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Uhh... This one wasn't correct...

Code:
$Majora's Mask -> Unequip C-Buttons With D-Pad Down (PZLE01) (AR Code)
C8E669FD 00000006
8A1410C2 00000004
02CBC0FD 0000FFFF
00CBC0FF 000000FF
02CBC10D 0000FFFF
00CBC10F 000000FF
00000000 40000000

There's a new code as well:

Code:
Majora's Mask -> No Pixelated Stars (PZLE01) (AR Code)
02BCCBAC 00001000

Useful if you hate those pesky low-res pixels in the sky at night. Except, it removes the stars completely.
Hi im new here, ive been trying to wrap my head around all this..i know fairly well how dolphin works, to a degree.
I want to play MM, Ocarina Master quest, i have the Collectors edition NTSC and have the texture pack working fine.

However...there are so many codes, i have all the enhancement ini files in: E:\Documents\Dolphin Emulator\GameSettings which i believe is correct?
Now i just dont know which to activate, gecko codes? ar codes? which ones are considered "essentials" to improve the game (fps, fix glitches, etc) and which are optional?
Thanks for your time and amazing work, im blown away, this is incredibly in depth compared to any other texture packs, etc ive used
(12-04-2019, 01:19 PM)Entergroot Wrote: [ -> ]Hi im new here, ive been trying to wrap my head around all this..i know fairly well how dolphin works, to a degree.
I want to play MM, Ocarina Master quest, i have the Collectors edition NTSC and have the texture pack working fine.

However...there are so many codes, i have all the enhancement ini files in: E:\Documents\Dolphin Emulator\GameSettings which i believe is correct?
Now i just dont know which to activate, gecko codes? ar codes? which ones are considered "essentials" to improve the game (fps, fix glitches, etc) and which are optional?
Thanks for your time and amazing work, im blown away, this is incredibly in depth compared to any other texture packs, etc ive used

Yup. That's the correct folder. If the codes show up in the Cheat Manager then you know it is in the right place. You can ignore the default AR Codes that Dolphin provides for the Zelda 64 game discs (or you can use them).

Feel free to use whatever codes you like, either AR or Gecko. Codes are labelled and grouped after their functionality. Codes shouldn't really affect save data, so feel at ease to disable them anytime. Or enable them with a save file in progress. That also works. Or at least that's how it's supposed to work. You might need to reboot you game disc in most cases for codes to properly activate.

Whatever you feel is "essential" or "optional" is up to you. Some might find a Hero Mode "essential" or "optional". Through I suppose most would argue that 30 FPS and Widescreen are "essential", even with it's flaws.

It's important to enable all parts for multipart codes, such as the 30 FPS codes which has 3 parts for Ocarina of Time. This includes both AR and Gecko.
(12-05-2019, 08:48 AM)Admentus Wrote: [ -> ]Yup. That's the correct folder. If the codes show up in the Cheat Manager then you know it is in the right place. You can ignore the default AR Codes that Dolphin provides for the Zelda 64 game discs (or you can use them).

Feel free to use whatever codes you like, either AR or Gecko. Codes are labelled and grouped after their functionality. Codes shouldn't really affect save data, so feel at ease to disable them anytime. Or enable them with a save file in progress. That also works. Or at least that's how it's supposed to work. You might need to reboot you game disc in most cases for codes to properly activate.

Whatever you feel is "essential" or "optional" is up to you. Some might find a Hero Mode "essential" or "optional". Through I suppose most would argue that 30 FPS and Widescreen are "essential", even with it's flaws.

It's important to enable all parts for multipart codes, such as the 30 FPS codes which has 3 parts for Ocarina of Time. This includes both AR and Gecko.

ok thanks!  I didnt know the fps switch needed all 3 parts, i figured they each did something different
What about the language, i remember reading something of you mentioning that, do i need to use the "force language english"?
(12-05-2019, 11:21 AM)Entergroot Wrote: [ -> ]ok thanks!  I didnt know the fps switch needed all 3 parts, i figured they each did something different
What about the language, i remember reading something of you mentioning that, do i need to use the "force language english"?

Nope not really. If you're already running the game in English then it won't change anything.

Fun fact, NTSC-U copies of Ocarina of Time include the Japanese language in addition to the English language (vice versa applies to te NTSC-J game discs). So you can actually play it in Japanese. The problem only is that there isn't any option for it to toggle it, and that's where the AR Code comes in. If you switched to Japanese, you can always use the "Force English" code to toggle back. Or you can use the more convenient "Language Select With D-Pad In File Select" to switch to any language using the D-Pad when in the File Select menu.

For PAL versions of Ocarina of Time and Majora's Mask this actually comes in handy. Nintendo completely removed the select language option for the GameCube discs and the only way to change the language is by changing the language of the GameCube. This actually causes some major issues with AR Codes, since all AR Codes were designed with the English GameCube language in mind. So for those who would like to play in a different language on PAL they should use the "Language Select With D-Pad In File Select" to switch between the official languages so that all AR Codes still function as intended.
Hey i was wondering if its possible to get an AR or gecko code for 32:9 aspect ratio?
I recently just got a 5120x1440 32:9 aspect ratio moniitor,
so the: $Ocarina of Time -> 16:9 Aspect Ratio Fix + Extended Draw Distance + Hires Link Model
AR code doesnt work well with it
(12-07-2019, 07:33 PM)Entergroot Wrote: [ -> ]Hey i was wondering if its possible to get an AR or gecko code for 32:9 aspect ratio?
I recently just got a 5120x1440 32:9 aspect ratio moniitor,
so the: $Ocarina of Time -> 16:9 Aspect Ratio Fix + Extended Draw Distance + Hires Link Model
AR code doesnt work well with it

That's because there's only a 16:9 variant for it. I could experiment a bit with it and see where it brings me. 21:9 and 48:9 would be populair formats and I don't see any particular reason why 32:9 should not be included as well.

It's going to take some time through, that's for sure. You should expect the HUD positions to remain unchanged. There's probably not much to do about that. While it's definitely possible to move the HUD to the sides, it has it's limitations. I definitely need to experiment some more before moving the HUD would to be considered a success. Honestly I really don't know if it is doable at all. But at the very least I can experiment with it. Don't get your hopes up.
(12-08-2019, 12:16 AM)Admentus Wrote: [ -> ]That's because there's only a 16:9 variant for it. I could experiment a bit with it and see where it brings me. 21:9 and 48:9 would be populair formats and I don't see any particular reason why 32:9 should not be included as well.

It's going to take some time through, that's for sure. You should expect the HUD positions to remain unchanged. There's probably not much to do about that. While it's definitely possible to move the HUD to the sides, it has it's limitations. I definitely need to experiment some more before moving the HUD would to be considered a success. Honestly I really don't know if it is doable at all. But at the very least I can experiment with it. Don't get your hopes up.

Just having 32:9 would be awesome enough! I can live with the hud being unchanged, its just using the widescreen hack with the culling is annoying.
48:9 ratio? what monitors even support that, 32:9 is rare as it is!

Also if you ever get the chance for Majoras mask on the Collectors edition too, that would be awesome.
I found a 21:9 for Master quest for now, but was unable to find any for majoras mask.
I am intrested in learning how to figure out making aspect ratio AR/Gecko codes, would you be able to point me in a direction so i could learn how to do that? i havent had luck finding forums or videos on how to do this /=
It has been a while since my last code, but this one can be quite useful, if not completely perfect.

Code:
$Majora's Mask -> Switch Arrow Type With D-Pad Right When Aiming (PZLE01) (AR Code)
C8CBC0D0 00000004
CA1410C2 00000002
C8E69815 00000003
88E68EB8 00000001
88CBC122 00000002
08CBC0FD 00000001
00CBC0FD 0000004A
08CBC0FE 00000001
00CBC0FE 0000004A
08CBC0FF 00000001
00CBC0FF 0000004A
00000000 40000000
88E68EB8 0000004A
88CBC123 00000003
08CBC0FD 0000004A
00CBC0FD 0000004B
08CBC0FE 0000004A
00CBC0FE 0000004B
08CBC0FF 0000004A
00CBC0FF 0000004B
00000000 40000000
88E68EB8 0000004B
88CBC124 00000004
08CBC0FD 0000004B
00CBC0FD 0000004C
08CBC0FE 0000004B
00CBC0FE 0000004C
08CBC0FF 0000004B
00CBC0FF 0000004C
00000000 40000000
88E68EB8 0000004C
08CBC0FD 0000004C
00CBC0FD 00000001
08CBC0FE 0000004C
00CBC0FE 00000001
08CBC0FF 0000004C
00CBC0FF 00000001
00000000 40000000

Short said, use the D-Pad Right when you Bow is pulled out to quickly switch between arrow types. You do need to pull out the bow again, but at least you can skip going to the Pause Select screen. The intention is that you can only switch to the next arrow type if it is in your item possession. So you can not switch from Fire to Light if you are missing Ice, since Fire will toggle to Ice.

I should make one for Ocarina of Time as well...

You will be required to update the following code:

Code:
$Majora's Mask -> Hold D-Pad Right to Levitate (PZLE01) (AR Code)
CC140978 4E5A5345
D0E68E26 0000FF08
C8E669FD 00000000
4A1410C2 00000002
08E69815 00000000
02E68DD8 000040CB

This prevents you from using the same D-Pad Right button to levitate when in First Person Mode.



(12-20-2019, 05:40 PM)Entergroot Wrote: [ -> ]I am intrested in learning how to figure out making aspect ratio AR/Gecko codes, would you be able to point me in a direction so i could learn how to do that? i havent had luck finding forums or videos on how to do this /=

I am not really sure how to explain AR / Gecko coding to you. I tried looking into that 32:9 widescreen for ya, but I kinda get tired of it due how complicated it quickly became. Originally I intended to just adjust the 16:9 Aspect Ratio Fix + Extended Draw Distance + Hires Link Model code, but that didn't really work out either. I did include some parts there such as the Hires Link Model, but darkludx was responsible for the 16:9 Aspect Ratio Fix.

The easiest to modify would be:
$AR Code Ocarina of Time No Clipping 16:9 Widescreen (darkludx)
04136840 BFAB0000

Except, I don't think it works anymore due the changes in the code handler.

The widescreen codes from https://forums.dolphin-emu.org/Thread-ar-codes-for-ocarina-of-time-master-quest-majora-s-mask?pid=407343#pid407343 seems to still work. https://forums.dolphin-emu.org/Thread-ar-codes-for-ocarina-of-time-master-quest-majora-s-mask?pid=408346#pid408346 should be even easier to look at. Most of these codes were made for the Master Quest disc, but porting the codes to the different OoT version has often proved to be the least of my issues.

Ocarina of Time is quite specific when trying to adjust these values for widescreen, as it can simply break emulation. Which means a lot of rebooting and retrying. You can't really usefully change the values in real-time since the game won't apply them unless when being booted with those changes.

As said, this will probably be the easiest to adjust.

$16:9 Widescreen AR Code for Master Quest (darkludx)
04AEAF2C 10000023
04B5849C 3C073FE3

$21:9 Widescreen AR Code for Master Quest (darkludx)
04AEAF2C 10000023
04B5849C 3C074015

Of course, everything has to be more complex than necessary. The default values (4:3) are:
80EAEF2C 45000024
80B5849C 44079000

Which doesn't make it really that much easier to determine the differences.

You should at least familiarize yourself with https://github.com/dolphin-emu/dolphin/wiki/GameCube-Action-Replay-Code-Types to learn about AR Code types.

The best way to start out would be to just create a simple and useful AR Code. Try to expand upon that a bit more in time, and you eventually learn more about how conditional code types work for example. At least, that's how I did it at first.
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