Oh yah, forgot to mention those flags aren't switched on during the title screen, probably to prevent people from being able to swap during the title.
Havent, tested if they turn on during the part where mumbo shows you the photo's. Ill do that ASAP. |
Don't rush yourself, Rune. :p We have all the time in the world. Well, if you don't count CK, Duker and dmoss's little 'Surprise' later on...
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Ok, so I've uploaded a screen of what I am talking about. You can view it here: (click to enlarge)
http://s177.photobucket.com/albums/w...ent=memsns.jpg I put numbers because I will explain what each of those digits are. 1) This flag is placed upon collecting any of the sns items. 2) When you collect the blue egg, these digits are placed into memory. 3) Changes everytime you collect an sns item. I will have the saved filter list for artmoney up. In case anyone wants to look at these digits. Also could someone convert those over to gameshark addresses. (not sure how to.) BTW the digits in that picture change when you pause so here are the 26 addresses so actually convert this one to gameshark please: 1022ac09 |
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What if, by examining these 'flags' and checking with each egg, we may see if the whole 'only 4 eggs are needed' thing is true. |
If there was an egg that didn't set a flag in the memory when collected, that would possibly do it.
here are the artmoney files: http://www.mediafire.com/?1cdyazdsgbw http://www.mediafire.com/?adt8g81ebzw |
So the items are not activated in the title?
Thats strange, I remember hearing somewhere that they were activated in the intro. Good work runehero, keep it up. - - Blood |
ill check out some things in banjo kazooie and (a little) in tooie. but my tooie rom is compleatly white textures, i cant stop it, so i would just use the tittle munu...
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^instant warps fix that for me.
--- what it seems like we are dealing with here is that there is an active area for stop n swop to function. stop n swop really has to be completed in BK now (atleast i hope). i'll look into those flags, if you want me to convert it to a GS address i'll do that now. |
I found out something really intersting. Anyways, listen up. Those digits if you reset the game, bk wont write them to memory until right after the dragonfly flies past the screen in the N intro at the beginning. Right at that moment, I suspect is when the BK cart will check the rdram for digits from BT or DK64 as well. More on this later.
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Next, I found out more about the flags set in memory. It gets more interesting. Check my edit in about 10-15 minutes. |
Can't wait...really, its 11 O'Clock here, I literaly cant wait. :(
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Ok, well here it is. When I said there was a 01 placed in memory just for collecting any sns item, I mislooked at the data. It looks like the flags that are placed into memory are not put there as 01, but as 0X01. The ice-key is 0601, when you collect it, the bk pack writes it to memory as so:
http://i177.photobucket.com/albums/w...icekeyself.jpg Also, once you collect the blue egg, it is stored in memory as 0301 like so: http://s177.photobucket.com/albums/w...eeggicekey.jpg Plus, notice how it switches spots with the ice-key. The first digit 03 seems to be the item number, this is how the other games recognize wich item you have collected, 01 must mean that this item has been collected. |
So if you changed the last number to 0, it would reactivate the item, yeah?
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Ok here is the summary of what I have so far.
1) When you collect one of the SNS items a digit gets placed into memory as XXYY, XX for the item number, and YY for on or off. 2) The item numbers XX is like so: 00 = ??? egg 01 = ??? egg 02 = ??? egg 03 = blue egg 04 = ??? egg 05 = ??? egg 06 = ice key Havent mapped the ??? eggs yet, probably get around to it today. 3) If you collect the ice key for instance it would read like this 80XXXXXX 0601 and if you dont have it, it would be 0000. 4) After collecting one of these items, and resetting the game, BK will not write the value to memory until just after the dragonfly flies past the intro screen. When it comes to mind, it seems like the dragonfly is some kind of loading bar, that indicates the game is searching for the sns code, which could explain why the N shrugs it's shoulder's if it doesnt find anything. (<Last sentence = theory) 5) We have not converted these values over to gameshark yet. I will get the project64 codes and use mikesgm6's trainer to do it. 6) I found this article while I was surfing the net earlier today. Has to do with the N64 actually being able to swap the carts: Quote:
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Why wont it work with Tooie? Try it with DK64. It has lots 'o RAM. Actually, I'll try it. ;)
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Runehero, I'm getting confused. Have I understood this right?
When you collect an SnS item, a value in the format XXYY is written to memory. This same memory slot is used for all SnS items, and if you collect the Pink egg and then the Ice Key, the record of the Key collection will overwrite the record of the Pink Egg (in RAM I presume, not on the cart's EEPROM (?) ). You are implying that the area of data being written to is the area of the N64's RDRAM in which a swap's transitional phases would occur. Did I get any of that right? If all of the above is exactly what you are saying, and this data is indeed written into RAM not ROM, what happens if you reset the game? I didn't understand that bit. If you collect the Ice Key and the data is written to RAM, what happens when you reboot the N64? Does it keep writing that value to memory until the 'swap' happens, as the patent would imply? |
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