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PostPosted: Wed Dec 05, 2007 12:45 am 
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Komrade
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Joined: Tue Mar 27, 2007 6:23 pm
Posts: 1354
Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
I was thinking of a trick to save some instructions in my codes, but I'm not sure the system allows it. Right now if I want a word stored in RAM I have to do this (assuming I'm running from around 8040xxxx):
LUI $K1, 8040
LW $A0, 0000($K1)

I was thinking I could eliminate that first instruction by storing my word at, say, 80000060 which appears to be unused and accessing it as 00000060 (relative to $zero which is already set). Nemu's memory viewer shows the same for both. Does this work on the real thing? Would the game care if I used those addresses?

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PostPosted: Wed Dec 05, 2007 1:18 pm 
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Komrade
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Joined: Tue Mar 27, 2007 10:18 am
Posts: 1328
Damn, that sounds like it'd really help.

You're probably the only one who has a working gameshark, though. :/

I refuse to keep codes that I know won't work on real hardware, so I won't be messing with that unless you or someone else confirms that it works. I hope someone figures out that it does ;_;

Edit: Almost every game I've seen has at least SOME free memory in the first 32Kb (usually within the first kilobyte, between the bootup stuff and the exception handler). I think some of the NOPs lying around in those areas are passed over at some point, but putting a branch in front of your custom stack gives you a nice little block to play with. Amirite?

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