My Nintendo 64 Hacking Tools - Part I

Ecchi95

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The reason I say part I in the title is because part II of my tools will eventually be a decompiler and an emulator that takes these same symbol files.



load_symbols.exe works with every Nintendo 64 ROM


Open your ROM in a hex editor
to see how a symbol file must be named.

A SYMBOL FILE MUST BE A TEXT DOCUMENT THAT
FOLLOWS THIS FORMAT:

(last 3 letters of product code + very last digit of the 4th row)
W66QNC1.jpg









Click and drag your ROM into load_symbols.exe AFTER creating a symbol file.

ZLEF.txt and ZSP1.txt are already provided as examples.

***Functions use ROM offsets. NOT RAM.**





See my SECOND post for the final release of this tool. Now I can focus on the emulator and decompiler tools since this one is wrapped up.
 
Last edited by Ecchi95,

Ecchi95

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CXnCjn5.jpg


q5EKgaw.jpg

Using a cutscene setup for Kakariko Village:

iyOQVzE.jpg


Taking advantage of the scene's actor entries to jump to an actor file:

MlmFqQP.jpg


Majora's Mask screenshots:

iKQCdTU.jpg


VdYIyGb.jpg
 

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Ecchi95

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Forgot to add that if you're using this tool for 64DD games, they require a different naming convention for symbol files.

They use the standard game ID format.

DKDJ.txt = Kyojin no Doshin (Doshin the Giant)
DKIJ.txt = Kyojin no Doshin demo
DKKJ.txt = Kyojin no Doshin: Kaihou Sensen Chibikko Chikko Daishuugou (Doshin the Giant: Tinkling Toddler Liberation Front! Assemble!)
DMBJ.txt = Mario Artist: Communication Kit
DMGJ.txt = Mario Artist: Polygon Studio
DMPJ.txt = Mario Artist: Paint Studio
DMTJ.txt = Mario Artist: Talent Studio
DPGJ.txt = Japan Pro Golf Tour 64
DRDJ.txt = Randnet Browser
DSCJ.txt = Sim City 64
DSMJ.txt = Super Mario 64 Disk Version
EDZJ.txt = Dezaemon DD
EFZJ.txt = F-Zero X Expansion Kit
 

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