What I do is run an event in the background, unlocking each individual aspect that goes towards having 100% of the game unlocked, which writes to the save region after the event memory, meanwhile on certain frames that I need to actually input A. Because an event is already occurring (power on -> menu screen), changing these values will only affect the screen itself until the event that’s running is already over, as long as the value is changed by the time the event is over. After the input region of memory are the event and save regions. By having (gamecube) controller 1 pressing half of the inputs, and controller 2 pressing the exact negative of those inputs, the game cancels out the inputs and reads only half the size on all following frames (until power off), so by inputting all possible inputs on 2 controllers on the next frame (which will fill up double the amount of space - so 4 controllers), you can use the third controller to read past the 4 controllers’ memory region and into “garbage” data. Mario Kart Wii polls for inputs multiple times per frame.
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