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| [N64] Diddy Kong Racing [V1.0, U] [GS] https://www.kodewerx.org/forum/viewtopic.php?f=18&t=2682 |
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| Author: | dlong [ Sat Jun 09, 2007 8:35 pm ] |
| Post subject: | [N64] Diddy Kong Racing [V1.0, U] [GS] |
By Viper. This Game requires GS V1.08+ Banana Worth Modifier 8103DB2E ???? Everyone Always Has 50 Bananas 81053EC4 0C00 81053EC6 0018 81000060 2401 81000062 0032 81000064 03E0 81000066 0008 81000068 A201 8100006A 0185 P? Always Has 50 Bannanas1 81053EC4 0C00 81053EC6 00AC 810002B0 2401 810002B2 000? 810002B4 502E 810002B6 0001 810002B8 240F 810002BA 0032 810002BC 03E0 810002BE 0008 810002C0 A20F 810002C2 0185 Activators Activator 1 P2 D012CD5C 00?? Activator 2 P2 D012CD5D 00?? Dual Activator P2 D112CD5C ???? Activator 1 P3 D012CD64 00?? Activator 2 P3 D012CD65 00?? Dual Activator P3 D112CD64 ???? Activator 1 P4 D012CD6C 00?? Activator 2 P4 D012CD6D 00?? Dual Activator P4 D112CD6C ???? Activator 1 P1 #2 D0121110 00?? Activator 2 P1 #2 D0121111 00?? Dual Activator P1 #2 D1121110 ???? Activator 1 P2 #2 D0121116 00?? Activator 2 P2 #2 D0121117 00?? Dual Activator P2 #2 D1121116 ???? Activator 1 P3 #2 D012111C 00?? Activator 2 P3 #2 D012111D 00?? Dual Activator P3 #2 D112111C ???? Activator 1 P4 #2 D0121122 00?? Activator 2 P4 #2 D0121123 00?? Dual Activator P4 #2 D1121122 ???? Activator 1 P1 #3 D0121128 00?? Activator 2 P1 #3 D0121129 00?? Dual Activator P1 #3 D1121128 ???? Activator 1 P2 #3 D012112E 00?? Activator 2 P2 #3 D012112F 00?? Dual Activator P2 #3 D112112E ???? Activator 1 P3 #3 D0121134 00?? Activator 2 P3 #3 D0121135 00?? Dual Activator P3 #3 D1121134 ???? Activator 1 P4 #3 D012113A 00?? Activator 2 P4 #3 D012113B 00?? Dual Activator P4 #3 D112113A ???? Control Stick Activator 1 P1 D012CD56 00?? Control Stick Activator 2 P1 D012CD57 00?? Dual Control Stick Activator P1 D112CD56 ???? Control Stick Activator 1 P2 D012CD5E 00?? Control Stick Activator 2 P2 D012CD5F 00?? Dual Control Stick Activator P2 D112CD5E ???? Control Stick Activator 1 P3 D012CD66 00?? Control Stick Activator 2 P3 D012CD67 00?? Dual Control Stick Activator P3 D112CD66 ???? Control Stick Activator 1 P4 D012CD6E 00?? Control Stick Activator 2 P4 D012CD6F 00?? Dual Control Stick Activator P4 D112CD6E ???? Control Stick Activator 1 P1 #2 D0121112 00?? Control Stick Activator 2 P1 #2 D0121113 00?? Dual Control Stick Activator P1 #2 D1121112 ???? Control Stick Activator 1 P2 #2 D0121118 00?? Control Stick Activator 2 P2 #2 D0121119 00?? Dual Control Stick Activator P2 #2 D1121118 ???? Control Stick Activator 1 P3 #2 D012111E 00?? Control Stick Activator 2 P3 #2 D012111F 00?? Dual Control Stick Activator P3 #2 D112111E ???? Control Stick Activator 1 P4 #2 D0121124 00?? Control Stick Activator 2 P4 #2 D0121125 00?? Dual Control Stick Activator P4 #2 D1121124 ???? Control Stick Activator 1 P1 #3 D012112A 00?? Control Stick Activator 2 P1 #3 D012112B 00?? Dual Control Stick Activator P1 #3 D112112A ???? Control Stick Activator 1 P2 #3 D0121130 00?? Control Stick Activator 2 P2 #3 D0121131 00?? Dual Control Stick Activator P2 #3 D1121130 ???? Control Stick Activator 1 P3 #3 D0121136 00?? Control Stick Activator 2 P3 #3 D0121137 00?? Dual Control Stick Activator P3 #3 D1121136 ???? Control Stick Activator 1 P4 #3 D012113C 00?? Control Stick Activator 2 P4 #3 D012113D 00?? Dual Control Stick Activator P4 #3 D112113C ???? |
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| Author: | HyperHacker [ Sun Jun 10, 2007 2:31 am ] |
| Post subject: | Re: [N64] Diddy Kong Racing [V1.0, U] [GS] |
Didn't he do these a while ago? Or are these better versions? |
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| Author: | Hextator [ Sun Jun 10, 2007 2:06 pm ] |
| Post subject: | |
http://www.freewebs.com/uberzeld/codes.htm#109096965 Those are my DKR 64 codes. Most of my other codes are on that site too. I need to post here if I want my codes to be hosted on that other site, yes? |
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| Author: | HyperHacker [ Tue Nov 20, 2007 12:29 am ] |
| Post subject: | Re: |
81055714 2400 Drive underground 81055704 0810 81055706 0001 81400004 3C1B 81400006 8040 81400008 C764 8140000A 0000 8140000C AF60 8140000E 0000 81400010 4604 81400012 3180 81400014 0801 81400016 55C3 81400018 C444 8140001A 00DC D112CD54 0020 81400000 4200 L Button To Levitate Zeld wrote: http://www.freewebs.com/uberzeld/codes.htm#109096965 This is down now.
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| Author: | Hextator [ Tue Nov 20, 2007 8:41 pm ] |
| Post subject: | |
Not down. I just changed the link so people can't get to it if they're possibly Rune. |
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| Author: | HyperHacker [ Sun Dec 02, 2007 12:53 am ] |
| Post subject: | Re: [N64] Diddy Kong Racing [V1.0, U] [GS] |
I am severely disappointed at the lack of a debug menu here. For shame. Although there are a lot of entries in here that just point back to the title screen. Hm. I'd look to see if there are any unused items in the jump table they point to, but I have to pee and then sleep. Someone remind me to do that. 810DF472 ???? Menu Modifier 00: Title screen 01: Intro (entering manually returns to title) 03: Player select 05: Seems to be a corrupted version of the Tracks menu that fucks with the resolution 06: File select 09: Graphics error, returns to title screen 0A: Cheats ("Magic Codes") 0B: Cheat list 0C: Options 0D: Audio Options 0E: Save Options 0F: Tracks menu (entering it manually takes you to player select where you can't do anything O_o) 11: End of race rankings (4 players) 13: Game Select (adventure/tracks) 14: Shows "Trophy Race" and some other text then starts a 4-player game, trying to return to lobby freezes 15: End of race rankings 17: Cutscene; used during new game intro 18: Ghost data 19: Restarts the game (flashes "credits") 1A: First screen (logo) 1C: Rumble pak warning thing All others return to title screen; the entries in the table actually point to the title screen routine, and it also jumps to that if the ID is >= 0x1D. 810E8362 1634 Skip Intro The game starts at a black screen, press A to begin. Also, the intro screen copyright text is at 800E1DF0 if you want to fuck with it. Right after it is the pointer 800E8200, which points to some debug text, but doesn't seem to be used. |
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| Author: | HyperHacker [ Sun Dec 02, 2007 10:50 pm ] |
| Post subject: | Re: [N64] Diddy Kong Racing [V1.0, U] [GS] |
I looked, that jump table doesn't have any unused entries. Also, 810E836A 16D4 skips the memory card/rumble pak warning screen thing, but the Game Select menu will be broken; the menu doesn't show up, and you can only press A to select Tracks mode. If you only want to play Tracks mode, though, then it works fine. I'm thinking this "menu modifier" value may also be used elsewhere (possibly the same value stored in multiple places), or the "title screen" routine actually checks other things to see what to do, which would explain all the unused entries. I didn't see it write any of those values though. [edit] I finally got a chance to test on the real system, and the intro skipper just seems to crash the game, but it hardly starts up without the GS so who knows if that's the code's fault or not. |
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| Author: | Hextator [ Mon Mar 17, 2008 1:39 pm ] |
| Post subject: | |
I think a code like this has already been made, but I don't think it used this type of implementation: Select any vehicle on any track: 810910FC 2404 810910FE 0005 81092418 2404 8109241A 0005 Tested in Tracks mode only, so far. It tricks the game into giving you Ancient Lake's vehicle set. However, alternate vehicles must still be unlocked by beating the track. I've found the ASM that loads which level you play on and need to follow it until I figure out where it loads that the map is a battle map. Edit: Using other vehicles on battle maps works fine, but the AI stays the same (they think they're using the default vehicle). Using cars on water levels enables the AI to drive...under the map, where you hardly ever see them. They'll be faster than you because you'll be stuck in the water. Bummer. Using anything other than a plane on Fire Mountain will cause CPU units to get that vehicle, but players will still be given a plane. Then you can pretty much dominate the CPU because they can't really do anything. Similar rules apply to Darkwater Beack - give the CPU a non hover craft; you get the hover craft and they get what you chose. They fall through the water and can't do anything. Wizpig still loads a car for you even if you pick plane. Using HH's level select in tracks allows you to view Wizpig's greeting in the track preview menu, complete with voices and sub titles. He ends up standing at the starting line, waiting for you to choose the level. It looks really cool, the way it works so well. Like Rare intended Wizpig's track to be selected from a menu or something. Tricky's boss level actually has a track preview loop, though. What the hell? |
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| Author: | HyperHacker [ Mon Mar 17, 2008 5:36 pm ] |
| Post subject: | Re: [N64] Diddy Kong Racing [V1.0, U] [GS] |
Hm, battle courses must override the vehicle selection. It'd be nice to stop that. Airplane battle plz. |
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| Author: | Hextator [ Mon Mar 17, 2008 7:10 pm ] |
| Post subject: | |
Well, no...just the first two special courses (when viewing from Tracks mode, with Darkwater above Icicle, anyway). Icicle and Smokey are affected like they should be. If I get the battle mode code to work properly, I can probably get battles with any type of vehicle on all levels but Fire Mountain and Darkwater Beach, after which it shouldn't take too much longer to make it fully customizable. I hope. Right now I'm a bit stuck...the game's being awful weird: 0x80090CF8 - Loads level ID for use in loading level 0x8008F324 - RA at end of sub above load is in; ID is moved to 0x800DF4D4 0x8006CB18 - ID is moved to 0x801234F4 0x8006CB38 - Next load of ID; moved onto stack at 0x8011F6D0 0x8006CB98 - ID loaded from stack 0x8006B260 - Stacks ID to 0x8011F6B0 (this push is related); load at 0x8006B334 before sub return, doesn't affect level/mode loaded, therefore, ID is used by a later load from same stack address; sometime after this point, battle mode will not be properly loaded if level ID is switched to a battle level when it was not previously 0x8006B34C - Next related ID load Changing the ID at 8006b34c but not at 8006b260 will cause the game to load say, Icicle Pyramid, but the characters will be unable to take damage. The damage routines are loaded shortly after, I would conclude. Also, some info I found, also using my Project 64 hack (as HH should know, Nemu no longer loads for me...at least, it only loads games that I don't feel like messing with at the moment). When loading tracks in Tracks mode (from Aventure/Tracks menu): 80090748 - Not sure 800907A8 - Not sure 80090CF8 - Uses address to load track preview; used again later to load actual level 8008F0A4 - Not sure 800910FC - Uses address to check which vehicles are allowed to be displayed in selection list 8009110C - Not sure 80091460 - Not sure 800914BC - Not sure 80091514 - Not sure 80091564 - Not sure 80091958 - Not sure 80091F60 - Not sure 80091FB8 - Not sure 80092034 - Not sure 8009224C - Uses address to load T.T.'s level name voicing 80092418 - Uses address to check which vehicles are allowed to be selected in selection list 80092628 - Not sure The above are listed in the order in which they first appear, but not the order in which they are executed. Otherwise, my Project 64 hack would kill itself by listing each PC each time one is encountered, regardless if it has been before. |
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