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super_mario_64:console_compatibility [2018/03/04 15:45]
david [The problem with N64 emulators]
super_mario_64:console_compatibility [2018/03/04 16:29] (current)
david [Trying to write to the framebuffer's area of memory (8038F800-803FFFFF)]
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 ==== Trying to write to the framebuffer'​s area of memory (8038F800-803FFFFF) ==== ==== Trying to write to the framebuffer'​s area of memory (8038F800-803FFFFF) ====
  
-Older versions of the SM64 Editor moved the music pointer ​to address ​0x803E0000. The problem with using that address is that the region from 0x8038F800 to 0x803FFFFF is constantly being overwritten with the game's framebuffer,​ so any data that gets stored within that region will be erased immediately. Some graphic plugins for Project64, like jabo'​s,​ have the option of writing the framebuffer to memory turned off by default, which is probably why this was not caught earlier.+Older versions of the SM64 Editor moved the sound allocation ​to address ​0x803D0000. The problem with using that address is that the region from 0x8038F800 to 0x803FFFFF is constantly being overwritten with the game's framebuffer,​ so any data that gets stored within that region will be erased immediately. Some graphic plugins for Project64, like jabo'​s,​ have the option of writing the framebuffer to memory turned off by default, which is probably why this was not caught earlier.
  
 **How to fix it?** **How to fix it?**
 +
 +To fix the music allocation issue, you just need to do the following:
 +
 +  1.) Check if the 2 bytes at ROM offset 0xD48B6 is equal to 0x803D.
 +  2.) If so, then change that value to 0x805C.
  
 Later versions of the SM64 Editor will put the music memory pool in extended memory, which is safe to use. Please do not store data within 0x8038F800-0x803FFFFF if you want your hack to be compatible. Later versions of the SM64 Editor will put the music memory pool in extended memory, which is safe to use. Please do not store data within 0x8038F800-0x803FFFFF if you want your hack to be compatible.