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Thread: N64 Text Mod problems

  1. #1
    Join Date
    Jul 2006
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    Default N64 Text Mod problems

    I don't know whats happened but i'm not able to get these to work anymore, i've made a few and now no luck at all.

    The way i made them was by search in nemu and transfering it over to PJ 64 trouble is i'm having alot of troubles now tring to get the codes to work, the address seems correct but i'm not getting anywhere, anyhelp would be great.

    Thanks

  2. #2
    Join Date
    Jul 2002
    Posts
    1,659

    Default

    I can't help, but I noticed that I was able to change names and stuff with the memory editor, but I couldn't turn it into a code. I guess the N64 gs is kinda screwey.

  3. #3
    Join Date
    Jul 2006
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    I usually can make them into codes but i can't seem to find the right address for them, it might be because its only said once in the game i don't know though.

    The other thing is how do you activate text when its not ment to be there?

  4. #4
    Join Date
    Jul 2002
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    I'm not sure about activating text but, to make the text you want to mod viewable in the memory editor, make sure you enter the memory when said text is onscreen in the game. Sometimes the text only becomes visible then.

  5. #5
    Join Date
    May 2004
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    Philadelphia, PA
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    Text Modifiers FAQ/Guide v0.2 by FoxDie a.k.a Ryan Barlow

    What are Text Modifiers?

    Text modifiers are ways of altering text in a computer game (or program) using a game enhancer
    or Hex editor.
    They are usually several lines long, and all AR/GS text modifiers start with either 30/80 for
    PSX or 80/81/ for N64. Text modifiers usually have no useful function so they are usually used
    for personal enjoyment and/or to personalise a game (i.e. rename Mishkin to FoxDie in
    GoldenEye). Many hackers do not include text mods as 'codes' as they are too simple to find
    (and have no real use) to be called a 'code'.

    ---------------
    What is needed to make a text mod?

    If you are using a N64 AR/GS 3.x you will need an expansion pack (that is not being used by the
    game). If you are using a PSX AR/GS 3.x though, you just need the cartridge. Also you need to
    know the Hex digits for each letter (Shown below).

    ---------------
    What are the Hex digits for the letters and numbers?

    Here they are:

    A=41/61 B=42/62 C=43/63 D=44/64 E=45/65 F=46/66
    G=47/67 H=48/68 I=49/69 J=4A/6A K=4B/6B L=4C/6C
    M=4D/6D N=4E/6E O=4F/6F P=50/70 Q=51/71 R=52/72
    S=53/73 T=54/74 U=55/75 V=56/76 W=57/77 X=58/78
    Y=59/79 Z=5A/7A 0=30 1=31 2=32 3=33
    4=34 5=35 6=36 7=37 8=38 9=39

    Other Symbols:

    @=40 "=22 #=23 $=24 %=25 &=26
    '=27 (=28 *=2A +=2B ,=2C -=2D
    .=2E /=2F :=3A ;=3B== 3D ?=EF
    [=5B \=5C

    Other values of interest are;

    00 - This indicates the start of the next name
    20 - This is a space

    ---------------
    Ok then, how do I make a text mod?

    The simplest way is to use the AR/GS's inbuilt Text Search (located in the Memory Editor).
    Then search for a word you know is used near where you are in the game.

    I.e.

    On GoldenEye 007 search for 'Mishkin' while on Multiplayer character select.
    The address found was 8029DE4C through to 8029DE52. We want to replace 'Mishkin' with
    'FoxDie', so using the chart above we can see that F=46, o=6F, x=78, D=44, i=69, and e=65. When
    you replace the letters you will see we now have the name 'FoxDien'. The last 'n' is not needed
    so replace it with a 00 (This tells the game that another name is going to start, in this case
    'Boris'). Now this should have fixed our problem and we should now have 'FoxDie'.
    Check this by scrolling over to 'Mishkin' in the Character Select and see what it now says.

    Ok, so now you've changed the name in the Memory Editor. But how do I make that into a code,
    I hear you ask? Its simple. Using the example above, you can see the first memory location
    mentioned is 8029DE4C and if you were paying attention you should realise we changed this into
    a F (46 in hex). Put those two parts of a code together and you have 8029DE4C 0046. You have
    now got the code to change the first letter.

    Simply do the same thing with all the letters of the name and the code should look like this:

    8029DE4C 0046
    8029DE4D 006F
    8029DE4E 0078
    8029DE4F 0044
    8029DE50 0069
    8029DE51 0065
    8029DE52 0000

    You now have the code!!

    ~TIP~

    To make the above code shorter we could make it '16-bit'. This can only be done on even
    addresses. These are addresses ending in 0, 2, 4, 6, usual one), with the first
    address going first in the values (the last four digits out of the 12).
    So for;

    8029DE4C 0046 &
    8029DE4D 006F

    you could make it into;

    8129DE4C 466F

    This (the above code) would work the same as having the two codes separate.

    As I said before. An address ending in a odd number wouldn't work and would just write the last
    two digits in the value.

    The '16-bit' writing of codes is effective when used correctly as it cuts the amount of codes
    down considerably (nearly half in this case).

    You would then input this into your AR/GS as you would a normal code. Go to the section of the
    game where the section of text should be changed and see if it worked.

    ---------------
    What happens if I want to make a name longer then it was originally?

    Well there are two possible ways. One way is to see if there are any spare digits next to the
    name (like two or more sets of 00's).

    This could be used for turning 'Boris' into 'NerdBoy'.

    Firstly you would find the location, as we did before (8029DE54-8029DE58). Then change the
    letters as before, making:

    8129DE54 4E65
    8129DE56 7264
    8029DE58 0042

    This spells 'NerdB'. If you look just after 'NerdB' (in the memory editor) you will see three
    sets of 00. Only the last set is needed. Thus we can change the other two sets into 6F and 79
    (in that order). This will make;

    8129DE54 4E65
    8129DE56 7264
    8129DE58 426F
    8029DE5A 0079

    Just always make sure you leave at least one set of 00's, or, in this case, his name would be
    mixed with Ourumov's (adding a 40 at 8029DE5B would make 'Boris@Ourumov').

    **ANOTHER METHOD**

    If this doesn't work you could always go into Ourumov's memory section and use his digits
    (remembering to still use at least one set of 00's when finished with the name).

    So as Ouromov's section starts at 8029DE5C (with the 8029DE5B being the 00) you could change
    both 8029DE5B & 8029DE5C into different values. But then you would have to remember to change
    8029DE5D or afterwards to a 00.

    This method is know as 'Bleeding'. The problem with this is it will mess up the next persons
    name.

    ---------------
    Glossary:

    Hexadecimal - A form of counting which has 16 digits (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B,
    C, D, E, F) rather then the usual 10

    Action Replay - A device made by Datel allowing you to change the coding of a game (Known
    as a GameShark in America)

    PSX - Short way of writing Playstation. Due to original development name

    N64 - Short way of writing Nintendo 64. For obvious reasons

    AR - Short for the Action Replay. See 'Action Replay'

    GS - Short for Gameshark. See 'Gameshark'

    ---------------
    Acknowledgements:

    FoxDie - I wrote it all
    Sutaz - For info on Text Modifiers in 'The Secrets of Professional GameShark
    Hacking'. Also for the Hex digits

    The Hackmaster
    Hacking 101

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