Author Topic: Patches for Conker's Bad Fur Day  (Read 20018 times)

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Offline ConkerGuru

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Patches for Conker's Bad Fur Day
« 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.
« Last Edit: January 27, 2017, 10:06 PM by ConkerGuru »

Offline Kerr Avon

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Re: Patches for Conker's Bad Fur Day
« Reply #1 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?
« Last Edit: January 23, 2017, 09:12 PM by Kerr Avon »

Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #2 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.
« Last Edit: January 25, 2017, 04:29 PM by ConkerGuru »

Offline Supaslicer

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Re: Patches for Conker's Bad Fur Day
« Reply #3 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.

Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #4 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?

Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #5 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.
« Last Edit: January 25, 2017, 04:23 PM by ConkerGuru »

Offline Kerr Avon

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Re: Patches for Conker's Bad Fur Day
« Reply #6 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.

Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #7 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.

Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #8 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.
« Last Edit: February 05, 2017, 08:45 PM by ConkerGuru »

Offline Kerr Avon

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Re: Patches for Conker's Bad Fur Day
« Reply #9 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  >:(

Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #10 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?
« Last Edit: January 28, 2017, 08:19 PM by ConkerGuru »

Offline Kerr Avon

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Re: Patches for Conker's Bad Fur Day
« Reply #11 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!


Offline ConkerGuru

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Re: Patches for Conker's Bad Fur Day
« Reply #12 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.
« Last Edit: January 29, 2017, 12:25 AM by ConkerGuru »

Offline binkers87

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Re: Patches for Conker's Bad Fur Day
« Reply #13 on: January 30, 2017, 12:28 AM »
Nicely done. My uncensored patch is coming along nicely

Offline Kerr Avon

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Re: Patches for Conker's Bad Fur Day
« Reply #14 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!