Mario Kart 64 Hacking General Discussion « 1 ... 12 13 14 15 16 17 »
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(29-08-2016, 04:53 AM)zouzzz Wrote: Thanks, i tested with Mario Kart 64 (U) [!].z64 , CRC = 434389c1
Not working.


Looks like there is a missing "-u" flag on the rn64crc.exe line in asm.cmd. Add it in so asm.cmd looks like:

Code:
​@echo off

bass.exe -create %1 -o %~n1.z64
rn64crc.exe -u %~n1.z64

pause

And it will work Smile

[Image: y5hH3h2.png]

This looks like an amazing little tool!

A few months ago I tapped out the GS codes and also ROM asm modifications for having bomb-players subsist during battle (so they can hit players multiple times) as well as allowing them to fire (for both PAL and NTSC) would you like the information for that to add to your hack-tool? Cool

Thanks for catching that missing flag queueRAM, I've updated the script now too.

(29-08-2016, 11:24 PM)MRKane Wrote:
This looks like an amazing little tool!

A few months ago I tapped out the GS codes and also ROM asm modifications for having bomb-players subsist during battle (so they can hit players multiple times) as well as allowing them to fire (for both PAL and NTSC) would you like the information for that to add to your hack-tool?  Cool


I'm not currently working on the hack but it wouldn't hurt to share, others might find it useful and perhaps I'll add it later.  Smile

Ok, sorry I couldn't find the Assembly references for the roms as I did this a bit too long ago. My hacks focused almost entirely on the battle mode aspect of the game, getting bombs firing, and getting them subsisting after they'd hit another player (which is delightfully vicious). I could also provide you with the Roms that I've modified so you could do a diff, but they've a heap of things I've messed up or hacked. I also tapped out a JAL routine to make bombs go faster so that they could catch up with players. My final code was a GS code to switch the level selection allowing players to battle on race tracks. But for the start:

BombSubsist (USA):
8108FC4C 0000
8108FC4E 0000
8108FC46 C050

PAL:
8108FC2C 0000
8108FC2E 0000
8108FC26 C050
8128E238 1273 <= Stops match from ending until EVERYONE is dead (optional)

Bombs can fire (USA):
812B316C 5000
812B315C 5400
812B315E 0000

PAL:
812B31FC 5400
812B31FE 0000
812B320C 5000

(29-08-2016, 05:42 AM)queueRAM Wrote:
(29-08-2016, 04:53 AM)zouzzz Wrote:
Thanks, i tested with Mario Kart 64 (U) [!].z64 , CRC = 434389c1
Not working.


Looks like there is a missing "-u" flag on the rn64crc.exe line in asm.cmd. Add it in so asm.cmd looks like:

Code:
​@echo off

bass.exe -create %1 -o %~n1.z64
rn64crc.exe -u %~n1.z64

pause

And it will work Smile

[Image: y5hH3h2.png]


Thanks :

[IMG]​http://img4.hostingpics.net/pics/82779063dd.png[/IMG]

But doesn't work on Project64 :




(06-09-2016, 06:40 PM)zouzzz Wrote: But doesn't work on Project64 :





That's the same checksum results I got, but I only tested cen64 and mupen64plus before. I just tested it in Project64 1.6, BizHawk (uses mupen64plus), and those also run. I tried Project64 2.3 and I get some strange breakpoint error in that with the debugger enabled:
[Image: OeKjSUX.png]

I've seen similar things in the past when I tried reusing code RAM as data RAM. Might be able to play around with the Recompiler config for MK64 in the Project 64 Settings and get it to work, but I don't know enough about it to make a suggestion. My recommendation is run a different emulator for this ROM Smile

Thanks for your help.
Tested with : mupen64plus 1.7.0.13, Project64 2.3, Project64 1.6, Ice64 v3.5.0, 1964 v0.8.4, Nemu64 v0.8 : not work. :-(

The mk64_multiplayer_hack.z64 file works with an Everdrive 64 (or similar) ?
(This post was last modified: 07-09-2016, 07:04 PM by zouzzz.)

(07-09-2016, 06:49 PM)zouzzz Wrote: Thanks for your help.
Tested with :  mupen64plus 1.7.0.13, Project64 2.3, Project64 1.6, Ice64 v3.5.0, 1964 v0.8.4, Nemu64 v0.8 : not work. :-(

The mk64_multiplayer_hack.z64 file works with an Everdrive 64 (or similar) ?


It should work with both emulators and everdrive, I know I've tested it with nemu and mupen64plus. I'll send you a PM.

Edit: You might need to enable exp pak ram on certain emulators.
(This post was last modified: 09-09-2016, 12:16 PM by abitalive.)

Has anyone done anything with the race result text in any capacity? I'm looking to edit DK's name, but thus far, haven't managed to find anything.

(05-10-2016, 01:57 AM)Ashley Wrote: Has anyone done anything with the race result text in any capacity? I'm looking to edit DK's name, but thus far, haven't managed to find anything.



The hack I linked above has some logic to display extra text (a score) on the results screen, it also modifies the menu order.

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