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mamefan2018

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Messages posté(e)s par mamefan2018

  1. 20 minutes ago, HmmCheese said:

     

    Go check their discord, they literally said they stole stuff then they were proud that they didn't do any work and games started working.

    like I said , I just don't care about all that drama ...I have been in this scene for a really long time .. and there is always some dev crying about some stolen code ,then someone appears and says that this person has stolen code himself and shouldn't cry about it .. and it's an endless loop of pettiness that only holds the scene back ...when it's really simple , projects should be open source with talented devs that r passionate about the scene contributing to it and everyone wins in the end .. of course talking about ppl who care about the scene .

  2. 32 minutes ago, HmmCheese said:

     

    And recently added stolen code from TP.

    to be honest I don't care about stuff like that ..with some devs fighting as if they r toddlers not grown men and everyone claiming that some code was stolen from them ..and of course ppl have to take sides .. all this drama is just lame .

    ...all I care about is progress in the scene and seeing a lot of talented devs that care about the scene working on preserving all the rare arcade systems and making the games playable ...and I'm definitely a big champion of open source which is the best way to go if we want real progress ... there is a lot of great projects out there that r following that model .

  3. On 1/5/2023 at 11:52 AM, WildWolf said:

    nice if it is true... Lindbergh emulation is not good enough at the moment on Teknoparrot, so much problems about graphics and sounds especially.

    For the moment,  I have a doubt about a real Lindbergh emulator, but if it is real and a version to test, I will definitively install a Linux VM version later.

    I can 100% tell u that it is true .. a lot of work was put into this emulator ..a proper lindbergh emulator that is open source.

  4. 1 hour ago, bucksoverfame said:

    downloaded it but exactly how do I rename to .iso? Can do alot but this seems hard or a brain fart

    - download "tf-fzeroax_monster_ride_SBHA.bin.gz"  from  archive.org

    - extract file using winrar or 7zip and you will get this bin file "tf-fzeroax_monster_ride_SBHA.bin"

    - rename "tf-fzeroax_monster_ride_SBHA.bin" to "tf-fzeroax_monster_ride_SBHA.iso "

     

  5. Here r a few patches to unlock everything in Mario Kart GP

     

    Unlock all tracks
    
    0655326f 00000018
    01010101 01010101
    01010101 01010101
    01010101 01010101

     

     

    Clear all challenges
    
    06553287 00000018
    01010000 01010000
    01010000 01010000
    01010000 01010000

     

    Unlock all items
    
    06553314 000000A0
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101
    01010101 01010101

     

     

    and finally one of the 3 modes ( u can only select one  of them) ..

     

     

    special mode (sp tracks)
    005532A3 00000001
    
    150cc mode 
    005532A3 00000002
    
    special + 150cc mode
    005532A3 00000003

     

    I really don't know much about these modes ... it's a fun game but I don't play it that much and  I definitely didn't unlock even half that stuff...   I just traced the decrypted card data and found the memory area were they get loaded ( card is encrypted and gets decrypted using a seed byte) ..and just started messing around trying to unlock everything :)  ..maybe ppl who played that game a lot have more info .

     

    the way to use the patches is simple .. just add the ones u want and start the game and insert ur card ...everything should appear unlocked in the card screen and the game should work fine with everything unlocked , after playing a race , just exit and let the card save and that is it, now we got a card with everything unlocked on it and the gecko codes can be disabled at this point ...so anyone can make their custom card with everything unlocked .

     

    a couple of quick notes :

    - if u don't have a card and created a new one .. the patches will work fine but the first time u load up the card, the tracks will be locked ,although everything will show as unlocked on the card info screen ..so just play one race and save and now everything should load up find and the gecko codes can be disabled (this most likely happens because the card isn't created at that point ..it only gets created when u save after the first race  )

     

    - backup ur card if u have any progress u want to save .

     

    - regarding the 3 modes ..if u enable 150cc or special +150cc .. the super fast 150cc is enabled in all races ..

     

    hopefully everything works fine :)

     

  6. I was cleaning up my triforce folder ..it was a big mess with all the codes, fixes and tools ,and I came across a list of patches and fixes I wanted to do when I started working on the triforce games and the list kept growing ..and I actually went through it and realized that I managed to do everything on the list except one thing .. a proper card fix for the f-zero AX game (created card doesn't load after the emulator is closed)

     

    the hacky fix that I discovered a long time ago was to set the tribackup_SBGG.bin file to read only .. which resulted in the test menu not saving and any setting had to be set using patches or gecko codes + the calibration screen always showed up when the game booted ..and apparently I already did some work on it but I guess I ran out of energy and then I moved on to work on the monster ride game ..and after getting that done , I didn't want to look at any code for a long time lol ..specifically assembly code .

     

    so, I was like ok lets get it done now and cross it from the list ..and I was actually really close to figuring it when i worked on it last year ... but yea , I managed to finally fix this issue and here is the gecko code

     

    Insert Card (rev E)
    
    2037E03C 03020000
    043C8E13 00000003
    E0000000 80008000

    no need for setting the tribackup_SBGG.bin file to read only ... on the "insert card screen" hit (left paddle +right paddle + view change 4 )  ... on my controller I set the shoulder buttons for paddles  + d-pad down

    no need to hold them just one press and that is all ...the card thing will beep twice and will load the card .

     

    and here is a bonus code I figured out while working on the fix ... unlimited card for f-zero AX rev E

     

    Unlimited Card (rev E)
    
    003C8E9B 00000000
    003C8EC7 00000000
    003C8EF3 00000000
    003C8F1F 00000000
    003C8F4B 00000000
    003C8F77 00000000
    003C8EA1 00000000

     

    hopefully everything works fine .. I played a few races and restarted the emulator a couple of times and everything seems fine .

  7. 21 minutes ago, shinobi68 said:

    Thanks, but I had the same version already (). I tried it from scratch with your file but have the same motor issue. I have to wait a long time to play. With the patch, it skip the motor initializing and I can play immediately

    they r all based on the same main branch build ... so all of them will appear as 18171-dirty.. the difference is with the latest one, it doesn't need a motor bypass patch ... yea it takes a few seconds to start but it works ...

    I thought ur problem was that u get stuck on the "motor initializing " screen ... but yea if u want to speed things up, the patch simply skips the process and boots faster like the skip boot sequence checks I made for the mario kart games ... they r not needed for the game to work but it's a good way to speed things up .

  8. 21 minutes ago, shinobi68 said:

    Hi, thanks for your help. I'm using 5.0-18171-dirty. I dont' know if this is the 15_03_2023 build, but all the links are broken, I'm afraid Big N strikes back. With my version it need patches. Without the patches I have the motor message. I use the C, D and E versions from "archive" source.

    For Rocketlauncher, I just modified the module to copy the .ini file and the backup.bin before launching the games. All is perfect and I can choose between the different revisions.

    glad that everything is working fine for u ...

     

    here is the last triforce build  in case u want to give it a try or anyone else needs it .

     

    https://mega.nz/file/kg1REZzC#tRfsBXw5kZv1zLo05MgBJIdWbwCnIT21_k9IyhsjDAE

  9. 46 minutes ago, shinobi68 said:

    Thanks. I was using wrong Gecko codes. There is different codes for different revisions... I just don't have the code for revision C. But under Rocketlauncher, I can't use rom mapping to launch those games. It need a copy of dolphin with the correct ini for each games. So if I want to be able to launch all those revision under Hyperspin, I have to add each game in the wheels...

    ;F-Zero AX
    
    [Core]
    FPRF = True
    CPUThread = True
    
    [OnFrame]
    
    $Disable Motor Setup (Rev. D)
    0x8024E034:dword:0x80180D5C
    0x8024E038:dword:0x80180BC0
    
    $Disable Motor Setup (Rev. E)
    0x8024E4B4:dword:0x801812E8
    0x8024E4B8:dword:0x8018114C
    
    
    [OnFrame_Enabled]
    $Disable Motor Setup (Rev. E)

     

    just use the latest triforce build (dolphin_tri_x64_15_03_2023) ...with this build u don't need any "motor initialization" bypass patches /gecko codes ...

     

  10. 11 hours ago, MrThunderwing said:

    Edit: NVM - I tried an earlier build someone else linked to further back in the thread and it's working now (phew).  Looks like the newest builds have got some issues. I'm still interested in finding out what the patch codes are for the D and E ISOs so I can manually add them in, if anyone could share them with me please.

     

    (original post)

    Okay, going back further in the thread I found a code to patch the revision C ISO, which I did and was finally able to get in game properly - but the graphics are absolutely fucked once I do, it looks like the old buggy Triforce build that ran AX about 10 years ago. I can navigate through the menus OK, but once in game proper the controls do nothing. I tried running in Direct 3D and OpenGL and they both look the same. Uggh, this game's proving to be a real ballache to get working properly... Any help on this gratefully received!

     

    (apologies for the double post)

     

    image.png.eb52b099032cbc9abf70899cdb121cc0.png

    image.png.e96edc81ac1094b4a05025e7453f95b0.png

    https://crediar.dev/crediar/tools/-/commit/d42891d669b55fa78e24f61c54fd3c29eea48f25

     

    you will find here the last build from march (15_03_2023) ... with this build u don't need any motor initialization bypass patches .

     

    as for the graphical issues  right click "properties" under "game config tab" make sure that "enable FPRF" and "enable dual core" r checked ... if u still have issues try vulkan or direct3d 11 back-ends .

  11. 7 hours ago, ducon2016 said:

     

    Thank you, I will update my patch above. Is it possible to share an all in one .ini for MKGP2 JP like I did for USA?

     

    here r the patches u need for the JP version

     

    Slowdown Fix (JPN)

    04086768 60000000

     

    Link Check Skip (JPN)

    0402ebcc 60000000

     

    Unlimited Card (JPN)

    040A0910 60000000

     

    Card Save Hang Fix (JPN) (based on the patch u did for the US version)

     

    04249f60 38000000
    04249f64 980da504
    04249f68 980da509
    04249f6c 480000ac

     

     

    oh and one important thing u need to know ..both games share the same ID ..so if u start the JPN version after playing the US version it will overwrite any test menu settings and the cards r not compatible(u need to rename the US card and create a new one for the JPN version) .. the best way to handle this is to have 2 portable triforce setups .

     

     

  12. 19 hours ago, ducon2016 said:

     

    I think my patch was just lucky, I think Murray found a genuine issue. It was short but also notice that on the second game after game over the "no card" option seemed to be picked automatically in the UI very rapidly even if then the card worked for me (maybe luck?).

     

    I'm not really sure why it started working for me after I used the newer build .. on the other build it loaded an empty card with the "no card" option automatically picked ..but I only tried it a couple of times on the new build maybe if i played more, I will get the same error like the older build ..

     

    19 hours ago, ducon2016 said:

     

    It worked for me, so there might be something else but I fixed what I could find on my end. Can you try this new save card patch (remove the old one) and let me know if it works? If it does I will update my post above.

     

    $New MKGP2 USA Card Save Hang Fix
    0x80249958:dword:0x38000000
    0x8024995c:dword:0x980da504
    0x80249960:dword:0x980da509
    0x80249964:dword:0x480000ac

     

     

    I quickly tried this patch on the older build (since I know it never worked on that one) .. and it seems to be working on that build , I only tried it a couple of times but it seems to be working fine ..

    I even applied the same method to the Japan version and it worked fine .... so I guess this is a better patch for MKGP2 .

    it's weird that MKGP works perfectly fine with the older patch , even though most of the code handling the card is identical in both games .

     

     

  13. 16 hours ago, murray said:

     

    Doesn't work for me... funnily enough i am using the same 10_02_2023 build, so i grabbed the newest one.

    If i just drop the new exe into the old folder, it makes no difference.
    It i try and setup a fresh portable install using the new files only, i can't get passed insert card before the game starts. If I copy the TRIFORCE folder from my old 10/02/0223 install to this new one then i can get the game to start, but same results as before... card fix at tend of game works and then when you start a second game, it goes directly to the NO for card scan on second game.

    I wonder if it's something to do with teh files in TRIFORCE folder... what's different about your "clean build you were using".... because my clean build i created from the new download didn't fix it.I wonder if there's something you'd already done in your clean build? A mixture of the new exe and something else?

    I'm only testing on the US version, because i know it works well. I can apply the new fixes and they do what they're supposed to, 1 gets you past the remove card error, and the other gets you past the game over screen hang. Either way... fresh install gets stuck before game at insert card, if i use the TRIFORCE folder from the old install, i get the automatically selecting NO to card after the first game.


     

    hmm ..I really don't remember why I created this build ..there is a few games added and couple patches enabled ..maybe I was just testing the games to see if there is any progress in this build ..

    as for MKGP 2.. I tested it with only the loop fix and slowdown fix enabled + the remove card screen fix ...I never had any errors with the game over screen (old or latest build) ..and it worked fine ..

    after that I just added the boot checks skip and link countdown skip codes to speed things up .

  14. 58 minutes ago, murray said:

    I have a very clean setup, each game has it's own portable install with only the patches needed, so no extra stuff.

     

    I tested it just using his .ini posted above and it still has the same issue on the US gp2 game. So i can replicate your results.
    The fix that stops the game from hanging at game over is working on both version, it seems there might be another issue with the reloading of card after playing a game.
    going to try a few different iso

    My iso
    image.png.0d6ca3a7adfd73f6966c8a8f471cabee.png

    I think I might have figured out why i'm having this problem ... I just tried a new clean setup and tested the game a couple of times and it worked fine .

    which triforce build r u using ?  the one I was using to test these patches is the build from 10_02_2023 ..since it was the one I used to make most of the patches and I have all the games loaded and working on it.

    but when I started creating a new clean build to see if that will fix the issue,I realized that I already have a clean build but it was the latest build from 15_03_2023 .. I was like cool that will save me a lot of time ,I'll just give that one a try ...and the game worked fine .

    so , I think it might be the build ...if u r using an older one try the latest build and if it works for u that we can confirm that this is the problem.

  15. 1 hour ago, murray said:

    Thanks for this!! I just tested it.. I'm not sure if it's just me, but it behaves a little odd.

    It does in fact fix the end of game save screen where it used to hang, and goes back to title now, but when you try to start a game again, it behaves weird, the second game will always auto select no card as soon as you start it. First game works fine, select don't continue, game over screen,  second game start and no card auto gets selected. I tried it a few times to make sure it wasn't some sort of double input i was doing, but it seems tobe consistent. Little tedious to test, select the first race in the bowser cup, it's got a short timer to let run out.

    Curious if anyone else has the same issue or if it's just me?

    EDIT: I can confirm i get the same issue with the non JP version of the GP2, it has the same behaviour.
    Also i learned if you hold tab the game goes really fast so you test much easier!

    yep ... check my reply to @ducon2016 

    after he posted the patch for the first MKGP game .. since I worked a lot on the triforce games ,it took me like 10 mins to make similar patches for GP2 US and JPN ... and yea, the card doesn't function properly the second time , and not only does it select no card ,the card loaded is an empty new card .. I had to close and start the game again to get it to work properly ...but I thought since it works fine for him that it might be a problem on my side , I got a messy setup with loads of patches and I spent a lot of time testing stuff and changing settings all the time ..so, I thought maybe a fresh setup might fix that issue.

     

  16. 1 hour ago, murray said:

     

     

    Thanks for your work on these fixes! It just gets better and better!!!

    I tested and confirmed that the fixes work for
    MKGP 1 = ALL OK!
    MKGP 2 US = ALL OK

     

    The card save hang fix for MKGP 2 doesn't work on the Japanese version. It causes an error on race start.

    MKGP 2 JP = not working

    So MKGP 1+2 work fine, can save, end game, continue without issue. The Japanese version of MKGP2, it errors on race start when i try to use the card save hang fix. Maybe it will require  a new patch like the other fixes are different for the JP version. The announcer in JP version is so much better!

    This is the code i tried on JP version

    [OnFrame_Enabled]

    $Card Save Hang Fix

    [OnFrame]
    $Card Save Hang Fix
    0x8024995c:dword:0x408200b4

    If you are interested in taking a look and need the game link, let me know.
     

     

    here is the card save fix for MKGP 2 JPN

     

    04249f64 408200b4

     

    the US one won't work on the JPN version like all the other US patches .

     

  17. 6 hours ago, ducon2016 said:

     

     I bought a portable PC now so the feeling of having all those in your hands is absolutely amazing 😄 I can remember walking down the aisles of my local arcades in France when I was a kid, and now all those games and many more are on one portable machine. A flick through the UI and preview videos is like walking down the arcade again.

     

    Yep, we r definitely living a golden age for retro gaming and emulation :)  .

     

    6 hours ago, ducon2016 said:

     

    Trying the MKGP2 from scratch in case it helps, tracing back from the "Take card" message. By the way do you use the dolphin debugger and desassembler only? They are so poor compared to x64dbg, wondering if there is a better way to disassemble the game code or debug? If you only used that for all your patches, I admire your tenacity. I almost gave up twice already :)

    Yep , I used the dolphin debugger and disassembler + the dolphin memory engine for the patches ... and I know what u mean dude , I almost gave up so many times I lost count.. I reach the point were I'm thinking  "nope I can't deal with this anymore , I'm going to go crazy" ...and close everything and move on with my life but the next day I find myself sitting in front of my pc and thinking "ok one more try ,this is going to be the last time" lol

     

    3 hours ago, ducon2016 said:

     

    Ok fixed it for MKGP2! Card save does not hang and game over screen does not hang either after the save, and when I insert coin it loads the card fine. Everything is perfect now for MKGP1 and 2. Here is my SNBL.ini

     

    this is the same patch I'm using for MKGP2 ... not sure why it loads an empty card when I insert a coin after the game over screen ...maybe something is wrong with the card file and I need to create a new one.

  18. 3 hours ago, ducon2016 said:

     

    Ok I fixed MKGP1 where you don't need to wait for the card to be ejected and fixed the game over hang. Here is my SBKP.ini combining your patches, the ones from crediar and mine 😄

    No need to close the game and restart it anymore. It shows the Game Over screen like in the arcade and then goes back to attract mode as it should.

     

    I don't use the Namcam patch and just turn off the camera off in the test menu but left it in case people are lazy :) Will try to do the same for MKGP2 now.

     

    [Controls]
    PadProfile1 = mariogp1
    
    [OnFrame_Enabled]
    $Card Saving Fix
    $Game Over Hang Fix
    $Loop Fix
    
    [OnFrame_Disabled]
    $Disable NAMCAM
    
    [OnFrame]
    $Disable NAMCAM
    0x800790A0:dword:0x98650025
    $Loop Fix
    0x8003226C:dword:0x60000000
    0x80032278:dword:0x41820158
    $Card Saving Fix
    0x801be2dc:dword:0x4082009c
    $Game Over Hang Fix
    0x8003b020:dword:0x40820040
    
    [Gecko]
    $Slowdown Fix
    041b2238 60000000
    *
    $Link Check Skip
    4032410 60000000
    *
    $Unlimited Card
    041f5c44 60000000
    
    [Gecko_Enabled]
    $Slowdown Fix
    $Link Check Skip
    $Unlimited Card

     

    Great work dude ! u know , after I replied to u earlier I was thinking maybe I could check the MKGP games and see if I can patch the saving/ eject screen ..it was one of the things I skipped when I was working on the games ... I was like it's not a big deal since u can play as long as u want and save to the card and close the game when u r done ...but yea , the patch u did works perfectly fine.

    I tried the same method to patch MKGP 2 ( it was easy to figure it out after I checked ur patch for GP1 ) ... and it goes to the game over screen and back to the attract mode but when I insert a coin to play again it loads an empty new card ... my card works fine and progress is saved but I need to close the game and open it again for the card to load properly ...

     

    as for the error u get at the game over screen .. I tried playing the game with no card to see if I will get that error but it works perfectly fine for me .

     

  19. On 10/23/2023 at 10:19 PM, ducon2016 said:

     

    Thank you so much for your amazing work on the Triforce. I am back after months of too much intense work, and your posts brought a smile to my face and reminded me why I love this community so much 😄

     

    I tried to follow all your posts and there were many updates and changes in the patches you recommended. I ended up with the Gecko ones and I am almost OK but two issues:

     

    If I run Mario Kart GP1 without a card and complete or lose a race. At the end of the race I have an error grey screen "Please call an attendant E20 Wheel error". I could fix it with your Loop Fix 2 patches posted earlier in the thread but now I have a long black screen before it goes back to the attract.

    If I run Mario Kart GP1 with a card, it hangs writing to the card. Is there a patch to fix the hang?

     

    Same of Mario Kart GP2 with a card, it waits for removing the card. Is there a patch to skip that?

     

    Wondering if you could post a zip file with your latest .ini files. That would help for people like me coming late to the party to not have to read the 19 pages of this amazing thread. By the way super work on Monster Ride, cannot wait to test it :)


    Welcome back Dude , For a really long time I saw you and many more contributors do a lot of amazing work for this community , and I always wanted to contribute something of value , we reached the point today were we have thousands of classic arcade games that can easily be played at home and that was only possible because of the amazing contributions by so many people over a long period of time and they did it for free, it was never about the money ..but sadly the problem was that I didn't have enough free time to work on some ideas that I thought would be great for the community ,so all I did was help with small things here and there , but earlier this year with the new triforce build, I thought this was my chance to make a small contribution to the scene  .

    and I'm glad that u got most of the games working with no problems :)


    regarding the issue with Mario kart GP 1 and GP2 ... it doesn't freeze on the saving screen , it actually saves your progress and if u close the game and play again u will see that it worked perfectly fine , I'm guessing it is just waiting for the card to be ejected ,we just don't really have an insert /eject button, once the card file is created the game recognizes it as present all the time..unless u rename/move or delete the card file .

     

    I'm not using the loop fix 2 patch ...for this game I'm only using the first loop fix patch and the slowdown fix gecko code ... the other codes I posted for this game r optional ...and I don't think I ever got the "Please call an attendant E20 Wheel error" screen after a race ..but I rarely played without the card ..but try going to the test menu and under "game options" change "steering power" to off.
    you could give the skip boot sequence checks code a try (it skips all checks at startup ) here it is :
     

    040320fc 60000000

     


    regarding my ini files , the problem is that I got so many patches and codes on 2 computers ..most of them r ones I used for testing various stuff or stopping/bypassing certain subroutines in my process of creating the main patches I posted here , so my ini files will definitely make things worse , I need to clean things up  before I do something like that.

  20. On 9/16/2023 at 12:10 PM, murray said:

     

    Thanks again for all your work on these, i just got around to updating the final patches you made for monster ride and it works a treat, so so much easier than that setup i had going before.
    16:9 also works on monster ride, but damned if i know how to create a gecko patch so i just patch the dol and it works fine. Exact same results as fzero and mario kart, correct AR 16:9 rendered 3d, with 2d assets stretched.

    10/10 your contribution to triforce emulation, even though you didnt make the emulator, you gave us all these patches and fixes to make the games play easier and better. I set them all up on my frontend and they all play amazing now. 💯

     

    glad that everything is working fine for u  :)  ..  and yep the widescreen patches r not perfect cuz in the end the games were not meant to be played that way ... I think the mario patches r probably the best out of all the WS patches .. and if u need a WS gecko patch for monster ride ,I can check the game code and create one .

     

     

  21. Here is the Gecko code to play with the 27 hidden vehicles (for Rev E)

     

    Unlock Hidden Vehicles (Rev E)
    
    2037E03C 00010001
    043CDB08 00000012
    E0000000 80008000
    2037E03C 00010002
    043CDB08 00000013
    E0000000 80008000
    2037E03C 01010000
    043CDB08 00000014
    E0000000 80008000
    2037E03C 02010000
    043CDB08 00000015
    E0000000 80008000
    2037E03C 00040001
    043CDB08 00000016
    E0000000 80008000
    2037E03C 00040002
    043CDB08 00000017
    E0000000 80008000
    2037E03C 01040000
    043CDB08 00000018
    E0000000 80008000
    2037E03C 02040000
    043CDB08 00000019
    E0000000 80008000
    2037E03C 00020001
    043CDB08 0000001A
    E0000000 80008000
    2037E03C 00020002
    043CDB08 0000001B
    E0000000 80008000
    2037E03C 01020000
    043CDB08 0000001C
    E0000000 80008000
    2037E03C 02020000
    043CDB08 0000001D
    E0000000 80008000
    2037E03C 00080001
    043CDB08 0000001E
    E0000000 80008000
    2037E03C 00080002
    043CDB08 00000000
    E0000000 80008000
    2037E03C 01080000
    043CDB08 00000001
    E0000000 80008000
    2037E03C 02080000
    043CDB08 00000003
    E0000000 80008000
    2037E03C 00090001
    043CDB08 00000007
    E0000000 80008000
    2037E03C 00090002
    043CDB08 00000008
    E0000000 80008000
    2037E03C 01090000
    043CDB08 00000009
    E0000000 80008000
    2037E03C 02090000
    043CDB08 0000000A
    E0000000 80008000
    2037E03C 00060001
    043CDB08 0000000B
    E0000000 80008000
    2037E03C 00060002
    043CDB08 0000000C
    E0000000 80008000
    2037E03C 01060000
    043CDB08 0000000D
    E0000000 80008000
    2037E03C 02060000
    043CDB08 0000000E
    E0000000 80008000
    2037E03C 000A0001
    043CDB08 0000000F
    E0000000 80008000
    2037E03C 000A0002
    043CDB08 00000010
    E0000000 80008000
    2037E03C 010A0000
    043CDB08 00000011
    E0000000 80008000
    2037E03C 020A0000
    043CDB08 00000006
    003CDBCB 00000000
    003CDBCC 00000000
    E0000000 80008000

     

    super long code to handle button combos for 27 vehicles ... when reaching the vehicle selection screen use the following combos :

    (d-pad up / d-pad right /d-pad left /d-pad right) + (steering left /steering right /paddle left /paddle right )  ...  that is 4x 4 (2 buttons combo) ...16 out of 27 vehicles  (the d-pad is the views buttons on my controller)

    (d-pad up + d-pad right / d-pad left+ d-pad down / d-pad right + d-pad down ) + (steering left /steering right /paddle left /paddle right )  ... 3 x4 (3 buttons combo ) =12 in total  .. the remaining 11 vehicles .

    and the 12th combo ( d-pad right + d-pad down) + paddle left --> will set all menu values back to default because selecting any hidden vehicle that is not there , the normal ones will not be selectable anymore  ... so this is needed to reset things back to default and be able to select from the 14 vehicles in the selection screen ...

     

    I really hope it's not confusing ...this is a code I worked on while taking breaks from working on f-zero monster ride .. I guess I wasn't sure if I was going to get it done ,so this was a good alternative to play with all 41 vehicles ...and the normal version has race mode and time attack mode.

     

     

    and here is a bonus code to freeze all menu timers ..  the timers in the normal version r brutal they don't give u enough time to do anything  ..So it's definitely useful for anyone who wants to use the vehicle code ..

     

    Freeze Menu Timers (Rev E)
    
    003CDC24 00000001

     

     

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