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EverDrive 64 / Re: Mario Golf and Mario Tennis Save File Requests (Transfer Pak)
« on: January 09, 2021, 05:48 PM »
Alright... How do I put this? This is proving far more difficult than I thought it'd be... 
I tried to plug away into HEX Editing but I either do not find the right place to edit the ROM (changing values that does not translate into anything) or I change it and break it with no visible results... Most codes are 81 codes which means 2 bytes into the ROM offset with a 2 Bit value (0001 for instance). Then there is the all -0XC1 calculus conversion and what not... I have asked in r/N64Homebrew and was given some pointers but could not make it work.
I have seen @triclon create a GameShark Injector for Mario Kart 64, so he might be able to adapt it to Mario Golf. The files/codes are all here and the ROM is the US Mario Golf ROM.
Also, while browsing the Web, I've found a Super Mario 64 GameShark Code Injector that mentioned the following:
"Not all N64 GameShark/Xploder64 code types are supported. This is due to certain code types not translating
into just hex writes for various reasons, such as codes that:
- Require physical hardware (like a GS button).
- Perform live checks and or dynamic modification.
- Simply not being appliable (Expansion pack releated, non-Super Mario 64 security chip related)."
It could very well be the case here of the Transfer Pak...
Still, those who would like to play on emulator are still able to do so
For those more tech savvy than me and there are quite a few here (@saturnu, among many others), feel free to create the ROM Hack. Fancy247 @Mariogolf64netplay, I'm sure you could do it if you'd want
This comment by @saturnu in a different thread sums it up pretty well
That's all from me here folks. Hopefully, someone will come in here and make it real and if not I'm glad I learned something
PS: I tested just the 4 codes as I have now received an Expansion Pak and not even those slots opened, not even with the enabler code activated, so it could be that these codes only work on an emulator

I tried to plug away into HEX Editing but I either do not find the right place to edit the ROM (changing values that does not translate into anything) or I change it and break it with no visible results... Most codes are 81 codes which means 2 bytes into the ROM offset with a 2 Bit value (0001 for instance). Then there is the all -0XC1 calculus conversion and what not... I have asked in r/N64Homebrew and was given some pointers but could not make it work.
I have seen @triclon create a GameShark Injector for Mario Kart 64, so he might be able to adapt it to Mario Golf. The files/codes are all here and the ROM is the US Mario Golf ROM.
Also, while browsing the Web, I've found a Super Mario 64 GameShark Code Injector that mentioned the following:
"Not all N64 GameShark/Xploder64 code types are supported. This is due to certain code types not translating
into just hex writes for various reasons, such as codes that:
- Require physical hardware (like a GS button).
- Perform live checks and or dynamic modification.
- Simply not being appliable (Expansion pack releated, non-Super Mario 64 security chip related)."
It could very well be the case here of the Transfer Pak...
Still, those who would like to play on emulator are still able to do so

For those more tech savvy than me and there are quite a few here (@saturnu, among many others), feel free to create the ROM Hack. Fancy247 @Mariogolf64netplay, I'm sure you could do it if you'd want

This comment by @saturnu in a different thread sums it up pretty well

modding gameshark codes into a rom...
it seems like you want to embed gs codes that alter ram positions.
the ed64 copies the patcher routine to a location into ram and than the codelist is attached.
as far as i know a general exception handler is registered, that calls the cheat engine routine every time it is triggered.
the max length of codes is determined by performance issues that would accure if the routine would need too much cpu time.
so in praxis the n64 must manipulate some ram settings many times beside calculating the game itself.
if the routine needs to go over a bigger number of codes it does consume more cpu time and the game slows down.
keeping that in mind one solution of this problem would be to patch the rom-code itself to do the things you want.
so as a romhacker you need to find the spots in the rom that alters the memory locations for your gameshark codes.
if game performance doesn't really matter to you can edit the ed64 menu source, so you can attach more then 24 codes. in this case you would need some basic coding skills.
i would say it is possible, but it's not an easy task.
That's all from me here folks. Hopefully, someone will come in here and make it real and if not I'm glad I learned something

PS: I tested just the 4 codes as I have now received an Expansion Pak and not even those slots opened, not even with the enabler code activated, so it could be that these codes only work on an emulator
