WiiU VC N64 inject compatibility list\Ini Template
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Revision as of 16:13, 19 July 2016 by 82.75.41.103 (talk)
; Please trim out lines you don't use if you are going to use this to post back on the list [RomOption] ;PlayerNum = 1-4 (commented out everywhere i can find) ;RetraceByVsync = bool, vsync on/off ;RomType = not sure (simcity 64) ;Rumble = bool default 0 ;TPak = bool ;MemPak = bool default 0, test carefully can be buggy and crash game ;AIIntPerFrame = bool, not sure ;TLBMissEnable = not sure ;TicksPerFrame = integer ;TimeIntDelay = seconds ;UseTimer = bool, guessing limiting emulation speed? ;RSPMultiCore = bool, (off = Ocarina , on = smash brothers, dk64) ;AIUseTimer = bool, not sure ;BackupType 0 Auto 1 SRAM 2 Flash 3 EEPROM BackupType = 3 ;BackupSize 2048 16K 4K 512 BackupSize = 512 ;EEROMInitValue = 0xFF (filler\padding ?) ;CpuCmpBlockLength ;CmpBlockAdvFlag = bool, not sure (on = excitebike, off = Golf, Kirby) ;RamSize = hex value, total ram size for example 0x400000 forces expansion ram off ;TrueBoot = bool, default 1 ;NoCntPak = 1 ;PDFURL = "http://m1.nintendo.net/docvc/[System]/[Region]/[Game]/[Game]_[Language].pdf" ;Example http://m1.nintendo.net/docvc/NUS/EUR/NSMP/NSMP_E.pdf [RSPG] ;WaitOnlyFirst = bool (custom robo v2) ;GTaskDelay = 1024 (Kirby) ;RDPInt = 1 ;WaitDelay = 1 [TempConfig] ;RSPGDCFlush = bool (custom robo v2, something to do with ram ) [SI] ;SIDelay = (0xD800 US, 0x10800 J Kirby) [VI] ;ScanReadTime = 1 (Excitebike) [Cmp] ; Compiler options ? ;W32OverlayCheck = 0 [Sound] ; Sound filters of some kind ? ;BufFull = 0x3800 ;BufHalf = 0x2800 ;BufHave = 0x1000 ;Resample = (31900 NTSC, 31300 PAL DK64) [FrameTickHack] ; excerpt Mario golf http://pastebin.com/Tir0GEBB , not sure how these work ; on every X tick do .... ? ; 1080 snowboarding ;noa bts 365 ;Hack0 = 581250 ;bts 1843 ;Hack1 = 581250 ;Hack2 = 481250 [Input] ;StickModify = Keymap 1-3 (2 = Banjo, 3 = F-Zero x, DK64) ;StickLimit = 90 [Cheat] ; Basically action replay type editing, to disable additional copy protection etc ;Cheat0 = 0,1,2 needs more info ;Cheat0_Addr = 0x80123456 ;Cheat0_Value = 0xff ;Cheat0_Bytes = 1 [Idle] ; Biohazard 2 JP excerpt http://pastebin.com/RkCBfiTq , guessing copying of data to different memory address ? ; Mariogolf uses it too ;Count = counter ;Address0 = 0x80123456 ;Inst0 = 0x8C123456 ;Type0 = bool, no clue [InsertIdleInst] ;Count = counter ;Type0 = bool, no clue ;Address0 = 0x80123456 ;Inst0 = 0x0C123456 ;Value0 = 7 [Render] ;ZClip = 1 ;CopyAlphaForceOne ;ClipBottom = 0 ;ClipLeft = 12 ;ClipTop = 9 ;ClipRight = 4 ;CanvasHeight = 375 ;CanvasWidth = 600 ;CopyDepthBuffer = bool ;UseColorDither = 0 ;ConstValue0 = (0x238040 US, 0x230040 J Mario Tennis, 0x153380 US, 0x1583c0 J, 0x151f40 E P-Mario) ;ConstValue1 = (0x36a0 ^^, 0x2e00 ^^) ;useViewportZScale = 1 (Waverace) ;NeedTileSizeCheck = bool ;PolygonOffset = 1 ;CopyMiddleBuffer ;FlushMemEachTask = bool ;ForceFilterPoint = bool, turn off smoothing filter ;ForceRectFilterPoint ;NeedPreParse = bool, seems to fix stutter/graphical glitches ;CalculateLOD = 1 (Mario) ;FirstFrameAt = 1000 ;TexEdgeAlpha ;bForce720P = bool, run in 960 x 720 instead of 1080, 1440 [RomHack] ; on the fly rom patching ;Count = counter ;Address0 = 0xe1234 ;Type0 = 0,1,4 (Address Range) ;Value0 = 0x00 if more then one byte, define a{bytes}: and define with space separation ; Syntax a{count}:raw space/line seperated [SpecialInst] ;Count = counter ;Address0 = 0x80001234 ;Inst0 = 0x02C01234 ;Type0 = 0 [FilterHack] ; edit textures ? ;Count = counter ;TextureAddress0 = 0xffffffff ;SumPixel0 = 0x9953ABF8 ;Data2_0 = 0x4000000 ;Data3_0 = 0x20000 ;AlphaTest0 = 250 ;MagFilter0 = 0 [VertexHack] ; edit vertexes to fix minor issues with models ;Count = counter ;VertexCount0 = count of vertexes already there ? ;VertexAddress0 = 0x234567 ;TextureAddress0 = 0x345678 ;FirstVertex0 = a6: 01 02 03 04 05 06 ;Value0 = a10:00 01 ;01 02 03 04 05 06 07 08 ; Syntax a{count}:raw space/line seperated [BreakBlockInst] ;Count = counter ;Address0 = 0x80012543 ;Inst0 = 0x24A50A00 ;JmpPC0 = 0x80012345 ;Type0 = bool ?