Gaming Emulation NSO Nintendo 64 .lua Cheat Codes

iiTzSamurai

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I recently found out some things about the .lua files in the dtz's of the games, and that you can actually add Action Replay and Gameshark codes in them from Project64.

NERD had made it alittle more difficult by compiling the.lua's to an unreadable format. But with this method you can add cheats to different games without having to turn them off and on while switching games like you had to do before. And these cheats will always work and wont need any updating.

Unpack the original DTZ of Oot v1.2 should be named this
N-3038_e.dtz
and you should end up with a metapack_temp folder

Replace the original .lua's with the one attached below after adding cheats
Repack the dtz, add it to oot v1.2 + profit

MORE CHEATS FOR OTHER GAMES TO COME - CHECK THE ATTACHED FILES!

Code:
--Widescreen
n64MemWrite16(0x80025188, 0x2402)
n64MemWrite32(0x80092718, 0x3C073FE3)

--30fps (Textbox Scenes Freeze)
      n64MemWrite8(0x801C7861, 0x2)
if(n64MemRead8(0x800F1C91) == 0xA) then --If the Speed Time Day/Night Cycle is 000A
       n64MemWrite8(0x800F1C91,0x7) --Change Speed Time Day/Night Cycle to 0007 (default 000A)
elseif(n64MemRead16(0x801DB49E) == 0x3148) then --If Link is Jumping
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2708) then --If Link is Crawling
       n64MemWrite8(0x801C7861,0x3) --Change to 20 FPS
elseif(n64MemRead8(0x801DBB14) == 0xA) then --If Link is throwing Hookshot/Longshot
       n64MemWrite8(0x801C7861,0x3) --Change to 20 FPS
elseif(n64MemRead16(0x801DB49E) == 0x2900) then --If Link make a Z Targeting Front Slash
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2950) then --If Link make a Z Targeting Left Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2988) then --If Link make a Z Targeting Right Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x29D0) then --If Link make a Z Targeting Backward Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34

--Infinite Rupee's
n64MemWrite8(0x8011C04C, 0x1)

--Infinite Timer's
n64MemWrite8(0x8011C211, 0x32) --All Other Timer's
n64MemWrite8(0x8011C215, 0xb4) --Escape From Gannon's Tower

--Infinite Items, Ammo & Magic
n64MemWrite8(0x8011AD0F, 0x9) --Arrow's
n64MemWrite8(0x8011AD14, 0x9) --Bombchu's
n64MemWrite8(0x8011AD0E, 0x9) --Bomb's
n64MemWrite8(0x8011AD0D, 0x9) --Deku Nuts's
n64MemWrite8(0x8011AD12, 0x9) --Deku Seed's
n64MemWrite8(0x8011AD0C, 0x9) --Deku Stick's
n64MemWrite16(0x8011ACB0, 0x140) --Energy
n64MemWrite8(0x8011ACB9, 0x8) --Magic
n64MemWrite8(0x8011ACBA, 0x1) --Magic
n64MemWrite8(0x8011ACBC, 0x1) --Magic
n64MemWrite8(0x8011ACB3, 0x60) --Magic
n64MemWrite8(0x8011AD1A, 0x9) --Magic Beans

--Give All Quest Status Items
n64MemWrite32(0x8011AD24, 0x30FFFFFF)

--Give All Equipment
n64MemWrite16(0x8011AD1C, 0x7777)

--Give All Keys, Compass's & Map's
n64MemWrite32(0x8011AD28, 0x77777777)
n64MemWrite8(0x8011AD31, 0x77)
n64MemWrite8(0x8011AD3F, 0x99)
n64MemWrite16(0x8011AD41, 0x999)
n64MemWrite8(0x8011AD47, 0x9)
n64MemWrite8(0x8011AD49, 0x9)
n64MemWrite8(0x8011AD4C, 0x9)

--Give All Items
n64MemWrite8(0x8011ACF8, 0x4) --Fire Arrow
n64MemWrite8(0x8011ACFE, 0xc) --Ice Arrow
n64MemWrite8(0x8011AD04, 0x12) --Light Arrow
n64MemWrite8(0x8011ACFC, 0x9) --Bombchu
n64MemWrite8(0x8011ACF6, 0x2) --Bombs
n64MemWrite8(0x8011AD00, 0xe) --Boomerang
n64MemWrite8(0x8011ACF5, 0x1) --Deku Nut
n64MemWrite8(0x8011ACF4, 0x0) --Deku Stick
n64MemWrite8(0x8011ACF7, 0x3) --Fairy Bow
n64MemWrite8(0x8011ACFA, 0x6) --Fairy Slingshot
n64MemWrite8(0x8011ACFD, 0xa) --Hookshot
n64MemWrite8(0x8011ACFD, 0xb) --Longshot
n64MemWrite8(0x8011AD01, 0xf) --Lens of Truth
n64MemWrite8(0x8011ACF9, 0x5) --Din's Fire
n64MemWrite8(0x8011ACFF, 0xd) --Fairie's Wind
n64MemWrite8(0x8011AD05, 0x13) --Nayru's Love
n64MemWrite8(0x8011AD02, 0x10) --Magic Beans
n64MemWrite8(0x8011AD03, 0x11) --Megaton Hammer
n64MemWrite8(0x8011ACFB, 0x7) --Fairy Ocarina
n64MemWrite8(0x8011ACFB, 0x8) --Ocarina of Time
n64MemWrite8(0x8011AD21, 0x1) --Quiver (Hold's 30 Arrows)

--Max Defense
n64MemWrite8(0x8011AD4F, 0x14)

--Max Heart Containers
n64MemWrite16(0x8011ACAE, 0x140)

--Max Gold Skulltulas Killed
n64MemWrite8(0x8011AD51, 0x64)
 

Attachments

  • 06_Uczle2.309.zip
    1.7 KB · Views: 79
  • Oot v1.2 (USA) Cheats for NSO.txt
    3.5 KB · Views: 93
  • DK64 (USA) Cheats for NSO.txt
    517 bytes · Views: 80
Last edited by iiTzSamurai,

iiTzSamurai

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For Donkey Kong 64 It's alittle bit different. The code that NERD used before they started compiling it still will work with other games.

So the .lua will look like this for this game and can be typed directly into CaVE Database Manager

Code:
function FrameBegin()
 -- Infinite Ammo
n64MemWrite8(0x807FCC41, 0x96)
 return
end

Infinite Orange Bombs
n64MemWrite8(0x807FCC45, 0x96)

Give DK Coconut Gun
n64MemWrite16(0x807FC952, 0x103)

Infinite Ammo
n64MemWrite8(0x807FCC41, 0x96)

Infinite Health
n64MemWrite16(0x807FCC4C, 0x41f)

The end result will look like this if you have multiple code

Code:
function FrameBegin()
-- Infinite Ammo
n64MemWrite8(0x807FCC41, 0x96)
--Give DK Coconut Gun
n64MemWrite16(0x807FC952, 0x103)
--Infinite Orange Bombs
n64MemWrite8(0x807FCC45, 0x96)
--Infinite Health
n64MemWrite16(0x807FCC4C, 0x41f)
 return
end

or

Code:
function FrameBegin()
-- Cheats
n64MemWrite8(0x807FCC41, 0x96)
n64MemWrite16(0x807FC952, 0x103)
n64MemWrite8(0x807FCC45, 0x96)
n64MemWrite16(0x807FCC4C, 0x41f)
 return
end
 
Last edited by iiTzSamurai,

iiTzSamurai

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There's also a new way I just found to add cheats with trigger's. I used the boot Idle for this game so when the game boot's the cheat activates

specinst.pnglua.png
2022060618411600.jpg
 
Last edited by iiTzSamurai,

iiTzSamurai

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Interesting. I had missed this development -- lua usually tended to be reserved for cheats/modifications you might have needed some extra programming grunt (or operating system access) for, that or tool assisted speedruns, rather than what looks to be fairly basic cheats.
Example https://www.romhacking.net/forum/index.php?topic=18717.0
they are basic cheats you can find anywhere tbh

Banjo-Kazooie (USA) (Rev A) 1.1 NTSC US Widescreen and Performance Boost:

widescreen
8127683C 4334
81276840 4334
81276848 4308
81276850 4308
81274B74 3FE6

Disable Anti-Aliasing
812761FC 0000
812761FE 3202
8127622C 0000
8127622E 3202

but the way nso reads these codes you have to replace the 1 after the 8 with a 0 so like this

widescreen
8027683C 4334
80276840 4334
80276848 4308
80276850 4308
80274B74 3FE6
 

Imancol

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Interesting. I had missed this development -- lua usually tended to be reserved for cheats/modifications you might have needed some extra programming grunt (or operating system access) for, that or tool assisted speedruns, rather than what looks to be fairly basic cheats.
Example https://www.romhacking.net/forum/index.php?topic=18717.0
In fact I am looking rather to convert .ips to .lua patches
Here an example.

Patch the OoT Debug ROM for 2 Players.


Less:
function RomPatch()
  patchStr = "00 00 70 21 11 C0 00 05 AC 4E 00 00 0C 02 D3 79 "
  n64RomPatchCopy(0xAD0AA0, patchStr, 16)
 
  patchStr = "8C 49 00 00 3C 01 80 16 3C 04 80 16 10 00 00 22 "
  n64RomPatchCopy(0xAD0AE0, patchStr, 16)
 
  patchStr = "50 00 00 08 24 63 00 01 94 58 00 02 94 CD 00 0C "
  n64RomPatchCopy(0xADAB30, patchStr, 16)
 
  patchStr = "50 00 00 04 8F AB 00 50 10 00 02 4B A2 4A 00 08 "
  n64RomPatchCopy(0xADF480, patchStr, 16)
 
  patchStr = "AF A2 00 28 00 00 00 00 AF A3 00 24 8F A2 00 28 "
  n64RomPatchCopy(0xAFE1A0, patchStr, 16)
 
  patchStr = "24 18 00 01 24 19 6A AB 34 08 FF F0 AE 8F 00 00 "
  n64RomPatchCopy(0xB20460, patchStr, 16)
 
  patchStr = "01 39 48 21 81 29 81 C0 10 00 00 0E 00 00 00 00 "
  n64RomPatchCopy(0xB33FF0, patchStr, 16)
 
  patchStr = "3C 0B 80 16 8D 6B FA 90 24 0A 00 03 10 00 00 03 "
  n64RomPatchCopy(0xB36B60, patchStr, 16)
 
  patchStr = "26 10 00 01 00 00 00 00 02 20 30 25 8E 43 00 00 "
  n64RomPatchCopy(0xB3A990, patchStr, 16)
 
  patchStr = "50 00 00 06 84 58 01 1C 0C 03 11 56 27 A5 00 7C "
  n64RomPatchCopy(0xB3B930, patchStr, 16)
 
  patchStr = "00 00 00 00 A0 4E 00 00 8F BF 00 1C 27 BD 00 20 "
  n64RomPatchCopy(0xB6B700, patchStr, 16)
 
  patchStr = "03 28 2D 10 01 A1 40 00 01 A1 68 80 00 01 00 00 "
  n64RomPatchCopy(0xBA1410, patchStr, 16)
 
  patchStr = "27 BD FF C0 AF A4 00 40 AF A6 00 48 AF BF 00 2C AF A7 00 4C 3C 08 80 22 35 08 45 B0 15 10 00 12 00 00 00 00 34 17 00 01 8F A5 00 40 24 A4 1C 24 34 06 00 00 8E 07 00 24 8E 09 00 28 AF A9 00 10 8E 09 00 2C AF A9 00 14 FF A0 00 18 AF A0 00 20 34 08 0F FF 0C 00 C7 D4 AF A8 00 24 26 F7 FF FF 16 E0 FF F1 A0 57 00 1F 8F BF 00 2C 03 E0 00 08 27 BD 00 40 27 BD FF E8 AF A4 00 18 AF BF 00 14 "
  n64RomPatchCopy(0xC08520, patchStr, 128)
 
  patchStr = "8E 0B 06 80 3C 01 00 00 01 61 60 25 AE 0C 06 80 "
  n64RomPatchCopy(0xC0A6E0, patchStr, 16)
 
  patchStr = "27 AD 00 44 3C 02 FF FF 3C 0E 80 16 35 CE 6A F0 82 0F 00 1F 00 0F 78 C0 01 EE 70 20 00 0F 78 40 01 CF 70 20 85 CF 00 00 00 0F 7C 00 AD AF 00 0C AD AF 00 00 85 CF 00 02 00 0F 7C 00 AD AF 00 14 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 "
  n64RomPatchCopy(0xC18E90, patchStr, 80)
 
  patchStr = "24 0C 00 00 46 06 20 3C 00 00 00 00 45 02 00 04 "
  n64RomPatchCopy(0xC194D0, patchStr, 16)
 
  patchStr = "45 00 72 5C 46 00 72 60 44 00 73 6C 00 00 00 00 "
  n64RomPatchCopy(0xC24DD0, patchStr, 16)
 
  patchStr = "17 18 0C 18 17 1D 1B 18 15 15 0E 1B 18 32 1D 02 19 0C 32 3F 32 33 00 00 06 02 00 00 06 02 08 00 "
  n64RomPatchCopy(0xE5BF40, patchStr, 32)

  return
end
 
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FAST6191

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In fact I am looking rather to convert .ips to .lua patches
Here an example.

Patch the OoT Debug ROM for 2 Players.


Less:
function RomPatch()
  patchStr = "00 00 70 21 11 C0 00 05 AC 4E 00 00 0C 02 D3 79 "
  n64RomPatchCopy(0xAD0AA0, patchStr, 16)
 
  patchStr = "8C 49 00 00 3C 01 80 16 3C 04 80 16 10 00 00 22 "
  n64RomPatchCopy(0xAD0AE0, patchStr, 16)
 
  patchStr = "50 00 00 08 24 63 00 01 94 58 00 02 94 CD 00 0C "
  n64RomPatchCopy(0xADAB30, patchStr, 16)
 
  patchStr = "50 00 00 04 8F AB 00 50 10 00 02 4B A2 4A 00 08 "
  n64RomPatchCopy(0xADF480, patchStr, 16)
 
  patchStr = "AF A2 00 28 00 00 00 00 AF A3 00 24 8F A2 00 28 "
  n64RomPatchCopy(0xAFE1A0, patchStr, 16)
 
  patchStr = "24 18 00 01 24 19 6A AB 34 08 FF F0 AE 8F 00 00 "
  n64RomPatchCopy(0xB20460, patchStr, 16)
 
  patchStr = "01 39 48 21 81 29 81 C0 10 00 00 0E 00 00 00 00 "
  n64RomPatchCopy(0xB33FF0, patchStr, 16)
 
  patchStr = "3C 0B 80 16 8D 6B FA 90 24 0A 00 03 10 00 00 03 "
  n64RomPatchCopy(0xB36B60, patchStr, 16)
 
  patchStr = "26 10 00 01 00 00 00 00 02 20 30 25 8E 43 00 00 "
  n64RomPatchCopy(0xB3A990, patchStr, 16)
 
  patchStr = "50 00 00 06 84 58 01 1C 0C 03 11 56 27 A5 00 7C "
  n64RomPatchCopy(0xB3B930, patchStr, 16)
 
  patchStr = "00 00 00 00 A0 4E 00 00 8F BF 00 1C 27 BD 00 20 "
  n64RomPatchCopy(0xB6B700, patchStr, 16)
 
  patchStr = "03 28 2D 10 01 A1 40 00 01 A1 68 80 00 01 00 00 "
  n64RomPatchCopy(0xBA1410, patchStr, 16)
 
  patchStr = "27 BD FF C0 AF A4 00 40 AF A6 00 48 AF BF 00 2C AF A7 00 4C 3C 08 80 22 35 08 45 B0 15 10 00 12 00 00 00 00 34 17 00 01 8F A5 00 40 24 A4 1C 24 34 06 00 00 8E 07 00 24 8E 09 00 28 AF A9 00 10 8E 09 00 2C AF A9 00 14 FF A0 00 18 AF A0 00 20 34 08 0F FF 0C 00 C7 D4 AF A8 00 24 26 F7 FF FF 16 E0 FF F1 A0 57 00 1F 8F BF 00 2C 03 E0 00 08 27 BD 00 40 27 BD FF E8 AF A4 00 18 AF BF 00 14 "
  n64RomPatchCopy(0xC08520, patchStr, 128)
 
  patchStr = "8E 0B 06 80 3C 01 00 00 01 61 60 25 AE 0C 06 80 "
  n64RomPatchCopy(0xC0A6E0, patchStr, 16)
 
  patchStr = "27 AD 00 44 3C 02 FF FF 3C 0E 80 16 35 CE 6A F0 82 0F 00 1F 00 0F 78 C0 01 EE 70 20 00 0F 78 40 01 CF 70 20 85 CF 00 00 00 0F 7C 00 AD AF 00 0C AD AF 00 00 85 CF 00 02 00 0F 7C 00 AD AF 00 14 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 "
  n64RomPatchCopy(0xC18E90, patchStr, 80)
 
  patchStr = "24 0C 00 00 46 06 20 3C 00 00 00 00 45 02 00 04 "
  n64RomPatchCopy(0xC194D0, patchStr, 16)
 
  patchStr = "45 00 72 5C 46 00 72 60 44 00 73 6C 00 00 00 00 "
  n64RomPatchCopy(0xC24DD0, patchStr, 16)
 
  patchStr = "17 18 0C 18 17 1D 1B 18 15 15 0E 1B 18 32 1D 02 19 0C 32 3F 32 33 00 00 06 02 00 00 06 02 08 00 "
  n64RomPatchCopy(0xE5BF40, patchStr, 32)

  return
end
Not sure why (Lua support tends to happen less/less easily than IPS or indeed even IPS soft patching/emulator level patching) but fair enough and could be useful to someone. I don't know if we have a reference standard for IPS* to look at but if your Lua implementation supports ROM level patching as it appears to there (granted the other only choice is find where something from ROM lands in RAM and do an IF type arrangement to change it accordingly, this sort of thing being seen more in optical and file system based approaches rather than faster speeds of ROM that might sit on the main bus in some manner of speaking) then OK.

*there never was a fixed standard but some of the later patchers tried to support the various extensions and poor implementations people cooked up. Usual concerns were some patchers did not put the EOF at the end of the patch which troubled some things expecting it, and some earlier but reasonably widespread implementations supported repetition (think slide code if you are more used to cheats) or RLE compression for some things. There are further extensions and tweaks (some allowed a sliding 16 meg window for the patcher to increase the possible size of file/ROM it could be used on, and there were discussions about input verification by some manner by encoding a CRC somewhere in it but these are very rare indeed).
 

iiTzSamurai

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well well well. 30fps on NSO anyone??? Use at your own risk tho lol

Code:
--30fps
      n64MemWrite8(0x801C7861, 0x2)
if(n64MemRead8(0x800F1C91) == 0xA) then --If the Speed Time Day/Night Cycle is 000A
       n64MemWrite8(0x800F1C91,0x7) --Change Speed Time Day/Night Cycle to 0007 (default 000A)
elseif(n64MemRead16(0x801DB49E) == 0x3148) then --If Link is Jumping
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2708) then --If Link is Crawling
       n64MemWrite8(0x801C7861,0x3) --Change to 20 FPS
elseif(n64MemRead8(0x801DBB14) == 0xA) then --If Link is throwing Hookshot/Longshot
       n64MemWrite8(0x801C7861,0x3) --Change to 20 FPS
elseif(n64MemRead16(0x801DB49E) == 0x2900) then --If Link make a Z Targeting Front Slash
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2950) then --If Link make a Z Targeting Left Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2988) then --If Link make a Z Targeting Right Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x29D0) then --If Link make a Z Targeting Backward Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
 
Last edited by iiTzSamurai,
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BlongyP

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well well well. 30fps on NSO anyone??? Use at your own risk tho lol

Code:
--30fps
      n64MemWrite8(0x801C7861, 0x2)
if(n64MemRead8(0x800F1C91) == 0xA) then --If the Speed Time Day/Night Cycle is 000A
       n64MemWrite8(0x800F1C91,0x7) --Change Speed Time Day/Night Cycle to 0007 (default 000A)
elseif(n64MemRead16(0x801DB49E) == 0x3148) then --If Link is Jumping
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2708) then --If Link is Crawling
       n64MemWrite8(0x801C7861,0x3) --Change to 20 FPS
elseif(n64MemRead8(0x801DBB14) == 0xA) then --If Link is throwing Hookshot/Longshot
       n64MemWrite8(0x801C7861,0x3) --Change to 20 FPS
elseif(n64MemRead16(0x801DB49E) == 0x2900) then --If Link make a Z Targeting Front Slash
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2950) then --If Link make a Z Targeting Left Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x2988) then --If Link make a Z Targeting Right Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
elseif(n64MemRead16(0x801DB49E) == 0x29D0) then --If Link make a Z Targeting Backward Jump
       n64MemWrite16(0x801DB35C,0xBF34) --Change Gravity to BF34
Awesome work! Any luck with 30fps in Majora's mask?
 

SNES-Fan

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MM Cheats . NOTE: not everything is Widescreen. Also use CaVE database manager Widescreen Mod

-- Widescreen
n64MemWrite32(0x8013F834, 0x3C073FE3)

Nice and thanks, but ....
there is already code in the lua section if using the NSO dtz, apparently encrypted.
So how to insert these widescreen lines there ?
Just add them on top ?

1.jpg
 
Last edited by SNES-Fan,

SNES-Fan

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Hello :)
Short question about codes:
If having a simple 1 value widescreen code for a NTSC rom, f.e.
Mario Tennis NTSC-U Widescreen: 81033CA6 3FE4
Is there a way to find the corresponding code for the PAL rom ? Should "just" be shifted, shouldn't it ?
Because there're many widescreen codes but near to non for PAL roms.
Reason: I want to use the multilinguality of PAL roms with widescreen.
 
Last edited by SNES-Fan,

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