EverDrive Forum

General => EverDrive 64 => Topic started by: ConkerGuru on January 23, 2017, 08:19 PM

Title: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 23, 2017, 08:19 PM
This thread will list all the patches I have made for this game so far, as well as any new ones I will be making in the future. Before posting them here I took the time to fix the original patches up a little to correct a few minor issues, but mostly to optimize the length of the assembly a little.

A little note for new users: There are often more than one version of a game released, so it is important to know what version of a game rom to use when applying a patch.

For the patches that have _NTSC at the end of the filename, do a google search for "Conker's Bad Fur Day (U).zip" and you should find one or more links to it. For the patches that says _PAL at the end of the filename, search on google for "Conker's Bad Fur Day (E).zip".

Memory Editor Patch:
Let's the player inspect and edit the game's memory as the game is running. Refer to the readme included in the zip for details on how to use the memory editor.

http://www.lajnus.com/Conker%27s%20BFD%20Mem%20Editor%20Patch.zip

Button commands:
D-pad up/down go to next/previous address.
D-pad right/left go to +0x100/-0x100 address.
Shoulder L and right/left to increase/decrease the byte.
Shoulder L and up/down go to +0x00010000/-0x00010000 address.

Do not go below address 0x80000000, or the game will crash. Generally, I suggest not messing with the 0x80000000-0x800003FF area, as there is almost nothing of real interest in there anyway.

For the cbfd_memeditor_and_all_chapters_ECTS patch, the following hacks are already active(to make the game more easily accessible):

1. Disable ECTS Reset Timer(by Coolboyman)
2. Disable all "Game Over" instances
3. All chapters unlocked
4. Load and go right to chapters(by Subdrag)

Regarding the fourth one, it can be toggled on/off by changing the value at 0x8000CD60 with the memory editor. 0x00 is off, while 0x01 and higher enables the code.

Also, the controls are very sensitive, so make sure to tap the D-pad as lightly as possible.

Music Player Patch:
This patch enables players to listen to all the music tracks in the game by simply using the D-pad. I took the time to fix certain music tracks so that they can be heard outside of their intended areas. A minor side effect is that the fading of tracks 0x22-0x23 will be slightly broken, but it only happens in the main menu, so it is pretty minor.

Controls:
D-Pad Up/Down: Select music track (available range: 0x00-0x94)
D-Pad Right: Plays the selected music track
D-Pad Left: Stops all music tracks currently playing.

xdelta patches:
http://www.lajnus.com/Conker_BFD_Music_Player_NTSC.xdelta
http://www.lajnus.com/Conker_BFD_Music_Player_PAL.xdelta

aps patches:
http://www.lajnus.com/Conker_BFD_Music_Player_NTSC.aps
http://www.lajnus.com/Conker_BFD_Music_Player_PAL.aps

Voice Player Patch:
Listen to all the speech in the game by using this patch. The speech clip can also be stopped at any position the speech is currently at.

Controls:
D-Pad Up/Down: Select speech clip (available range: 0x0000-0x01CD(0x01CE can also be selected, but no speech will be heard when trying to play it).)
D-Pad Right: Plays the selected speech clip.
D-Pad Left: Stops the speech clip.

xdelta patches:
http://www.lajnus.com/Conker_BFD_Voice_Player_NTSC.xdelta
http://www.lajnus.com/Conker_BFD_Voice_Player_PAL.xdelta

aps patches:
http://www.lajnus.com/Conker_BFD_Voice_Player_NTSC.aps
http://www.lajnus.com/Conker_BFD_Voice_Player_PAL.aps

Sound FX Player Patch:
Allows players to listen to any of the game's sound effects(there's also a bunch of sounds not used in the final game).

Controls:
D-Pad Up/Down: Select sound effect (available range: 0x0000-0x06E2)
D-Pad Right: Plays the selected sound effect.
D-Pad Left: Stops all sound effects currently playing.

xdelta patches:
http://www.lajnus.com/Conker_BFD_SoundFX_Player_NTSC.xdelta
http://www.lajnus.com/Conker_BFD_SoundFX_Player_PAL.xdelta

aps patches:
http://www.lajnus.com/Conker_BFD_SoundFX_Player_NTSC.aps
http://www.lajnus.com/Conker_BFD_SoundFX_Player_PAL.aps

Cutscene Viewer Patch:
Lets players view all the cutscenes in a given level. There's a few things to keep in mind when using this patch; the level you're intending to view cutscenes for has to be different to the one you're currently in, or the game will freeze. Also, in order for some cutscenes to work properly, the player has to be in single player mode(preferably via the chapters menu). There are a number of unused cutscenes lurking in the game code, and I created this patch to make it easier for myself and everyone else to easily access them without having to mess with ROM pointers all the time.

D-pad up/down: change level digit
L-Trigger+D-pad up/down: change scene digit
D-pad Right: Plays scene of selected area
D-pad Left: Resets level stuff. Is to be used incase when a scene goes black and won't fade back again.

xdelta patches:
http://www.lajnus.com/conker_bfd_cutscene_viewer_NTSC.xdelta
http://www.lajnus.com/conker_bfd_cutscene_viewer_PAL.xdelta

aps patches:
http://www.lajnus.com/conker_bfd_cutscene_viewer_NTSC.aps
http://www.lajnus.com/conker_bfd_cutscene_viewer_PAL.aps

Multi Colors Patch:
This patch makes it so the positions of players and cpus are not being reset or randomized after a teammate puts the opponents flag in their own base. Just apply the patch and enjoy the feeling of not having to see your characters position reset or randomized any more. Time has been set to unlimited, and score limits have also been removed.

In fact, it is possible to have a score as high as 2.147.483.647 points. However, there would be no way players would be willing to sit around for days, months, or even years to even be able to attain such a high score, unless you're too determined of course. Even if one did reach such a score, it would be set to a negative score once it goes past 0x7FFFFFFF anyway, since the score variable is signed.

xdelta patches:
http://www.lajnus.com/conker_bfd_MP_Colors_fix_NTSC.xdelta
http://www.lajnus.com/conker_bfd_MP_Colors_fix_PAL.xdelta

aps patches:
http://www.lajnus.com/conker_bfd_MP_Colors_fix_NTSC.aps
http://www.lajnus.com/conker_bfd_MP_Colors_fix_PAL.aps

Note: Any teammate that puts the flag in their base will be stuck in place for a short moment, and any teammates that gets down on their knees in horror/failure will keep displaying their current animation. The teammate-position-reset function normally takes care of the latter issue, but due to the fact that the patch freezes the counter the animations simply won't be reset. Despite this, the player will still be able to move after a short time, so this shouldn't be too much of a problem.

I tested the Colors multiplayer patch on hardware, and I can confirm that it works as intended. However, if you happen to find any issues like freezing or crashes by using the patch on real hardware, let me know and I'll try taking a look at it.

I have also made a patch that lets players view all the animations for Player 1. There are a few problematic animations I know that for some reason freezes on hardware, luckily they're relatively few though.

I've also been working on a hack that allows the player to spawn object models. So far it is working great. Only thing I need to work out is how to make a table so other models can be spawned regardless whether they're present in the current area or not.

Edit: Decided to also include the memory editor patches, just to have them all in one topic.

Another edit: As asked by Kerr, I decided to add a explanation to this post so new users can more easily understand what version of a game is required for what patches. I will be changing or expand more on it as needed or asked.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on January 23, 2017, 09:04 PM
This thread will list all the patches I have made for this game so far, as well as any new ones I will be making in the future. Before posting them here I took the time to fix the original patches up a little to correct a few minor issues, but mostly to optimize the length of the assembly a little....

These sound great! I wish I had my N64 here, as the patch for Colors is something I've hoped for before - Colors is my favourite CBFD mode, and I only wished that the players (human and computer) weren't reset when a flag was captured, as it's annoying making your way to a good vantage point only to be returned to your base when someone scores. And now it's a reality (well, will be when I get home to my N64, I have my PS4 (I'm playing Dishonoured, and Doom 2016) and laptop here, I'm working away from home, which I mostly hate).

Another good patch, I think, would be if Colors had no limits, time or life-wise. Granted, the game would never end, but that's OK for me as I'd just play it until I didn't want to anymore, and I could check the score by pausing the game. Is that possible, please?

Do you also have a code to change your character in Death-match to Conker, and the bots to be all different characters? I think it's disappointing for them all to be the same?
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 23, 2017, 09:38 PM
These sound great! I wish I had my N64 here, as the patch for Colors is something I've hoped for before - Colors is my favourite CBFD mode, and I only wished that the players (human and computer) weren't reset when a flag was captured, as it's annoying making your way to a good vantage point only to be returned to your base when someone scores. And now it's a reality (well, will be when I get home to my N64, I have my PS4 (I'm playing Dishonoured, and Doom 2016) and laptop here, I'm working away from home, which I mostly hate).

No problem. I apologize for taking so long with it, but sometimes one gets distracted by other things.

I attempted to fix the R button so that the player only has to press it to switch to aiming mode and back, but it turned out to be more complicated than I thought. So the only definite way to make this possible is to hack the game code. Only problem is, the game's code is compressed(except the main code for the sound driver, which resides in the boot area), so it would need to be decompressed before I can do any real changes to it. Even so, I'm afraid of breaking existing functionality in the game, so I have to be careful with what opcodes I edit and so on, should I happen to find the routine that toggles the aim mode when the R button is pressed/held.

Another good patch, I think, would be if Colors had no limits, time or life-wise. Granted, the game would never end, but that's OK for me as I'd just play it until I didn't want to anymore, and I could check the score by pausing the game. Is that possible, please?

Do you also have a code to change your character in Death-match to Conker, and the bots to be all different characters? I think it's disappointing for them all to be the same?
Definitely possible to both of them. I might as well make a separate patch that combines all changes into the same one if need to be.

About the second one, I bet the other characters would be randomized, right? I'll try looking into making such a hack possible. Sure am gonna have a whole heck of a coding session ahead of me for the next coming weeks/months. But that's fine with me, I really do need to get back into Conker hacking anyway.

Edit: Fixed a minor typo. I meant to say "the second one", not "the first one". I better do more proper proofreading from now on before finishing my posts.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Supaslicer on January 23, 2017, 11:05 PM
What version of the ED cart are you using these patches with?

I have been having trouble just trying to play the U version of Conker on ED 64 V2.
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 23, 2017, 11:23 PM
After some messing around with the variable that sets the maximum number of scores I found out that simply setting it over 0x7F seems to disable the check to go to the results screen. That's one thing cleared off from my checklist, time to tackle the others.

What version of the ED cart are you using these patches with?

I have been having trouble just trying to play the U version of Conker on ED 64 V2.
The version of Ed64 I have is V3. I've tested the patches on my cart and they all work without issues.

Although I haven't tested them on older carts because I don't happen to own those, I don't see why they would fail on older versions of the everdrive. Could you be a little more specific about the problems you're having?
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 25, 2017, 02:17 PM
I've got the randomizer function for cpus working on hardware, but I've got a problem that need to be figured out; there's a slight chance the game might sometimes freeze up on console if there's 9 randomized bots spawned.

It doesn't always seem to happen, and so far I've only come across this freeze once in The Vault deathmatch mode(the music still ran fine, it's just that the game sort of soft-locked). I don't yet know if it is due to excessive number of polygons, if it was simply due to the cartridge stopping to respond, if there was any registers I forgot to restore, or if it is because of how the subroutine were coded. I know I included a fix for the Uga guys to patch a bug that made them hover above ground like they were racing on lava jetboards, but I doubt it could be because of this fix.

Until I can resolve this it could take a while before the randomized characters patch will be ready. What I can do for now is update the MP colors patch to remove the limits. Colors doesn't seem to use any lives system, so I don't think I need to look into finding a fix for that.

Edit: Updated the MP Colors patch to remove the time and score limits.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on January 25, 2017, 05:48 PM
I've got the randomizer function for cpus working on hardware, but I've got a problem that need to be figured out; there's a slight chance the game might sometimes freeze up on console if there's 9 randomized bots spawned.

It doesn't always seem to happen, and so far I've only come across this freeze once in The Vault deathmatch mode(the music still ran fine, it's just that the game sort of soft-locked). I don't yet know if it is due to excessive number of polygons, if it was simply due to the cartridge stopping to respond, if there was any registers I forgot to restore, or if it is because of how the subroutine were coded. I know I included a fix for the Uga guys to patch a bug that made them hover above ground like they were racing on lava jetboards, but I doubt it could be because of this fix.

Randomized enemies in Death-Match would be amazing! But if it turned out that you had to limit them to eight (or less) to do so, then that would be OK.



Quote
Until I can resolve this it could take a while before the randomized characters patch will be ready. What I can do for now is update the MP colors patch to remove the limits. Colors doesn't seem to use any lives system, so I don't think I need to look into finding a fix for that.

Edit: Updated the MP Colors patch to remove the time and score limits.

Brilliant! I'm probably going to get the train home for the weekend to try this (and bring the N64 back with me too!). An all in one patch for Colors and Death-match would be much appreciated, but there's no rush, please take your time, real life always has to come first.

Sorry about mentioning lives re: colors, I did mean the score (flags captured), sorry.
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 25, 2017, 07:43 PM
Randomized enemies in Death-Match would be amazing! But if it turned out that you had to limit them to eight (or less) to do so, then that would be OK.
I think that was probably one of the reasons the cpus had to be the same. It would've simply been too much of a strain for the Nintendo 64 if all bots were randomized, seeing that the game already struggles with over 5 or more of them.(the "struggle" part is present even in the original game. Over 5 bots or more and the game would attempt to skip frames to make up for the lag in framerate)

It's nothing more than a theory right now, and I'm still trying to investigate the cause of the freeze. Good thing the game has a built-in debugger(the Debug version of Conker has far more options though). Might as well enable it in my patch, and in the event the game would crash I could possibly figure out what happened.

I also noticed that in the bunker level, some parts of the hud would vanish or flicker with 9 random bots. Guess the level is a bit bigger than the vault, and since more activity might be happening in the bunker area coupled with 9 bots of different characters, parts of the hud will likely disappear temporarily. This doesn't happen on emulator though.

Brilliant! I'm probably going to get the train home for the weekend to try this (and bring the N64 back with me too!). An all in one patch for Colors and Death-match would be much appreciated, but there's no rush, please take your time, real life always has to come first.

Sorry about mentioning lives re: colors, I did mean the score (flags captured), sorry.
No worries. I was of course a bit confused at first, but immediately realized that you probably meant the score.

While I'm attempting to fix the freeze issue I might as well do further work on my model spawn hack. After I get it fully functional I may consider making it into a patch and test it out on hardware.
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 27, 2017, 10:29 PM
I ran a test earlier today with 5 bots for about 8 matches, and so far I never experienced any crashes. Might as well release the patch now.

Even so, I'm cringing over the fact that Conker might decide to crash at some point in multi. Even if it shouldn't occur with at least 5 enemies, I'm still worried about the possibility of it happening.

Even if I will be releasing the patch now, I'm still going to try to find a way to stabilize the patch. Maybe using a different hook would help solving the problem...

Edit: Patches now available!

Randomized Enemies in Death Match Patch:

http://www.lajnus.com/Conker_BFD_Deathmatch_Mods_PAL.aps
http://www.lajnus.com/Conker_BFD_Deathmatch_Mods_NTSC.aps

This patch retains the fix for Colors while also adding a new feature; enemies will now be randomized in death match mode. Note that this patch was initially made with one player in mind, so if other players join they will also have their characters randomized.

The number of bots in this patch has been limited to 5 due to a freeze that could possibly happen on very rare occasions. The reason is likely due to the number of verts/triangles of a character model being higher compared to others, and with more than 5 bots, in the case the bot with more vertices than usual is present, the game might freeze when trying to move the player character. For this reason the max number of optional bots that can be set has been reduced to 5.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on January 28, 2017, 01:17 AM
I ran a test earlier today with 5 bots for about 8 matches, and so far I never experienced any crashes. Might as well release the patch now. Should the player decide to add more bots to death match, then they do so at their own risk.
This patch retains the fix for Colors while also adding a new feature; enemies will now be randomized in death match mode. Note that this patch was initially made with one player in mind, so if other players join they will also have their characters randomized.

Brilliant, I'd already decided I'd be going home on Sunday to pick up my N64, and I'm *really* looking forward to trying this.

Thanks for putting the Colours and Death-match patches in one file, as that makes it more convenient, too!


Quote
One rule to follow when using the patch: to ensure that no game freezes will happen at certain times, make sure to have only 5 or 6 enemies in death match! Even if this will minimize the risks of the game freezing up, I can't fully guarantee that this patch are 100% free of crashes, and I will be doing more research into finding out the true cause behind it.

I take it you mean 5 or 6 maximum, but lesser numbers of opponents, such as 1 or 3 will work? Not that it matters to me, I think it's more fun when you have a lot of bots, and 5 (or 6) will be fantastic.

Would you consider forcefully limiting the number of bots in death-match to 5 or 6 (which ever number you reckon is safe), via the menu where the player selects the number of of bots, so that when using this mod we can't select too many bots, please? Someone is bound to select 9, then the game crashes, and they'll abandon the hack (and maybe wrongly post or tell people that it's bugged and so dissuade more people from trying the hack).


Quote
For now though, enjoy the patch!

Oh yes! Sunday can't come quick enough  >:(
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 28, 2017, 03:32 PM
Modified the patches to change the enemies limit to 5. I will be thinking about performing tests with more enemies to see how many enemies can join in death match without having the game freezing up. Maybe 6 or 7 of them could possibly work.

I'll be studying the patch some more to see where things are going wrong. If I'm unable to resolve it myself, I might as well try asking a more experienced hacker for assistance (but only if I've tried all possible solutions and none of them work of course).

Edit: I tested playing death match with 6 bots, but after about 10 to 20 matches(can't remember the exact amount) the game froze yet again for the THIRD time! I'm starting to think that there might be something else going on with the patch. I can't be fully certain if this is the case though.

I'm growing more and more concerned over this patch. While having fewer enemies makes the game less likely to crash, it still doesn't seem to be enough to prevent any crashes from happening.

I'm not sure if I should keep the patches up or take them down temporarily until I can get them fixed. I feel like I need more time to work out why the game randomly crashes in death match(even if it doesn't do that all the time). What would your opinion be on it, Kerr?
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on January 28, 2017, 11:01 PM
Modified the patches to change the enemies limit to 5. I will be thinking about performing tests with more enemies to see how many enemies can join in death match without having the game freezing up. Maybe 6 or 7 of them could possibly work.

I'll be studying the patch some more to see where things are going wrong. If I'm unable to resolve it myself, I might as well try asking a more experienced hacker for assistance (but only if I've tried all possible solutions and none of them work of course).

Edit: I tested playing death match with 6 bots, but after about 10 to 20 matches(can't remember the exact amount) the game froze yet again for the THIRD time! I'm starting to think that there might be something else going on with the patch. I can't be fully certain if this is the case though.

I'm growing more and more concerned over this patch. While having fewer enemies makes the game less likely to crash, it still doesn't seem to be enough to prevent any crashes from happening.

I'm not sure if I should keep the patches up or take them down temporarily until I can get them fixed. I feel like I need more time to work out why the game randomly crashes in death match(even if it doesn't do that all the time). What would your opinion be on it, Kerr?

It's your call, of course, but I'd say that as long as you warn people (as you have done in this thread) that there's potentially a problem with the mod, then you should probably keep the current patch available for download, until you decide to replace it with another. As long as people know that it won't damage their N64 or corrupt the save file from their unmodified CBFD rom then they won't mind playing a patch that can crash *very* rarely.

It's also possible that anyone using the possibly flawed patch might notice something that helps you locate the source of the bug. Probably not of course (when is life ever helpful?  :(), but maybe.

And the fact that the patch might just have a rare bug doesn't reflect badly on you, so please don't think that that's the case. It's *extremely* impressive, what you've managed to do, and with the level of skill required to reverse engineer and modify the way the game works, all the more since (as you said) the game decompresses stuff on the fly. Toss in the fact that the N64 is apparently a nightmare to program really well, and that Rare apparently used so many tricks to get the most out of the N64's  speed, memory, sound output, and texture ability, and you probably picked one of the hardest games to mod.

Anyway, Colors without the players/bots being moved back to the base when the flag is captured! That's something I'm really happy about (and tomorrow I'll get to finally play it  :) ;) :D), aside from bots in Goldeneye, this was probably the number one change I wanted in an N64 game (as I play Colors for so long, sometimes). I finally got bots in Goldeneye, sort of, via Goldeneye X, and now this too! So for selfish old me the already existing patch will be fantastic. The fix for the deathmatch mode will just be the icing on the cake!

Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on January 29, 2017, 12:13 AM
It's your call, of course, but I'd say that as long as you warn people (as you have done in this thread) that there's potentially a problem with the mod, then you should probably keep the current patch available for download, until you decide to replace it with another. As long as people know that it won't damage their N64 or corrupt the save file from their unmodified CBFD rom then they won't mind playing a patch that can crash *very* rarely.

It's also possible that anyone using the possibly flawed patch might notice something that helps you locate the source of the bug. Probably not of course (when is life ever helpful?  :(), but maybe.

And the fact that the patch might just have a rare bug doesn't reflect badly on you, so please don't think that that's the case. It's *extremely* impressive, what you've managed to do, and with the level of skill required to reverse engineer and modify the way the game works, all the more since (as you said) the game decompresses stuff on the fly. Toss in the fact that the N64 is apparently a nightmare to program really well, and that Rare apparently used so many tricks to get the most out of the N64's  speed, memory, sound output, and texture ability, and you probably picked one of the hardest games to mod.

Anyway, Colors without the players/bots being moved back to the base when the flag is captured! That's something I'm really happy about (and tomorrow I'll get to finally play it  :) ;) :D), aside from bots in Goldeneye, this was probably the number one change I wanted in an N64 game (as I play Colors for so long, sometimes). I finally got bots in Goldeneye, sort of, via Goldeneye X, and now this too! So for selfish old me the already existing patch will be fantastic. The fix for the deathmatch mode will just be the icing on the cake!
Think I'll consider keeping the patches available then.

Yeah, Conker sure is quite hard to mod. I've had a bit of trouble with my Memory Editor patch for quite a long while before I got it working on console, and for that one patch it turned out I just needed to add a delay before jumping to the mem editor routine.

One thing that really changed things for me was a patch I was making for Mickey's Speedway USA last year that added a special menu with several options that could be toggled at any time via a button combo. Not only did it crash on cen64 when activating it, but it also crashed when I tried it on Project64. It was even more prone to freeze when multiple racers were present (the menus were fine to use it in though). I tried rearranging things in my code and removing conditional checks and so on to see if the situation would improve, but it did not change things at all.

Seeing that patch fail so horribly I decided to put it aside and never touch it again. Looking back on it, trying it out on console would likely result in the same thing happening. It is very likely the function for drawing the debug font in that game is a bit flawed, and when it's drawn in areas it wasn't supposed to be used in will make the game freeze, especially if there is alot of text drawn onto the screen.

Anyway, while I work on fixing the deathmatch patch I will also try to fix one of my other patches that I yet have to release(the one that allows players to change the current animation of the first player).

I also found out that a BNEZ instruction was off by exactly 1 offset in my code for the deathmatch patch. I corrected it now, and also adjusted other bits of the code. I'll be optimistic and hope for the best when I try the patch again tomorrow.
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on January 30, 2017, 12:28 AM
Nicely done. My uncensored patch is coming along nicely
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on January 30, 2017, 04:21 PM
My N64 is now residing with me, and your Colors mod is fantastic! It might seem to someone who doesn't play Colors a lot that it's a small change, but it really does change the experience, so thanks a million for that, mate!

The Death-match mod is great too, and no crashes so far, but I only played it for a while (against five bots), and then went back to Colors (I couldn't resist!).

Finally, after sixteen years, I can play Colors the way I always wanted to  :) :) :)




Nicely done. My uncensored patch is coming along nicely

Are you un-censoring the game? I didn't know that, that will please a lot of Conker fans!
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on January 30, 2017, 08:20 PM
ConkerGuru, sorry to make another request, especially so soon after you fulfilling my Colors and Death-match requests, but I was wondering, would it be possible to alter the controls so that in Colors (and Total War, Death-Match, Heist, and Raptor) the player uses the C buttons to move?

So that C-Up moves forward, C-Left strafes left, C-Right strafes right, and C-Down either moves backwards (preferably) or turns around, and the analogue stick is used for turning. The Right shoulder button would have to be left as it was, so that when it's held down then Aim mode is entered, as normal.

If this is possible, would you consider creating a patch for it, please (one that preferably incorporates your Colors and Death-match improvements)? It doesn't matter how it effects the single player mode or the Tank and Race multiplayer modes, even if it somehow affects them negatively, we could just use this patched rom for Colors, Deathmatch, etc, and not for single player mode.
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on January 30, 2017, 11:59 PM
ConkerGuru, how difficult would it be to mess with level editing? I understand how the dialogue works now. Curious how difficult it would be to add levels, events etc.  We could do some fun stuff for sure
Title: Re: Patches for Conker's Bad Fur Day
Post by: mistamontiel on February 04, 2017, 01:02 AM
WOW ! So in the memedit patch the ECTS build is fully unlocked ?

I saw here another one but the game overs prevailed and could not idle a minute before resetting ={
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on February 04, 2017, 01:45 PM
My N64 is now residing with me, and your Colors mod is fantastic! It might seem to someone who doesn't play Colors a lot that it's a small change, but it really does change the experience, so thanks a million for that, mate!

The Death-match mod is great too, and no crashes so far, but I only played it for a while (against five bots), and then went back to Colors (I couldn't resist!).

Finally, after sixteen years, I can play Colors the way I always wanted to  :) :) :)
Glad you liked the patches, and enjoying the heck out of them too! :)

I'm still not certain what exactly causes the patch to crash at certain moments, but maybe it is something within the bot randomizer code that's causing an exception or something (in all the crashes I've seen so far, by looking at the debugger, the thread that crashed always seems to be thread 3. It also says "TLB Refill (s)" every time the crash happens. Not sure what that means though, but it probably has something to do with the Translation-Lookaside-Buffer).
ConkerGuru, sorry to make another request, especially so soon after you fulfilling my Colors and Death-match requests, but I was wondering, would it be possible to alter the controls so that in Colors (and Total War, Death-Match, Heist, and Raptor) the player uses the C buttons to move?

So that C-Up moves forward, C-Left strafes left, C-Right strafes right, and C-Down either moves backwards (preferably) or turns around, and the analogue stick is used for turning. The Right shoulder button would have to be left as it was, so that when it's held down then Aim mode is entered, as normal.

If this is possible, would you consider creating a patch for it, please (one that preferably incorporates your Colors and Death-match improvements)? It doesn't matter how it effects the single player mode or the Tank and Race multiplayer modes, even if it somehow affects them negatively, we could just use this patched rom for Colors, Deathmatch, etc, and not for single player mode.
I'll add that on my todo list. Don't know where the code for multi controls would reside though, since much of the gameplay code have yet to be documented(still trying to understand how the game spawns objects in a clean way, and even then I'm having a bit of trouble creating a similar function). But I'll give it a shot.
ConkerGuru, how difficult would it be to mess with level editing? I understand how the dialogue works now. Curious how difficult it would be to add levels, events etc.  We could do some fun stuff for sure
I haven't messed much with level editing in Conker, so i can't say for certain how easy it would be. Conker is a 64MB game, and 64 MB is the max ROM size that the Nintendo 64 can accept. The game contains some empty maps though, so maybe those could be used to add new levels?

Don't know how far along progress in level editing for Conker has come in recent times, but I'm sure that with careful labouring and so on, at least some levels could be replaced. Again, this is outside my own personal experience, so I can't say anything more on it.

I do know that events in a level can be kind of altered, since a while ago I managed to restore some leftovers from the ECTS demo into the Tedi operating room. Though it came at the cost of not being able to progress due the the trigger for the "SHC squirrel strapped onto a electrical chair" cutscene not exisiting for the room setup I replaced the original one with.
WOW ! So in the memedit patch the ECTS build is fully unlocked ?

I saw here another one but the game overs prevailed and could not idle a minute before resetting ={
The cbfd_memoryeditor_ECTS patch is just the memory editor by itself, and as such does not have the hacks found in the cbfd_memeditor_and_all_chapters_ECTS patch.

If memory serves me correct, all the hacks mentioned to be in the cbfd_memeditor_and_all_chapters_ECTS patch should be working, including disabling of game over instances. I'll re-check the patch on my Everdrive just to make sure before jumping into any further assumptions.
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 04, 2017, 07:06 PM
I have successfully done all the uncensoring  for the text but having trouble injecting the new audio mp3's I had recorded. From what I can tell they are mono 22050 hz 32-bit float mp3s but when importing them with gedecompressor I get an error message . The files are smaller so I'm not overwriting anything. Any ideas?
Title: Re: Patches for Conker's Bad Fur Day
Post by: WinROR on February 04, 2017, 07:39 PM
Hi, all, sorry to ask here but this point is crucial to me : binkers87, how did you manage to change the text and to inject it without error in the saved rom ?
I mean, I'm tryin to translate this game, decrompressin it with GEdecompressor, changing the .bin I want with an hex editor (no octet added, no more nor less, just changing letters), inject it, and savin the new rom.

Sometimes it told me that file is larger, wich will crash the game, or skip a cinematic to directly launch the next one, and sometimes, the cinematics that should launch just hang on a black screen (not freeze, just hang at 60fps on this black screen of transition. Ex when I change even a letter at the beginnin screen "for mature audience only, insert rumble pack, game 1, and so.. The rom is loaded, I see my changements, but when I try to enter a game, the nxt .bin is not launched, instead of launching the.bin with the introduction cinematic).

Lots like me are very interested in the answer, because everyone so far seemed to failed since the changed .bin seems to not be able to launch the next one.
Thank you, and sorry again to interfer in this thread.

Ps : to Conkerguru, I tried to Pm you about this point. I dunno if I done well or if there is a special thing to care when injecting a new file. (or maybe GEdecompressor is only a starter to do what I want, like SubDrag told me. And if so, I have no clue on how to compress it again doing a safe rom).

Ps 2 : To binkers87 About your mp3 issues, I think as it is a constant bitrate that the best way to have the same time in your file is to open the original one in an audio edition tool (soundforge is pretty good) and to patch your new one in it.
More than that, all the mp3 are not encoded the same way. Exemple 1AB6708.mp3 is 48kbps, and 1F93830.mp3 is only 40 kbps.
All of them seem to be :
CBR / Mono / 22KHz / channel mapping center / Audio quality : Low (lossy) / and encoded with FHG (apparently), not lame.

EDIT : I just tried something that seems to work. If it is a file volume issue, you could (maybe) try to add empty "00" octets at the end of your file to gain in size and match the original size.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on February 04, 2017, 10:41 PM
Glad you liked the patches, and enjoying the heck out of them too! :)

Oh yes, thanks!

Quote
I'm still not certain what exactly causes the patch to crash at certain moments, but maybe it is something within the bot randomizer code that's causing an exception or something (in all the crashes I've seen so far, by looking at the debugger, the thread that crashed always seems to be thread 3. It also says "TLB Refill (s)" every time the crash happens. Not sure what that means though, but it probably has something to do with the Translation-Lookaside-Buffer).


Sorry, I can't help of course (it's all Greek to me!), but it might be an idea if you posted about it on:

http://www.shootersforever.com/forums_message_boards/ (http://www.shootersforever.com/forums_message_boards/)

as there are some knowledgeable N64 hackers on there. And I can vouch for them being a friendly and helpful bunch.


Quote from: ConkerGuru
ConkerGuru, sorry to make another request, especially so soon after you fulfilling my Colors and Death-match requests, but I was wondering, would it be possible to alter the controls so that in Colors (and Total War, Death-Match, Heist, and Raptor) the player uses the C buttons to move?

So that C-Up moves forward, C-Left strafes left, C-Right strafes right, and C-Down either moves backwards (preferably) or turns around, and the analogue stick is used for turning. The Right shoulder button would have to be left as it was, so that when it's held down then Aim mode is entered, as normal.

If this is possible, would you consider creating a patch for it, please (one that preferably incorporates your Colors and Death-match improvements)? It doesn't matter how it effects the single player mode or the Tank and Race multiplayer modes, even if it somehow affects them negatively, we could just use this patched rom for Colors, Deathmatch, etc, and not for single player mode.

I'll add that on my todo list. Don't know where the code for multi controls would reside though, since much of the gameplay code have yet to be documented(still trying to understand how the game spawns objects in a clean way, and even then I'm having a bit of trouble creating a similar function). But I'll give it a shot.

Thanks.
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 05, 2017, 02:36 AM
Hi, all, sorry to ask here but this point is crucial to me : binkers87, how did you manage to change the text and to inject it without error in the saved rom ?
I mean, I'm tryin to translate this game, decrompressin it with GEdecompressor, changing the .bin I want with an hex editor (no octet added, no more nor less, just changing letters), inject it, and savin the new rom.

Sometimes it told me that file is larger, wich will crash the game, or skip a cinematic to directly launch the next one, and sometimes, the cinematics that should launch just hang on a black screen (not freeze, just hang at 60fps on this black screen of transition. Ex when I change even a letter at the beginnin screen "for mature audience only, insert rumble pack, game 1, and so.. The rom is loaded, I see my changements, but when I try to enter a game, the nxt .bin is not launched, instead of launching the.bin with the introduction cinematic).

Lots like me are very interested in the answer, because everyone so far seemed to failed since the changed .bin seems to not be able to launch the next one.
Thank you, and sorry again to interfer in this thread.

Ps : to Conkerguru, I tried to Pm you about this point. I dunno if I done well or if there is a special thing to care when injecting a new file. (or maybe GEdecompressor is only a starter to do what I want, like SubDrag told me. And if so, I have no clue on how to compress it again doing a safe rom).

Ps 2 : To binkers87 About your mp3 issues, I think as it is a constant bitrate that the best way to have the same time in your file is to open the original one in an audio edition tool (soundforge is pretty good) and to patch your new one in it.
More than that, all the mp3 are not encoded the same way. Exemple 1AB6708.mp3 is 48kbps, and 1F93830.mp3 is only 40 kbps.
All of them seem to be :
CBR / Mono / 22KHz / channel mapping center / Audio quality : Low (lossy) / and encoded with FHG (apparently), not lame.

EDIT : I just tried something that seems to work. If it is a file volume issue, you could (maybe) try to add empty "00" octets at the end of your file to gain in size and match the original size.

I got the mp3s to work. Apparently the tool can't import them so I imported the binaries by hand.

The tool will automatically compress the .bin files you dont need to compress them after you've edited them. I was doing that initially and it was breaking the game. Also make sure to be aware of the control codes that are in with the text. 0A in hex goes to the next line and BD (i think) scrolls to the next page of text. There are pointers as well so if you overwrite where those start then the text will be all messed up as well. Definitely a tough game to edit.
Title: Re: Patches for Conker's Bad Fur Day
Post by: WinROR on February 05, 2017, 03:27 AM
thanks for the answer binkers87 : ) !!
I'm allready ok about the 0a and bd things to edit my text, but the missing part is about what you said first :
"The tool will automatically compress the .bin files you dont need to compress them after you've edited them"
Fact is GEDecompressor is the only way I know to compress, and (most important part here since it's where i'm frozen) recompile. How, and with what do you managed to extract or to inject it to the rom ? Because on my point, I have decompressed the game, and have +3600.bin and mp3, no clue how to make it a Rom again manually ^^'.
Thanks, again, I'm too happy to learn ! : )
Title: Re: Patches for Conker's Bad Fur Day
Post by: mistamontiel on February 05, 2017, 05:12 AM
What's this anti-spam bullchit questions for me every time I wish to post ={ Have I not regged ..?

Anyways , wow ! The memeditor patch works nice so I can see all of the old ECTS build with no interruption ! Cheers so much !!

I am curious why Conker does not sport the caveman hair anymore but ok lol !!!
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on February 05, 2017, 05:21 PM
After having done some extensive testing on Project 64 V1.6(with help of savestates and a memory debugger) I can rule out all possibilities except one; it could be the amount of vertices in models being too high that causes the game to crash, depending on the character models loaded. Having the number of bots limited to 5 helps to prevent it from happening though, so maybe I'll stick to this number from now on.

So there appears to be nothing wrong with the deathmatch patch, it might simply be the number of vertices/triangles in models that simply just don't fit somewhere in RAM, and having the player character performing nearly any kind of action makes the game freeze(though pulling out the bat seem to work fine).

Anyhow, while I can't be 100% sure about this theory being correct, I feel that the patch seems good enough the way it is now. I will still be fixing a minor bug with the patch though. (mainly one that makes bots still make noises when being blown to pieces by a bazooka bullet or a bomb. It doesn't affect gameplay in any way, but I still feel the need to fix it.)
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on February 05, 2017, 06:28 PM
After having done some extensive testing on Project 64 V1.6(with help of savestates and a memory debugger) I can rule out all possibilities except one; it could be the amount of vertices in models being too high that causes the game to crash, depending on the character models loaded. Having the number of bots limited to 5 helps to prevent it from happening though, so maybe I'll stick to this number from now on.

So there appears to be nothing wrong with the deathmatch patch, it might simply be the number of vertices/triangles in models that simply just don't fit somewhere in RAM, and having the player character performing nearly any kind of action makes the game freeze(though pulling out the bat seem to work fine).

Anyhow, while I can't be 100% sure about this theory being correct, I feel that the patch seems good enough the way it is now. I will still be fixing a minor bug with the patch though. (mainly one that makes bots still make noises when being blown to pieces by a bazooka bullet or a bomb. It doesn't affect gameplay in any way, but I still feel the need to fix it.)

I've played Deathmatch a few times since (I nearly said 'tested', but that implies work not enjoyment!), and I've had no crash (I have an expansion pak, if that matters). I also didn't witness the sound bug, but I was listening to the radio some of the time, so I wouldn't have heard it anyway, sorry.

It might be an idea to write in the instructions that the mod can potentially crash in Deathmatch on very rare occasions., which can be avoided by playing with less than five bots in the match.
Title: Re: Patches for Conker's Bad Fur Day
Post by: ConkerGuru on February 05, 2017, 08:21 PM
In Conker's case I don't think having the expansion pak installed matters. I also have the expansion pak in my N64, and yet the crash happens on very rare occasions likely due to the reason as I said in my previous post (more triangles/verts in one model compared to another with more simple geometry).

By the way, I was using a separate patch that didn't have the 5 bot limit, mainly for playtesting and to eventually find the cause of the freezing problem. I'm kind of glad I did by now.

I'll change the description for the deathmatch patch to mention that the game could possibly have a rare chance of freezing up with more than 5 bots depending on the characters in the current match. The 5 bots limit acts as a safeguard so people don't accidentally or intentionally set it over 5, so the crashing shouldn't happen with just 5 bots.

On a more positive note, I've been working some more on my Object Spawn hack, and it has come along fairly nicely. Still need to fix some things before I can make a patch of it. YT link to video showing the hack: https://www.youtube.com/watch?v=VbDh1ItTf8E
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 07, 2017, 03:15 AM
Check out my uncensored hack. Dung beetle scene *Please excuse my terrible graphics card for choppiness*

https://youtu.be/ZiCiTi4_5ko
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on February 07, 2017, 06:45 PM
Check out my uncensored hack. Dung beetle scene *Please excuse my terrible graphics card for choppiness*

https://youtu.be/ZiCiTi4_5ko

Impressive! I'm sure some people will love it. Do you have a download link for the patch, please?
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 07, 2017, 09:11 PM
I've only done one scene for now. I have all the text changed but.need to import all of the audio I recorded.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on February 07, 2017, 09:51 PM
I've only done one scene for now. I have all the text changed but.need to import all of the audio I recorded.

I see. Please keep us updated on how you're progressing.
Title: Re: Patches for Conker's Bad Fur Day
Post by: BolinCaker on February 09, 2017, 03:48 AM
Nicely done. My uncensored patch is coming along nicely

No waaaaaaay! When is it gonna be done?
Title: Re: Patches for Conker's Bad Fur Day
Post by: mistamontiel on February 09, 2017, 04:13 AM
Playing the Mighty Poo acapella is sooo funny LOL . Although I couldn't figure a silent place

Very nutty going into deathmatch and playing Mighty Poo's voice clips LOL

EDIT: WOW ! The censorship sounds can be gone !? Great job binkers =}
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 09, 2017, 10:22 AM


EDIT: WOW ! The censorship sounds can be gone !? Great job binkers =}

Well sort of I guess. I recorded mine and a voice actors voice to fill in the curse words. It was a blast! Then we mixed them in an audio editor and I imported them back into the game. Had to change the text as well.
Title: Re: Patches for Conker's Bad Fur Day
Post by: mistamontiel on February 09, 2017, 10:21 PM
Ohhh the beeps are a part of the dialogues but ye made your own

Still very fitting ! Really well done !!
Title: Re: Patches for Conker's Bad Fur Day
Post by: D4v3WTF on February 09, 2017, 11:01 PM
Hey, i like the ideas you have! I've played Conker with my brother on the n64. Have you looked at the ECTS Version? Maybe you can make a ultimate uncut version with the uncut ECTS Version!

Greetings
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 11, 2017, 06:15 AM
Kerr Avon do you want  to test play it? I figured your probably the biggest conkers fan on this forum
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on February 11, 2017, 10:52 PM
Kerr Avon do you want  to test play it? I figured your probably the biggest conkers fan on this forum

I'd love to, but I'm not going to be able to give it the time necessary, due to work (I'm spending most of my waking hours there at the moment, the renovation should be over in three weeks or so), sorry.

I appreciate the offer, mate, and I'd love to be able to help, and see it progress, but at the moment it's just not possible, sadly.

(I'm even behind on the few TV programs I watch, I have several back-episodes of Supernatural, Sherlock (superb program!), and The Big Bang Theory to catch up on).
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on February 12, 2017, 01:44 AM
Hey, i like the ideas you have! I've played Conker with my brother on the n64. Have you looked at the ECTS Version? Maybe you can make a ultimate uncut version with the uncut ECTS Version!

Greetings

That would be neat! Not sure how to insert scenes though. ConkerGuru would have to help me with that one
Title: Re: Patches for Conker's Bad Fur Day
Post by: D4v3WTF on February 19, 2017, 08:04 PM
Hey, i like the ideas you have! I've played Conker with my brother on the n64. Have you looked at the ECTS Version? Maybe you can make a ultimate uncut version with the uncut ECTS Version!

Greetings

That would be neat! Not sure how to insert scenes though. ConkerGuru would have to help me with that one

I hope you find some help! Would love to see "Conker's Bad Fur Day - Uncut & Reloaded"  ;D
Title: Re: Patches for Conker's Bad Fur Day
Post by: Hexatendo on February 24, 2017, 08:38 PM
binkers87. I would be willing to test the hack. I have long been waiting for a Live and Uncut, even if it is just a fan game/hack.
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on March 04, 2017, 07:47 PM
Sure Hex. I've started playign through and need to polish a few things. Stay tuned
Title: Re: Patches for Conker's Bad Fur Day
Post by: Hexatendo on March 10, 2017, 12:41 AM
Alright, I will. What exactly do you need to polish?
Title: Re: Patches for Conker's Bad Fur Day
Post by: binkers87 on March 10, 2017, 11:57 AM
Since I had to record 30 or so lines some of the audio doesnt match up with the speed of the text, so im trying to figure that out
Title: Re: Patches for Conker's Bad Fur Day
Post by: Hexatendo on March 11, 2017, 05:49 PM
I was thinking just say the lines faster, but I don't know what exactly you recorded.
Title: Re: Patches for Conker's Bad Fur Day
Post by: Freezypops on November 02, 2017, 04:43 AM
Would anyone be able to PM me a patched NTSC rom for the Multi Colors and the Deathmatch hacks?
Title: Re: Patches for Conker's Bad Fur Day
Post by: Kerr Avon on November 02, 2017, 09:04 PM
Would anyone be able to PM me a patched NTSC rom for the Multi Colors and the Deathmatch hacks?

PM sent.
Title: Re: Patches for Conker's Bad Fur Day
Post by: IAPD3000 on June 11, 2019, 11:07 PM
This thread will list all the patches I have made for this game so far, as well as any new ones I will be making in the future. Before posting them here I took the time to fix the original patches up a little to correct a few minor issues, but mostly to optimize the length of the assembly a little.

A little note for new users: There are often more than one version of a game released, so it is important to know what version of a game rom to use when applying a patch.

For the patches that have _NTSC at the end of the filename, do a google search for "Conker's Bad Fur Day (U).zip" and you should find one or more links to it. For the patches that says _PAL at the end of the filename, search on google for "Conker's Bad Fur Day (E).zip".

Memory Editor Patch:
Let's the player inspect and edit the game's memory as the game is running. Refer to the readme included in the zip for details on how to use the memory editor.

http://www.lajnus.com/Conker%27s%20BFD%20Mem%20Editor%20Patch.zip

Button commands:
D-pad up/down go to next/previous address.
D-pad right/left go to +0x100/-0x100 address.
Shoulder L and right/left to increase/decrease the byte.
Shoulder L and up/down go to +0x00010000/-0x00010000 address.

Do not go below address 0x80000000, or the game will crash. Generally, I suggest not messing with the 0x80000000-0x800003FF area, as there is almost nothing of real interest in there anyway.

For the cbfd_memeditor_and_all_chapters_ECTS patch, the following hacks are already active(to make the game more easily accessible):

1. Disable ECTS Reset Timer(by Coolboyman)
2. Disable all "Game Over" instances
3. All chapters unlocked
4. Load and go right to chapters(by Subdrag)

Regarding the fourth one, it can be toggled on/off by changing the value at 0x8000CD60 with the memory editor. 0x00 is off, while 0x01 and higher enables the code.

Also, the controls are very sensitive, so make sure to tap the D-pad as lightly as possible.

Music Player Patch:
This patch enables players to listen to all the music tracks in the game by simply using the D-pad. I took the time to fix certain music tracks so that they can be heard outside of their intended areas. A minor side effect is that the fading of tracks 0x22-0x23 will be slightly broken, but it only happens in the main menu, so it is pretty minor.

Controls:
D-Pad Up/Down: Select music track (available range: 0x00-0x94)
D-Pad Right: Plays the selected music track
D-Pad Left: Stops all music tracks currently playing.

xdelta patches:
http://www.lajnus.com/Conker_BFD_Music_Player_NTSC.xdelta
http://www.lajnus.com/Conker_BFD_Music_Player_PAL.xdelta

aps patches:
http://www.lajnus.com/Conker_BFD_Music_Player_NTSC.aps
http://www.lajnus.com/Conker_BFD_Music_Player_PAL.aps

Voice Player Patch:
Listen to all the speech in the game by using this patch. The speech clip can also be stopped at any position the speech is currently at.

Controls:
D-Pad Up/Down: Select speech clip (available range: 0x0000-0x01CD(0x01CE can also be selected, but no speech will be heard when trying to play it).)
D-Pad Right: Plays the selected speech clip.
D-Pad Left: Stops the speech clip.

xdelta patches:
http://www.lajnus.com/Conker_BFD_Voice_Player_NTSC.xdelta
http://www.lajnus.com/Conker_BFD_Voice_Player_PAL.xdelta

aps patches:
http://www.lajnus.com/Conker_BFD_Voice_Player_NTSC.aps
http://www.lajnus.com/Conker_BFD_Voice_Player_PAL.aps

Sound FX Player Patch:
Allows players to listen to any of the game's sound effects(there's also a bunch of sounds not used in the final game).

Controls:
D-Pad Up/Down: Select sound effect (available range: 0x0000-0x06E2)
D-Pad Right: Plays the selected sound effect.
D-Pad Left: Stops all sound effects currently playing.

xdelta patches:
http://www.lajnus.com/Conker_BFD_SoundFX_Player_NTSC.xdelta
http://www.lajnus.com/Conker_BFD_SoundFX_Player_PAL.xdelta

aps patches:
http://www.lajnus.com/Conker_BFD_SoundFX_Player_NTSC.aps
http://www.lajnus.com/Conker_BFD_SoundFX_Player_PAL.aps

Cutscene Viewer Patch:
Lets players view all the cutscenes in a given level. There's a few things to keep in mind when using this patch; the level you're intending to view cutscenes for has to be different to the one you're currently in, or the game will freeze. Also, in order for some cutscenes to work properly, the player has to be in single player mode(preferably via the chapters menu). There are a number of unused cutscenes lurking in the game code, and I created this patch to make it easier for myself and everyone else to easily access them without having to mess with ROM pointers all the time.

D-pad up/down: change level digit
L-Trigger+D-pad up/down: change scene digit
D-pad Right: Plays scene of selected area
D-pad Left: Resets level stuff. Is to be used incase when a scene goes black and won't fade back again.

xdelta patches:
http://www.lajnus.com/conker_bfd_cutscene_viewer_NTSC.xdelta
http://www.lajnus.com/conker_bfd_cutscene_viewer_PAL.xdelta

aps patches:
http://www.lajnus.com/conker_bfd_cutscene_viewer_NTSC.aps
http://www.lajnus.com/conker_bfd_cutscene_viewer_PAL.aps

Multi Colors Patch:
This patch makes it so the positions of players and cpus are not being reset or randomized after a teammate puts the opponents flag in their own base. Just apply the patch and enjoy the feeling of not having to see your characters position reset or randomized any more. Time has been set to unlimited, and score limits have also been removed.

In fact, it is possible to have a score as high as 2.147.483.647 points. However, there would be no way players would be willing to sit around for days, months, or even years to even be able to attain such a high score, unless you're too determined of course. Even if one did reach such a score, it would be set to a negative score once it goes past 0x7FFFFFFF anyway, since the score variable is signed.

xdelta patches:
http://www.lajnus.com/conker_bfd_MP_Colors_fix_NTSC.xdelta
http://www.lajnus.com/conker_bfd_MP_Colors_fix_PAL.xdelta

aps patches:
http://www.lajnus.com/conker_bfd_MP_Colors_fix_NTSC.aps
http://www.lajnus.com/conker_bfd_MP_Colors_fix_PAL.aps

Note: Any teammate that puts the flag in their base will be stuck in place for a short moment, and any teammates that gets down on their knees in horror/failure will keep displaying their current animation. The teammate-position-reset function normally takes care of the latter issue, but due to the fact that the patch freezes the counter the animations simply won't be reset. Despite this, the player will still be able to move after a short time, so this shouldn't be too much of a problem.

I tested the Colors multiplayer patch on hardware, and I can confirm that it works as intended. However, if you happen to find any issues like freezing or crashes by using the patch on real hardware, let me know and I'll try taking a look at it.

I have also made a patch that lets players view all the animations for Player 1. There are a few problematic animations I know that for some reason freezes on hardware, luckily they're relatively few though.

I've also been working on a hack that allows the player to spawn object models. So far it is working great. Only thing I need to work out is how to make a table so other models can be spawned regardless whether they're present in the current area or not.

Edit: Decided to also include the memory editor patches, just to have them all in one topic.

Another edit: As asked by Kerr, I decided to add a explanation to this post so new users can more easily understand what version of a game is required for what patches. I will be changing or expand more on it as needed or asked.

Did you made a youtube video on how to do this shit? It would be better to explain it on video.