Useful links:
http://doc.kodewerx.org/hacking_n64.htm ... s_enablershttp://doc.kodewerx.org/hacking_n64.html#gs_code_typesVery 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.