Hacking Goldeneye inject working?

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I would wonder if there is some code that is trying to check save data that could be NOPed. It could be anything though and this is of course assuming this is real.
 
bubbleboy said:
I would LOVE to play Goldeneye on the Wii!

But.. it's not going to happen. Rare used a lot of undocumented ways of doing this, shortcuts, etc etc.. unless an emulator is made specifically for this game, I don't see it being released on the Wii, ever.
cry.gif

There was a statement from someone at Nintendo a while ago saying that they're actually really interested in bringing Goldeneye to VC officially, and were looking into the licensing issues involved.

It was a fair while ago now though and wasn't an official announcement as such but I'm still holding onto hope.
 
If what stoned penguin said is true, I'm more inclined to believe this with the explanation teq offered. However, why would Nintendo emulate a Rare ucode for a game that doesn't even use it? You can clearly see the sky working in the game. Which is baffling unless they were planning to release it all along. But still, with custom tailored emulators for every game, something about the sky working doesn't seem quite right...

I can't see how Nintendo can achieve that kind of speed with an LLE emulator on the Wii... If this is true, then Nintendo must have some sort of programming gods at work for them.
 
zant said:
Mario Party 1-3 wouldn't be bad either...... majora
You can sort of have these on Wii (GC mode), but not as VC.

To do this you need to burn an emulator DVD and put on an edited Zelda Collectors edition.
Use a tool, I think it's called GC tool, dont quote me on that tho
lecture.gif

Anyway, do it 3 times (one for each MP) and also throw on the collectors edition (it has Majora's).

You should have ample room left on the DVD for a few GC games, or other emulator images etc.



hmmm, a not related side thought, but I wonder when people will start REALLY start hacking the WiiWare games, hmmm...
 
With the release of Super Mario RPG, it will also unlock all of the SA-1 chip games. There is a possibility of Donkey Kong 64 being released on the VC, dont forget all 3 DKC titles were released on VC, and they were developed by Rare.
 
MetalReaper said:
Warren_303 said:
Ha ha I dunno about Superman but I want to play Doom 64 though, anyone?
a Doom Engine for wii would be better

I agree but, I just figured this could be possible alot sooner then the Doom engine.
Hopefully some coders are working on it right now that would be sweet just like Quake on the HBC.
 
teq said:
Basically, there is an offending opcode in the beginning of most Rare titles that prevents the roms from loading with the current VC emulator.

Replacing it with a NOP gets past it, but since I don't know what the opcode does, there's no telling whether or not it affects the stability of the rest of the game.

It's not fake. I could prove it if I was more familiar with N64 cart structure.


these are not opcodes, these are "custom" microcodes, which are the heart of the RSP (the programmable graphic & sound processor) because it redefines the whole instruction set.
if you patch it or does not emulate it, result is the same, nothing appears on screen or you got texture & 3d rendering errors

the reason is that the graphic processor has a DSP that is completely reprogrammable. Most games use the default microcodes provided by Nintendo but some company (Rare & Factor 5) made their own ones that were far more powerful... think at is like a console with a CPU that you could customize as you wish, this is completely different than changing some CPU opcodes


otherwise, this video is certainly a fake, there is a moment (around 3:00) where the TV screen is black & guy's hand disappear ... this could easily be used to stop the video .. when it restart, a real N64 has been hooked and the guy fakes playing with the classic controller (did you notice also that the moves on screen have nothing to do with the way he pushes the buttons)
 
samsam12 said:
With the release of Super Mario RPG, it will also unlock all of the SA-1 chip games. There is a possibility of Donkey Kong 64 being released on the VC, dont forget all 3 DKC titles were released on VC, and they were developed by Rare.

There's only a few SA-1 games. DK64 also uses the Expansion Pak, so it might be a long while before we see it.


Jacobeianthese are not opcodes, these are "custom" microcodes, which are the heart of the RSP (the programmable graphic & sound processor) because it redefines the whole instruction set.
if you patch it or does not emulate it, result is the same, nothing appears on screen or you got texture & 3d rendering errors

the reason is that the graphic processor has a DSP that is completely reprogrammable. Most games use the default microcodes provided by Nintendo but some company (Rare & Factor 5) made their own ones that were far more powerful... think at is like a console with a CPU that you could customize as you wish, this is completely different than changing some CPU opcodes

By your explanation, there shouldn't be a problem at all, as all of the custom microcodes are contained within the rom.

I've been talking to emu_kid, and the opcode in question is the one that contains the CIC chip id. This is what is preventing it from loading, thus, it is an opcode and not the microcode.
 
teq said:
samsam12 said:
With the release of Super Mario RPG, it will also unlock all of the SA-1 chip games. There is a possibility of Donkey Kong 64 being released on the VC, dont forget all 3 DKC titles were released on VC, and they were developed by Rare.

There's only a few SA-1 games. DK64 also uses the Expansion Pak, so it might be a long while before we see it.


Jacobeianthese are not opcodes, these are "custom" microcodes, which are the heart of the RSP (the programmable graphic & sound processor) because it redefines the whole instruction set.
if you patch it or does not emulate it, result is the same, nothing appears on screen or you got texture & 3d rendering errors

the reason is that the graphic processor has a DSP that is completely reprogrammable. Most games use the default microcodes provided by Nintendo but some company (Rare & Factor 5) made their own ones that were far more powerful... think at is like a console with a CPU that you could customize as you wish, this is completely different than changing some CPU opcodes

By your explanation, there shouldn't be a problem at all, as all of the custom microcodes are contained within the rom.

I've been talking to emu_kid, and the opcode in question is the one that contains the CIC chip id. This is what is preventing it from loading, thus, it is an opcode and not the microcode.

Is Nintendo really that aggressive in their emulation to go as far as LLE to allow non standard ucodes? If so, I am REALLY interested in their technique... Some crazy form of static recompilation?
 
teq said:
By your explanation, there shouldn't be a problem at all, as all of the custom microcodes are contained within the rom.

I've been talking to emu_kid, and the opcode in question is the one that contains the CIC chip id. This is what is preventing it from loading, thus, it is an opcode and not the microcode.

Goldeneye has the standard 6102 CIC so that should not be the Problem since Sin and Pinishment has the same.
Perfect Dark has CIC 6105 like Zelda.
But it looks like that CIC does not matter in Nintendos Emu since some injected games work but have different CIC
About the Video, until i play the game on my Wii, i say it is Fake.
it looks like there is a Cut in the Video after the S&P Banner is seen.
The GFX Bug when it zoom in the Head could be because he uses a PC Emulator (How far is the development to use Wiimote via Bluthooth on PC?)
Next and important thing is, he never presses the homebutton to pause the game and sho the Wii on scrren Buttons.

That whole Goldeneye Story sux, Nintendo should move there lazy asses and bring it to VC officialy.
 
teq said:
samsam12 said:
With the release of Super Mario RPG, it will also unlock all of the SA-1 chip games. There is a possibility of Donkey Kong 64 being released on the VC, dont forget all 3 DKC titles were released on VC, and they were developed by Rare.

There's only a few SA-1 games. DK64 also uses the Expansion Pak, so it might be a long while before we see it.


Jacobeianthese are not opcodes, these are "custom" microcodes, which are the heart of the RSP (the programmable graphic & sound processor) because it redefines the whole instruction set.
if you patch it or does not emulate it, result is the same, nothing appears on screen or you got texture & 3d rendering errors

the reason is that the graphic processor has a DSP that is completely reprogrammable. Most games use the default microcodes provided by Nintendo but some company (Rare & Factor 5) made their own ones that were far more powerful... think at is like a console with a CPU that you could customize as you wish, this is completely different than changing some CPU opcodes

By your explanation, there shouldn't be a problem at all, as all of the custom microcodes are contained within the rom.

I've been talking to emu_kid, and the opcode in question is the one that contains the CIC chip id. This is what is preventing it from loading, thus, it is an opcode and not the microcode.

ah ok, then it is the copy protection code that check the presence of the boot chip (normally included in original cartridge, this is also what prevents earlier ROM copier to work with some roms, see http://n64.icequake.net/)

but even if you pass this protection check, the problem remains that RARE games use custom microcodes and they need to be supported by the RSP emulation core in the emulator, otherwise you got severe display issues...
as explained before, the micrococode define the whole instruction set (opcodes) for the RSP chip, custom microcode is like having a whole different cpu (obviously with some similarities) and a complete emulator have to emulate each variant.

this is the same problem with nintendo emulators included with Zelda OOT disc for example, they only support a couple of microcode because they were designed for specific games, they won't work properly with the majority of injected rom

also, I think I've seen somewhere that VC emulators often include precalculated textures for the specific game, which is also a problem when injecting.... can someone confirm this ?
 
PKGINGO said:
Is Nintendo really that aggressive in their emulation to go as far as LLE to allow non standard ucodes? If so, I am REALLY interested in their technique... Some crazy form of static recompilation?

I don't know.... he pretty much said it was a header issue. He was basing that on his work with the GameCube N64 emulator, though.


Jacobeianbut even if you pass this protection check, the problem remains that RARE games use custom microcodes and they need to be supported by the RSP emulation core in the emulator, otherwise you got severe display issues...

Well, getting the game to boot is better nothing.... even with display issues. I'm just trying to figure out if it's possible.
 
then you should try one of the already patched rom, or look for an IPS patch that defeat this protection, as I said, this was a common issue encountered by earlier Backup Units like the CD64

have anyone tried to inject GoldenEye 007 (U) (G5 Multi (for backups) Hack ?
 
G5 Multi is a multiplayer map hack.

Do you know of one that has the copy protection hack already in place? I thought all of the roms were stripped of this.
 
no, I don't , I just looked for the first rom with "backup" mentionned in it... I didn't found any IPS patch for this

the thing is that current emulators probably emulate the boot chip instead so I wonder if such patches still exist since nobody need them anymore
mellow.gif
 
Slimmmmmm said:
zant said:
Mario Party 1-3 wouldn't be bad either...... majora
You can sort of have these on Wii (GC mode), but not as VC.

To do this you need to burn an emulator DVD and put on an edited Zelda Collectors edition.
Use a tool, I think it's called GC tool, dont quote me on that tho
lecture.gif

Anyway, do it 3 times (one for each MP) and also throw on the collectors edition (it has Majora's).

You should have ample room left on the DVD for a few GC games, or other emulator images etc.



hmmm, a not related side thought, but I wonder when people will start REALLY start hacking the WiiWare games, hmmm...

I found with that method (got both the v1 and v2 versions of the utility - paradox and experience) that I only got 4 games working - SM64, mario kart, wave race, starfox - all with varying degrees of glitching, and only SM64 saves - but only with one of the utility versions too. That said and done there's no coin counter or star counter on the screen so i'm dreading the Bowser level in the basement where you have to get red coins cos I reckon from experience of PSP Daedalus, the poles to get the red coins won't be there.

But, with what's been written about this Opcode, i'm interested to see if it would now go into that disk?

edit - just seen the post saying it's nothing to do with opcodes :S
 
tpformbh said:
edit - just seen the post saying it's nothing to do with opcodes :S

No, it is an opcode issue.

The games that aren't functioning obviously differ early on in the code. If I had an emulator that would do step through with ASM, it would be easy to compare with a game that functions.
 
This just proves Nintendo can't write emulators worth ****. No Rumble Pak? No Controller Pak? No Super FX?

I've heard supposedly they never actually even wrote one on GBA, instead finding another source for NES emulation.
 
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