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Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Cheats, Hacks, & Game Patches v
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Are Modded save states allowed?
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Are Modded save states allowed?
02-18-2018, 11:40 AM
#1
Larryeedwards Offline
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I just want to ask first: Are modded save states allowed? I was asking this because I created some modded Tornado Outbreak save states using Dolphin Emulator's Debug Mode. Anyways that being said I created a few modded TO save states,and below will be a description of what the mod is, and what does it do. These are some of my personal favorite modded save states I created.

Debugging:
  • Force models into a T-pose. (The tornado will still be in its regular pose.)
  • Load all models from the level (Not recommended. Requires a powerful computer,unless you can handle the lag. Loads every single model onto the screen.)
     
Gameplay related:

  • Zephyr can destroy anything. (Allows Zephyr to destroy anything without growing! Zephyr now has the ability to destroy objects that weren't intended to be destroyed,or sucked into the tornado such as characters.)
  • Noclip v2 (Allows Zephyr to go through the sunlight,destroy objects,and even grab Fire Flyers without being thrown back to the shade)
  • Level 100 tornado (A gigantic invisible tornado that is even more powerful then the level 20 tornado can suck up anything that is far away. Can be hard to control)
  • Zephyr can destroy anything v2. (Allows Zephyr to completely demolish an entire map! Zephyr can now fully explore the level,and tear up objects that weren't intended to be destroyed.
Well what do you think? Should I post some of the modded save states on here,or not? The save states may need to be updated in order to work properly. 
I'm really addicted to playing Tornado Outbreak. :3
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02-18-2018, 12:12 PM (This post was last modified: 02-18-2018, 12:15 PM by One More Try.)
#2
One More Try Offline
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Why can't you turn it into gecko codes? What's the process for making the mod for savestates?

https://github.com/TheGag96/CodeWrite/releases
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02-18-2018, 12:26 PM
#3
Helios Offline
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Sure.
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02-18-2018, 12:35 PM (This post was last modified: 02-18-2018, 01:16 PM by Larryeedwards.)
#4
Larryeedwards Offline
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I don't know. I could see If I could turn them into gecko codes. Okay! I'm going to convert all of the save states into gecko codes! Thanks One More Try for the program! So far I only made one Gecko Code!

Everything sticks to the tornado:
C221ABD0 00000001
C0220016 00000000
C221ABD4 00000001
C0020000 00000000
I'm really addicted to playing Tornado Outbreak. :3
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02-18-2018, 02:08 PM (This post was last modified: 02-18-2018, 02:16 PM by One More Try.)
#5
One More Try Offline
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I don't have the game to test the codes, but if you need any advice, I can help. It might be a bit more efficient to combine that first code into one code:
C221ABD4 00000002
C0020000 C0220016
60000000 00000000
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02-18-2018, 02:33 PM
#6
Larryeedwards Offline
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How did you combined them? Sorry I'm a total noob when It comes to creating Gecko Codes.... How hard would it be to create a Gecko Code to swap models? Specifically creating a Gecko Code that allows the player (Zephyr) to play as the Wind Warrior without playing multiplayer.
I'm really addicted to playing Tornado Outbreak. :3
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02-18-2018, 03:03 PM
#7
retroben Offline
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One thing that really sucks about modded save-states,they become stale VERY quickly for newer versions of Dolphin,rendering them completely useless unless the other person has the same version.

So if save-states can be posted,you should list the version of Dolphin used so they can actually be loaded.
I am wondering if Vinny Vinesauce also gets sent a version of Dolphin (or told which version to use) when receiving corrupted save-states for a corruption stream?

I have a tip to share while I am here,if you purposefully set a read/write breakpoint in the memory viewer after changing ASM values then remove the breakpoint,it will update the cache for it and allow instant effects to happen without needing to create then load a save-state.
This is most likely caused by the breakpoint functionality of it switching to Pure Interpreter during an active memory breakpoint.
All you have to do is click the left of an address in memory viewer to make the blue dot appear and wait a couple seconds then remove the blue dot by clicking it,then the changes will take immediate effect.

It should definitely take less off a toll on your storage if you have an HDD,and maybe even an SSD takes a negative impact from constant save-state spams in order to refresh cached ASM.
I have since started using the breakpoint technique to update ASM changes to instantly test any modified stuff so I can make quick work of it and again to revert it if nothing bad happens before then.
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02-18-2018, 03:14 PM
#8
One More Try Offline
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The two addresses for the two codes were right next to each other, so I just used the address for the second code + the two changes. I don't know anything about model swapping. If you have a method to do it with savestates and write to out, I can help convert it.

Memory Breakpoints often crash my game when they are disabled. Don't know why.
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02-18-2018, 03:24 PM
#9
retroben Offline
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Make sure you are using single core despite the performance loss.

Now that I know what the inner function is when setting and removing breakpoints,the switching to and from interpreter might be what causes crashing when on dual-core apart from massive desyncs.

I found an issue with setting memory breakpoints via memory viewer and then clicking on delete or clear breakpoints on the actual breakpoints tab,doing so causes Dolphin to crash annoyingly.
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02-18-2018, 03:24 PM
#10
Larryeedwards Offline
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Another thing, What's the difference between Action Replay Codes ,and Gecko Codes? I tried using Code Write on certain codes,then this message pops up! What all can a Gecko Code do?


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I'm really addicted to playing Tornado Outbreak. :3
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