I have found a way to use the Gameshark to add D-pad support to Nintendo 64 games that previously lacked support.
The idea is to use the usual button activation codes to set the control stick activation code values.
Below is an example I have made for Mario Kart 64 (USA)
D0196504 0001
80196506 007F
D0196504 0002
80196506 0082
D0196504 0041
80196506 007F
D0196504 0042
80196506 0082
D1196504 8100
80196506 007F
D1196504 8200
80196506 0082
D1196504 8110
80196506 007F
D1196504 8210
80196506 0082
D1196504 A100
80196506 007F
D1196504 A200
80196506 0082
D1196504 A104
80196506 007F
D1196504 A204
80196506 0082
The above example is only for player 1.
196504 is the memory location for Player 1’s 16 bit button activator.
196506 is the memory location for y-axis Player 1’s control stick activator
These can be changed to the activators for players 2-4 if desired and multiple copies of this code can be made for each player so everyone can use the D-pad.
I have not yet added D-pad up and down support since this code is getting rather long, but it hardly affects the gameplay in Mario Kart 64.
I have tested this on real Gameshark + N64 hardware and it works quite well, at least for the example Mario Kart 64 code above. I don't know how many times the gameshark codes execute per second, but I haven't noticed any lag.
I think there is a lot of potential here. Now it is possible to create a code so Super Smash Bros. can be played with the D-pad. The c-buttons or any other buttons also could possibly be remapped allowing people to customize their own control scheme in games that lack such options.
The idea is to use the usual button activation codes to set the control stick activation code values.
Below is an example I have made for Mario Kart 64 (USA)
D0196504 0001
80196506 007F
D0196504 0002
80196506 0082
D0196504 0041
80196506 007F
D0196504 0042
80196506 0082
D1196504 8100
80196506 007F
D1196504 8200
80196506 0082
D1196504 8110
80196506 007F
D1196504 8210
80196506 0082
D1196504 A100
80196506 007F
D1196504 A200
80196506 0082
D1196504 A104
80196506 007F
D1196504 A204
80196506 0082
The above example is only for player 1.
196504 is the memory location for Player 1’s 16 bit button activator.
196506 is the memory location for y-axis Player 1’s control stick activator
These can be changed to the activators for players 2-4 if desired and multiple copies of this code can be made for each player so everyone can use the D-pad.
I have not yet added D-pad up and down support since this code is getting rather long, but it hardly affects the gameplay in Mario Kart 64.
I have tested this on real Gameshark + N64 hardware and it works quite well, at least for the example Mario Kart 64 code above. I don't know how many times the gameshark codes execute per second, but I haven't noticed any lag.
I think there is a lot of potential here. Now it is possible to create a code so Super Smash Bros. can be played with the D-pad. The c-buttons or any other buttons also could possibly be remapped allowing people to customize their own control scheme in games that lack such options.
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