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Finding Button Presses in N64 opcodes

 
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MRKane
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Joined: 11 Dec 2008
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 PostPosted: Wed Jan 27, 2016 7:06 pm    Post subject: Finding Button Presses in N64 opcodes Reply with quote Back to top

This is really the wrong forum to ask this, but the guys over at assembler frequently outweigh their usefulness with condescendence so I'll ask here.

Does anyone know how to track down where controller input is stored within memory on the N64? It was the one thing that I didn't manage to track down in my prior hacking efforts.

Links, comments etc. welcome!
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SubDrag
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 PostPosted: Thu Jan 28, 2016 4:24 am    Post subject: Reply with quote Back to top

You mean hacking activators? Basically just hold down button and search for it. http://doc.kodewerx.org/hacking_n64.html if you mean cheats, the activator section has how bits are stored, assuming stored that way. You also can try 0,1,2 etc hack to get position in cheat and then disassemble how used to find stored cheats.
 
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zoinkity
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 PostPosted: Thu Jan 28, 2016 1:04 pm    Post subject: Reply with quote Back to top

One easy way is to look at the register the SI DMA's PIF controller commands to. That's A4800000. They'll use multiple buffers but it isn't too hard to track it forward from there.
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MRKane
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 PostPosted: Thu Jan 28, 2016 7:52 pm    Post subject: Reply with quote Back to top

Cheers guys! Looks like I was on the right path and thanks to your help there actually found the point where a players "inventory item" in Mario Kart is "activated" and thus becomes a weapon in the game world (if anyone is interested it's the BEQ at 802B3278 and nulling it means that pickups are activated immediately which REALLY changes the game).

The aim here was to get the bombs (as players) firing weapons, but the next hitch was that the code block in question isn't called when the player is a bomb. Not that I get all that much time to hack anymore - I've only got work computers now so have to stay after hours.

EDIT:
So...I think I've found it. For player 1 the byte at 800F6991 that's either an 85 or a 01 which controls whether or not the player can fire as well as what state the player is in (visually). The difficult bit here is finding just where that particular byte is used as it's referenced everywhere!

Thanks for all your assistance guys! Just one more hurdle to pass!
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Trevor
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 PostPosted: Sat Jan 30, 2016 2:45 am    Post subject: Reply with quote Back to top

Cool, Glad you are geting back into MarioKart.

Cant wait for the bomb mod.

Trev
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SATURN_81
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Joined: 06 Jun 2010
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 PostPosted: Sat Jan 30, 2016 7:58 am    Post subject: Reply with quote Back to top

that is a code that I liked MRkane. I hope and wish that it can continue to discover and create more codes. do you have a question for the same code 2,3, and 4 player?
 
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MRKane
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Joined: 11 Dec 2008
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 PostPosted: Sun Jan 31, 2016 2:14 pm    Post subject: Reply with quote Back to top

I'm really glad that people are enjoying these cheats!

Given that retropie on the raspberry pi cannot use cheats on the emulator I've been hacking things into the rom, and the last thing I want to get in is the ability for bombs to fire - mainly because my friend group and myself rather enjoy destruction. I don't get much time to do hacking as am currently working on Mac for work and all tools are PC-only Wink

The codes should work with any number of players (and have in my experience) but my gameshark died so I couldn't try the codes on my actual N64.

If anyone is interested here's a video we took on a crappy iPad 2 for one game we had over the weekend. Parental guidance for language and themes is noted (naturally):
https://www.youtube.com/watch?v=9E8tB9jx_SI
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MRKane
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 PostPosted: Sun Jan 31, 2016 9:46 pm    Post subject: Reply with quote Back to top

Ok, after an entire evening of staying behind in the office I finally found the blocks to make bombs fire during multi-player matches (someone better add these to the cheat databases!). Thank you so much for that initial leg up Sub and Zoinkity, really couldn't have done it without you pointing me at that pointer...although in hindsight it's really abstract that that lead me to the condition markers and then through a process of about 20 branches managed to narrow these two down.

Small and surgical, just the way we like it:
812B316C 5000 <= Opens up the section for firing
812B315C 5400 <= change step on branch


Have fun everyone! I think that pretty much concludes my involvement with Mario Kart mods! hehehehe

PS Might go get a life now, or one of them girlfriend things

EDIT: Found an issue with the code and fixed it
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