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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Fri Jan 02, 2009 10:40 am Post subject: 21990 modification-gameshark codes |
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how do i convert my 21990 mods into gameshark codes?
i have made a weapon mod. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Fri Jan 02, 2009 12:04 pm Post subject: |
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It's not trivial, but via memory comparisons of 21990.bin (diffed from original 21990.bin) and a RAM dump from PJ64 byteswapped to normal, you could figure out what changed. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Mon Jan 05, 2009 1:06 pm Post subject: |
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Isn't it something like "21990 Index Address + 80020D90" to translate it into a GameShark code? I had to determine the difference when modifying memory allocations recently, but I'm sure Zoinkity documented it in the 21990 Indexing file that comes with the GoldenEditor.
Example (this is totally made up, so don't rely on this code):
Dam '-mt' texture memory allocation in 21990 Index address: 00 0480
Value now at that address: 35
21990 Index address 0480 + RAM Index Start 80020D90: 80021210
With new value: 80021210 0035 _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Mon Jan 05, 2009 5:05 pm Post subject: |
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That is true as well, |
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