Code limits?

Started by leeharris100, July 30, 2008, 07:56:05 PM

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leeharris100

I was wondering how many codes you can have stored in Ocarina at once for one game. I am working on a project that I would like to get into the 1000-2000 codes range, but from what I've heard it only stores around 300. Is there any way to lift this limitation?

Thanks!

Link

unfortunately not.. the game's memory begins at 80003100.. 80000000 to 80003100 is the header.. the WiiRd handler (which is also used by Ocarina) squeezes into that header.. codes begin at 800027B0 and may go up to 80003100.. if they'd exceed they'd overwrite game memory!

PizzaBoy

The only way I can see of doing such a large hack would be to write it as assembly, use WiiRD's Upload option to put the assembly into an unused part of MEM1 or MEM2, then do an assembly hack to branch to your code.

Nuke

yeah it be possible to branch off, the only reason the code handler is so low mem though is that this area is an 'unused exception vector area' in broadway. So its not really user memory thus never gets clears.

The problem with MEM1 is lots of games use very high memory for variables, and game code can be in any region. MEM2 would probably be a safer area, but also games use this for texture, frame buffers, graphics so you got to make sure you test the area is safe to use.
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leeharris100

Is Ocarina open source? I couldn't find anything saying it was. The only thing I could think of is modifying Ocarina to also utilize another section of MEM2 that Brawl doesn't use (this project revolves around Brawl). I could do the assembly branch hack, but then it wouldn't be available to regular users.

Thanks for the input!