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Messages - ozidual

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It's hard to say with that game, and not worth troubleshooting.  If black screens happen on just about any other game, you might have an issue, but with Animal Crossing Translation, it's probably the ROM.

Which ED64 did you get?  None of the new ED64s need anything installed after the fact.

1. Download the OS
2. Unzip it somewhere on your computer (creates an ED64 folder)
3. Create a file called save_db.txt on your computer.
4. Copy everything from OFF=0 to the end of the main post here ( and paste it into save_db.txt
5. Copy save_db.txt and overwrite save_db.txt in your ED64 folder
6. Download this formatting program ( and format your card
7. Copy the OS folder over (the ED64 folder)
8. Copy ROMs over either directly to the SD card or into folders there

That should fix saving and give you a good solid start.  You'll need a Controller Pak for any games that use that for saving.  Otherwise all the rest are covered by the ED64.

A lot of people like the Brawler, but I've stuck with the original.  If you're looking for 3rd party that are 100% accurate, the Hori controller seems to be one that everyone likes.  I personally like the Ascii Pad since it's the original controller with auto-fire added to it.  It looks like they took original N64 board and soldered an autofire board to it.

EverDrive 64 / Re: ROM Hacking with the EverDrive
« on: October 09, 2019, 09:06 PM »
If you're interested in ROM hacking, PJ64 has a nice debugger built into it.  It's the best one available at the moment.  Personally, I download the latest one that LuigiBlood builds since I do some 64DD hacking.  Otherwise, NEMU is a much older one with an OK debugger.  MAME can technically debug too, but it is a huge PITA though it has some features not available in other N64 debuggers.

The ED64 or 64Drive are the only ways to test your hacks on hardware, which is important.  These days just about everyone is trying to create hacks that work on original hardware.  The reason being that emulators change regularly, so if your hack only works on a certain emulator, one day that may not be true.

EverDrive 64 / Re: Shiren the Wanderer 2 N64 Translation
« on: October 06, 2019, 11:35 PM »
It's been a busy few weeks since the last update.  Here's what we've been up to:

For the few places that use 1st, 2nd, 3rd, 4th, 5th, ... 99th, I updated it to use the proper ending (st, nd, rd, th) since Japanese does not use that.

The lower screen that shows the player's location, stats, etc. had to be expanded for the longer location names.

While tracking down all the game's text so he can test it, our amazing translator found a hidden room that probably very few people have seen.  He's played through the game quite a few times growing up and in the last few months but has never seen this room before.  We won't show you its location, but here's the current text for the person in it.  The sign in the back is where the real hidden text will be located...

Finally, the translator is doing another playthrough focused on fixing text widths so everything looks better.

I'm working on a glitch caused by the translation hack at the moment.  In Japanese a guy steps back and throws a few punches.  In English he disappears and a weapon looks like it takes a swing.  Quite a few other glitches have been fixed, but there are some persistent ones.

It's exciting but busy times :)

EDIT: Fixed the punching glitch.  My scripts accidentally identified a command variable character as a Japanese character.   A month or two ago I found out that some of the command characters don't have a fixed number of command variable characters which could lead to this problem.  I'm hoping the rest of the issues are tied to this.  I'd rather not spend the next few months tracking down all the different command characters and figuring out which variables cause them to use more variables :)  On to the next issue.

EverDrive 64 / Re: Legend of Zelda Dawn & Dusk 64DD Everdrive compatible
« on: September 30, 2019, 03:37 PM »
Nuu, I had problems patching Mario 64 with the Star Road patch, and was told I needed to change formats of the rom or something. Ithink that's where they mentioned hirom vs. lorom.

I'd attempt to fix it, following their instructinos, but I can't even figure out how to download the patch, it keeps downloading past the said 'total' and won't stop downloading.

It's probably an endian issue.  You may need to switch the endianness with this (excerpt from here

2. Convert the ROMs

   a. Download this program and install it
   b. Open the program
   c. Choose File - Open
   d. Go to the folder with your Zelda Ocarina ROMs
   e. You will now have a list of ROMs with blue pictures on the left, you want the pictures to be an arrow pointing to the right
   f. Go down the list and for all blue arrows not pointing to the right, select the ROM, then click the arrow pointing to the right symbol at the top.
   g. In the folder with the ROMs they should now have a *.z64 extension

EverDrive 64 / Re: Space Station Silicon Valley Fix Patch
« on: September 27, 2019, 09:20 PM »
For my 500th post, I thought I'd do something different.  Here are some of my notes from working on Space Station Silicon Valley.  These notes are mostly for the NTSC 1.0 ROM since that's what I did a lot of work on.  Since the data is pretty much the same between all the ROMs, a quick search will find the same locations in the other ROMs.  As for RAM, the difference between PAL and NTSC is 0x30 bytes, so you can find these RAM addresses in the PAL ROM just by adding 0x20 - 0x30 to the number.

First up, the in-game Cheat Codes ( are stored here:

ROM: 0x7D1170
RAM: 0x803BFAC0

57495A44   495A5745   00000000   5544495A
44555A44   00000000   55445A49   44455A44
00000000   5544495A   44575A44   00000000
5544495A   444C5A44   00000000   5544495A
44525A44   00000000   44555A49   444C5A44
00000000   55495A44   4C5A4455   00000000
49445A49   4455494C   00000000   5A445549
52494C52   00000000   4C525A49   4C5A524C
00000000   44414E49   53494C00   00000000

a new cheat code starts every 0xC bytes.  Here's the key to what each byte means:

Down 44
Left     4C
Right  52
Up      55
Down  53
Left     57
Right   45
Up      4E
L   49
R   54
A   41
B   42
Z   5A

I found all of this by watching 0x803F6410, where it keeps track of the last 20 button presses.

Next up, the EEPROM data:

ROM (*.eep save file)
RAM: stored oddly, but the line below is at 0x8023F2A0

The part I worked on is located at 0x100 in the EEPROM file.  Here's an example of what it looks like

00000219 0CF76F7E 00000000 10100300

Right now I can tell you that it is set for French.  The 0x03 located at 0xE (aka 0x10E) tells you that. 

00   gibberish/spanish
01   Dutch
02   English
03   French
04   German
05   Italian
06   Japanese
07   Portuguese
08   Spanish

If a PAL ROM loads up (or one of my patched NTSC ROMs) and 0x10E is 0x14, then the Language Select screen loads up at the beginning.  Make a copy of your save file before testing that since I can't remember if there is a checksum.

The broken Expansion Pak function:

NTSC 1.0 ROM: 0x802B75CC
PAL ROM: 0x802B75EC

The part of this function that is broken in NTSC is:

802B7604: LH V0, 0x0114 (A0)
802B7610: SLL T6, V0, 0x2
802B761C: ADDU S5, S5, T6
802B7620: LW S5 0xAA10 (S5)

The game loads V0, does some math with it that ends up becoming a pointer called S5 that points to a table of pointers.  This then loads a new pointer into S5.  V0 is usually a smaller number which points inside the table.  Occasionally v0 is 0x7FFF which points into the Expansion Pak instead.  This is OK if there is no Expansion Pak because then it returns 0x00 (and then the function exits).  If there is an Expansion Pak, S5 can load anything from there.  If S5 is not 0x00 or a pointer (e.g. 0x80hhhhhh, 0xA0hhhhhh), then when the game uses it to try to load data, the game will crash.

Here's what the PAL/NTSC 1.1 ROMs did to fix this:

LH V0 0x0114 A0
BNE V0, AT, 0x(3 lines ahead)
SLL T6, V0, 0x2
B 0x(End of Function)
Or V0 R0 R0

The game loads V0, then sets AT=0x7FFF.  It compares V0 and AT, and if V0 does not equal AT (0x7FFF), then the function continues.  If V0 equals AT (0x7FFF), then v0 = 0x00 and the rest of the function is skipped.  I shifted some code around and was able to use this function in my patch.

Originally, I fixed this problem by writing 0x00 to the whole Expansion Pak (if it was installed).  I left this code in the final patch because it's better to initialize all the space available anyway.

Finally, the Fat Bear Mountain Fix:

I spiralled between three different tables before finding the answer.  Looking at my notes, I had stuff mostly in my head as I was trying to track this down, so my notes are very sparse.

The first table is objects that can be interacted with. I think this includes creatures and items.  The best way to find this table is to go to the table of pointers that point to each interactable object.  This is located at 0x80203D1C.  Since the table is rarely full, this is the best place to start.  Each object is 0x270 bytes long, so this is a huge table when you make it one object per line.

The second table is creatures, including the creature you inhabit and dead creatures.  It is located somewhere around 0x801DE80.  Its hard to pinpoint this table because data isn't fixed.  I have multiple dumps of the RAM in Fat Bear Mountain, but each one has the data in different places here, but all in that 0x801DE80 area.  I used this to manually kill off the creatures and boost my health as needed.

The third table has all of the objects in the game (not just in the area you are in).
ROM: 0x7BC970
RAM: 0x803A8520

Each item seems to take up 0xB0 bytes.  This is where the GameShark code points and where I manually edited the FBM trophy to have a hit box.  I did not explore any of these tables in depth.

EverDrive 64 / Re: 40 Winks Rom?
« on: September 26, 2019, 05:58 PM »
Yes Aroenai trolled you, but seriously 40 Winks just came out earlier this year.  Give Piko a chance to make some money off of it.  They have more games planned and are hinting at releasing another one soon.

I agree, it would be nice if they would release the source code.  If they want to, they will. 

It seems like every year they're buying up the rights to more old games.  That means that there is probably a bunch of IP out there for sale for decent prices.  So, if you have money and you're interested in making source code available, go out there and get it.  If you don't have money, there are still a few things you can do.  You could try to track down the owners of existing IP.  You could pool together with others to purchase it.  You could find and talk to the people with money who are interested in releasing more.

I really wish more people would see this side of things. 

I can't remember which video it was, but the guy who owns Piko was talking about tracking down the owner of the IP rights for a game.  He spent months on it, but then had to put the search aside to work on other stuff.  When he finally got back to it, the person he was trying to track down had died and the living relatives couldn't help him.  Having time for leg work is almost as important as having the money.

Hi, Zelda hacks like Voyager of Time are fully playable on hardware? Do I need to apply the patches?


It's been a while, but I think Petrie's Challenge is the only one fully playable on hardware.  I think Ruinous Shards is the next most compatible followed by Voyager of Time.  At the time they were the most compatible/

EverDrive 64 / Re: Getter Love Translation
« on: September 24, 2019, 10:44 PM »
I must be missing something obvious, is there a link to your patch in this topic, or is it hidden for legal reasons? I am very interested in giving it a try.

We're still creating the patch.  It'll be released once it's finished.  Possibly sometime next year?  I don't want to commit to a date.  This is a very text heavy game, and the hacking on it can be very kludgy/time consuming.

In the meantime, as I find neat stuff or make interesting progress I'll post it here.  Likewise if anyone else finds out anything interesting about the game, I'd love to hear about it.

EverDrive 64 / Re: Getter Love Translation
« on: September 24, 2019, 07:34 PM »
As Aroenai said, just the original N64.

If you're interested in figuring out the Wii U stuff, go for it.  If you find something that works and send it back, I'll put it in the main post.  I am not modifying anything that should affect how the graphics are displayed, so whatever you find that works for the original ROM should work for the translation.   Personally, I haven't hacked my Wii U and have no plans to do that for the forseeable future.

EverDrive 64 / Re: Getter Love Translation
« on: September 23, 2019, 03:07 PM »
Amazing work. Is there something specific you need to do for the game to load the different facial textures? Whenever I have tried to play this game, none of the eyes/mouths load.

If you're using NEMU or an older version of PJ64, it has troubles with that.  Try downloading LuigiBlood's build of PJ64 for 64DD here: .  The characters will have facial expressions, but there will be lines around them.  That's the best I've seen on emulator.

Here's an image of what it looks like:

EverDrive 64 / Re: Feature Request: VI-deblur (now possible using GS)
« on: September 21, 2019, 09:25 PM »
Ahh, I see.  It's still not too difficult to use the existing patches to make patches for the translations/revisions.  Patch the existing rom.  Compare it to the unpatched ROM.  Search for that section of code in the revision/translation, and make the changes.

EverDrive 64 / Re: Feature Request: VI-deblur (now possible using GS)
« on: September 21, 2019, 02:21 AM »
I thought someone already created a zip file with VI-deblur patches for all N64 games.


Here you go:
      (above is a link from RetroRGB's page on deblur here:

EverDrive 64 / Re: Shiren 2 Translation
« on: September 13, 2019, 11:04 PM »
It only affects a few items, but when you have multiple items now, it adds an 's' onto the end of it (e.g. 1 Voucher vs 83 Vouchers).  On paper it's a simple hack, but it took a few days to get it right. 

Along the way, there was a fun error that caused a random person to walk onto the location name screen.  They would walk on, reach a certain part of the screen and turn around.  Then they would wait with you for the screen to go away (it never did). 

Normally this is just a black screen with white text and it's up for maybe 5-10 seconds before loading the game.

Other than that, I've done some work to make sure the 6-7 character name works in as many places as possible.  There are still 1 or 2 places that will need some interesting solutions.  I've expanded a bunch of window widths.  I did some work with adding back in the Debug Menu and getting text to work better.  Next up is some more work on the text spreadsheets to make the jumps better (e.g. jump to this text or that text).

The translator is doing some amazing work.  Every day the game looks better and better.

That's it! The dialogs look perfectly restored in French at last.
I am so grateful, thank you Ozidual!

Nope - all the thanks goes to you! 

As far as I knew the patches were finished years ago.  Without your help, they would not have been complete.  That's why you're now in the credits on the main post :)  Thank you for helping to make the patches better!

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