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  1. #11
    Oops. Died again. Tre's Avatar
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    Thank you for the post, Mad Tiger X... I must be doing something wrong though. It's not changing his size no matter which set I enter. It IS appearing in my Cheats listing. I named it "Alter Link's size" and when I choose to edit it, it shows me the following things:

    Name: Alter Link's size
    Code:
    <address> <value>
    811DB130 3CFF
    811DB134 3CFF
    811DB138 3CFF



    However "Options: <value><label>" are ~blank~ and no matter how many times I try to change the code around, or play with it, it doesn't change the size. I did read somewhere that I have to have the memory pack set up and "on" for most codes to work, I did make one and have it active, but I'm not getting anything. Did I do something wrong? And I know for sure that I have the 1.2 version, GoodN64 verified and everything.

    Thanks again for your help, I appreciate it!
    ::Computer specs::
    CPU: AMD Athlon XP 3200+ @ 2.20Ghz CPU [MSI chipset] // OS: Win XP Pro - SP2 // Memory: 2 PNY 1GB DDR [400Mhz] //
    Video: ATI Radeon HD2600 XT AGP [512MB GDRR3] // Audio: Creative SB X-Fi Fatal1ty [64MB] // Storage: 950GB [3 IDE drives]

    ::My PJ64 settings::
    V.1.6 w/RDB v1.6.016 Update // Jabo's Direct3D8 1.6 // Azimer's HLE Audio v0.56 WIP 2 // N-Rage's Direct-Input V2 1.83

  2. #12
    Mad as in insane, not angry. Mad Tiger X's Avatar
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    Quote Originally Posted by Tre View Post
    Thank you for the post, Mad Tiger X... I must be doing something wrong though. It's not changing his size no matter which set I enter. It IS appearing in my Cheats listing. I named it "Alter Link's size" and when I choose to edit it, it shows me the following things:

    Name: Alter Link's size
    Code:
    <address> <value>
    811DB130 3CFF
    811DB134 3CFF
    811DB138 3CFF

    However "Options: <value><label>" are ~blank~ and no matter how many times I try to change the code around, or play with it, it doesn't change the size. I did read somewhere that I have to have the memory pack set up and "on" for most codes to work, I did make one and have it active, but I'm not getting anything. Did I do something wrong? And I know for sure that I have the 1.2 version, GoodN64 verified and everything.

    Thanks again for your help, I appreciate it!
    The Options thing you're talking about is completely unrelated. As long as you tried every version's set, I don't see what you can do besides just getting another ROM to play with this on. If not, you might want to consult (via PM) some of the code masters here (cooliscool, Samurai Snack, Krusha).

    Good Luck,
    >MTX<

  3. #13
    Oops. Died again. Tre's Avatar
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    Thanks again for your help MTX, and I think I'll ask one of them at a later time for follow up help.
    ::Computer specs::
    CPU: AMD Athlon XP 3200+ @ 2.20Ghz CPU [MSI chipset] // OS: Win XP Pro - SP2 // Memory: 2 PNY 1GB DDR [400Mhz] //
    Video: ATI Radeon HD2600 XT AGP [512MB GDRR3] // Audio: Creative SB X-Fi Fatal1ty [64MB] // Storage: 950GB [3 IDE drives]

    ::My PJ64 settings::
    V.1.6 w/RDB v1.6.016 Update // Jabo's Direct3D8 1.6 // Azimer's HLE Audio v0.56 WIP 2 // N-Rage's Direct-Input V2 1.83

  4. #14
    Nintendo Zealot cooliscool's Avatar
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    One for MM? Sure thing.. remember, these codes are for MM (U).

    [Skull Kid] (will crash the game if used at startup, possibly other times too.. tested at intro sequence)

    8140CFC8 xxxx
    8140CFCC yyyy
    8140CFD0 zzzz

    [Link]

    813FFE08 xxxx
    813FFE0C yyyy
    813FFE10 zzzz

    xxxx = size on X axis (Left/Right)
    yyyy = size on Y axis (Up/Down)
    zzzz = size on Z axis (Back/Forward, depth)

    3C23 is default for each axis.

    As before, 3CFF is the best IMO.
    Last edited by cooliscool; November 27th, 2006 at 12:22.

  5. #15
    EmuTalk Member jim061290's Avatar
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    THANK YOU! I'm testing it right now.

  6. #16
    Oops. Died again. Tre's Avatar
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    Cooliscool, I was wondering if you could maybe tell me what I'm doing wrong with your size modifer code in the 1.2 (U) [!] version of OoT? I've played around with it until I finally "gave up" trying to figure it out. Any clue what I've done wrong? Or is it really likely it's just the rom I'm using? To further help determine that, here is my rom information that appears when I ask PJ64 what version I'm playing:

    Rom Name: THE LEGEND OF ZELDA
    File Name: Legend of Zelda, The - Ocarina of Time (U) (V1.2) [!].v64
    Rom Size: 256.0 MBit
    Cartridge ID: ZL
    Manufacturer: (Unknown)
    Country: USA
    CRC1: 0x693AA1AE
    CRC2: 0xB6F14D9F
    CIC Chip: CIC-NUS-6105
    ::Computer specs::
    CPU: AMD Athlon XP 3200+ @ 2.20Ghz CPU [MSI chipset] // OS: Win XP Pro - SP2 // Memory: 2 PNY 1GB DDR [400Mhz] //
    Video: ATI Radeon HD2600 XT AGP [512MB GDRR3] // Audio: Creative SB X-Fi Fatal1ty [64MB] // Storage: 950GB [3 IDE drives]

    ::My PJ64 settings::
    V.1.6 w/RDB v1.6.016 Update // Jabo's Direct3D8 1.6 // Azimer's HLE Audio v0.56 WIP 2 // N-Rage's Direct-Input V2 1.83

  7. #17
    Mad as in insane, not angry. Mad Tiger X's Avatar
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    Quote Originally Posted by cooliscool View Post
    One for MM? Sure thing.. remember, these codes are for MM (U).

    [Skull Kid] (will crash the game if used at startup, possibly other times too.. tested at intro sequence)

    8040CFC9 xxxx
    8040CFCD yyyy
    8040CFD1 zzzz

    [Link]

    803FFE09 xxxx
    803FFE0D yyyy
    803FFE11 zzzz

    xxxx = size on X axis (Left/Right)
    yyyy = size on Y axis (Up/Down)
    zzzz = size on Z axis (Back/Forward, depth)

    3C23 is default for each axis.

    As before, 3CFF is the best IMO.
    OMG thank you so much.

    NOTE TO EVERYONE:
    In these size modifiers, the first two hex values (3C23) do NOT matter. Only the last two values make a difference. 23 is default, FF is as large as you can get, with 00 being as small (not all that much smaller than normal, you just kinda look like a toddler).

    This is awesome. I hate to keep badgering you cooliscool, but maybe, just MAYBE, could you make one for super mario 64? *makes puppy lip*.

    Thanks again,
    >MTX<

  8. #18
    Nintendo Zealot cooliscool's Avatar
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    Actually, size is a 16-bit unsigned single, so each digit matters. 3C23 as a single = 0.00, which would be normal scale for a model. In the MM codes, I accidentally used an 80 prefix for the codes, which signifies the modification of one byte only. Just make the prefix 81 and it'll fix it.

    Tre, I just tried the 1.2 code and it's totally off; it doesn't follow the traditional conversion method.. I'll search out the correct address and repost. Sorry about that.
    Last edited by cooliscool; November 26th, 2006 at 21:04.

  9. #19
    The helpful one Krusha's Avatar
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    I feel a bit sorry for ya Tre but did you ever think if you're using a PAL or NTSC ROM cos that sometimes makes a (small) difference to cheats.
    As for a SM64 size modifier

    810F0890 3???

    Whatever you put in ??? determines size for example

    Mini Mario = 810F0890 3D80

    Giant Mario = 810F0890 3F80

    3FFF is as large as you can get while 3000 seems to be as small as you get.
    And finally anything below 3C00 is invisible
    Im helping, so shut up and appreciate it!
    This is my counter, help it rise

  10. #20
    Nintendo Zealot cooliscool's Avatar
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    Alright, here's the correct U (1.2) code:

    811DB340 xxxx
    811DB344 yyyy
    811DB348 zzzz

    And to make both bytes matter for the MM codes:

    [Skull Kid] (will crash the game if used at startup, possibly other times too.. tested at intro sequence)

    8140CFC8 xxxx
    8140CFCC yyyy
    8140CFD0 zzzz

    [Link]

    813FFE08 xxxx
    813FFE0C yyyy
    813FFE10 zzzz
    Last edited by cooliscool; November 27th, 2006 at 12:23.

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