posted because I haven't found anything major yet, but I am updating my first post on this thread for any minor details I found so far, like "CopyAlphaForceOne"!

I would say that a common issue I found so far for most games is that any frame buffer effects not working properly just give a weird effect where garbage effects are left on screen. I did noticed this issue also happening in Goemon's Great Adventure when the demo is playing the underwater level, and that's when I found out that if "CopyDepthBuffer" and "ClearVertexBuf" are both set to 0, it disables frame buffer emulation for those types of effects, but I'm not sure if it's really helpful, since doing so just causes another visual glitch where any previous buffers loaded in memory reappear and flash on screen.

Again, I'm still working on improving the compatibility of this emulator and I do work in the background, it's just that I've been pretty busy lately.

I, somehow, still have the loadiine save with Terrydactyland unlocked. I have tested the save in CEMU and have attached it here if you wanna take a look.
 

Attachments

Last edited by Ultra_M,
I, somehow, still have the loadiine save with Terrydactyland unlocked. I have tested the save in CEMU and have attached it here if you wanna take a look.
I'm still working on the issue, it's just that I'm too dumb to figure out how to get to Terrydactyland, since I haven't played this game before.

------

I was also working on compatibility fixes for certain games and updated the N64 VC compatibility list. Alongisde it, I was referencing the Switch settings for any bits and pieces I could borrow for the Wii U, then I found something interesting about the [SpecialInst] settings on the Switch. I realized that the [SpecialInst] actually just refers to any hacks that are written on the .lua file of the Switch emulator.

For example, Extreme-G has this instruction:

Code:
      "Addr": "0x80073CAC",
      "Inst": "0x3C028009",
      "Type": "Lua_AfterInst",
      "Comment": ""

What this instruction does is recall the .lua file to see what the emulator has to do when said address and instruction matches the script and virtual memory. The "type" part on the Switch settings file probably just means WHEN the code is executed (which is irrelevant to the Wii U's "Type" setting, but I'll explain that later).

And that special instruction recalls this code on the .lua script (the addresses and instructions are A0_5 and A1_6 respectively in decimal form):

Code:
function L0_0(A0_5, A1_6)
  local L2_7

...

  elseif A0_5 == 2147957932 and A1_6 == 1006796809 then
    L2_7 = n64MemWrite32
    L2_7(2148103840, 901)

Now, I'm kind of theorizing on how the "Type" part can be translated for the Wii U, so stay with me on this one.

I was looking up 3DS homebrew stuff online out of curiosity, and I found out about this thread that details Game Boy link cable patches for the Pokémon Virtual Console games and how they work. I was reading through the documentation this deleted user wrote and I noticed that the layout of the configuration file is a lot similar to that of the Wii U's N64 emulator. I don't have a confirmed source on this, but I think I saw somewhere that most of the 3DS and Wii U VC emulators were developed by the same company, except for the GBA and DS emulators, which were developed by M2 and NERD respectively, so that leads me to believe that the "Type" setting might work the same way on the Wii U's N64 emulator.

For example, Pokémon Gold Edition has this instruction:
Code:
[send_dummy]
Mode = 2
Address = 0x3E73F
Type = 33

According to this deleted user's notes, this is what "Type = 33" should do:
Code:
"* send_dummy *
Identified as Type 33.
This is taken into affect when the is sending zero bytes.
Set its Address to the beginning of the loop that is syncing sending zero bytes.

This leads me to believe that there might be more than just 4 "Type" settings in the Wii U emulator and that some types are game specific and others are for broader use. Though that leads to 2 questions: "How many type settings are?" and "what does each of them do?"

But that's just a theory. A GAM-
 
Last edited by Memes1921,

Site & Scene News

Popular threads in this forum