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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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MRKane 007
Joined: 11 Dec 2008 Posts: 1076
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Posted: Wed Nov 02, 2016 9:28 pm Post subject: Mario Kart missing codes |
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Gidday everyone.
On the back of another games night with friends (FYI Baron Samedi won) I'm left with two questions pertaining to Mario Kart 64:
-Is there a GS cheat to enable music during 4 player play? Or is there any heads up someone can give me for tracking the code block for this down?
-I heard mutterings about a "feather" powerup on one of the forums, and someone had actually created an asm patch to enable it instead of the super boost mushroom, but again...not all that much luck on my end, and very little out there to go off of!
Thanks everyone! _________________ No Mr. Bond, I expect you to be re-coded! |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1076
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Posted: Thu Nov 03, 2016 2:52 pm Post subject: |
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I found the code to fix the music, although I'm yet to try it. I also found the asm patch that apparently enables the feather. Does anyone know what the tax on the delete key when developing for the N64 was? _________________ No Mr. Bond, I expect you to be re-coded! |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1697
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Kerr Avon 007
Joined: 26 Oct 2006 Posts: 916
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Posted: Sat Nov 05, 2016 12:14 pm Post subject: |
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Thanks for this, mate. I have two questions, though:
1) In the readme.txt file, it says "These patches DO NOT CORRECT THE CHECKSUM! You +must+ run a checksum correction tool after applying them.", what tool do you recommend, please? I've not fixed a rom checksum before, so I'm unfamiliar with the programs needed to do it.
and
2) Why did Nintendo disable the sounds in 3+ player modes? Does sound create a small slowdown that Nintendo thought might be too much for the game to bear with three or four players? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7212 Location: Ontario, Canada |
Posted: Sat Nov 05, 2016 2:58 pm Post subject: |
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I remember GE Master swore by disabling the music in GoldenEye multiplayer to help improve performance. I'm not sure if there is any hard evidence to support that thought process, but I guess the less the console needs to do = the better? Maybe depends on how the audio is handled within the game itself. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Nov 05, 2016 6:46 pm Post subject: |
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Hey Zoinkity that's awesome! Extra awesome for someone like me who likes to do things by hand with the hex editor!
I've been trying for ages to fix the speed issues but cannot seem to get them right, leading me to believe that having music on with 4 players probably does do something as it's been virtually impossible for me to get it just right for some of the courses. Too many hacks and solutions within the source code perhaps? _________________ No Mr. Bond, I expect you to be re-coded! |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1697
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Posted: Sun Nov 06, 2016 10:11 am Post subject: |
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Kerr Avon: any checksum corrector should do the trick.
Let's assume that any processing in the audio thread amounts to nominal hit to the CPU. That's usually the situation at least.
As far as bottlenecks both video and audio are processed by the RDP, plus the AI needs access to rdram to pull audio samples. Bottleneck #1 there probably isn't as terrible a situation as you'd think, though the longer the display lists get the tougher it will be to keep up. The best and worst part of the N64's design though is that unified rdram. The AI reads stuff off one sample at a time, and every time it does it the device has to request access to rdram for a read, and reads are relatively slow, and while that's going on nothing else can touch rdram.
The concern is probably less along the lines of "slower gameplay" and more along the lines of "weaponizing the L button at framerate dips". _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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G14Classified Agent
Joined: 05 Oct 2012 Posts: 101
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Posted: Thu Nov 10, 2016 7:44 am Post subject: |
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I remember asking for this a couple of years ago, I cant use a hex editor and the like, can someone upload the patched ROM somewhere to share? |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1697
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Posted: Fri Nov 11, 2016 6:41 am Post subject: |
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Prepatched ROMs are against forum policy. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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mistamontiel 007
Joined: 17 Apr 2011 Posts: 847 Location: Miami, FL, CUBA |
Posted: Fri Nov 11, 2016 8:49 am Post subject: |
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Sorry off-topic but Kaze even launched his Last Impact rom prepatched . So sure stick it to the PMs .. are the higher-ups even reading _________________
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Fri Nov 11, 2016 9:11 am Post subject: |
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mistamontiel wrote: | Sorry off-topic but Kaze even launched his Last Impact rom prepatched . So sure stick it to the PMs .. are the higher-ups even reading :idea: |
It's better to not take any chances with big N. |
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G14Classified Agent
Joined: 05 Oct 2012 Posts: 101
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Posted: Fri Nov 11, 2016 2:11 pm Post subject: |
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"Prepatched ROMs are against forum policy."
Understood, can someone please PM me a link to a prepatched rom? |
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Sogun General
Joined: 15 Dec 2010 Posts: 659 Location: Valencia, Spain |
Posted: Sat Nov 19, 2016 9:41 am Post subject: |
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Thanks MRKane for this topic. I wasn't aware there was a code to enable music in multiplayer.
How do you write GS codes on a rom so they are permanent?
I have several codes that improve the game and I use them while playing on emulator. I'd like to put those cheats on the rom so I can use them on the Everdrive 64 (I know there's a GS code feature too, but I prefer not dealing with it, heh).
These are the GS cheats I use:
-Multiplayer speed fix
81001C90 240A
81001C92 0002
81001C94 240A
81001C96 0002
81001A38 2409
81001A3A 0002
81001A3C 2409
81001A3E 0002
-Widescreen (works for solo and multiplayer)
D00DC533 0000
81150148 3FDF
D00DC533 0001
81150148 4060
D00DC533 0003
81150148 3FDF
D00DC533 0004
81150148 3FDF
-Multiplayer Music ON (abitalive) (You can lower the music volume and disable it pressing L)
8128EC9C 240E
8128EC9E 0001
8128F9C4 2409
8128F9C6 0001
-Solo tracks on battle mode (push any of the C buttons to change courses, but it's very buggy since start positions would probably spaw you out of bounds and you keep your "health" in the next round unless you play one of the battles arenas)
D00F6915 0008
8118EE08 0000
D00F6915 0004
8118EE08 0001
D00F6915 0002
8118EE08 0002
D00F6915 0001
8118EE08 0003
WIP 60 fps
81001890 2419
81001892 0001
81001894 2419
81001896 0001
80000FE3 0000
800014CF 0001
81001C90 240A
81001C92 0001
81001C94 240A
81001C96 0001
81001A38 2409
81001A3A 0001
81001A3C 2409
81001A3E 0001
80122CBB 001C or 0003C (not confirmed)
I'm also using Zoinkity's patch that keeps the original Japanese billboards textures.
The only thing I'm lacking is a code that removes de bombs that roam the tracks in VS mode.
It would be perfect to have all of this in a single patch.
And someone figure out a true 60fps patch that works on emulators. The current one plays at 60fps at normal speed but the music and sound are accelerated and out of sync.
Last edited by Sogun on Sat Mar 25, 2017 4:25 pm; edited 1 time in total |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1076
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Posted: Mon Nov 21, 2016 2:19 pm Post subject: |
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Thing about the track select is that it requires activators to modify a position in memory so I don't see it getting hacked down into the rom. Now that I think about it I should use that to test the different feather flags...
As far as ROM patches goes: I've a personal one with a heap of changes to it tailored to the way my friends like to play. Catch is that this puppy is PAL but I could make something if people wanted it. _________________ No Mr. Bond, I expect you to be re-coded! |
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