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05-03-22 05:14:11 AM
Jul - General Game/ROM Hacking - Patching gameshark codes to Zelda 64 debug rom /w Multiplayer Patch New poll - New thread - New reply
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Gazpacho146
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Posted on 10-02-12 05:37:55 AM Link | Quote
Hello, I've been trying to patch a gameshark code to the Zelda 64 Debug Rom with multiplayer. I want to patch all the color codes, but the ROM seems to be getting broken every time I try it.
The color codes are:
Player 2: 8022BD1C 0095
Player 3: 8022820C 0050
Player 4: 802246FC 005C
These are simple color codes that change the other Link's tunic colors to be more like Four Swords.
So let's say I'm trying to patch code 2: I took my code, and split it up like this
80
22BD1C
0095

I copied the middle part
22BD1C and then opened up my windows calculator in developer mode and did

245000 - 22BD1C = 192E4

(Doing 22BD1C - 254000 wielded the result of FFFFFFFFFFFD7D1C)
Once I got the offset of 192E4, I saw the code 00 04
and in the cheat, the last part (0095) ends in 95. So I changed it to 00 95 and saved it. Upon opening the rom I got the 'infinite loop' error. I tried running it through CHKSUM64 and I still got the same error. What am I doing wrong?

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DarkSpacer
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Posted on 10-04-12 12:31:00 AM Link | Quote
I'm not sure you're patching it the correct way.

FFFFFFFFFFFD7D1C is -164580 in decimal, and 192E4 is 103140.

Not sure how you got that...

I'm trying to help, but then again I don't know all that much about this...I might be being stupid about this...

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Hectamatatortron
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Posted on 11-05-12 10:35:16 PM (last edited by Hectamatatortron at 11-05-12 10:37:46 PM) Link | Quote
A month late, but I'd like to comment that judging from the addresses those codes are writing to, they're probably modifying variables/data, not code/executable memory.

If that's the case it makes no sense to convert those codes to a ROM patch. You'd have to make new codes that have the same affect which patch code able to be located in the ROM.

Assuming that's done and the code in the ROM isn't stored in some checksum protected area (unless that area's sum can be corrected) and isn't compressed, you can use a technique like the one VL-Tone details his post at the link below to locate the ROM location of the code modified in the RAM.

Link

Barring that you're looking at doing some debugging, which you may need to do anyway to make (a) version(s) of the hack(s) able to be patched to the ROM.

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Jul - General Game/ROM Hacking - Patching gameshark codes to Zelda 64 debug rom /w Multiplayer Patch New poll - New thread - New reply


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