| Joe Common spammer 🍬 Level: 111 ![]() Posts: 2877/3392 EXP: 14488751 For next: 379609 Since: 08-02-07 From: Pororoca Since last post: 3 days Last activity: 5 hours |
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I suspect the Datel engineers didn't really understand how the N64's video registers work, so they guessed and got it wrong. It doesn't really matter, since most (if not all) games will use the SDK's video modes, and dumping all 4MB of RAM to find the frame buffer is really easy.
To get at the frame buffer like I did, you'll need to use GSCC instead of Datel's tools. You'll also need rubbing alcohol (to clean your cartridges, GameShark, and parallel ports) and something to convert the frame buffer to an image file. Follow the instructions to set up GSCC, then open the Ram Edit window. Use the Dump to File button to... dump the RAM to a file. To dump OoT's frame buffer, set the start address to 0x803B5000 and the end address to 0x80400000. To dump everything, set the start address to 0x80000000 instead. I used Tile Molester to browse the RAM dumps. It's good enough for locating the start of the frame buffer, although you'll need to find some other way to pull images out. (I shoehorned my N64 texture exporter into doing the job; you can use its source code as reference.) ![]() ____________________ ふにゃあ。 |





























