
Not that I believe Vertrex is a troll, he seems genuine enough, and I hope he can finally get us all playing the Mario 64 hacks on the N64.

But if he's just a troll, dangling something over us that he knows he can't deliver, then that is just wrong, and deserves to be criticised. If it turns out that the task is beyong him then fair enough, we'll be grateful that he tried. As you might know, many Super Mario 64 hacks, for example, are emulator-only and cant run on a real N64).

#SUPER MARIO 64 ONLINE WORKING HACKS DOWNLOAD#
But basically, N64 emulation has always been inaccurate (for some strange reason, you can emulate a Gamecube more accurately than you can an N64, at the moment) and so when the Super Mario. Im trying to put together a list of rom hacks that work on the Everdrive 64 and real N64, with the intention of making them available for download in one (probably quite large) archive.

Fourthly, it's not entirely accurate to say that Vertrex owes us nothing - true, he doesn't owe us anything tangible, but since he came unsolicited onto the forum and announced he's achieved something that we all wanted, something that requires a lot of skill and will make a fair few users happy, then he at least owes us an explanation if he can't ultimately deliver. Altogether its a very detailed explanation as to why so few Super Mario 64 hacks work on real N64s, and why so little seems to be done to fix this problem. Thirdly, calling us "ungratefull shits" is as innacurate as it is impolite. Secondly, supposing that someone is " Laying in bed scratching his balls" just because you don't know their name, is ridiculous.
#SUPER MARIO 64 ONLINE WORKING HACKS CODE#
On newer consoles where code was often compiled from C (rather than assembly with macros), I'm under the impression you can also do things like try to pattern match on the signature of standard library functions.First of all, lots of people put their name, or more often a pseudonym, to a project that for one reason or another never comes to fruition. Similarly, DMA was most often used for copying sprite data. Some consoles also had some built in functions that would give you an idea of what code was for, like the lz77 compression on the GBA, which was mostly just used for graphics.

On older consoles, this included things like changing the HUD or wave effects, etc., since you need to make sure whatever work you do gets done in time for HBlank/VBlank. The trickier bit is if you're in a spot where you need to worry about timing. Super Mario 64: Browser Edition is remarkably responsive, with no lag, no graphical issues, and all the sounds and music that we love from the original. Once you've found the code you want to modify, you just need to find some empty space in the ROM that you can branch out to to write your code. After that, you can mostly just follow the assembly - you can even read backwards up the call stack by reading to what look like the beginning of a procedure, and searching for jumps to that address. You can take diffs of memory as you do things in the game to narrow down where the relevant addresses are, and then set breakpoints on read/write to those locations to find relevant code. I can't speak to the complexity of this project, but for ROM hacking in general, it's not all too complicated, but it does take some persisence.įirst you need to find code relevant to what you want to do.
