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Gameshark code help-Emulators have higher code capacity? https://www.kodewerx.org/forum/viewtopic.php?f=5&t=6303 |
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Author: | Nje789 [ Thu Nov 13, 2008 10:32 am ] |
Post subject: | Gameshark code help-Emulators have higher code capacity? |
I have codes for an N64 game that completely change every spell in the whole game, but this will need several hundred codes to change them all, about 600 lines of code by my estimate. the problem is the N64 gameshark only seems to be able to handle around 200 lines of code, so I was wondering: Is there an N64 emulator with a gameshark feature that handles 600 lines of code at a time? |
Author: | HyperHacker [ Fri Nov 14, 2008 8:00 pm ] |
Post subject: | Re: Gameshark code help-Emulators have higher code capacity? |
Probably, but that's an obscenely long code, and if it doesn't work on real hardware, it can be considered broken. If there's no way to shorten it (50-type codes, ASM hacks, etc), one thing you could do is write an ASM routine that will apply the changes, break it into several codes, and find a way to get the routine saved to and loaded from the game's save data. Then install it piece by piece and use a small hook code to call it. Another option is to make a ROM hack instead. |
Author: | dragonboy269 [ Sat Nov 15, 2008 4:41 am ] |
Post subject: | Re: Gameshark code help-Emulators have higher code capacity? |
I'm guessing your making one line for each spell. If you did it in ASM, you could write certain values to a range of addresses, which would greatly shorten the code. If that doesn't work, you can always write it directly to the ROM so it treats it like a part of the game. |
Author: | Nje789 [ Sat Nov 15, 2008 9:10 am ] |
Post subject: | Re: Gameshark code help-Emulators have higher code capacity? |
Okay, here's how the spell variables work: There's a pointer that leads to the spell's values(about a 1/4-screen's worth of variables for each spell). Modifiyng just 10 or so of the variables here is enough for a complete change in how the spell looks and what it does. So that rom trick of putting these values somewhere in unused space sounds like it'd work. -of possible important note is that these values only need to be changed one time before they're used in the game, and they stay that way throughout the gameplay session. I've never used an emulator before, but I was thinking of using Project 64 with Renegade64. What all would I need to do to get the rom data trick to work? I'm guessing making an asm routine to determine where the pointer should go to read the data I put in the unused space, but I've never actually done either of these things before. Would I need an programs besides renegade and project64 to do the rom load? Finally, that sounds like a whole lot of code values to make, so there'd be a way to start it off by copying the original spell variable values, and then just modifying them for the rom load, right? How about this: Copy the original spell variable values, modify them, and then load the rom right where they are to replace them. the change only needs to be applied one time, so that'd be great. -would this be possible to do as a rom load, and how would I go about doing this? |
Author: | Nje789 [ Mon Nov 17, 2008 6:07 pm ] |
Post subject: | Re: Gameshark code help-Emulators have higher code capacity? |
So, I'm going to try the ROM hack method, and just replace the original spell values with a modified copy of them, if that's possible. SO, how do I do this on an emulated game? |
Author: | HyperHacker [ Wed Nov 19, 2008 12:12 am ] |
Post subject: | Re: Gameshark code help-Emulators have higher code capacity? |
Open the ROM in a hex editor and look for the same data you found in memory. |
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