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.
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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-