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| OoT DBG - Permanent HUD | |
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| Topic Started: May 27 2016, 11:00 AM (1,318 Views) | |
| Sho' | May 27 2016, 11:00 AM Post #1 |
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I find codes and stuff...
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How can I implement a permanent HUD without the use of GS codes, like the MM HUD seen in 3rd Quest? |
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| aroenai | May 27 2016, 02:59 PM Post #2 |
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Sentient Hunk of Green Cheese
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Like colors, offsets, and size? The gameshark codes modify the location in ram where everything is stored not the actual instructions putting them there. CloudMax has a sample patch for the debug rom in his Rom Patcher that should point you in the right direction. |
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| GANONdork123 | May 29 2016, 07:57 AM Post #3 |
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Retired Zelda Modding Veteran
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There is some old documentation on Flotonic's Google Site that may be of use. |
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| AriaHiro | May 30 2016, 01:18 AM Post #4 |
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A mentally drained friend
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use texture explorer for the textures here for the colors http://forums.zelda64.net/topic/11654890/1/#new |
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| GANONdork123 | May 30 2016, 09:58 AM Post #5 |
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Retired Zelda Modding Veteran
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http://wiki.spinout182.com/w/Interface_Hacking |
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| AriaHiro | May 30 2016, 08:15 PM Post #6 |
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A mentally drained friend
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those are gameshark codes ganon |
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| mzxrules | May 30 2016, 08:19 PM Post #7 |
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better than nothing. a competent hacker would know how to use 'm |
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| AriaHiro | May 30 2016, 08:51 PM Post #8 |
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A mentally drained friend
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how bout i make a patch here you go
using gameshark codes doesn't make you a competent hacker. its just called computer literacy. Edited by AriaHiro, May 30 2016, 09:07 PM.
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| mzxrules | May 30 2016, 09:20 PM Post #9 |
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that's not what i meant by using them. a code is an address, thus you can use that address to breakpoint and find what code is writing to it.
Edited by mzxrules, May 30 2016, 09:20 PM.
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| AriaHiro | May 30 2016, 09:24 PM Post #10 |
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A mentally drained friend
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most people don't know what a breakpoint is and most emulators don't support it. for the ones that do they're inaccurate as hell. its not an excuse but a sad fact of life.
Edited by AriaHiro, May 30 2016, 09:24 PM.
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