Hacking Why is any OoT Inject Subscreen bugged AF?

OldGnashburg

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Whenever you run any Ocarina of Time Inject that does not use the same ROM as the one Nintendo releases, the start screen menu glitches out like they did in early Nintendo 64 emulators. The only reason I could think of it doing this is that Nintendo's N64 VC Emulator is just as bad at emulating the Nintendo 64 as most N64 emulators at the moment, which is actually kind of pathetic since they created the game and console, but I digress. A big thing is that I want to run an inject with say the NTSC 1.0 release, or a patched Master Quest which includes bug fixes and is at NTSC 1.0 levels of uncensored. I know that most emulators have to use a subscreen hack, and so the reason it keeps breaking is probably because each version has a different value it needs to change to fix it. The Ocarina of Time config file actually has a little section that says cheats and then a bunch of hex values. I tried looking up the Subscreen Fix Values, but all Google spit back at me were GameShark Codes, and since I can't read hex, I can't personally determine which each versions values are. Any help on this? If we could figure out how to edit these, we may in turn be able to inject cheats into any Nintendo 64 game (albeit coded in the games config file), by screwing around with the config files.
 

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