I need to know how I can apply a "cheat" to a game in the current Mupen64 release, using Artmoney.
I know I can just use PJ64 or something else, but this is a TAS so Mupen64 is pretty much required.
Of course, I'm not trying to actually cheat in a TAS, but I would very much like to apply the subscreen delay fix GameShark patch to my TAS of the Legend of Zelda: Ocarina of Time.
I know this can be done successfully, as shown by Ajax at EmuXHaven. However, I can't safely use Ajax's specific table file because it is not the same version of the rom or the same version of Mupen64. I imagine the most common TAS scenario would be using the most recent release of Mupen64 and OoT (U) v1.0, so I am requesting information on how to apply the subscreen delay fix for this specific combination of emu+rom.
(Of course, the subscreen delay fix has been found for virtually all versions of this rom, and I suppose Artmoney would only need a little tweaking to work with any version of OoT, given a specific emulator.)
I am using the verified good dump of OoT (U) v1.0
I am using Mupen64 v8 reset v2
My Mupen64 exe file is 720,896 bytes, last modified on Thursday, November 08, 2007 at 4:23:06 PM (GMT-8?)
I believe that there have been no further releases of Mupen64, but I admit I could be wrong.
Now, I appreciate Ajax's effort on this, and I would love to see someone provide a similar solution so that everyone could benefit from the subscreen fix in their TASes without having to risk damaging their emulator process by patching Artmoney incorrectly. However, I'm not just going to whine until someone makes another Artmoney table file for me. I would be content if someone could step me through the process of creating a table file to patch a rom in the emulator process. I imagine it's simply a matter of finding the correct offset and adding it to the GameShark cheat address to produce the final patch - but I'd like to hear a more educated opinion before I attempt anything that could cause damage to my computer.
Since this is a very common scenario for anyone attempting a TAS with OoT, I believe that a solution to this problem could benefit many people in their TAS endeavors (until Mupen64Plus is suitable for TASing, that is).
I know I can just use PJ64 or something else, but this is a TAS so Mupen64 is pretty much required.
Of course, I'm not trying to actually cheat in a TAS, but I would very much like to apply the subscreen delay fix GameShark patch to my TAS of the Legend of Zelda: Ocarina of Time.
I know this can be done successfully, as shown by Ajax at EmuXHaven. However, I can't safely use Ajax's specific table file because it is not the same version of the rom or the same version of Mupen64. I imagine the most common TAS scenario would be using the most recent release of Mupen64 and OoT (U) v1.0, so I am requesting information on how to apply the subscreen delay fix for this specific combination of emu+rom.
(Of course, the subscreen delay fix has been found for virtually all versions of this rom, and I suppose Artmoney would only need a little tweaking to work with any version of OoT, given a specific emulator.)
I am using the verified good dump of OoT (U) v1.0
I am using Mupen64 v8 reset v2
My Mupen64 exe file is 720,896 bytes, last modified on Thursday, November 08, 2007 at 4:23:06 PM (GMT-8?)
I believe that there have been no further releases of Mupen64, but I admit I could be wrong.
Now, I appreciate Ajax's effort on this, and I would love to see someone provide a similar solution so that everyone could benefit from the subscreen fix in their TASes without having to risk damaging their emulator process by patching Artmoney incorrectly. However, I'm not just going to whine until someone makes another Artmoney table file for me. I would be content if someone could step me through the process of creating a table file to patch a rom in the emulator process. I imagine it's simply a matter of finding the correct offset and adding it to the GameShark cheat address to produce the final patch - but I'd like to hear a more educated opinion before I attempt anything that could cause damage to my computer.
Since this is a very common scenario for anyone attempting a TAS with OoT, I believe that a solution to this problem could benefit many people in their TAS endeavors (until Mupen64Plus is suitable for TASing, that is).
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