Kodewerx

Our culture has advanced beyond all that you could possibly comprehend with one hundred percent of your brain.
It is currently Thu Mar 28, 2024 6:53 am

All times are UTC - 8 hours [ DST ]


Forum rules





Post new topic Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Sun May 01, 2011 3:11 am 
Offline
Kommunist
Kommunist

Joined: Sun Feb 21, 2010 11:27 am
Posts: 6
I am looking in Dezaemon 3D on N64, but I can't load Code Generator because there is no Master code.
I want use it with 64DD under N64.

If someone is still interested by N64, what is the Master Code?

_________________
My 64DD blog


Top
 Profile  
Reply with quote  
PostPosted: Mon May 02, 2011 10:54 pm 
Offline
Krew (Admin)
Krew (Admin)
User avatar

Joined: Sun Oct 01, 2006 9:26 pm
Posts: 3768
Title: All in a day's work.
Useful links:
http://doc.kodewerx.org/hacking_n64.htm ... s_enablers
http://doc.kodewerx.org/hacking_n64.html#gs_code_types

Very short descriptions of the different types of master codes required for N64 games:

  • First up, if the game requires a "key code", then you may need a master code to instruct GS where the game's entry point is. This is the DE code type.
  • Second, you can disable the use of the expansion pak to avoid memory conflicts with the GS Pro. This is the EE code type.
  • You can also attempt to use the CC code type to change which exception handler is used for entering the code engine. This may or may not work at all.
  • The next one requires getting your hands dirty with a little assembly. Some games will interfere with the GS code engine by disabling the watchpoint that GS uses to get the code engine to execute. Search for an mtc0 instruction that writes to the WATCH_LO/WATCH_HI cop0 registers. NOP'ing those should do the trick.
  • The final method is another assembly hack; some games modify the exception handler used by the MIPS watchpoint facility (the one that GS hooks). The fix for this is searching for instructions that write to memory addresses in the 80000130 range. Fix it by modifying the instructions to write to the 80000120 range instead.
  • And last, you can move the code list with the FF code type, which can prevent memory conflicts with some games.

_________________
I have to return some video tapes.

Feed me a stray cat.


Top
 Profile  
Reply with quote  
PostPosted: Tue May 03, 2011 5:15 am 
Offline
Kommunist
Kommunist

Joined: Sun Feb 21, 2010 11:27 am
Posts: 6
I don't think it needs a keycode, because it has 6102 chip + it boots without code. It doesn't boot with code Generator ON.
I can't disable Expansion Pak because 64DD requires it.
Few months ago I found F1672A98 2400, doesn't work.

My idea for combo games are to change id disks game want. Zelda OOT displays Disk on title screen.

_________________
My 64DD blog


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 8 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 171 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group