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21990 modification-gameshark codes

 
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DK25
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Joined: 08 Dec 2007
Posts: 455
Location: Denver, CO

 PostPosted: Fri Jan 02, 2009 10:40 am    Post subject: 21990 modification-gameshark codes Reply with quote Back to top

how do i convert my 21990 mods into gameshark codes?
i have made a weapon mod.
 
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SubDrag
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Joined: 16 Aug 2006
Posts: 6173

 PostPosted: Fri Jan 02, 2009 12:04 pm    Post subject: Reply with quote Back to top

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
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Joined: 14 Dec 2005
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Location: Ontario, Canada

 PostPosted: Mon Jan 05, 2009 1:06 pm    Post subject: Reply with quote Back to top

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
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SubDrag
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 PostPosted: Mon Jan 05, 2009 5:05 pm    Post subject: Reply with quote Back to top

That is true as well,
 
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