UPDATE NSO 2.9.0
This thread will be upgradeable and will share vital data to solve serious graphics problems in many games.
With these Cheatcode you will be able to search for Idle, search for Texture IDs, change NSO and Hovercraft settings.
Notice: Render settings are for advanced users only. Using them can cause crashes in different games.
Before
AFTER
Currently there are 2 versions of emulators: N64 NSO and SM3DAS (SM64). Although most configurations are compatible with each other, they can cause problems.
The NERD (Hovercraft) emulator will solve most problems through hacks. Both settings and hacks don't work without each other.
All about these files in my spreadsheet.
This thread will be upgradeable and will share vital data to solve serious graphics problems in many games.
With these Cheatcode you will be able to search for Idle, search for Texture IDs, change NSO and Hovercraft settings.
Notice: Render settings are for advanced users only. Using them can cause crashes in different games.
Activate [Text .rpt info V2] to get texture information. To view the information import what they say (Bookmark) to Edizon SE (Oh use Zing)
Activate [Offset +(-1 +1 +50 -50)] and you can scroll through the Memory, this will update (BookMark).
Use ZR + PADLeft and ZR + PADRight to offsset.
[SIZE +(-10 +10) ON-OFF] allows you to change the size of textures at the current scroll, which helps you check which texture you are modifying.
Use RStickRight + DPAD Left and RStickRight + DPAD Right to modify the texture Horizontally.
The data you will get is:
Horizontal, Vertical, Group ID, ID 1, ID 2.
They are inserted into the header of an .rpt file, which is the format used by NSO to load custom textures.
In memory it looks like this (In parenthesis finds the offset where it is placed in the headers of the .rpt):
Blue = Size Original Texture (16 bit for vertical and horizontal, so the values are inverted)
Yellow = Texture ID GROUP
Green = Texture ID 1 (0x10)
Orange = Texture ID 2 (0x3C)
Blue = It is the size of the old texture (W:0x30;H:0x34)
RED-Purple = is the size of the new texture
Yellow = Texture ID GROUP (0x14)
Green = Texture ID 1 (0x10)
Orange = Texture ID 2 (0x3C)
Red line: Type of textures, the same value for different types, but in general it always loads textures modified in rgba32.
From offset 0x40 it will contain all the texture information.
Activate [Offset +(-1 +1 +50 -50)] and you can scroll through the Memory, this will update (BookMark).
Use ZR + PADLeft and ZR + PADRight to offsset.
[SIZE +(-10 +10) ON-OFF] allows you to change the size of textures at the current scroll, which helps you check which texture you are modifying.
Use RStickRight + DPAD Left and RStickRight + DPAD Right to modify the texture Horizontally.
Code:
[Text .rpt info V2]
580E0000 00575128
580E1000 00000000
780E0000 00000360
9895E000
54051000 00000000
94255100 000000B8
94935000
780E0000 00000010
580F0000 00574E50
580F1000 00000000
580F1000 00001840
780F0000 0000000C
980FF030
989AF000
980CF100 00000000 00000004
9808F100 00000000 00000028
9809F100 00000000 00000024
9807F100 00000000 00000034
9806F100 00000000 00000038
540A1000 00000000
540C1000 00000000
54091000 00000000
54081000 00000000
54071000 00000000
54061000 00000000
9494A000
A84E0000
780E0000 00000010
94948000
A44E0000
780E0000 00000004
94949000
A44E0000
780E0000 0000000C
94947000
A84E0000
780E0000 00000010
94946000
A84E0000
780E0000 00000010
A8FE0000
780E0000 00000010
580F0000 00574E30
580F1000 00000000
9494C000
980FF040
A8FE0000
780E0000 00000010
A4CE0000
780E0000 00000010
A4CE0000
[Offset +(-1 +1 +50 -50)]
580F0000 00575128
580F1000 00000000
780F0000 00000360
9892F000
54021000 00000000
80004200
74020000 00000001
20000000
80002200
74020000 00000032
20000000
C0460520
80001200
74021000 00000001
20000000
80008200
C0422420 00000032
74021000 00000032
20000000
20000000
20000000
98912000
A41F0000
[SIZE +(-10 +10) ON-OFF]
580F0000 00575128
580F1000 00000000
580F1000 000003B0
780F0000 00000000
9892F000
52021000 00000000
80004020
72020000 0000000A
20000000
80002020
72020000 0000000A
20000000
C0260520
80001020
C0222420 0000000A
72021000 0000000A
20000000
20000000
80008020
C0222420 0000000A
72021000 0000000A
20000000
20000000
20000000
98912000
A21F0000
780F0000 00000050
9892F000
52021000 00000000
80000010
C0252420 00000001
640F0010 00000000 00000000
20000000
C0252420 00000000
640F0010 00000000 00000001
20000000
20000000
40020000 00000000 00000000
40010000 00000000 00000000
[Get Size Horizontal (Bookmark)]
580F0000 00575128
580F1000 00000000
780F0000 00000370
620F0000 00000000 00000050
[Get Size Vertical (Bookmark)]
580F0000 00575128
580F1000 00000000
780F0000 00000372
620F0000 00000000 00000020
[Get Group ID (Bookmark)]
580F0000 00575128
580F1000 00000000
780F0000 00000380
680F0000 06400000 000A0000
[Get ID 1(Bookmark)]
580F0000 00575128
580F1000 00000000
780F0000 00000390
680F0000 00000000 CF044A80
[Get ID 2 (Bookmark)]
580F0000 00575128
580F1000 00000000
780F0000 000003A0
680F0000 00000000 2FA16260
[Get rpt offset (Bookmark)]
580F0000 00575128
580F1000 00000000
780F0000 00000360
640F0000 00000000 000000D7
[Point MOD SIZE (Bookmark)]
580F0000 00575128
580F1000 00000000
580F1000 000003B0
780F0000 00000000
680F0000 00315750 00200050
[Enable?]
580F0000 00575128
580F1000 00000000
580F1000 000003B0
780F0000 00000050
640F0000 00000000 00000000
The data you will get is:
Horizontal, Vertical, Group ID, ID 1, ID 2.
They are inserted into the header of an .rpt file, which is the format used by NSO to load custom textures.
In memory it looks like this (In parenthesis finds the offset where it is placed in the headers of the .rpt):
Blue = Size Original Texture (16 bit for vertical and horizontal, so the values are inverted)
Yellow = Texture ID GROUP
Green = Texture ID 1 (0x10)
Orange = Texture ID 2 (0x3C)
Blue = It is the size of the old texture (W:0x30;H:0x34)
RED-Purple = is the size of the new texture
Yellow = Texture ID GROUP (0x14)
Green = Texture ID 1 (0x10)
Orange = Texture ID 2 (0x3C)
Red line: Type of textures, the same value for different types, but in general it always loads textures modified in rgba32.
From offset 0x40 it will contain all the texture information.
These cheatcodes allow you to get Idle, necessary for new games to start.
Activate [Get RDRAM] to make the rest work. [IA...] will insert the Idles as valid, toggle them on and off until the game stops stuttering. The [Bookmark] are just information, import them to Edizon SE (Or use Zing) to later use the obtained data in a .cfg
This will not prevent it from freezing due to lack of Idle. You will actually be able to see the Idles after it happens.
Activate [Get RDRAM] to make the rest work. [IA...] will insert the Idles as valid, toggle them on and off until the game stops stuttering. The [Bookmark] are just information, import them to Edizon SE (Or use Zing) to later use the obtained data in a .cfg
Code:
[Get RDRAM]
580F0000 00574FE8
580F1000 00000000
04000000 00AE44E0 0000002D
[1-IA Idle GPR-RA by ImanCol]
540C0000 005E32E0
A4C00400 00AE4634
9808F0C0
11050000 00AE4637 00000070
78081000 70000000
21000000
11050000 00AE4637 00000080
78081000 80000000
20000000
30000000 00000004
98958000
51051000 00000000
A1500500 00AE4637
78080000 00000001
31000000
04000000 00AE463C 00000001
[2-IA Idle STATIC by ImanCol]
540C0000 005E31D8
A4C00400 00AE4640
9808F0C0
11050000 00AE4643 00000070
78081000 70000000
21000000
11050000 00AE4643 00000080
78081000 80000000
20000000
30000000 00000004
98958000
51051000 00000000
A1500500 00AE4643
78080000 00000001
31000000
04000000 00AE4648 00000001
[3-IA Idle LOOP by ImanCol]
540C0000 005E32E8
A4C00400 00AE464C
9808F0C0
11050000 00AE464F 00000070
78081000 70000000
21000000
11050000 00AE464F 00000080
78081000 80000000
20000000
30000000 00000004
98958000
51051000 00000000
A1500500 00AE464F
78080000 00000001
31000000
04000000 00AE4654 00000001
[4-IA Idle BREAK by ImanCol]
540C0000 005E3348
A4C00400 00AE4658
9808F0C0
11050000 00AE465B 00000070
78081000 70000000
21000000
11050000 00AE465B 00000080
78081000 80000000
20000000
30000000 00000004
98958000
51051000 00000000
A1500500 00AE465B
78080000 00000001
31000000
04000000 00AE4660 00000001
[First-Idle (BookMark)]
08000000 00AE44E4 80000810 981191E0
[1-Idle (BookMark)]
08000000 00AE4634 80000810 981191E0
[2-Idle (BookMark)]
08000000 00AE4640 80000810 981191E0
[3-Idle (BookMark)]
08000000 00AE464C 80000810 981191E0
[4-Idle (BookMark)]
08000000 00AE4658 80000810 981191E0
[First-IsIdle-1]
04000000 00AE44EC 00000001
[First-IsIdle-0]
04000000 00AE44EC 00000000
This will not prevent it from freezing due to lack of Idle. You will actually be able to see the Idles after it happens.
You can change game settings with these Cheatcode. It has all the types of configurations up to now, omitting the Integer and Float Point types, since Atmosphere has limitations in the arithmetic to modify them, so they remain as info.
Pool:
Int:
Float:
Pool:
Code:
[Press +(OFF ON)]
580F0000 00574E50
580F1000 00000000
780F0000 00000000
[CopyInMiddle]
989EF000
80001200
780E0000 0000A9F0
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F0
610E0000 00000000 00000001
20000000
[CopyAtEnd]
989EF000
80001200
780E0000 0000A9F1
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F1
610E0000 00000000 00000001
20000000
[CopyDepthAtFullSync]
989EF000
80001200
780E0000 0000A9F2
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F2
610E0000 00000000 00000001
20000000
[CopyDepthAlways]
989EF000
80001200
780E0000 0000A9F3
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F3
610E0000 00000000 00000001
20000000
[CopyDepthSkip]
989EF000
80001200
780E0000 0000A9F4
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F4
610E0000 00000000 00000001
20000000
[CopyAtFullSync]
989EF000
80001200
780E0000 0000A9F5
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F5
610E0000 00000000 00000001
20000000
[CopyTextureBackup]
989EF000
80001200
780E0000 0000A9F6
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F6
610E0000 00000000 00000001
20000000
[CopyFrameAtSetTIMG]
989EF000
80001200
780E0000 0000A9F7
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F7
610E0000 00000000 00000001
20000000
[CopyColorAsync]
989EF000
80001200
780E0000 0000A9F8
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F8
610E0000 00000000 00000001
20000000
[CopyDepthAsync]
989EF000
80001200
780E0000 0000A9F9
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9F9
610E0000 00000000 00000001
20000000
[DealWithCull]
989EF000
80001200
780E0000 0000A9FA
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9FA
610E0000 00000000 00000001
20000000
[CheckHLEState]
989EF000
80001200
780E0000 0000A9FB
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9FB
610E0000 00000000 00000001
20000000
[TileSizeCheckSpecial]
989EF000
80001200
780E0000 0000A9FC
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9FC
610E0000 00000000 00000001
20000000
[NeedTileSizeCheck]
989EF000
80001200
780E0000 0000A9FD
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9FD
610E0000 00000000 00000001
20000000
[ForceFilterPoint]
989EF000
80001200
780E0000 0000A9FE
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9FE
610E0000 00000000 00000001
20000000
[ForceRectFilterPoint]
989EF000
80001200
780E0000 0000A9FF
610E0000 00000000 00000000
20000000
80004200
780E0000 0000A9FF
610E0000 00000000 00000001
20000000
[NeedSumCheck]
989EF000
80001200
780E0000 0000AA00
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA00
610E0000 00000000 00000001
20000000
[NeedSumCheck2]
989EF000
80001200
780E0000 0000AA01
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA01
610E0000 00000000 00000001
20000000
[TLUTCheck]
989EF000
80001200
780E0000 0000AA02
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA02
610E0000 00000000 00000001
20000000
[#0xE73 UNUSED]
989EF000
80001200
780E0000 0000AA03
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA03
610E0000 00000000 00000001
20000000
[CheckTileMask]
989EF000
80001200
780E0000 0000AA04
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA04
610E0000 00000000 00000001
20000000
[TextureInvalidateWait]
989EF000
80001200
780E0000 0000AA05
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA05
610E0000 00000000 00000001
20000000
[TMEMOverflowCheck]
989EF000
80001200
780E0000 0000AA06
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA06
610E0000 00000000 00000001
20000000
[TIMGAutoAdd]
989EF000
80001200
780E0000 0000AA07
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA07
610E0000 00000000 00000001
20000000
[PreparseTMEMBlock]
989EF000
80001200
780E0000 0000AA08
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA08
610E0000 00000000 00000001
20000000
[NeedTexCountCheck]
989EF000
80001200
780E0000 0000AA09
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA09
610E0000 00000000 00000001
20000000
[TexMirrorDoubleSize]
989EF000
80001200
780E0000 0000AA0A
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA0A
610E0000 00000000 00000001
20000000
[DoubleFillCheck]
989EF000
80001200
780E0000 0000AA0B
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA0B
610E0000 00000000 00000001
20000000
[TexrectCheckBottom]
989EF000
80001200
780E0000 0000AA0C
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA0C
610E0000 00000000 00000001
20000000
[RectPosFloat]
989EF000
80001200
780E0000 0000AA0D
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA0D
610E0000 00000000 00000001
20000000
[OverrideTexEdgeAlpha]
989EF000
80001200
780E0000 0000AA0E
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA0E
610E0000 00000000 00000001
20000000
[OverrideTexEdgeAlpha2]
989EF000
80001200
780E0000 0000AA0F
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA0F
610E0000 00000000 00000001
20000000
[UseViewportZScale]
989EF000
80001200
780E0000 0000AA10
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA10
610E0000 00000000 00000001
20000000
[NeedStencil]
989EF000
80001200
780E0000 0000AA11
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA11
610E0000 00000000 00000001
20000000
[ZClip]
989EF000
80001200
780E0000 0000AA12
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA12
610E0000 00000000 00000001
20000000
[DepthCompareLess]
989EF000
80001200
780E0000 0000AA13
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA13
610E0000 00000000 00000001
20000000
[CalculateLOD]
989EF000
80001200
780E0000 0000AA14
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA14
610E0000 00000000 00000001
20000000
[InitPerspectiveMode]
989EF000
80001200
780E0000 0000AA15
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA15
610E0000 00000000 00000001
20000000
[CheckForceBL]
989EF000
80001200
780E0000 0000AA16
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA16
610E0000 00000000 00000001
20000000
[CheckUndefinedBlend]
989EF000
80001200
780E0000 0000AA17
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA17
610E0000 00000000 00000001
20000000
[ForceFog]
989EF000
80001200
780E0000 0000AA18
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA18
610E0000 00000000 00000001
20000000
[SoftResetNeedUpdate]
989EF000
80001200
780E0000 0000AA19
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA19
610E0000 00000000 00000001
20000000
[SoftResetNeedForce]
989EF000
80001200
780E0000 0000AA1A
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA1A
610E0000 00000000 00000001
20000000
[SyncAtVI]
989EF000
80001200
780E0000 0000AA1B
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA1B
610E0000 00000000 00000001
20000000
[SyncAtGTask]
989EF000
80001200
780E0000 0000AA1C
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA1C
610E0000 00000000 00000001
20000000
[NeedClearEachFrame]
989EF000
80001200
780E0000 0000AA1D
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA1D
610E0000 00000000 00000001
20000000
[#0xE8E UNUSED]
989EF000
80001200
780E0000 0000AA1E
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA1E
610E0000 00000000 00000001
20000000
[NeedVIOffset]
989EF000
80001200
780E0000 0000AA1F
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA1F
610E0000 00000000 00000001
20000000
[IgnoreBlack]
989EF000
80001200
780E0000 0000AA20
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA20
610E0000 00000000 00000001
20000000
[CalFogVertexAlpha]
989EF000
80001200
780E0000 0000AA21
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA21
610E0000 00000000 00000001
20000000
[S2DDrawBgNew]
989EF000
80001200
780E0000 0000AA22
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA22
610E0000 00000000 00000001
20000000
[CheckBufferSizeMatch]
989EF000
80001200
780E0000 0000AA23
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA23
610E0000 00000000 00000001
20000000
[DrawLineByTriangle]
989EF000
80001200
780E0000 0000AA24
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA24
610E0000 00000000 00000001
20000000
[ForceZConvert]
989EF000
80001200
780E0000 0000AA25
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA25
610E0000 00000000 00000001
20000000
[ForceCheckUpdateVI]
989EF000
80001200
780E0000 0000AA26
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA26
610E0000 00000000 00000001
20000000
[GammaEnable]
989EF000
80001200
780E0000 0000AA27
610E0000 00000000 00000000
20000000
80004200
780E0000 0000AA27
610E0000 00000000 00000001
20000000
[CFBInitialDisplayEnable (Only info)]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA58
640E0000 00000000 00000000
Int:
Code:
[ClipLeft +(-1 +1)]
580F0000 00574E50
580F1000 00000000
989EF000
780E0000 0000AA34
9899E000
54091000 00000000
80001200
C04494F0 000000FE
94099100 00000001
A49E0000
20000000
20000000
80004200
C0429400 00000001
94199100 00000001
A49E0000
20000000
20000000
[ClipRight +(-1 +1)]
580F0000 00574E50
580F1000 00000000
989EF000
780E0000 0000AA38
9899E000
54091000 00000000
80004200
C04494F0 000000FE
94099100 00000001
A49E0000
20000000
20000000
80001200
C0429400 00000001
94199100 00000001
A49E0000
20000000
20000000
[ClipTop +(-1 +1)]
580F0000 00574E50
580F1000 00000000
989EF000
780E0000 0000AA3C
9899E000
54091000 00000000
80002200
C04494F0 000000FE
94099100 00000001
A49E0000
20000000
20000000
80008200
C0429400 00000001
94199100 00000001
A49E0000
20000000
20000000
[ClipBottom +(-1 +1)]
580F0000 00574E50
580F1000 00000000
989EF000
780E0000 0000AA40
9899E000
54091000 00000000
80008200
C04494F0 000000FE
94099100 00000001
A49E0000
20000000
20000000
80002200
C0429400 00000001
94199100 00000001
A49E0000
20000000
20000000
[VIAddressOffset (Only info)]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA54
640E0000 00000000 00000000
[CFBInitialDisplayWaitFrame (Only info)]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA5C
640E0000 00000000 00000000
[CFBInitialDisplay (Only info)]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA60
640E0000 00000000 00000000
Float:
Code:
[TexEdgeAlpha]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA44
640E0000 00000000 00000000
[DecalFactor]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA48
640E0000 00000000 00000000
[NearPlaneScale]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA4C
640E0000 00000000 C0400000
[DefultLodFrac]
580F0000 00AF1ED0
780F0000 0000AA50
640E0000 00000000 00000000
[LineWidthScale]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA54
640E0000 00000000 00000000
[GammaValue]
580F0000 00574E50
580F1000 00000000
780F0000 0000AA58
640E0000 00000000 00000000
[Point]
580F0000 00574E50
580F1000 00000000
780F0000 00009B90
610F0000 00000000 00000000
These are other config
Code:
[Lighting +(-- ++)]
580F0000 00574E50
580F1000 00000000
780F0000 0000B418
9899F000
54091000 00000000
80002200
C04494F0 000000C7
94099100 00000001
A49F1000
A49F1000
A49F0000
20000000
C0429400 FFFFFF38
94099100 00000001
A49F1010
A49F1010
A49F0010
20000000
20000000
80008200
C0429400 FFFFFF39
94199100 00000001
A49F1000
A49F1000
A49F0000
20000000
C0449400 000000C8
C0429400 00000000
94199100 00000001
A49F1000
A49F1000
A49F0000
20000000
20000000
20000000
[RumbleOn InGame +(OFF ON)]
580F0000 00575030
989EF000
80001200
640F0000 00000000 00000000
20000000
80004200
640F0000 00000000 00000001
20000000
[RumbleOn Static +(OFF ON)]
580F0000 00575030
780F0000 00000004
989EF000
80001200
640F0000 00000000 00000000
20000000
80004200
640F0000 00000000 00000001
20000000
Before
AFTER
Currently there are 2 versions of emulators: N64 NSO and SM3DAS (SM64). Although most configurations are compatible with each other, they can cause problems.
The NERD (Hovercraft) emulator will solve most problems through hacks. Both settings and hacks don't work without each other.
All about these files in my spreadsheet.
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Last edited by Imancol,