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The final Analysis!
Within the Rare patent lies an astonishing discovery that until now has never been revealed. Through much research and analyzation, Mike and I have learned the truth about how Stop 'N' Swop really worked. What did Rare really have in mind on how the data would be swapped? Read all about it right here!
Thanks for being so patient everybody! Note: Keep in mind that Mike from Bthive.co.uk helped with this discovery, and gets half credit for it . Last edited by runehero123; 6th October 2007 at 11:17 PM. |
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Nice job, Rune. I myself would have never figured that out.
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#3
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Yeah, nice work indeed. Now we finally know how SnS worked, the long wait has paid off.
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#4
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Sorry guys, Ive known about the discovery the whole time.
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#5
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Unless Mike or Foxmcbanjo told you that's impossible.
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#6
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Nice work! I have no clue what the heck any of it meant, but still, great discovery.
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#7
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LOL i heard about the second memory, but i did not think it could have been used for secrets
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(xxjoesusxx)"Flame war ? That would imply that he actually has a defense, it's more of an obliteration, one stupid post at a time."(/xxjoesusxx) Epic Win. |
#8
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I knew most of this already, though it was a very interesting read.
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"A culture's teachings and the nature of its people achieve a definition in conflict. They find themselves... or they find themselves lacking." -- Kreia |
#9
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I knew it!
No, srsly I read that huge thing GM2k write about it, and because that sites background is unplesent, I won't read it. So I know most of it because of GM2k's topic. Anyway, gf
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#10
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I read through your article. The Rare patent is a real mess to read, so I haven't fully analyzed it, but maybe I should since I probably have the technical know-how. I applaud your efforts at doing so. Unfortunately the problem is that the D-cache and I-cache are not things a programmer could access. They are tied to hard-drive and are automatically utilized by hardware to speed up reads and writes. Try writing to your PC's D-cache or I-cache. You can't, at least not directly or accurately. You could maybe think of a set of instructions to issue that would do so, but it's not really something one does. I assume also, once you turn off your system (cold-swap), the values register as stale and require being regrabbed by the cache from memory (game pak). That wouldn't necessarily happen on a hot-swap, but it still doesn't really make sense. You also don't know your cache state at any time (it's a black box, except to the architects really). Still, are they really missing a reference to Memory 20? That's sort of odd, especially since the patent was approved, and those things are read scrupulously. It's more likely (I think) that data was held in the n64's 4 meg/8 meg memory for about 30 seconds, and the next game would check what data was there when hot-swapped. It could be done vice-versa, although would take careful planning. Generally I'd want to have that done at the same time, making DK <> BK more likely (ice key), and maybe BT a bit too experimental. Anyways, good efforts, good read.
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I guess I ought to congratulate you on your sleuthing, guys.
I'll read your article after I log off, or else I'll take too long and the server will automatically log me off.
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If trouble is afoot, call me Quentin Tarantino. |
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Is it possible "Memory 20" referred to extra memory in the N64DD? According to http://ign64.ign.com/articles/061/061129p1.html, "Ultra Donkey Kong" by Rare was originally planned for the DD. After all, maybe it would have used the extra memory instead of the Expansion Pack?
Last edited by Scienceman123; 7th October 2007 at 01:40 AM. |
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Memory 16(RDRAM) is used only once in the description, whereas memory 20 is used 3 times. Quote:
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#14
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Hmm this still sounds simaler to the alternate easier way Sonic 3's level select was accessed. I wonder if it even still works? (doubt it.)
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Quote:
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your forgetting you told me rune the only thing i have to say to rare right now is WTF wuz dat? ass this **** asshole ***** n00b!!
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