[N64] Mario Kart 64 [NABE]

Started by Yoshi52, March 16, 2010, 08:22:17 PM

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Yoshi52

First off, many thanks to Sharkbyte for being the awesome guy to make codes for both Mario Kart 64 and Wave Race!

But as for support, all of Sharkbyte's codes work. I'm really asking for support on my own code ports. See, l'm only an amateur at hacking, so l don't know so much about code types. Only codes l made were minor changes to an address to make a new code.

On the subject of this game, I compared codes from MK64 N64 (U) to Sharkbyte's codes for MK64 VC (U). I noticed the main differences were 8E240 and 8E3D4. Knowing this, l tried to convert some of the codes, but am not sure if they work at the moment. I wanted to ask if some experienced hackers can tell me if l set up something wrong with code types or general code layout.

I have two versions of some codes because l wasn't sure which difference l needed to use. And, apparently, having both on crash the game while it's loading.


Always Advance VC (1)
01200DB0 00000000

Always Advance VC (2)
01200C1C 00000000

Always Advance N64
8128EFF0 0000
8128EFF2 0000
I know N64 can't handle 4 bytes, but l imagined it'd work for the Wii version. I'm not too sure if l set up the VC versions right, and the address doesn't seem right to me.


Size Modifier VC (1)
01068974 XXXXXXXX

Size Modifier VC (2)
010687E0 XXXXXXXX

Size Modifier N64
810F6BB4 XXXX
This one l'm not too sure on the value. I know it uses Floating Point values for this, but l'm not sure if l put it at the beginning of the VC version's value to make it 4 bytes or if it stays 2 bytes. (Y'know, 3F800000 as opposed to 3F80?)
This one was near the general area of Player 1 things, l think, so the actual address can't be too far off from the other ones Sharkbyte made.

Roadkill Mode VC
01061406 800F3463
0106140A 69901203

Roadkill Mode N64
8102CE3A 800F
8102CE3C 3463
8102CE3E 6990
8102CE40 1203
This l'm sure is all wrong. I couldn't subtract from the N64 version because that'd give a negative Hex value, which can't work in code addresses... :P


Hope someone smart can find this and help me out here. ;)

GMO

#1
console porting is possible since VC is just emulating the N64 rom. Mostly your codes can be ported using an offset like 194 but it just really just depends on how similar it's.

Always Advance VC (1)
01200DB0 00000000

Always Advance VC (2)
01200C1C 00000000

Always Advance N64
8128EFF0 0000
8128EFF2 0000


81200DB0 VC
8128EFF0 N64
Offset= 8E240

Message Sharkbyte, this can be a project you guys can work on together


http://gamemasterzer0.blogspot.com
For Codes, Guides, & Support Codemasters-Project
USB Gecko Facebook Page - My Wii's 4.1 U | 4.0 E

Yoshi52

'K, so, l ported some codes, but l don't have a USB Gecko, l don't do enough to deserve Hacker Status, and l can't have someone else post codes at the Database for me without it showing l ported it. I can just post 'em here, right?

Oh yeah, and that "Roadkill" one is ASM, which is majour confusing.
Always Advance [Yoshi52]
01200DB0 00000000

P1 Size Modifier [Yoshi52]
05068974 XXXXXXXX
<!--[!include:Size Values]-->

P2/COM1 Size Modifier [Yoshi52]
0506974C XXXXXXXX
<!--[!include:Size Values]-->

P3/COM2 Size Modifier [Yoshi52]
0506A524 XXXXXXXX
<!--[!include:Size Values]-->

P4/COM3 Size Modifier [Yoshi52]
0506B2FC XXXXXXXX
<!--[!include:Size Values]-->

COM4 Size Modifier [Yoshi52]
0506C0D4 XXXXXXXX
<!--[!include:Size Values]-->

COM5 Size Modifier [Yoshi52]
0506CEAC XXXXXXXX
<!--[!include:Size Values]-->

COM6 Size Modifier [Yoshi52]
0506DC84 XXXXXXXX
<!--[!include:Size Values]-->

COM7 Size Modifier [Yoshi52]
0506EA5C XXXXXXXX
<!--[!include:Size Values]-->

Size Values
This game is pretty zoomed in, so a value of 3.0 can take up the whole screen. Negative Hex values seem to work, oddly...
BF800000 Effects your driving somehow
C0800000 -4.0
3DCD0000 0.1
3E4D0000 0.2
3E9A0000 0.3
3F000000 0.5
3F1A0000 0.6
3F4D0000 0.8
3F800000 1.0
3F8D0000 1.1
3F9A0000 1.2
3FB30000 1.4
3FC00000 1.5
3FDA0000 1.7
3FF30000 1.9
40000000 2.0
40200000 2.5
40400000 3.0

P1 CPU Controlled [Sharkbyte]
01068750 000000D0

P2 CPU Controlled [Yoshi52]
01069528 000000D0

P3 CPU Controlled [Yoshi52]
0106A300 000000D0

P4 CPU Controlled [Yoshi52]
0106B0D8 000000D0

Debug Menu L+Z [Yoshi52]
289F3378 FFAF0050
01100BAF 00000002
Press L+Z at the Title Screen.

All Other Racers are "Stickers" [Yoshi52]
030D5104 0000FFFF
"Stickers," as l call them, are those two racers who are always right behind you. This code makes all the racers like those, meaning one error can land you in 6th place. Makes for greater competition against CPU's.

Nintendo Maniac 64

#3
This is a pretty simple request:

Have music playing in 3 & 4 players.


It is my impression that the music was disabled to free up CPU cycles.  Well, since we're not limited by N64 hardware, it's quite possible that the game would not slow down if music WAS actually playing.
WiiRd's resident straight male kuutsundere.
(that's a kuudere-tsundere hybrid; from left to right is the outer to innermost)