N64:N64blur: Difference between revisions
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[[Category: | [[Category:N64]] | ||
''Quick note from Old Kid - a tool to automatically patch roms to disable AA can be found here: https://github.com/mrdemkin/N64noAAPatcher/'' | |||
Many Nintendo 64 games use software to add a blurring effect, presumably to smooth out the jagged, low-resolution 3D graphics. This seemed to do a great job back in 1996 when almost everyone played on a CRT with composite video. This blurring effect sometimes doesn't scale well to modern TVs, and people figured out ways to turn it off on most games if desired. | Many Nintendo 64 games use software to add a blurring effect, presumably to smooth out the jagged, low-resolution 3D graphics. This seemed to do a great job back in 1996 when almost everyone played on a CRT with composite video. This blurring effect sometimes doesn't scale well to modern TVs, and people figured out ways to turn it off on most games if desired. | ||
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[[File:N64Deblur.jpg|550px|alt=Comparison of N64 Anti-alias enable and disabled]] | [[File:N64Deblur.jpg|550px|alt=Comparison of N64 Anti-alias enable and disabled]] | ||
<youtube>https://www.youtube.com/ | <youtube>https://www.youtube.com/watch?v=QDiHgKil8AQ</youtube> | ||
== Introduction | == Introduction == | ||
As explained in the My Life in Gaming video above, there are two different smoothing processing occurring to the video output of the Nintendo 64. First, anti-aliasing, dither filtering, and other adjustments are applied to the image by the RCP (Reality Co-Processor) based on the value set in the VI_CONTROL_REG register.<ref>[http://retroactive.be/forum/viewtopic.php?f=8&t=7&start=360#p784 Retroactive Forums, N64 HDMI converter thread, post 784]</ref>. Finally, the Nintendo 64 interpolates the image's horizontal axis from 320 to 640. This effectively applies a smoothing filter to the image. <ref>[https://videogameperfection.com/forums/topic/640x240-optimized-mode/ VideoGamePerfection Forums, 640×240 Optimized Mode, post 20784]</ref><ref>[https://github.com/borti4938/n64rgb_fw#feature-overview Github.com, Borti's N64RGB (version 2.1) Firmware, Feature Overview, VI-DeBlur in 240p/288p]</ref> | As explained in the My Life in Gaming video above, there are two different smoothing processing occurring to the video output of the Nintendo 64. First, anti-aliasing, dither filtering, and other adjustments are applied to the image by the RCP (Reality Co-Processor) based on the value set in the VI_CONTROL_REG register.<ref>[http://retroactive.be/forum/viewtopic.php?f=8&t=7&start=360#p784 Retroactive Forums, N64 HDMI converter thread, post 784]</ref>. Finally, the Nintendo 64 interpolates the image's horizontal axis from 320 to 640. This effectively applies a smoothing filter to the image. <ref>[https://videogameperfection.com/forums/topic/640x240-optimized-mode/ VideoGamePerfection Forums, 640×240 Optimized Mode, post 20784]</ref><ref>[https://github.com/borti4938/n64rgb_fw#feature-overview Github.com, Borti's N64RGB (version 2.1) Firmware, Feature Overview, VI-DeBlur in 240p/288p]</ref> | ||
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Removing effects applied by the RCP, such as anti-aliasing and dither filtering, is more complicated. People knew games like Quake 64 had options in the video menu to disable anti-aliasing, but it wasn't until 2016 when users at the ASSEMblergames.org forums figured out how the setting was applied and how to control it.<ref>[https://assemblergames.org/viewtopic.php?t=22454 ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?]</ref> The technical details are beyond the scope of this guide. The important thing to know is the Nintendo 64 has a register called VI_STATUS_REG/VI_CONTROL_REG (address 0x04400000). This register controls dither filtering, anti-aliasing, gamma boost, gamma filtering, and color depth. What's more, the value of the register is set by the developers in the game's code, and that information can be manipulated using ROM patches or GameShark codes. Below is an example diagram explaining what each bit of the register does based on its value set in Mario Kart 64. <ref>[http://en64.shoutwiki.com/wiki/VI_Registers_Detailed#VI_CONTROL_REG.2FVI_STATUS_REG_.280x00.29 Encryption 64 wiki, VI Registers Detailed, VI_CONTROL_REG/VI_STATUS_REG (0x00)]</ref><ref>[https://assemblergames.org/viewtopic.php?t=22454&start=100#p330049 ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330049]</ref> | Removing effects applied by the RCP, such as anti-aliasing and dither filtering, is more complicated. People knew games like Quake 64 had options in the video menu to disable anti-aliasing, but it wasn't until 2016 when users at the ASSEMblergames.org forums figured out how the setting was applied and how to control it.<ref>[https://assemblergames.org/viewtopic.php?t=22454 ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?]</ref> The technical details are beyond the scope of this guide. The important thing to know is the Nintendo 64 has a register called VI_STATUS_REG/VI_CONTROL_REG (address 0x04400000). This register controls dither filtering, anti-aliasing, gamma boost, gamma filtering, and color depth. What's more, the value of the register is set by the developers in the game's code, and that information can be manipulated using ROM patches or GameShark codes. Below is an example diagram explaining what each bit of the register does based on its value set in Mario Kart 64. <ref>[http://en64.shoutwiki.com/wiki/VI_Registers_Detailed#VI_CONTROL_REG.2FVI_STATUS_REG_.280x00.29 Encryption 64 wiki, VI Registers Detailed, VI_CONTROL_REG/VI_STATUS_REG (0x00)]</ref><ref>[https://assemblergames.org/viewtopic.php?t=22454&start=100#p330049 ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330049]</ref> | ||
[[File:N64vi_register.png|alt=Breakdown of the VI_STATUS register]] | [[File:N64vi_register.png|500px|alt=Breakdown of the VI_STATUS register]] | ||
Using the diagram as an example, here is an explanation of each bit from the right to left: | Using the diagram as an example, here is an explanation of each bit from the right to left: | ||
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* Bits 16 = Enable dither filter. | * Bits 16 = Enable dither filter. | ||
* Bit 17-31: Undefined. | * Bit 17-31: Undefined. | ||
===How to Find the Current Register Value=== | |||
=== How to Find the Current Register Value === | |||
The question is how to find the VI_STATUS_REG/VI_CONTROL_REG register's current value and set it. All of the information below was sourced from information provided by xdaniel on the ASSEMblergames.org forum archive. <ref>[https://assemblergames.org/viewtopic.php?t=22454&start=100#p330052 ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330052]</ref> | The question is how to find the VI_STATUS_REG/VI_CONTROL_REG register's current value and set it. All of the information below was sourced from information provided by xdaniel on the ASSEMblergames.org forum archive. <ref>[https://assemblergames.org/viewtopic.php?t=22454&start=100#p330052 ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330052]</ref> | ||
====Option 1: Emulators==== | |||
==== Option 1: Emulators ==== | |||
The easiest way to find the register's value is to use an emulator. The example below uses Nemu64 v0.8. | The easiest way to find the register's value is to use an emulator. The example below uses Nemu64 v0.8. | ||
# Launch Nemu64 and start the desired game. | # Launch Nemu64 and start the desired game. | ||
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# Click on the "Predefined" button and choose VI_STATUS. That should move the memory viewer to address A4400000. | # Click on the "Predefined" button and choose VI_STATUS. That should move the memory viewer to address A4400000. | ||
# Take note of the 4-byte/32-bit value there. In Mario Kart 64's case, it's 00013016. | # Take note of the 4-byte/32-bit value there. In Mario Kart 64's case, it's 00013016. | ||
The next step is to find the location in memory that sets the value of the register. These addresses are unique to every game and every game revision. The memory addresses will be used later in this guide. | #* The next step is to find the location in memory that sets the value of the register. These addresses are unique to every game and every game revision. The memory addresses will be used later in this guide. | ||
# Click the "Search..." button, and put the VI_STATUS value into the "Search value" textbox. Make sure "Hex" is checked and "32 bits (aligned)" selected to the right of it. Click "Search". | # Click the "Search..." button, and put the VI_STATUS value into the "Search value" textbox. Make sure "Hex" is checked and "32 bits (aligned)" selected to the right of it. Click "Search". | ||
# | #* You should find the register's value in two possible memory locations, both exactly 0x30 hexadecimal (48 decimal) bytes apart. Make a note of both addresses. For MK64, the two results are 000EB3DC and 000EB40C. | ||
<gallery> | <gallery> | ||
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File:N64deblur_Nemu64_4.png|alt=Nemu64 memory values | File:N64deblur_Nemu64_4.png|alt=Nemu64 memory values | ||
</gallery> | </gallery> | ||
====Option 2: GameShark and PC==== | |||
==== Option 2: GameShark and PC ==== | |||
Another way to find the register value is more involved, as it requires some hardware. You need a Nintendo 64, a GameShark Pro with a functioning parallel port on the back, a PC with a parallel port (USB adapters for connecting printers may not work), the game you want to find codes for, and (if the game requires a GS keycode to boot) another game like Super Mario 64, Mario Kart 64 and most others to boot the system, to select the correct key code, then turn the system off again, swap in the cart that needs the keycode, and then turning everything back on. This whole procedure can be pretty unstable regardless of the setup. The best PC may be one using a Windows 98 and the "Game Software Code Creator" tool, GSCC for short. See the [https://doc.kodewerx.org/hacking_n64.html#using_gs_pc_connect Kodewerx EnHacklopedia] for more details about the PC connection. | Another way to find the register value is more involved, as it requires some hardware. You need a Nintendo 64, a GameShark Pro with a functioning parallel port on the back, a PC with a parallel port (USB adapters for connecting printers may not work), the game you want to find codes for, and (if the game requires a GS keycode to boot) another game like Super Mario 64, Mario Kart 64 and most others to boot the system, to select the correct key code, then turn the system off again, swap in the cart that needs the keycode, and then turning everything back on. This whole procedure can be pretty unstable regardless of the setup. The best PC may be one using a Windows 98 and the "Game Software Code Creator" tool, GSCC for short. See the [https://doc.kodewerx.org/hacking_n64.html#using_gs_pc_connect Kodewerx EnHacklopedia] for more details about the PC connection. | ||
# With the N64 booted up and on the GameShark's main menu screen, have the GSCC software on the PC detect the proper settings for communication in its configuration screen | # With the N64 booted up and on the GameShark's main menu screen, have the GSCC software on the PC detect the proper settings for communication in its configuration screen | ||
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# The main editor window will now show the memory starting at address A4400000. | # The main editor window will now show the memory starting at address A4400000. | ||
# Take note of the 4-byte/32-bit value there. In Mario Kart 64's case, it's 00013016. | # Take note of the 4-byte/32-bit value there. In Mario Kart 64's case, it's 00013016. | ||
The next step is to find the location in memory that sets the value of the register. These addresses are unique to every game and every game revision. The memory addresses will be used later in this guide. | #* The next step is to find the location in memory that sets the value of the register. These addresses are unique to every game and every game revision. The memory addresses will be used later in this guide. | ||
#Press the "Find Memory" button next to Goto Address, put the register's value into the "Find What" textbox, make sure "Hex" is selected for "Value", and press "Find Now". The search will freeze the game until the value has been found in memory, so don't be alarmed. Once the value has been found, the game resumes, and the RAM editor jumps to the value's location. | # Press the "Find Memory" button next to Goto Address, put the register's value into the "Find What" textbox, make sure "Hex" is selected for "Value", and press "Find Now". The search will freeze the game until the value has been found in memory, so don't be alarmed. Once the value has been found, the game resumes, and the RAM editor jumps to the value's location. | ||
# | #* You should find the register's value in two possible memory locations, both exactly 0x30 hexadecimal (48 decimal) bytes apart. Make a note of both addresses. For MK64, the two results are 000EB3DC and 000EB40C. | ||
<gallery> | <gallery> | ||
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# 16-bit write operation codes in the GameShark are written as <code>81<memory address> <value></code>. For the example with Mario Kart 64, the first address found earlier (000EB3DC) becomes 810EB3DC. The code for the second half of the memory is 810EB3DD (this is offset by 16-bits). | # 16-bit write operation codes in the GameShark are written as <code>81<memory address> <value></code>. For the example with Mario Kart 64, the first address found earlier (000EB3DC) becomes 810EB3DC. The code for the second half of the memory is 810EB3DD (this is offset by 16-bits). | ||
# In total, four codes are needed to write the desired register value to memory (two memory locations found times two 16-bit write operations). To change the VI_STATUS_REG/VI_CONTROL_REG register from 00013016 to 00003216 using memory addresses 000EB3DC & 000EB40C, the following GameShark codes are used: | # In total, four codes are needed to write the desired register value to memory (two memory locations found times two 16-bit write operations). To change the VI_STATUS_REG/VI_CONTROL_REG register from 00013016 to 00003216 using memory addresses 000EB3DC & 000EB40C, the following GameShark codes are used: | ||
810EB3DC 0000 | 810EB3DC 0000 | ||
810EB3DE 3216 | |||
810EB40C 0000 | |||
810EB40E 3216 | |||
====Option 2: Patch ROM files==== | ====Option 2: Patch ROM files==== | ||
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[https://fusoya.eludevisibility.org/lips/ Lunar IPS] can be used to apply patches to ROM files. Some [[romcarts | ROM carts]] contain features that can toggle patches on or off before starting a game. | [https://fusoya.eludevisibility.org/lips/ Lunar IPS] can be used to apply patches to ROM files. Some [[romcarts | ROM carts]] contain features that can toggle patches on or off before starting a game. | ||
== | ==GameShark Codes== | ||
The following GameShark codes are provided by the ASSEMblergames.org forums community. | The following GameShark codes are provided by the ASSEMblergames.org forums community. | ||
{| class="wikitable sortable" | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" | |||
!Game | !Game | ||
!Region | !Region | ||
Line 2,860: | Line 2,870: | ||
| | | | ||
|} | |} | ||
== References == |
Latest revision as of 10:52, 28 June 2022
Quick note from Old Kid - a tool to automatically patch roms to disable AA can be found here: https://github.com/mrdemkin/N64noAAPatcher/
Many Nintendo 64 games use software to add a blurring effect, presumably to smooth out the jagged, low-resolution 3D graphics. This seemed to do a great job back in 1996 when almost everyone played on a CRT with composite video. This blurring effect sometimes doesn't scale well to modern TVs, and people figured out ways to turn it off on most games if desired.
This page is a culmination of work done by many different people in the retro gaming community; The picture below is a result of their work and the improvements that can be made in these games (click the picture for a full-sized view). Also, see the video from My Life In Gaming that does an excellent job explaining everything!
Introduction
As explained in the My Life in Gaming video above, there are two different smoothing processing occurring to the video output of the Nintendo 64. First, anti-aliasing, dither filtering, and other adjustments are applied to the image by the RCP (Reality Co-Processor) based on the value set in the VI_CONTROL_REG register.[1]. Finally, the Nintendo 64 interpolates the image's horizontal axis from 320 to 640. This effectively applies a smoothing filter to the image. [2][3]
Remove Horizontal Blur
At this time, there is no known way to disable the Nintendo 64 horizontal image interpolation through software or hardware mods. Products like Retroactive's UltraHDMI, Pixel FX's N64Digital, and Tim Worthington's N64RGB have "deblur" features that adjust their horizontal sampling to compensate for the interpolation. The OSSC can be configured with optimal timings to generate similar results.
Remove Reality Co-Processor Effects
Removing effects applied by the RCP, such as anti-aliasing and dither filtering, is more complicated. People knew games like Quake 64 had options in the video menu to disable anti-aliasing, but it wasn't until 2016 when users at the ASSEMblergames.org forums figured out how the setting was applied and how to control it.[4] The technical details are beyond the scope of this guide. The important thing to know is the Nintendo 64 has a register called VI_STATUS_REG/VI_CONTROL_REG (address 0x04400000). This register controls dither filtering, anti-aliasing, gamma boost, gamma filtering, and color depth. What's more, the value of the register is set by the developers in the game's code, and that information can be manipulated using ROM patches or GameShark codes. Below is an example diagram explaining what each bit of the register does based on its value set in Mario Kart 64. [5][6]
Using the diagram as an example, here is an explanation of each bit from the right to left:
- Bit 0-1 = 16-bit color
- Bit 2 = Enable gamma dither. (has no effect because gamma is disabled)
- Bit 3 = Disable gamma boost.
- Bit 4 = Enable DIVOT.
- Bit 5 = Disable VBUS clock. (always disabled)
- Bit 6 = Disable serrate.
- Bit 7 = Disable test mode.
- Bit 8-9 = Enable anti-aliasing and always resample.
- Bit 10= Undefined.
- Bit 11= Disable kill_we.
- Bit 12-15 = Always 0011 for optimal operation.
- Bits 16 = Enable dither filter.
- Bit 17-31: Undefined.
How to Find the Current Register Value
The question is how to find the VI_STATUS_REG/VI_CONTROL_REG register's current value and set it. All of the information below was sourced from information provided by xdaniel on the ASSEMblergames.org forum archive. [7]
Option 1: Emulators
The easiest way to find the register's value is to use an emulator. The example below uses Nemu64 v0.8.
- Launch Nemu64 and start the desired game.
- Go into the "Plugins" menu and select "Debugger: Memory..." to open the Memory window.
- Click on the "Predefined" button and choose VI_STATUS. That should move the memory viewer to address A4400000.
- Take note of the 4-byte/32-bit value there. In Mario Kart 64's case, it's 00013016.
- The next step is to find the location in memory that sets the value of the register. These addresses are unique to every game and every game revision. The memory addresses will be used later in this guide.
- Click the "Search..." button, and put the VI_STATUS value into the "Search value" textbox. Make sure "Hex" is checked and "32 bits (aligned)" selected to the right of it. Click "Search".
- You should find the register's value in two possible memory locations, both exactly 0x30 hexadecimal (48 decimal) bytes apart. Make a note of both addresses. For MK64, the two results are 000EB3DC and 000EB40C.
Option 2: GameShark and PC
Another way to find the register value is more involved, as it requires some hardware. You need a Nintendo 64, a GameShark Pro with a functioning parallel port on the back, a PC with a parallel port (USB adapters for connecting printers may not work), the game you want to find codes for, and (if the game requires a GS keycode to boot) another game like Super Mario 64, Mario Kart 64 and most others to boot the system, to select the correct key code, then turn the system off again, swap in the cart that needs the keycode, and then turning everything back on. This whole procedure can be pretty unstable regardless of the setup. The best PC may be one using a Windows 98 and the "Game Software Code Creator" tool, GSCC for short. See the Kodewerx EnHacklopedia for more details about the PC connection.
- With the N64 booted up and on the GameShark's main menu screen, have the GSCC software on the PC detect the proper settings for communication in its configuration screen
- Start the game on the N64 with the Code Generator turned ON.
- Once somewhere in-game, go to GSCC's RAM editor via the menu "Ram Edit", then "Open Window".
- Once there, click the "Goto Address" button, then enter "0xA4400000" as the address and click "Goto".
- The main editor window will now show the memory starting at address A4400000.
- Take note of the 4-byte/32-bit value there. In Mario Kart 64's case, it's 00013016.
- The next step is to find the location in memory that sets the value of the register. These addresses are unique to every game and every game revision. The memory addresses will be used later in this guide.
- Press the "Find Memory" button next to Goto Address, put the register's value into the "Find What" textbox, make sure "Hex" is selected for "Value", and press "Find Now". The search will freeze the game until the value has been found in memory, so don't be alarmed. Once the value has been found, the game resumes, and the RAM editor jumps to the value's location.
- You should find the register's value in two possible memory locations, both exactly 0x30 hexadecimal (48 decimal) bytes apart. Make a note of both addresses. For MK64, the two results are 000EB3DC and 000EB40C.
Remove Effects with Software
Option 1: GameShark Codes
Now that we know what each bit in the VI_STATUS_REG/VI_CONTROL_REG register does, what a game set's it two, and where the register gets its value from the game code running in memory, it is possible to manipulate the register's value to get the desired result. For example, to disable anti-aliasing in Mario Kart 64, bits 8 and 9 in the register are changed from 00 to 10. Changing the bits results in a different hex value for the register. 00013016 becomes 00013216 (note: completely disabling anti-aliasing and resampling using value 11 may cause visual artifacts). The dither filter can also be disabled by modifying bit 16 from 1 to 0 (note: some games suffer from heavy dithering and may look better with the filter set to enabled). Using the two memory addresses found above and determining the desired value for the VI_STATUS_REG/VI_CONTROL_REG register, GameShark codes can be created to change the register's value. This is accomplished by turning the 32-bit register value into two 16-bit writes.
- Take the register's desired value and split it to create two hex numbers. 00003126 become 0000 and 3216.
- 16-bit write operation codes in the GameShark are written as
81<memory address> <value>
. For the example with Mario Kart 64, the first address found earlier (000EB3DC) becomes 810EB3DC. The code for the second half of the memory is 810EB3DD (this is offset by 16-bits). - In total, four codes are needed to write the desired register value to memory (two memory locations found times two 16-bit write operations). To change the VI_STATUS_REG/VI_CONTROL_REG register from 00013016 to 00003216 using memory addresses 000EB3DC & 000EB40C, the following GameShark codes are used:
810EB3DC 0000 810EB3DE 3216 810EB40C 0000 810EB40E 3216
Option 2: Patch ROM files
santurnu created an application to modify ROM files with the desired VI_STATUS_REG/VI_CONTROL_REG register value.[8] The attached zip file contains the last version of the autopatcher plus uCON64 to convert ROM files to z64 format (if needed) and Real N64 CRC Tool to recalculate the ROM's checksum, so game booting works. A "patch.bat" file has preconfigured commands to automate the process of patching ROM files by simply dragging and dropping them onto the batch file. Source code for santurnu's application is available at GitHub.
Example command:
u64aap.exe -f -i Mario64.z64 -o Mario64_noaa.z64
Option 3: Patch Files
Poregon has created patches for most of the NTSC-U ROM set.[9] The original website is no longer exists, but a copy is available at the Internet Archive.
Lunar IPS can be used to apply patches to ROM files. Some ROM carts contain features that can toggle patches on or off before starting a game.
GameShark Codes
The following GameShark codes are provided by the ASSEMblergames.org forums community.
Game | Region | Revision | Original VI Register Value | Recommended VI Register Value | Codes | Notes |
---|---|---|---|---|---|---|
007: The World is Not Enough | PAL | 00013012 | 00003202 | 810D1BEC 0000 810D1BEE 3202 810D1C1C 0000 810D1C1E 3202 |
Untested. Needs master code. No Expansion Pak. | |
007: The World is Not Enough | PAL | 00013012 | 00003203 | 810D1BEC 0000 810D1BEE 3203 810D1C1C 0000 810D1C1E 3203 |
Untested. Needs master code Expansion Pak. Switch on after activating High Color Mode. | |
007: The World is Not Enough | US | 00013012 | 00003202 | 810D10FC 0000 810D10FE 3202 810D112C 0000 810D112E 3202 |
Untested. Needs master code. No Expansion Pak. | |
007: The World is Not Enough | US | 00013012 | 00003203 | 810D10FC 0000 810D10FE 3203 810D112C 0000 810D112E 3203 |
Untested. Needs master code Expansion Pak. Switch on after activating High Color Mode. | |
1080° Snowboarding | PAL | DE000400 0000 (M) 800917FD 0000 8009182D 0000 800917FE 0032 8009182E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
64 Ōzumō | JP | 00013016 | 00003202 | 81028A6C 0000 81028A6E 3202 81028A9C 0000 81028A9E 3202 |
||
64 Ōzumō 2 | JP | 0001301E | 00003202 | 810C4FCC 0000 810C4FCE 3202 810C4FFC 0000 810C4FFE 3202 |
||
AeroGauge | JP | Rev 1.0 | 00013012 | 00003202 | 8109223C 0000 8109223E 3202 8109226C 0000 8109226E 3202 |
Kiosk Demo |
AeroGauge | JP | Rev 1.1 | 00013012 | 00003202 | 8109238C 0000 8109238E 3202 8109238C 0000 8109238E 3202 |
|
AeroGauge | PAL | 00013012 | 00003212 | 80096C9D 0000 80096C9E 0032 |
||
AeroGauge | PAL | 00013012 | 00003202 | 81096C9C 0000 81096C9E 3202 81096CCC 0000 81096CCE 3202 |
Alternative settings and codes. | |
AeroGauge | US | 00013012 | 00003202 | 81094BFC 0000 81094BFE 3202 81094C2C 0000 81094C2E 3202 |
||
Aidyn Chronicles: The First Mage | PAL | 00013006 | 00003202 | 810E54BC 0000 810E54BE 3202 810E54EC 0000 810E54EE 3202 |
||
Aidyn Chronicles: The First Mage | US | Rev 1.0 | 00013006 | 00003202 | 810E516C 0000 810E516E 3202 810E519C 0000 810E519E 3202 |
|
Aidyn Chronicles: The First Mage | US | Rev 1.1 | 00013006 | 00003202 | 810E51AC 0000 810E51AE 3202 810E51DC 0000 810E51DE 3202 |
|
Armorines: Project S.W.A.R.M. | Germany | 00013006 | 00003202 | 810B889C 0000 810B889E 3202 810B88CC 0000 810B88CE 3202 |
Lo-Resolution Mode | |
Armorines: Project S.W.A.R.M. | Germany | 00013006 | 00003202 | 810B889C 0000 810B889E 3202 810B88CC 0000 810B88CE 3202 |
Hi-Resolution Mode | |
Armorines: Project S.W.A.R.M. | PAL | 00013006 | 00003202 | 810B901C 0000 810B901E 3202 810B904C 0000 810B904E 3202 |
Lo-Resolution Mode | |
Armorines: Project S.W.A.R.M. | PAL | 00013006 | 00003242 | 810B901C 0000 810B901E 3242 810B904C 0000 810B904E 3242 |
Hi-Resolution Mode | |
Armorines: Project S.W.A.R.M. | US | 00013006 | 00003202 | 810B900C 0000 810B900E 3202 810B903C 0000 810B903E 3202 |
Lo-Resolution Mode | |
Armorines: Project S.W.A.R.M. | US | 00013006 | 00003242 | 810B900C 0000 810B900E 3242 810B903C 0000 810B903E 3242 |
Hi-Resolution Mode | |
Army Men Air Combat | US | 800BFE5D 0000 800BFE8D 0000 800BFE5E 0032 800BFE8E 0032 |
||||
Automobili Lamborghini | PAL | 0000301F | 0000320B | 8108C504 0000 8108C506 320B 8108C964 0000 8108C966 320B 8108CDC4 0000 8108CDC6 320B 8108D10C 0000 8108D10E 320B 8108D13C 0000 8108D13E 320B |
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Automobili Lamborghini | US | 0000301F | 0000320B | 8108C544 0000 8108C546 320B 8108C9A4 0000 8108C9A6 320B 8108CE04 0000 8108CE06 320B |
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Bakuretsu Muteki Bangaioh | JP | 00013012 | 00003202 | 8109B81C 0000 8109B81E 3202 8109B84C 0000 8109B84E 3202 |
This game had all the standard filters on but they were completely useless. | |
Banjo-Kazooie | JP | 00013006 | 00003202 | 812761FC 0000 812761FE 3202 8127622C 0000 8127622E 3202 |
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Banjo-Kazooie | PAL | DE000400 0000 (M) 8124C628 1000 (M) 812874C4 1000 (M) 812D3F80 2400 (M) 802770FD 0000 8027712D 0000 802770FE 0032 8027712E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Banjo-Kazooie | PAL | 00013016 | 00003202 | 812770FC 0000 812770FE 3202 8127712C 0000 8127712E 3202 |
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Banjo-Kazooie | US | Rev 1.0 | 00013006 | 00003202 | 812773AC 0000 812773AE 3202 812773DC 0000 812773DE 3202 |
|
Banjo-Kazooie | US | Rev 1.1 | 00013006 | 00003033 | 802761FD 0000 802761FE 0033 8027622D 0000 8027622E 0033 |
|
Banjo-Tooie | US | F1000302 0002 (M) F100030E 0005 (M) 800414ED 0000 800414EE 0033 8004151D 0000 8004151E 0033 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Bass Rush: ECOGEAR PowerWorm Championship | JP | 00013056 | 00003242 | 81069BDC 0000 81069BDE 3242 81069C0C 0000 81069C0E 3242 |
Untested. | |
Bassmasters 2000 | US | 00013016 | 00003202 | 81073D5C 0000 81073D5E 3202 81073D8C 0000 81073D8E 3202 |
||
Battletanx Global Assault | PAL | 881228BE 0032 881228EE 0032 |
Push GS button to activate code during a mission. | |||
Beetle Adventure Racing! | JP | 00013012 | 00003202 | 8102057C 0000 8102057E 3202 810205AC 0000 810205AE 3202 |
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Beetle Adventure Racing! | PAL | 80020A8D 0000 80020ABD 0000 |
||||
Beetle Adventure Racing! | PAL | 00013012 | 00003202 | 81020A8C 0000 81020A8E 3202 81020ABC 0000 81020ABE 3202 |
||
Beetle Adventure Racing! | US | 00013012 | 00003202 | 81020A8C 0000 81020A8E 3202 81020ABC 0000 81020ABE 3202 |
||
Beetle Adventure Racing! (HSV Adventure Racing!) |
Australia | 00013012 | 00003202 | 8102065C 0000 8102065E 3202 8102068C 0000 8102068E 3202 |
Untested. | |
Bio F.R.E.A.K.S. | PAL | 00013016 | 00003202 | 81093EFC 0000 81093EFE 3202 81093F2C 0000 81093F2E 3202 |
||
Bio F.R.E.A.K.S. | US | 00013016 | 00003202 | 8109399C 0000 8109399E 3202 810939CC 0000 810939CE 3202 |
||
Blast Corps | PAL | 00013016 | 00003216 | 8030682D 0000 8030685D 0000 8030682E 0032 8030685E 0032 |
Horrible dithering. Recommend only using codes 3 & 4. | |
Blast Corps | PAL | 00013016 | 00003202 | 8130682C 0000 8130682E 3202 8130685C 0000 8130685E 3202 |
Alternative settings and codes. Untested. Horrible dithering. Recommend only using codes 2 & 4. | |
Blast Corps | US | Rev 1.0 | 00013016 | 00003216 | 80306D2D 0000 80306D5D 0000 80306D2E 0032 80306D5E 0032 |
Horrible dithering. Recommend only using codes 3 & 4. |
Blast Corps | US | Rev 1.0 | 00013016 | 00003202 | 81306D2C 0000 81306D2E 3202 81306D5C 0000 81306D5C 3202 |
Alternative settings and codes. Untested. Horrible dithering. Recommend only using codes 2 & 4. |
Blast Corps | US | Rev 1.1 | 00013016 | 00003202 | 81306DDC 0000 81306DDE 3202 81306E0C 0000 81306E0E 3202 |
Untested. Horrible dithering. Recommend only using codes 2 & 4. |
Blast Corps (Blast Dozer) |
JP | 00013016 | 00003202 | 8130706C 0000 8130706E 3202 8130709C 0000 8130709E 3202 |
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Body Harvest | PAL | 00013016 | 00003202 | 8103670C 0000 8103670E 3202 8103673C 0000 8103673E 3202 |
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Body Harvest | US | 00013016 | 00003202 | 810366DC 0000 810366DE 3202 8103670C 0000 8103670E 3202 |
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Bomberman 64 | JP | 8001B16D 0000 8001B19D 0000 8001B16E 0032 8001B19E 0032 |
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Bomberman 64 | US | 8101B18C 0000 8101B18E 3216 8101B1BC 0000 8101B1BE 3216 |
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Bomberman 64 Arcade Edition | JP | F1238C70 2400 (M) 8024299D 0000 802429CD 0000 8024299E 0032 802429CE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Bomberman 64: The Second Attack | US | F1073EE4 2400 (M) 8109455C 0000 8109455E 3216 8109458C 0000 8109458E 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Bomberman Hero | PAL | 8004B5BD 0000 8004B5ED 0000 8004B5BE 0032 8004B5EE 0032 |
||||
Buck Bumble | PAL | 8002EC4D 0000 8002EC7D 0000 8002EC4E 0032 8002EC7E 0032 |
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Buck Bumble | US | 8102EA6C 0000 8102EA6E 321E 8102EA9C 0000 8102EA9E 321E |
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California Speed | PAL | Prototype | 00013002 | 00003202 | 8101AFFC 0000 8101AFFE 3202 8101B02C 0000 8101B02E 3202 |
|
California Speed | US | 00013002 | 00003202 | 8101AFDC 0000 8101AFDE 3202 8101B00C 0000 8101B00E 3202 |
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Carmageddon 64 | PAL | English Spanish French German |
00013016 | 00003202 | 8109B30C 0000 8109B30E 3202 8109B33C 0000 8109B33E 3202 |
|
Carmageddon 64 | PAL | English Spanish French Italian |
00013016 | 00003202 | 8109B98C 0000 8109B98E 3202 8109B9BC 0000 8109B9BE 3202 |
|
Carmageddon 64 | US | 00013016 | 00003202 | 810A1A0C 0000 810A1A0E 3202 810A1A3C 0000 810A1A3E 3202 |
||
Castlevania | PAL | 00013002 | 00003202 | 810A2F0C 0000 810A2F0E 3202 810A2F3C 0000 810A2F3E 3202 |
||
Castlevania | US | Rev 1.0 | 00013012 | 00003202 | 810A254C 0000 810A254E 3202 810A257C 0000 810A257E 3202 |
|
Castlevania | US | Rev 1.2 | 00013012 | 00003202 | 810A28CC 0000 810A28CE 3202 810A28FC 0000 810A28FE 3202 |
|
Castlevania | US | Rev B | 800A28CD 0000 800A28FD 0000 800A28CE 0033 800A28FE 0033 |
Alternative settings and codes. | ||
Castlevania (Akumajou Dracula Mokushiroku: Real Action Adventure) |
JP | 00013012 | 00003202 | 810A476C 0000 810A476E 3202 810A479C 0000 810A479E 3202 |
||
Castlevania: Legacy of Darkness | PAL | 00013002 | 00003202 | 800BCA8D 0000 800BCABD 0000 800BCA8E 0032 800BCABE 0032 |
Lo-Resolution Mode | |
Castlevania: Legacy of Darkness | PAL | 00013002 | 00003202 | 810BCA8C 0000 810BCA8E 3202 810BCABC 0000 810BCABE 3202 |
Lo-Resolution Mode Alternative codes. | |
Castlevania: Legacy of Darkness | PAL | 00013002 | 00003242 | 810BCA8C 0000 810BCA8E 3242 810BCABC 0000 810BCABE 3242 |
Hi-Resolution Mode | |
Castlevania: Legacy of Darkness | PAL | 00013002 | 00003342 | 810BCA8C 0000 810BCA8E 3342 810BCABC 0000 810BCABE 3342 |
Hi-Resolution Mode (alternative) Corrupted GFX until choosing Highres. After that its fine. This is propably better to have it as GS button code and activate after choosing Highres. Uses replicate pixel/no interpolate. | |
Castlevania: Legacy of Darkness | US | 00013002 | 00003202 | 810BB8BC 0000 810BB8BE 3202 810BB8EC 0000 810BB8EE 3202 |
Lo-Resolution Mode | |
Castlevania: Legacy of Darkness | US | 00013002 | 00003242 | 810BB8BC 0000 810BB8BE 3242 810BB8EC 0000 810BB8EE 3242 |
Hi-Resolution Mode | |
Castlevania: Legacy of Darkness | US | 00013002 | 00003342 | 810BB8BC 0000 810BB8BE 3342 810BB8EC 0000 810BB8EE 3342 |
Hi-Resolution Mode (alternative) Corrupted GFX until choosing Highres. After that its fine. This is propably better to have it as GS button code and activate after choosing Highres. Uses replicate pixel/no interpolate. | |
Castlevania: Legacy of Darkness | JP | 00013002 | 00003202 | 810BDEFC 0000 810BDEFE 3202 810BDF2C 0000 810BDF2E 3202 |
Lo-Resolution Mode | |
Castlevania: Legacy of Darkness | JP | 00013002 | 00003242 | 810BDEFC 0000 810BDEFE 3242 810BDF2C 0000 810BDF2E 3242 |
Hi-Resolution Mode | |
Castlevania: Legacy of Darkness | JP | 00013002 | 00003342 | 810BDEFC 0000 810BDEFE 3342 810BDF2C 0000 810BDF2E 3342 |
Hi-Resolution Mode (alternative) Corrupted GFX until choosing Highres. After that its fine. This is propably better to have it as GS button code and activate after choosing Highres. Uses replicate pixel/no interpolate. | |
Chameleon Twist | JP | 81109E3C 0000 81109E3E 320E 81109E6C 0000 81109E6E 320E |
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Chameleon Twist | PAL | 8011524D 0000 8011527D 0000 8011524E 0032 8011527E 0032 |
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Chameleon Twist | US | 811151CC 0000 811151CE 320E 811151FC 0000 811151FE 320E |
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Chameleon Twist 2 | US | 810F57FC 0000 810F57FE 3212 810F582C 0000 810F582E 3212 |
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Conker's Bad Fur Day | PAL | 8002C0DD 0000 8002C10D 0000 8002C0DE 0032 8002C10E 0032 |
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Conker's Bad Fur Day | US | 8102BD8C 0000 8102BD8E 3216 8102BDBC 0000 8102BDBE 3216 |
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Cruis'n Exotica | US | F1047A00 2400 (M) 8005354D 0000 8005357D 0000 8005354E 0032 8005357E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Cruis'n USA | PAL | 00003116 | 00003216 | 8013AD9E 0032 8013ADCE 0032 |
Dithering already disabled. | |
Cruis'n USA | PAL | 00003116 | 00003202 | 8113AD9C 0000 8113AD9E 3202 8113ADCC 0000 8113ADCE 3202 |
Dithering already disabled. | |
Cruis'n USA | US | Rev 1.0 | 00003116 | 00003216 | 8113AEEE 3216 8113AF1E 3216 |
Dithering already disabled. |
Cruis'n USA | US | Rev 1.0 | 00003116 | 00003202 | 8113AEEC 0000 8113AEEE 3202 8113AF1C 0000 8113AF1E 3202 |
Dithering already disabled. Alternative settings and codes. |
Cruis'n USA | US | Rev 1.1 | 00003116 | 00003216 | 8113ADCE 3216 8113ADFE 3216 |
Dithering already disabled. |
Cruis'n USA | US | Rev 1.1 | 00003116 | 00003202 | 8113ADCC 0000 8113ADCE 3202 8113ADFC 0000 8113ADFE 3202 |
Dithering already disabled. Alternative settings and codes. |
Cruis'n USA | US | Rev 1.2 | 00003116 | 00003216 | 8013ADCE 0032 8013ADFE 0032 |
Dithering already disabled. |
Cruis'n USA | US | Rev 1.2 | 00003116 | 00003202 | 8113ADCC 0000 8113ADCE 3202 8113ADFC 0000 8113ADFE 3202 |
Dithering already disabled. Alternative settings and codes. |
Cruis'n World | PAL | DE2AD400 0000 (M) F12FE5E0 1000 (M) 8034CFAD 0000 8034CFDD 0000 8034CFAE 0032 8034CFDE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Only works when "Code-Generator" is active. | |||
Daikatana | JP | F118FB80 2400 (M) 801ADE4D 0000 801ADE7D 0000 801ADE4E 0032 801ADE7E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Daikatana | PAL | F118FB80 2400 (M) 801ADF5D 0000 801ADF8D 0000 801ADF5E 0032 801ADF8E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Only works when "Code-Generator" is active. | |||
Deadly Arts | US | 00003016 | 00003202 | 81036D0C 0000 81036D0E 3202 81036D3C 0000 81036D3E 3202 |
||
Diddy Kong Racing | US | Rev 1.0 | DE000400 0000 (M) F1024FC0 1000 (M) F1024FC2 0002 (M) F105F97C 1000 (M) F105F97E 0004 (M) 800E481D 0000 800E484D 0000 800E481E 0032 800E484E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Only works when "Code-Generator" is active. | ||
Diddy Kong Racing | US | Rev 1.1 | DE000400 0000 (M) F1025000 1000 (M) F1025002 0002 (M) F105FB1C 1000 (M) F105FB1E 0004 (M) 810E4DAC 0000 810E4DAE 3216 810E4DDC 0000 810E4DDE 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | ||
Donald Duck Quack Attack | PAL | 8001B67D 0000 8001B6AD 0000 8001B67E 0032 8001B6AE 0032 |
Only works without Expansion Pak. | |||
Donkey Kong 64 | PAL | F1000204 27BD (M) F1000206 FFE4 (M) F1000208 AFA8 (M) F100020a 0014 (M) F100020C AFA9 (M) F100020e 0018 (M) F1000210 3C1A (M) F1000212 A05F (M) F1000214 375A (M) F1000216 3E00 (M) F1000218 3C08 (M) F100021a A07C (M) F100021C 3508 (M) F100021e 5C00 (M) F1000220 241B (M) F1000222 0040 (M) F1000224 8D09 (M) F1000226 0000 (M) F1000228 237B (M) F100022a FFFF (M) F100022C AF49 (M) F100022e 0000 (M) F1000230 2108 (M) F1000232 0004 (M) F1000234 1F60 (M) F1000236 FFFB (M) F1000238 235A (M) F100023a 0004 (M) F100023C 8FA9 (M) F100023e 0018 (M) F1000240 8FA8 (M) F1000242 0014 (M) F1000244 27BD (M) F1000246 001C (M) F1000248 3C1A (M) F100024a A05F (M) F100024C 375A (M) F100024e 3E00 (M) F1000250 0340 (M) F1000252 0008 (M) F1000254 0000 (M) F1000256 0000 (M) 81000204 3C1A (M) 81000206 A05F (M) 81000208 375A (M) 8100020A 3E00 (M) 8100020C 0340 (M) 8100020E 0008 (M) 81000210 0000 (M) 81000212 0000 (M) 8001036D 0000 8001039D 0000 8001036E 0032 8001039E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Donkey Kong 64 | US | 8101013C 0000 8101016C 0000 8101013E 3216 8101016E 3216 |
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Doom 64 | JP | 00003303 | 00003303 | Dithering already disabled. AA already set to 'resample only' | ||
Doom 64 | PAL | 00003303 | 00003303 | Dithering already disabled. AA already set to 'resample only' | ||
Doom 64 | US | Rev 1.0 | 00003303 | 00003303 | Dithering already disabled. AA already set to 'resample only' | |
Doom 64 | US | Rev 1.1 | 00003303 | 00003303 | Dithering already disabled. AA already set to 'resample only' | |
Dr. Mario 64 | US | F100D2E0 2400 (M) 800107ED 0000 8001081D 0000 800107EE 0032 8001081E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Dual Heros | JP | 0001301E | 00003202 | 8102F31C 0000 8102F31E 3202 8102F34C 0000 8102F34E 3202 |
This game uses weird VI seetings. It uses the Gamma filter. That makes the game unnatural bright. May be a mistake. | |
Dual Heros | PAL | 0001301E | 00003202 | 8102F52C 0000 8102F52E 3202 8102F55C 0000 8102F55E 3202 |
This game uses weird VI seetings. It uses the Gamma filter. That makes the game unnatural bright. May be a mistake. | |
Dual Heros | US | 0001301E | 00003202 | 8102F55C 0000 8102F55E 3202 8102F58C 0000 8102F58E 3202 |
This game uses weird VI seetings. It uses the Gamma filter. That makes the game unnatural bright. May be a mistake. | |
Duke Nukem 64 | PAL | French | 00013016 | 00003202 | 8110248C 0000 8110248E 3202 811024BC 0000 811024BE 3202 |
|
Duke Nukem 64 | PAL | 8110219C 0000 811021CC 0000 8110219E 3316 811021CE 3316 |
||||
Duke Nukem 64 | US | 00013016 | 00003202 | 8110216C 0000 8110216E 3202 8110219C 0000 8110219E 3202 |
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Duke Nukem Zero Hour | PAL | 800E3D8D 0000 800E3DBD 0000 800E3D8E 0032 800E3DBE 0032 |
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Duke Nukem: Zero Hour | PAL | French | 00013056 | 00003242 | 810E3EAC 0000 810E3EAE 3242 810E3EDC 0000 810E3EDE 3242 |
|
Duke Nukem: Zero Hour | PAL | 00013056 | 00003242 | 810E3D8C 0000 810E3D8E 3242 810E3DBC 0000 810E3DBE 3242 |
Alternative settings and codes. | |
Duke Nukem: Zero Hour | US | 00013056 | 00003242 | 810E3A0C 0000 810E3A0E 3242 810E3A3C 0000 810E3A3E 3242 |
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Extreme-G | JP | 8109BEC4 0000 8109BEC6 3202 8109BEF4 0000 8109BEF6 3202 |
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Extreme-G | PAL | 00013016 | 00003202 | 8109C094 0000 8109C096 3202 8109C0C4 0000 8109C0C6 3202 |
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Extreme-G | US | 00013016 | 00003202 | 8109A944 0000 8109A946 3202 8109A974 0000 8109A976 3202 |
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Extreme-G: XG2 | JP | 00013016 | 00003202 | 8109577C 0000 8109577E 3202 810957AC 0000 810957AE 3202 |
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Extreme-G: XG2 | PAL | 00013016 | 00003202 | 810956CC 0000 810956CE 3202 810956FC 0000 810956FE 3202 |
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Extreme-G: XG2 | US | 00013016 | 00003202 | 810955EC 0000 810955EE 3202 8109561C 0000 8109561E 3202 |
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F-1 World Grand Prix | JP | 00013016 | 00003202 | 8102F42C 0000 8102F42E 3202 8102F45C 0000 8102F45E 3202 |
||
F-1 World Grand Prix | PAL | French | 00013016 | 00003202 | 8102F2AC 0000 8102F2AE 3202 8102F2DC 0000 8102F2DE 3202 |
|
F-1 World Grand Prix | PAL | German | 00013016 | 00003202 | 8102F89C 0000 8102F89E 3202 8102F8CC 0000 8102F8CE 3202 |
|
F-1 World Grand Prix | PAL | Prototype | 00013016 | 00003202 | 8102F1FC 0000 8102F1FE 3202 8102F22C 0000 8102F22E 3202 |
|
F-1 World Grand Prix | PAL | 00013016 | 00003202 | 8102F2CC 0000 8102F2CE 3202 8102F2FC 0000 8102F2FE 3202 |
||
F-1 World Grand Prix | US | 00013016 | 00003202 | 8102F1FC 0000 8102F1FE 3202 8102F22C 0000 8102F22E 3202 |
||
F-1 World Grand Prix II | PAL | 00013016 | 00003202 | 8102ABAC 0000 8102ABAE 3202 8102ABDC 0000 8102ABDE 3202 |
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Fighting Cup | JP | 00013012 | 00003202 | 81298E1C 0000 81298E1E 3202 81298E4C 0000 81298E4E 3202 |
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Fighting Force 64 | PAL | 00003112 | 00003212 | 8101364E 3212 8101367E 3212 |
Dithering already disabled | |
Fighting Force 64 | PAL | 00003112 | 00003202 | 8101364C 0000 8101364E 3202 8101367C 0000 8101367E 3202 |
Dithering already disabled Alternative settings and codes. | |
Fighting Force 64 | US | 00003112 | 00003202 | 810135EC 0000 810135EE 3202 8101361C 0000 8101361C 3202 |
Dithering already disabled | |
Flying Dragon (Hiryū no Ken Twin) |
JP | 00013012 | 00003202 | 810E6F5C 0000 810E6F5E 3202 810E6F8C 0000 810E6F8E 3202 |
||
Forsaken | PAL | 80028E5D 0000 80028E5E 0032 |
||||
F-Zero X | JP | 810D301E 3202 810D304E 3202 |
||||
F-Zero X | JP | 00003102 | 00003202 | 810D301C 0000 810D301E 3202 810D304C 0000 810D304E 3202 |
Alternative settings and codes. | |
F-Zero X | PAL | DE067000 0000 (M) 800C582E 0032 800C585E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Dithering already disabled. | |||
F-Zero X | PAL | 00003102 | 00003202 | 810C582C 0000 810C582E 3202 810C585C 0000 810C585E 3202 |
Alternative settings and codes. | |
F-Zero X | US | 00003102 | 00003202 | 810D2F3C 0000 810D2F3E 3202 810D2F6C 0000 810D2F6E 3202 |
||
G.A.S.P!! Fighters' NEXTream | jP | 00003016 | 00003202 | 81035E3C 0000 81035E3E 3202 81035E6C 0000 81035E6E 3202 |
||
G.A.S.P!! Fighters' NEXTream | PAL | 00003016 | 00003202 | 81036C4C 0000 81036C4E 3202 81036C7C 0000 81036C7C 3202 |
||
Glover | PAL | 801F57FD 0000 801F582D 0000 801F57FE 0032 801F582E 0032 |
||||
Glover | US | 811F470C 0000 811F470E 3206 811F473C 0000 811F473E 3206 |
||||
Glover 2 | Beta | 811DC0CC 0000 811DC0CE 3206 811DC0FC 0000 811DC0FE 3206 |
||||
Goemon's Great Adventure | US | EE000000 0000 (M) 8103BB9C 0000 8103BB9E 3206 8103BBCC 0000 8103BBCE 3206 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Goldeneye | PAL | 8102316C 0000 8102319C 0000 8102316E 3216 8102319E 3216 |
||||
Goldeneye | US | 81027FEC 0000 8102801C 0000 81027FEE 3216 8102801E 3216 |
||||
Hexen | PAL | 8006A42D 0000 8006A42E 0032 |
||||
Hey You Pikachu! | US | F124FFA0 2400 (M) 8109F8FC 0000 8109F8FE 3202 8109F92C 0000 8109F92E 3202 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Hot Wheels Turbo Racing | US | F10E4D20 2400 (M) 800FC89D 0000 800FC8CD 0000 800FC89E 0032 800FC8CE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Hybrid Heaven | JP | 00013012 | 00003202 | 8104B8FC 0000 8104B8FE 3202 8104B92C 0000 8104B92E 3202 |
Lo-Resolution Mode | |
Hybrid Heaven | PAL | 00013012 | 00003202 | 8104BC8C 0000 8104BC8E 3202 8104BCBC 0000 8104BCBE 3202 |
Lo-Resolution Mode | |
Hybrid Heaven | US | 00013006 | 00003202 | 8104AE7C 0000 8104AE7E 3202 8104AEAC 0000 8104AEAE 3202 |
Lo-Resolution Mode | |
Hydro Thunder | PAL | F12500C0 2400 (M) 802679AE 0032 802679DE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Dithering already disabled. | |||
Iggy's Reckin' Balls | PAL | 00013016 | 00003202 | 810C6A3C 0000 810C6A3E 3202 810C6A6C 0000 810C6A6E 3202 |
||
Iggy's Reckin' Balls | US | 00013016 | 00003202 | 810C693C 0000 810C693E 3202 810C696C 0000 810C696E 3202 |
||
Iggy's Reckin' Balls (Iggy-kun no Bura Bura Poyon) |
JP | 00013016 | 00003202 | 810C713C 0000 810C713E 3202 810C716C 0000 810C716E 3202 |
||
Indy Racing 2000 | US | 00013012 | 00003202 | 810255AC 0000 810255AE 3202 810255DC 0000 810255DE 3202 |
||
In-Fisherman Bass Hunter 64 | US | 00013012 | 00003202 | 810C275C 0000 810C275E 3202 810C278C 0000 810C278E 3202 |
||
IPL4ROM | Blue Debug 64DD | 802949AD 0000 802949DD 0000 802949AE 0032 802949DE 0032 |
||||
IPLROM | Retail 64DD | 802955BD 0000 802955ED 0000 802955BE 0032 802955EE 0032 |
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Itoi Shigesato no Bass Tsuri No. 1 Kettei Ban! | JP | 00010016 | 00003202 | 8104942C 0000 8104942E 0002 8104945C 0000 8104945E 0002 81050EEC 0000 81050EEE 0002 81050F3C 0000 81050F3E 0002 |
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Jet Force Gemini | PAL | 880AA13D 0000 880AA16D 0000 880AA13E 0032 880AA16E 0032 |
Push GS button to activate code | |||
Jet Force Gemini | US | 810A9EBC 0000 810A9EBE 3216 810A9EEC 0000 810A9EEE 3216 |
||||
Kakutou Denshou - F-Cup Maniax | JP | 00013012 | 00003202 | 8104E02C 0000 8104E02E 3202 8104E05C 0000 8104E05E 3202 |
||
Killer Instinct Gold | PAL | 00003242 | Dithering already disabled. AA already set to 'resample only' | |||
Killer Instinct Gold | US | Rev 1.0 | 00003242 | Dithering already disabled. AA already set to 'resample only' | ||
Killer Instinct Gold | US | Rev 1.1 | 00003242 | Dithering already disabled. AA already set to 'resample only' | ||
Killer Instinct Gold | US | Rev 1.2 | 00003242 | Dithering already disabled. AA already set to 'resample only' | ||
Kirby 64: The Crystal Shards | US | DE000400 0000 (M) 8103FD0C 0000 8103FD0E 0212 8103FD3C 0000 8103FD3E 0212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Legend of Cornell | JP | 810BDEFC 0000 810BDEFE 3202 810BDF2C 0000 810BDF2E 3202 |
Lo-Resolution Mode | |||
Legend of Cornell | JP | 810BDEFC 0000 810BDEFE 3242 810BDF2C 0000 810BDF2E 3242 |
Hi-Resolution Mode | |||
Lego Racers | US | 810310DC 0000 810310DE 3202 8103110C 0000 8103110E 3202 |
||||
Lylatwars | PAL | DE000480 0000 (M) 800C8AAE 0032 800C8ADE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Dithering already disabled. | |||
Mace: The Dark Age | PAL | 00013002 | 00003202 | 81081CCC 0000 81081CCE 3202 81081CFC 0000 81081CFE 3202 |
||
Mace: The Dark Age | US | 00013002 | 00003202 | 81081C0C 0000 81081C0E 3202 81081C3C 0000 81081C3E 3202 |
||
Mario Golf | US | F10B1670 2400 (M) 810C950C 0000 810C950E 3216 810C953C 0000 810C953E 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Mario Kart 64 | JP | Rev 1.0 | 810EBBFC 0000 810EBBFE 3216 810EBC2C 0000 810EBC2E 3216 |
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Mario Kart 64 | JP | Rev 1.1 | 810EC54C 0000 810EC54E 3216 810EC57C 0000 810EC57E 3216 |
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Mario Kart 64 | PAL | 810EB51C 0000 810EB54C 0000 810EB51E 3216 810EB54E 3216 |
||||
Mario Kart 64 | US | 810EB3DC 0000 810EB40C 0000 810EB3DE 3216 810EB40E 3216 |
||||
Mario Party | US | 810C775C 0000 810C775E 3216 810C778C 0000 810C778E 3216 |
||||
Mario Party 2 | US | F10ADD80 2400 (M) 810CF3CC 0000 810CF3CE 3216 810CF3FC 0000 810CF3FE 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Mario Party 3 | US | F10824D0 2400 810A40AC 0000 (M) 810A40AE 3216 810A40DC 0000 810A40DE 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Mario Tennis | JP | F1300290 3C01 (M) F1300292 A004 (M) F1300298 03E0 (M) F130029A 0008 (M) F130029C AC20 (M) F130029E 1140 (M) 8005410E 0032 8005413E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Mario Tennis | US | F1300290 3C01 (M) F1300292 A005 (M) F1300298 03E0 (M) F130029A 0008 (M) F130029C AC20 (M) F130029E 86A0 (M) 8105B66C 0000 8105B66E 3212 8105B69C 0000 8105B69E 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Mega Man 64 | US | F10A1680 2400 (M) 810D101C 0000 810D101E 3212 810D104C 0000 810D104E 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Micro Machines | US | 800990CC 0000 800990FC 0000 800990CE 3216 800990FE 3216 |
||||
Mini Racers | US | Prototype | 00003116 | 00003202 | 81085BBC 0000 81085BBE 3202 81085BEC 0000 81085BEE 3202 |
|
Mischief Makers | US | Rev B | 810EA57C 0000 810EA57E 3212 810EA5AC 0000 810EA5AE 3212 |
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Mischief Makers | US | 810E80EC 0000 810E80EE 3212 810E811C 0000 810E811E 3212 |
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Mission Impossible | PAL | 800904ED 0000 8009051D 0000 800904EE 0032 8009051E 0032 |
||||
Mission Impossible | US | 0001301E | 00003202 | 8108F3BC 0000 8108F3BE 3202 8108F3EC 0000 8108F3EE 3202 |
Alternative settings and codes. | |
Monaco Grand Prix | US | 00013012 | 00003202 | 8108919C 0000 8108919E 3202 810891CC 0000 810891CE 3202 |
||
Multi Racing Championship | US | 800909BD 0000 800909ED 0000 800909BE 0032 800909EE 0032 |
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Mystical Ninja 2 | JP | 80039B8D 0000 80039BBD 0000 80039B8E 0032 80039BBE 0032 |
||||
Mystical Ninja 2 | PAL | 8003C7CD 0000 8003C7FD 0000 8003C7CE 0032 8003C7FE 0032 |
Only works when "Code-Generator" is active. | |||
Mystical Ninja Starring Goemon | PAL | 8007B14D 0000 8007B17D 0000 8007B14E 0032 8007B17E 0032 |
||||
Mystical Ninja: Starring Goemon | US | 8107A2AC 0000 8107A2AE 3212 8107A2DC 0000 8107A2DE 3212 |
||||
Nascar 99 | US | 8004C19D 0000 8004C1CD 0000 8004C19E 0032 8004C1CE 0032 |
||||
NBA Hangtime | PAL | 8009C14D 0000 8009C17D 0000 8009C14E 0032 8009C17E 0032 |
||||
Nuclear Strike 64 | US | 00013006 | 00003202 | 810AC7BC 0000 810AC7BE 3202 810AC7EC 0000 810AC7EE 3202 |
||
Ogre Battle 64: Person Of Lordly Caliber | US | F109A730 2400 (M) 810ABB7C 0000 810ABB7E 3212 810ABBAC 0000 810ABBAE 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Operation WinBack | PAL | 00013012 | 00003202 | 811149BC 0000 811149BE 3202 811149EC 0000 811149EE 3202 |
||
Paper Mario 64 | US | DE025C00 0000 (M) F106C6B0 2400 (M) 8109597C 0000 8109597E 3212 810959AC 0000 810959AE 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Perfect Dark | PAL | FF75C000 0000 (M) 8006056D 0000 8006059D 0000 8006056E 0032 8006059E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Requires GameShark v3.3 | |||
Perfect Dark | US | Rev 1.1 | EE000000 0000 (M) 810608BC 0000 810608BE 3202 810608EC 0000 810608EE 3202 |
(M) is an 'Enable' code. Without it, the game won't start. | ||
Perfect Dark | US | Rev 1.1 | FF75C000 0000 (M) 810608BC 0000 810608BE 3216 810608EC 0000 810608EE 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | ||
Pilotwings 64 | PAL | 8024C19D 0000 8024C1CD 0000 8024C19E 0032 8024C1CE 0032 |
||||
Pilotwings 64 | US | 8024C11D 0000 8024C14D 0000 8024C11E 0032 8024C14E 0032 |
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Pokemon Puzzle League | US | 00013012 | 00003202 | 810C10AC 0000 810C10AE 3202 810C10DC 0000 810C10DE 3202 |
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Pokemon Snap | JP | DE000400 0000 (M) F103D8A0 2400 (M) 81042E5C 0000 81042E8C 0000 81042E5E 0212 81042E8E 0212 |
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Pokemon Snap | US | 81042E5C 0000 81042E8C 0000 81042E5E 0212 81042E8E 0212 |
||||
Pokemon Stadium | US | DE000400 0000 (M) 8107AC9C 0000 8107AC9E 3216 8107ACCC 0000 8107ACCE 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Pokemon Stadium 2 | US | DE000400 0000 (M) F100B6A0 0000 (M) F100B6A2 0000 (M) F1085190 0000 (M) F1085192 0000 (M) F107A214 0000 (M) F107A216 0000 (M) 810A14DC 0000 810A14DE 3256 810A150C 0000 810A150E 3256 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Polaris Snow Cross | US | 80086F5D 0000 80086F8D 0000 80086F5E 0032 80086F8E 0032 |
||||
Puyo Puyo Party | JP | F10D2930 2400 (M) 800E376E 0032 800E379E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. Dithering already disabled. | |||
Quake 64 | US | 00013002 | 00003202 | 8107065C 0000 8107065E 3202 8107068C 0000 8107068E 3202 |
Not really needed since this game has an option to switch off filters. | |
Quake II | 00003303 | 00003202 | 8106CEFC 0000 8106CEFE 3202 8106CF2C 0000 8106CF2E 3202 |
This code should only be used when using no expansion pak. | ||
Quest 64 | US | 81070A2C 0000 81070A2E 3212 81070A5C 0000 81070A5E 3212 |
||||
Rainbow Six | PAL | 88086C4D 0000 88086C7D 0000 88086C4E 0032 88086C7E 0032 |
Push GS button to activate code | |||
Rayman 2 | PAL | 8001B5DD 0000 8001B60D 0000 8001B5DE 0032 8001B60E 0032 |
Only works without Expansion Pak. | |||
Rayman 2 | US | EE000000 0000 (M) 8101B5DC 0000 8101B5DE 3202 8101B60C 0000 8101B60E 3202 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Real Action Adventure | JP | 810A476C 0000 810A476E 3212 810A479C 0000 810A479E 3212 |
||||
Ridge Racer 64 | PAL | 00013012 | 00003202 | 8102206C 0000 8102206E 3202 8102209C 0000 8102209E 3202 |
||
Ridge Racer 64 | US | 00013012 | 00003202 | 81021EDC 0000 81021EDE 3202 81021F0C 0000 81021F0E 3202 |
||
Road Rash 64 | PAL | 00013016 | 00003202 | 810A8D5C 0000 810A8D5E 3202 810A8D8C 0000 810A8D8E 3202 |
||
Road Rash 64 | US | 00013016 | 00003202 | 810A881C 0000 810A881E 3202 810A884C 0000 810A884E 3202 |
||
Robotech: Crystal Dreams | Beta | 0001301E | 00003202 | 810B47FC 0000 810B47FE 3202 810B482C 0000 810B482E 3202 810BCFBC 0000 810BCFBE 3202 |
||
Rocket Robot on Wheels | PAL | 800198CD 0000 800198CE 0032 |
||||
Rush 2 Extreme Racing USA | PAL | 8001BA4D 0000 8001BA7D 0000 8001BA4E 0032 8001BA7E 0032 |
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Rush 2 Extreme Racing USA | US | 8001BA4D 0000 8001BA7D 0000 8001BA4E 0032 8001BA7E 0032 |
||||
Rush 2049 | US | 8002C40E 0033 8002C43E 0033 |
Dithering already disabled. | |||
San Francisco Rush | PAL | 8001AB9D 0000 8001ABCD 0000 8001AB9E 0032 8001ABCE 0032 |
||||
Shadowgate 64 | PAL | F109E050 2400 (M) 800AB9AD 0000 800AB9DD 0000 800AB9AE 0032 800AB9DE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Shadowman | PAL | 8002772D 0000 8002775D 0000 8002772E 0032 8002775E 0032 |
||||
Sin and Punishment: Successor of the Earth | JP | F1046150 0000 (M) F1046152 0000 (M) 81060C0C 0000 81060C0E 3212 81060C3C 0000 81060C3E 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Sin and Punishment: Successor of the Earth | JP | F1046150 2400 (M) 80060C0D 0000 80060C3D 0000 80060C0E 0032 80060C3E 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Sin and Punishment: Successor of the Earth | US | F1046150 0000 (M) F1046152 0000 (M) 81060C0C 0000 81060C0E 3212 81060C3C 0000 81060C3E 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Snowboard Kids | PAL | 810E056C 0000 810E059C 0000 810E056E 3202 810E059E 3202 |
||||
Snowboard Kids 2 | JP | 8009B95D 0000 8009B98D 0000 8009B95E 0032 8009B98E 0032 |
||||
South Park | US | Dithering already disabled. AA already set to 'resample only' | ||||
Space Station Silicon Valley | JP | 00013006 | 00003202 | 8115A79C 0000 8115A79E 3202 8115A7CC 0000 8115A7CE 3202 |
||
Space Station Silicon Valley | PAL | 00013006 | 00003202 | 8115A7BC 0000 8115A7BE 3202 8115A7EC 0000 8115A7EE 3202 |
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Space Station Silicon Valley | US | 00013006 | 00003202 | 8115A79C 0000 8115A79E 3202 8115A7CC 0000 8115A7CE 3202 |
||
Star Fox 64 | US | Rev 1.0 | 810C3A6C 0000 810C3A9C 0000 810C3A6E 320E 810C3A9E 320E |
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Star Soldier Vanishing Earth | JP | 80081F1D 0000 80081F4D 0000 80081F1E 0032 80081F4E 0032 |
||||
Star Wars Episode 1: Battle for Naboo | PAL | 00003246 | 00003242 | 8104ECFC 0000 8104ECFE 3242 8104ED2C 0000 8104ED2E 3242 |
Untested. | |
Star Wars Episode 1: Battle for Naboo | US | 00003246 | 00003242 | 8104ECFC 0000 8104ECFE 3242 8104ED2C 0000 8104ED2E 3242 |
Untested. | |
Star Wars Episode 1: Racer | JP | 810AAD4C 0000 810AAD4E 3242 810AAD7C 0000 810AAD7E 3242 |
With Jumper Pak | |||
Star Wars Episode 1: Racer | JP | 810AAD4C 0000 810AAD7C 0000 |
With Expansion Pak Anti-aliasing already set to resamp | |||
Star Wars Episode 1: Racer | PAL | 810AD1FC 0000 810AD1FE 3242 810AD22C 0000 810AD22E 3242 |
||||
Star Wars Episode 1: Racer | US | 800A7EFD 0000 800A7F2D 0000 800A7EFE 0032 800A7F2E 0032 |
Doesn't work with Expansion Pak. | |||
Star Wars Episode 1: Racer | US | 810A7EFC 0000 810A7EFE 3242 810A7F2C 0000 810A7F2E 3242 |
Alternative settings and codes. May work without Expansion Pak. | |||
Star Wars: Rogue Squadron | PAL | Rev 1.0 | 00003246 | 00003246 | Dithering already disabled. AA already set to 'resample only' | |
Star Wars: Rogue Squadron | PAL | Rev 1.0 | 00003246 | 00003242 | 810391DC 0000 810391DE 3242 8103920C 0000 8103920E 3242 |
Alternative settings and codes. |
Star Wars: Rogue Squadron | PAL | Rev 1.1 | 00003246 | 00003246 | Dithering already disabled. AA already set to 'resample only' | |
Star Wars: Rogue Squadron | PAL | Rev 1.1 | 00003246 | 00003242 | 810391BC 0000 810391BE 3242 810391EC 0000 810391EE 3242 |
Alternative settings and codes. |
Star Wars: Rogue Squadron | US | Rev 1.0 | 00003246 | 00003246 | Dithering already disabled. AA already set to 'resample only' | |
Star Wars: Rogue Squadron | US | Rev 1.0 | 00003246 | 00003242 | 810391BC 0000 810391BE 3242 810391EC 0000 810391EE 3242 |
Alternative settings and codes. |
Star Wars: Rogue Squadron | US | Rev 1.1 | 00003246 | 00003246 | Dithering already disabled. AA already set to 'resample only' | |
Star Wars: Rogue Squadron | US | Rev 1.1 | 00003246 | 00003242 | 8103016C 0000 8103016E 3242 8103019C 0000 8103019E 3242 |
Alternative settings and codes. |
Star Wars: Rogue Squadron | JP | 00003246 | 00003246 | Dithering already disabled. AA already set to 'resample only' | ||
Star Wars: Rogue Squadron | JP | 00003246 | 00003242 | 81032BEC 0000 81032BEE 3242 81032C1C 0000 81032C1E 3242 |
Alternative settings and codes. | |
Star Wars: Shadows of the Empire | PAL | 00013016 | 00003202 | 810E910C 0000 810E910E 3202 810E913C 0000 810E913E 3202 |
||
Star Wars: Shadows of the Empire | US | Rev 1.0 | 00013016 | 00003202 | 810E7CEC 0000 810E7CEE 3202 810E7D1C 0000 810E7D1E 3202 |
|
Star Wars: Shadows of the Empire | US | Rev 1.1 | 00013016 | 00003202 | 810E7CEC 0000 810E7CEE 3202 810E7D1C 0000 810E7D1E 3202 |
|
Star Wars: Shadows of the Empire | US | Rev 1.2 | 00013016 | 00003202 | 810E85DC 0000 810E85DE 3202 810E860C 0000 810E860E 3202 |
|
Star Wars: Shadows of the Empire (Star Wars: Teikoku no Kage) |
JP | 00013016 | 00003202 | 810F413C 0000 810F413E 3202 810F416C 0000 810F416E 3202 |
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Super Mario 64 | JP | 813348BC 0000 813348EC 0000 813348BE 3216 813348EE 3216 |
||||
Super Mario 64 | PAL | 80302E8D 0000 80302EBD 0000 80302E8E 0032 80302EBE 0032 |
||||
Super Mario 64 | US | 803359CD 0000 803359FD 0000 803359CE 0032 803359FE 0032 |
||||
Super Mario 64 Shindou Edition | JP | 80316D7D 0000 80316DAD 0000 80316D7E 0032 80316DAE 0032 |
||||
Super Mario 64 Shindou Edition | JP | 00013016 | 00003202 | 81316D7C 0000 81316D7E 3202 81316DAC 0000 81316DAE 3202 |
Alternative settings and codes. | |
Super Smash Bros. | PAL | 8103DB3C 0000 8103DB6C 0000 8103DB3E 0212 8103DB6E 0212 |
||||
Super Smash Bros. | US | 8103D55C 0000 8103D58C 0000 8103D55E 0212 8103D58E 0212 |
||||
Super Smash Bros. | JP | 00010012 | 00000202 | 8103D8BC 0000 8103D8BE 0202 8103D8EC 0000 8103D8EE 0202 |
||
Super Speed Race 64 | JP | 0000301F | 0000320B | 81080C44 0000 81080C46 320B 810810A4 0000 810810A6 320B 81081504 0000 81081506 320B 81081ACC 0000 81081ACE 320B 81081AFC 0000 81081AFE 320B |
||
Tetris 64 | JP | 8004919D 0000 800491CD 0000 8004919E 0032 800491CE 0032 |
||||
The Legend of Zelda Majora's Mask | JP | Rev 1.0 | 00013016 | 00003202 | 8109909C 0000 8109909E 3202 810990CC 0000 810990CE 3202 |
Untested. Alternative settings and codes. |
The Legend of Zelda: Majora's Mask | PAL | Rev 1.1 | F10969C0 2400 (M) FF000220 0000 (M) 8109825C 0000 8109828C 0000 8109825E 3216 8109828E 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | ||
The Legend of Zelda: Majora's Mask | PAL | 8109811C 0000 8109814C 0000 8109811E 3216 8109814E 3216 |
||||
The Legend of Zelda: Majora's Mask | US | 8109806C 0000 8109809C 0000 8109806E 3216 8109809E 3216 |
||||
The Legend of Zelda: Ocarina of Time | JP | Rev 1.0 | 8100646C 0000 8100646E 3216 8100649C 0000 8100649E 3216 |
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The Legend of Zelda: Ocarina of Time | JP | Rev 1.0 | 00013016 | 00003202 | 8100646C 0000 8100646E 3202 8100649C 0000 8100649E 3202 |
Alternative settings and codes. |
The Legend of Zelda: Ocarina of Time | JP | Rev 1.1 | 8100646C 0000 8100649C 0000 8100646E 3216 8100649E 3216 |
|||
The Legend of Zelda: Ocarina of Time | JP | Rev 1.2 | 810069EC 0000 81006A1C 0000 810069EE 3216 81006A1E 3216 |
|||
The Legend of Zelda: Ocarina of Time | PAL | Rev 1.0 | F10004E4 2400 (M) EE000000 0000 (M) 810068EC 0000 8100691C 0000 810068EE 3216 8100691E 3216 |
(M) is an 'Enable' code. Without it, the game won't start. | ||
The Legend of Zelda: Ocarina of Time | US | Rev 1.1 | 8100646C 0000 8100649C 0000 8100646E 3216 8100649E 3216 |
|||
The Legend of Zelda: Ocarina of Time | US | Rev 1.2 | 810069EC 0000 81006A1C 0000 810069EE 3216 81006A1E 3216 |
|||
Tonic Trouble | PAL | 8011781D 0000 8011784D 0000 8011781E 0032 8011784E 0032 |
||||
Top Gear Overdrive | JP | 00013016 | 00003202 | 8105E5DC 0000 8105E5DE 3202 8105E60C 0000 8105E60E 3202 |
Lo-Resolution Mode | |
Top Gear Overdrive | JP | 00013016 | 00003242 | 8105E5DC 0000 8105E5DE 3242 8105E60C 0000 8105E60E 3242 |
Hi-Resolution Mode | |
Top Gear Overdrive | PAL | 00013016 | 00003202 | 8105ECAC 0000 8105ECAE 3202 8105ECDC 0000 8105ECDE 3202 |
Lo-Resolution Mode | |
Top Gear Overdrive | PAL | 00013016 | 00003242 | 8105ECAC 0000 8105ECAE 3242 8105ECDC 0000 8105ECDE 3242 |
Hi-Resolution Mode | |
Top Gear Overdrive | US | 00013016 | 00003202 | 8105E53C 0000 8105E53E 3202 8105E56C 0000 8105E56E 3202 |
Lo-Resolution Mode | |
Top Gear Overdrive | US | 00013016 | 00003242 | 8105E53C 0000 8105E53E 3242 8105E56C 0000 8105E56E 3242 |
Hi-Resolution Mode | |
Top Gear Rally | JP | 00013056 | 00003242 | 812A78BC 0000 812A78BE 3242 812A78EC 0000 812A78EE 3242 |
||
Top Gear Rally | PAL | 00013056 | 00003356 | 802A7DCD 0000 802A7DFD 0000 802A7DCE 0033 802A7DFE 0033 |
||
Top Gear Rally | PAL | 00013056 | 00003242 | 812A7DCC 0000 812A7DCE 3242 812A7DFC 0000 812A7DFE 3242 |
Alternative settings and codes. | |
Top Gear Rally | US | 00013056 | 00003256 | 802A61CD 0000 802A61CE 0032 802A61FD 0000 802A61FE 0032 |
Codes may not work. Disable texture filtering using cheat code B, Left, Right, Up, Left, Z, Right | |
Top Gear Rally | US | 00013056 | 00003242 | 812A61CC 0000 812A61CE 3242 812A61FC 0000 812A61FE 3242 |
Alternative settings and codes. | |
Top Gear Rally 2 | JP | 00013056 | 00003242 | 810355FC 0000 810355FE 3242 8103562C 0000 8103562E 3242 |
||
Top Gear Rally 2 | PAL | 00013056 | 00003242 | 8103534C 0000 8103534E 3242 8103537C 0000 8103537E 3242 |
||
Top Gear Rally 2 | US | 00013056 | 00003242 | 8103451C 0000 8103451E 3242 8103454C 0000 8103454E 3242 |
||
Top Gear Rally 2 | Beta | 00013056 | 00003242 | 81032D1C 0000 81032D1E 3242 81032D4C 0000 81032D4E 3242 |
||
Turok 2: Seeds of Evil | PAL | 800B9D2D 0000 800B9D5D 0000 800B9D2E 0032 800B9D5E 0032 |
||||
Turok 2: Seeds of Evil | US | Rev 1.1 | 00013006 | 00003202 | 810B9D2C 0000 810B9D2E 3202 810B9D5C 0000 810B9D5E 3202 |
Lo-Resolution Mode |
Turok 2: Seeds of Evil | US | Rev 1.1 | 00003246 | 00003242 | 810B9D2C 0000 810B9D2E 3242 810B9D5C 0000 810B9D5E 3242 |
Hi-Resolution Mode |
Turok 3: Shadow of Oblivion | US | 00013006 | 00003202 | 8011062D 0000 8011065D 0000 8011062E 0032 8011065E 0032 |
||
Turok 3: Shadow of Oblivion | US | 00013006 | 00003202 | 8111062C 0000 8111062E 3202 8111065C 0000 8111065E 3202 |
Lo-Resolution Mode Alternative codes. | |
Turok 3: Shadow of Oblivion | US | 00003246 | 00003242 | 8111062C 0000 8111062E 3242 8111065C 0000 8111065E 3242 |
Hi-Resolution Mode Alternative codes. | |
Turok: Dinosaur Hunter | PAL | Rev 1.0 | 00013016 | 00003202 | 810EF2DC 0000 810EF2DE 3202 810EF30C 0000 810EF30E 3202 |
|
Turok: Dinosaur Hunter | PAL | Rev 1.0 German |
00013016 | 00003202 | 810EF46C 0000 810EF46E 3202 810EF49C 0000 810EF49E 3202 |
|
Turok: Dinosaur Hunter | PAL | Rev 1.1 | 00013016 | 00003202 | 810EF37C 0000 810EF37E 3202 810EF3AC 0000 810EF3AE 3202 |
|
Turok: Dinosaur Hunter | PAL | Rev 1.1 German |
00013016 | 00003202 | 810EF50C 0000 810EF50E 3202 810EF30C 0000 810EF30E 3202 |
|
Turok: Dinosaur Hunter | PAL | Rev 1.2 | 00013016 | 00003202 | 810EF37C 0000 810EF37E 3202 810EF3AC 0000 810EF3AE 3202 |
|
Turok: Dinosaur Hunter | PAL | Rev 1.2 German |
00013016 | 00003202 | 810EF2DC 0000 810EF2DE 3202 810EF53C 0000 810EF53E 3202 |
|
Turok: Dinosaur Hunter | US | Rev 1.0 | 00013016 | 00003202 | 810EF22C 0000 810EF22E 3202 810EF25C 0000 810EF25E 3202 |
|
Turok: Dinosaur Hunter | US | Rev 1.1 | 00013016 | 00003202 | 810EF37C 0000 810EF37E 3202 810EF3AC 0000 810EF3AE 3202 |
|
Turok: Dinosaur Hunter | US | Rev 1.2 | 00013016 | 00003202 | 810EF37C 0000 810EF37E 3202 810EF3AC 0000 810EF3AE 3202 |
|
Turok: Dinosaur Hunter | JP | 00013016 | 00003202 | 810F62DC 0000 810F62DE 3202 810F630C 0000 810F630E 3202 |
||
Turok: Rage Wars | US | 00013006 | 00003202 | 810D83EC 0000 810D83EE 3202 810D841C 0000 810D841E 3202 |
Lo-Resolution Mode | |
Turok: Rage Wars | US | 00003246 | 00003242 | 810D83EC 0000 810D83EE 3242 810D841C 0000 810D841E 3242 |
Hi-Resolution Mode | |
Twisted Edge Snowboarding | PAL | 80083BAD 0000 80083BAE 0032 |
||||
Uchhannanchan no Honoo no Challenge: Denryuu IraIra Bou | JP | 800D40DD 0000 800D40DE 0032 800D410D 0000 800D410E 0032 |
||||
War Gods | PAL | 00003116 | 00003202 | 813445BC 0000 813445BE 3202 813445EC 0000 813445EE 3202 |
||
War Gods | US | 00003116 | 00003202 | 8134421C 0000 8134421E 3202 8134424C 0000 8134424E 3202 |
||
Wave Race 64 | PAL | 800EA79D 0000 800EA7CD 0000 800EA79E 0032 800EA7CE 0032 |
||||
Wave Race 64 | US | Rev 1.0 | 800E8DDD 0000 800E8E0D 0000 800E8DDE 0032 800E8E0E 0032 |
|||
Wave Race 64 | US | Rev 1.1 | 810E905C 0000 810E905E 3206 810E908C 0000 810E908E 3206 |
|||
Wave Race 64 Rumble Pak Edition | JP | 800EAA6D 0000 800EAA9D 0000 800EAA6E 0032 800EAA9E 0032 |
||||
Wayne Gretzky 3D Hockey '98 | US | 800CFF55 0000 800CFF85 0000 800CFF56 0032 800CFF86 0032 |
||||
WinBack | JP | Rev 1.0 | 00013012 | 00003202 | 811146AC 0000 811146AE 3202 811146DC 0000 811146DE 3202 |
|
WinBack | JP | Rev 1.1 | 00013012 | 00003202 | 811146BC 0000 811146BE 3202 811146EC 0000 811146EE 3202 |
|
WinBack: Covert Operations | US | 00013012 | 00003202 | 8111499C 0000 8111499E 3202 811149CC 0000 811149CE 3202 |
||
Wipeout 64 | PAL | 00013016 | 00003202 | 800976FD 0000 800976FE 0032 |
||
Wipeout 64 | PAL | 00013016 | 00003202 | 810976FC 0000 810976FE 3202 8109772C 0000 8109772E 3202 |
Alternative settings and codes. | |
Wipeout 64 | US | 00013016 | 00003202 | 8109815C 0000 8109815E 3202 8109818C 0000 8109818E 3202 |
Alternative settings and codes. | |
Wonder Project J2 | JP | 810ECC8C 0000 810ECC8E 3202 810ECCBC 0000 810ECCBE 3202 |
||||
WWF WrestleMania 2000 | US | F10376E0 2400 (M) 81049B9C 0000 81049B9E 3202 81049BCC 0000 81049BCE 3202 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Yoshi's Story | JP | DE000400 0000 (M) 810ABA8C 0000 810ABA8E 3212 810ABABC 0000 810ABABE 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Yoshi's Story | PAL | DE000400 0000 (M) 800AC29D 0000 800AC2CD 0000 800AC29E 0032 800AC2CE 0032 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Yoshi's Story | US | DE000400 0000 (M) EE000000 0000 (M) 810ABA8C 0000 810ABA8E 3212 810ABABC 0000 810ABABE 3212 |
(M) is an 'Enable' code. Without it, the game won't start. | |||
Yuke Yuke!! Trouble Makers | JP | 00003112 | 00003202 | 810E7AFC 0000 810E7AFE 3202 810E7B2C 0000 810E7B2E 3202 |
References
- ↑ Retroactive Forums, N64 HDMI converter thread, post 784
- ↑ VideoGamePerfection Forums, 640×240 Optimized Mode, post 20784
- ↑ Github.com, Borti's N64RGB (version 2.1) Firmware, Feature Overview, VI-DeBlur in 240p/288p
- ↑ ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?
- ↑ Encryption 64 wiki, VI Registers Detailed, VI_CONTROL_REG/VI_STATUS_REG (0x00)
- ↑ ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330049
- ↑ ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330052
- ↑ ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330015
- ↑ ASSEMblergames.org forums, Is it possible to disable anti-aliasing in N64 games via GameShark cheats?, post 330035