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PostPosted: Sat Jun 02, 2007 4:48 pm 
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Title: Ancient Code Sage
Fantastic hack!! It is so cool that there still is N64 hacking going on out there. Man how I wish some of these younger guys were around with us old dudes back in the N64 days. Nice work and keep them coming man.

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PostPosted: Sat Jun 02, 2007 4:59 pm 
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Title: Mario Kart 64 Hacker
Hiei-YYH wrote:
HyperHacker wrote:
Hm, you've got me thinking about bow hacks now


a example? :lol:
Rapid-fire, bomb arrows (explode on impact), hold a button to switch elements, etc.

Quote:
HyperHacker wrote:
So this happens even if you don't equip the hook/longshot?


no, just if you use the hookshoot and then followed by the bow (without put away the hookshot)

Then it must be patching the bow code too.

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PostPosted: Sat Jun 02, 2007 5:13 pm 
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Title: The HENTAI M@ster
HyperHacker wrote:
Hiei-YYH wrote:
HyperHacker wrote:
Hm, you've got me thinking about bow hacks now


a example? :lol:
Rapid-fire, bomb arrows (explode on impact), hold a button to switch elements, etc.

Quote:
HyperHacker wrote:
So this happens even if you don't equip the hook/longshot?


no, just if you use the hookshoot and then followed by the bow (without put away the hookshot)

Then it must be patching the bow code too.


yes, probably, but anyway, already redone the code hehe

i did a similar one for master quest, but not rapid-fire, just to remove the explosion limitation that magic arrows have when you shoot 1 and you have to wait and the buzz sound appear if you try to shoot another one. lol

but that's a good idea, i should try one of those too.

Fast Magic Arrows (Master Quest)
80119D29 0000


edit: just found something interesting. from the pointer + 238 = arrow distance data. lol

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PostPosted: Sat Jun 02, 2007 6:03 pm 
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Title: Mario Kart 64 Hacker
Ah, I forgot about that silly limit. What's this distance data?

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PostPosted: Sat Jun 02, 2007 6:41 pm 
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Title: The HENTAI M@ster
HyperHacker wrote:
Ah, I forgot about that silly limit. What's this distance data?



distance data, the value that the game put to know if it's time to "erase" the arrow... value max is 0C, decrease very fast XD

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PostPosted: Sat Jun 02, 2007 6:45 pm 
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Mm, so you could make the arrows able to fly completely across the map? Neat, I suppose.

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PostPosted: Sat Jun 02, 2007 6:56 pm 
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Title: The HENTAI M@ster
HyperHacker wrote:
Mm, so you could make the arrows able to fly completely across the map? Neat, I suppose.


now i have to find where is the data for magic arrow explosion... because there is a distance limit to explode.

Edit: forget about it :P

Edit 2: the arrow explosion flag is at pointer+23A. 1 = on, will explode. but it seems that need the exact timing to work. if write to soon it doesn't work.

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PostPosted: Fri Jun 08, 2007 8:54 pm 
By Zeld:
Ocarina of Time. Haven't really done anything new with this game, but maybe I have. I don't know, so I'll let you guys figure that out.

0x801daa54 - 3 position floats
0x801daa80 - H, L, W scalars
0x801daa90 - Falling speed

Never Drown
810786A8 1400

Never Burn to Death
8107864C 1400

Now you can wear that sexy White Tunic wherever you like without a timer code. Pah, I guess these codes are pointless. Whatever.


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PostPosted: Sat Jun 16, 2007 5:55 am 
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rapid magic arrows are great any more codes

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PostPosted: Sat Jun 16, 2007 8:28 am 
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Title: The HENTAI M@ster
deku shrub wrote:
rapid magic arrows are great any more codes


well, beside the ones i already posted and the ones at my site, just the "ultra long arrow" lol but i don't see any use for that one... it is just for fun.

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PostPosted: Sat Jun 16, 2007 7:11 pm 
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for items & actions there are special pointers to what assembly is being used by link it is located at 80224C24. a (RAM) search for the lower half 16 byte of 80224C24's pointer yields the item's loading routine in one of the last search results in an ADDIU. item parameters are pulled from elsewhere. this is in reference to the debug rom, i dont know the location of 1.0's pointer since i dont have the ROM.

maybe if hyperhacker went on AIM more we could do some ASM patches for Ocarina of Time for better & new items :P


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PostPosted: Sat Jun 16, 2007 9:35 pm 
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Title: Mario Kart 64 Hacker
First I need to be able to type at a decent speed, which actually isn't too far off at this point.

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PostPosted: Wed Jul 04, 2007 8:16 pm 
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zoonnkk

Well, I got bored and made a code. Snort.

81024088 0000
8102408A 0000
811E95DC 0000
811E95DE 0000
801E9C5F 0012
D01E9C5C 0001
8011B9A3 0000

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PostPosted: Tue Aug 26, 2008 12:55 pm 
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Update on the lousy info I've collected for this game:

0x801DAA30 - Pointer used for loading from Link's Z targeting variable

I've confirmed that 0x801DAA54 (Link's 3 position floats are here) is also the start of his character struct

0x801DB0B4 - Pointer to struct of which character Link is Z targeting

Base pointer of annoying kid that doesn't let you leave Kokiri forest:

0x801EE5D0

Code:
Press L to delete annoying kid:

D01C84B5 0020
5000F802 0000
811EE5D0 0000

Doesn't work because the gameshark can't overwrite that area for God knows why


Struct size (of characters) = 0x1F0

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PostPosted: Tue Aug 26, 2008 5:08 pm 
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Title: Mario Kart 64 Hacker
Nice. Now find the bit that controls whether weapons hit them or not. :D

If the GS can't update it, that means the game is overwriting it. If you're lucky it's just copying from elsewhere. Although it looks like you're just trying to zero out the struct? There's probably a "delete" flag to set that will remove it properly, freeing memory and so on; Mario 64 had this.

You could do some neat things with that pointer. How about a hack to use the D-pad and L to move objects around? (Up/Down=Z axis, Left/Right=X axis, Up/Down with L held=Y axis. Or hack in support for more controllers.) Or find a text routine and add some debug readout on the screen of the selected object... actually, might be worth looking for unused reads of the pointer to see if one already exists.

(Also, for anyone wondering about my previous post, that was over a year ago; I was injured at the time.)

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PostPosted: Wed Aug 27, 2008 9:27 am 
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HyperHacker wrote:
Nice. Now find the bit that controls whether weapons hit them or not. :D

It's probably read from ROM. Either way, the Kill NPCs code will likely have to be a branch kill (or an always branch) like it was for Mischief Makers. Or more; one to allow you to damage NPCs and another to make them actually die (although that might be more along the lines of programming the game to treat NPCs as Gerudo guards so they get knocked out when you attack them, something like that).

HyperHacker wrote:
If the GS can't update it, that means the game is overwriting it. If you're lucky it's just copying from elsewhere. Although it looks like you're just trying to zero out the struct? There's probably a "delete" flag to set that will remove it properly, freeing memory and so on; Mario 64 had this.

The GS can't update because it is an idiot. Both PJ 64 and Nemu 64 wouldn't allow Renegade to overwrite the area. However, in Nemu I overwrote the area manually and it worked fine. I doubt it's being written to at all.

Note: I also tried the code without the conditional line, just in case the 50 code type was rejecting the conditional. Still didn't work.

Edit: I deleted Tarin at the place where you have to push the crates. That worked fine, but the crates still could not be pushed past the space he had occupied. He is apparently tied to a flag somewhere that says "is gone" that allows you to move the crates normally.

About allocation; if it's anything like Mischief Makers, the "is in use" flag is part of the struct itself, and therefore setting the entire struct to 0 is the same as deconstructing it from the high level. Copying Marina into slot 1 and turning her into a gun does make projectiles spawn in slot 2 instead of slot 1, after all (for Mischief Makers). I don't see why a game likely made with a similar devkit would be too different.

HyperHacker wrote:
You could do some neat things with that pointer. How about a hack to use the D-pad and L to move objects around? (Up/Down=Z axis, Left/Right=X axis, Up/Down with L held=Y axis. Or hack in support for more controllers.) Or find a text routine and add some debug readout on the screen of the selected object... actually, might be worth looking for unused reads of the pointer to see if one already exists.

That's, uh...more your department. :P

HyperHacker wrote:
(Also, for anyone wondering about my previous post, that was over a year ago; I was injured at the time.)

Do what now? Is that when you broke your arms? I forgot about that >.>

Edit: Cado, wouldn't this work:

Code:
81024088 2400
811E95DC 2400
801E9C5F 0012
D01E9C5C 0001
8011B9A3 0000

?

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PostPosted: Wed Aug 27, 2008 5:26 pm 
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Title: Mario Kart 64 Hacker
Yeah, that was a few weeks afterward.

Renegade is buggy, but so is Nemu. I might try it in Mupen64 later and see if it works.

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PostPosted: Thu Aug 28, 2008 9:04 am 
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Remember those other codes I posted that make it so the game thinks you're wearing a red tunic or blue tunic depending on if you're in the water or in a hot place, so that you never have to change tunics?

I changed the branches to branch if zero is not equal to zero, even though I could have just used NOPs.

I think I'm going to start NOP'ing codes with 0x1400 (even though it's probably not a NOP...I wonder if it's actually faster; does it fetch the branch and its delay simultaneously? That would be sweet :P).

Edit: The pointer I found for Z targeting seems to be for version 1.2. The other data is still correct, it seems.

For version 1.0 the Z targeting pointer is stored at 0x801DB084.

Or maybe when I copied and pasted the value from MS Calc into notepad (I found the location with Cheat Engine and was using MS Calc to get the actual address given the emulator address) it copied wrong, because I don't remember it ever being 0x801DB0B4 like I posted (though it even says that in my notes :/).

Edit: WTF read +0x144:

Code:
//////////////////////////////
Struct Map (based on other characters):

+0x000   Word of interaction flags
            Changing to 0x01B00500 (flags for Stalkid) changes Z targeting color,
                  sound effect, and A button action description
+0x004   Unknown word
+0x038   12 bytes: X, Z, Y position floats
+0x050   12 bytes: Heighth, Length and Width scaling floats
+0x05C   12 bytes: X, Z, Y speed vector floats?
+0x0B4   Word of rotation
            Only lower 16 bits are used
+0x144   ROM pointer of object data? Replacing Ingo's +0x144 with a Stalkid's
            makes Ingo warp all over the place with caved in geometry;
            Z targeting him gives the "attack" option but the sucker either won't
            take damage and/or the warping makes him too hard to hit (he's
            actually moving in a fixed circle it seems)
+0x1CC   Word of flags that are dangerous to change
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Edit: My guess was that the circle he was moving in is related to the circular motion Stalkids move their arms in when they flail at you.

However, since Ingo has different vertices, he's being rotated about a point that isn't even a part of him, causing him to make a large loop through the air and ground. Makes sense, right? >.>

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PostPosted: Thu Aug 28, 2008 4:38 pm 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Premature optimization is the root of all evil. Using a branch would, at best, save a microsecond or two, and might cause unexpected weirdness if it's right next to another branch. 2400 works fine.

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PostPosted: Fri Aug 29, 2008 11:37 am 
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Obviously I wouldn't use it near another branch. If I'm REPLACING a branch then it's definitely only a matter of style.

Speaking of stylish branch replacing:

Code:
//////////////////////////////
Kill Enemies in One Hit:

8102839C 1400
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Oh yeah, I went there. Version 1.0 (as per the thread) of course, though 1.2's branch might be around there somewhere.

Also:

Code:
+0x0AF   Byte of health
            Unsigned
+0x0B4   Word of rotation
            Only lower 16 bits are used

:D

...

D:

I can't for the life of me figure out how the game knows whether an actor is supposed to be allowed to take damage. Putting data from the Stalkid struct into Ingo's usually just freezes the game. :/

+0x144 doesn't seem to be a ROM address either; it's used to get pointers from RAM using very weird math.

Major Edit:

Code:
+0x130   Pointer to damage routine to use

Code:
//////////////////////////////
;In pot room as Young Link
;Gold Skulltula is at 0x801E4EA0
;Gold Skulltula's damage routine begins at
;0x801EE204
;Guard's damage routine pointer is at
;0x801E3470 and points to 0x801E2F78
;Swapping makes the game freeze D:

800240CC
LW      T9,      $0130      (S0)      ;
OR      A0,      S0,      R0      ;Puts target base pointer into arg 0
OR      A1,      S1,      R0      ;Puts S1 into arg 1
800240D8
JALR      RA,      T9            ;For Gold Skulltula, calls
;-------------------------------;routine containing 0x801EE224

801EC1C8
ADDIU      V1,      R0,      $0001      ;Sets V1 to true
;-------------------------------;Nested within some branches
;-------------------------------;Shortly before check at 0x801EC1F4

801EC1F4
BEQL      V1,      R0,            0x801EC330
;-------------------------------;Instruction always executed
;-------------------------------;Last branch before damage routine call
;-------------------------------;NOP'ing makes enemies die over and over :P

801EC21C
JAL                        0x80028390
;-------------------------------;Calls damage sub, which returns
;-------------------------------;target's health in V0

801EE224
JAL                        0x801EC16C
;-------------------------------;Calls routine to check if target was hit

;Location independent
JAL                        0x80025B4C
;-------------------------------;Called when a target is killed
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Kill NPCs code is pretty much out the window. :/

Also, who the FUCK uses a tab width of 4? The [code.] tag should let you specify tab width. I and everyone else use EIGHT, not this lousy 4.

God, the code looks hideous now (even after doubling the tabs).

Pretty major edit:

Of COURSE you knew I wasn't done fucking with this stuff.

Code:
;Test of making guard routine
;jump to check if hit routine of skulltula
;instead of his own sub
;801E2FB4: 0C07B05B
;801E2FB8: 8FA50024
;801E2FC4: 8E221C44
;Results:
;Doesn't let you hit guard
;"Attacking" guard by skipping branches
;that exit routine that checks if guard was
;hit will "hit" him, make him flash red,
;play the dying skulltula animation,
;make him jiggle in place quickly and
;indefinitely

(5:36:38 PM) Hector of Chad: Ha
(5:36:44 PM) Hector of Chad: I just "Killed" an NPC in Ocarina of Time
(5:36:48 PM) Mike: lulul
(5:37:02 PM) Hector of Chad: I replaced one of the subroutines of this guard with a damage check routine of an enemy nearby
(5:37:08 PM) Hector of Chad: and it wouldn't let me hit him
(5:37:17 PM) Hector of Chad: so I debugged the routine
(5:37:22 PM) Hector of Chad: and forced it to count as me hitting him
(5:37:27 PM) Hector of Chad: and he flashed red
(5:37:38 PM) Hector of Chad: and it played the noise it would have played if I had killed the actual enemy
(5:37:44 PM) Mike: lul
(5:37:47 PM) Hector of Chad: and now the guard is jiggling really fast like he's in serious pain
(5:37:53 PM) Hector of Chad: but otherwise he's functioning normally

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PostPosted: Fri Aug 29, 2008 4:37 pm 
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Title: Mario Kart 64 Hacker
Just FYI, I did a one-hit-kills code for 1.2 already.

I can see a potential problem with NPC killing. The game only seems to load code for the objects it's using. For example the Hookshot's code isn't loaded until you pull it out, and then it just gets copied to any free space in RAM, so you have to follow some pointers to know where it is. Enemies are probably the same. You'd have to get the game to always load the routines for a certain enemy. (Some generic enemy might work better than a Gold Skulltula, since those do the whole token-generating thing when they die and set a flag to prevent them coming back.)

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PostPosted: Sat Aug 30, 2008 10:09 am 
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I'm going to start posting this crap with pastebin, because it's getting too hard to keep track of what I have and haven't posted.

This way you'll be able to use the diff feature to see what I've added, as well as see the tabs properly since pastebin uses 8 for its tab width LIKE EVERYBODY ELSE OMG.

Edit:

Current Update

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PostPosted: Thu Sep 11, 2008 9:18 pm 
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0x803AAFE4 - Float of distance able to dive

Dive infinitely:

813AAFE4 7F7F

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PostPosted: Mon Oct 27, 2008 12:03 pm 
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Title: Zegorx
concerning the mention of hacks to allow extra controllers to handle object manipulation...couldnt you, in essence, hack in 3 extra Links, and use further hackings to link the Links to controllers in slots 2, 3, and 4, thus allowing for OoT to become OoT: Four Swords, in a sense? honestly, if you could make that work, and maybe even make it a GS code, then you might make alotta Four Swords fans happy.

and yes, i just had to ask. its not like i'd be able to use these codes due to lack of an N64...but still, i had to speak my mind.


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PostPosted: Wed Oct 29, 2008 9:26 pm 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Cen was allegedly working on that a while ago, but I don't think he really got anywhere. He wanted multiple screens though. Doing multiple Links on one screen would probably be much easier.

The first thing to do would be to get the released version (i.e. not the debug version) to read all 4 controllers, if it doesn't already, and make codes that use them. (I'd also like to do this to Mario 64...)

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PostPosted: Tue Nov 18, 2008 2:36 pm 
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How would one go about doing that? I understand only a little, but from what I've seen, the other 3 controllers are not read. I'm trying to do a 4 player hack, but I'm having trouble finding a way to add additional controllers. I know the debug rom reads the other controllers, so is that where I can find how to add the other controllers to the 1.0U rom?


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