Post subject: Memory Watching in Mupen64
Expert player (2584)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
sorry if this has already been discussed here somewhere, but I did a search and found nothing. I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64? I tryed MHS, followed bobmario's tutorial, but no luck so far.
I am old enough to know better, but not enough to do it.
Post subject: Re: Memory Watching in Mupen64
Emulator Coder, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Expert player (2584)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you, I have the lua version here, but I know nothing about how to write lua scripts :( Is there a "generic" lua script that I can use to watch those addresses? oh, and I couldn't use MHS because it either says the address is unobtainable or it's always "0".
I am old enough to know better, but not enough to do it.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
MHS is somewhat more difficult to use than a dedicated RAM watcher because it monitors the RAM of the game as well as the RAM of the emulator being used. I used it with my Turok run, and had varying levels of success; boss HP was easy to find, speed was harder (and I'm not convinced I actually ever found a "true" speed address). My recommendation would be to keep playing around with it, because it undoubtedly works, but is less than user friendly sometimes. Asking a SM64 dude would probably help too, since they have some dozens of RAM addresses mapped out
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Expert player (2584)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I downloaded a newer version of MHS and it's working fine now. man, it's really hard to use, but I managed to find most of the speed addresses that I need, thanks.
I am old enough to know better, but not enough to do it.
Joined: 3/17/2010
Posts: 33
MHS is pretty straightforward to use once you figure out how to lock on to a program. The trick is to find the start of the N64's ram block, since then you can search for values within just the 4/8 megabyte block. Even better, unlike Project 64, the ram starts at the same offset from the start of the program data.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I created a tutorial about using the Memory Hacking Software MHS. I may do a 2nd video with other games or emulators. Anything I screwed up on? Link to video
Former player
Joined: 11/25/2009
Posts: 77
I found out that Project64 (1.7) finally has memory search built in. That means we can now find dedicated RAM addresses for games (the old Nemu64 emulator apparently could, too, but its memory search is really bad). However, I only have one idea on how to actually watch the addresses via Mupen64: the Lua extension. I've pretty much made a Lua script that does that already, and I guess this method isn't really worse than watching addresses with MHS.
Post subject: Re: Memory Watching in Mupen64
Dimon12321
He/Him
Active player (480)
Joined: 4/5/2014
Posts: 1129
Location: Ukraine
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
TASing is like making a film: only the best takes are shown in the final movie.
Post subject: Re: Memory Watching in Mupen64
Skilled player (1708)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Dimon12321 wrote:
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
Just use BizHawk, since that already has lua implemented. :P
Post subject: Re: Memory Watching in Mupen64
Dimon12321
He/Him
Active player (480)
Joined: 4/5/2014
Posts: 1129
Location: Ukraine
jlun2 wrote:
Dimon12321 wrote:
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
Just use BizHawk, since that already has lua implemented. :P
I have already tested bizhawk: it worse than mupen64, but without ram watch my game can't be totally TASed! How to find HP of an enemy? How many bites it is and what's its display? His health is 4000 for example, so his value should be 4000 or 00004000, right?
TASing is like making a film: only the best takes are shown in the final movie.
Post subject: Re: Memory Watching in Mupen64
Skilled player (1708)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Dimon12321 wrote:
I have already tested bizhawk: it worse than mupen64, but without ram watch my game can't be totally TASed! How to find HP of an enemy? How many bites it is and what's its display? His health is 4000 for example, so his value should be 4000 or 00004000, right?
Worse than Mupen? Can you elaborate on how? :o
Post subject: Re: Memory Watching in Mupen64
Experienced player (704)
Joined: 2/5/2011
Posts: 1417
Location: France
Dimon12321 wrote:
jlun2 wrote:
Dimon12321 wrote:
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
Just use BizHawk, since that already has lua implemented. :P
I have already tested bizhawk: it worse than mupen64, but without ram watch my game can't be totally TASed! How to find HP of an enemy? How many bites it is and what's its display? His health is 4000 for example, so his value should be 4000 or 00004000, right?
That's how we clearly see that you have less knowledge than us in TASing (having less than me is a crime :o! I'm a bad TASer!)... You never used Mupen or what? Mupen is the worst emulator for TASing, it does not have lua support and less stable for sync, Bizhawk is multi emulator, it have lua support, RAM Search / Watch without MHS and it has much chances of sync!
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Post subject: Re: Memory Watching in Mupen64
Dimon12321
He/Him
Active player (480)
Joined: 4/5/2014
Posts: 1129
Location: Ukraine
got4n wrote:
Dimon12321 wrote:
jlun2 wrote:
Dimon12321 wrote:
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
Just use BizHawk, since that already has lua implemented. :P
I have already tested bizhawk: it worse than mupen64, but without ram watch my game can't be totally TASed! How to find HP of an enemy? How many bites it is and what's its display? His health is 4000 for example, so his value should be 4000 or 00004000, right?
That's how we clearly see that you have less knowledge than us in TASing (having less than me is a crime :o! I'm a bad TASer!)... You never used Mupen or what? Mupen is the worst emulator for TASing, it does not have lua support and less stable for sync, Bizhawk is multi emulator, it have lua support, RAM Search / Watch without MHS and it has much chances of sync!
I don't know! I had no desyncs while TASing Doom 64!
TASing is like making a film: only the best takes are shown in the final movie.
Post subject: Re: Memory Watching in Mupen64
Experienced player (704)
Joined: 2/5/2011
Posts: 1417
Location: France
Dimon12321 wrote:
got4n wrote:
Dimon12321 wrote:
jlun2 wrote:
Dimon12321 wrote:
Ilari wrote:
Dooty wrote:
I'm trying to improve one run of the Nintendo 64, but without knowing how to watch the speed of the game it'll take a long time. Is there any way to observe the memory addresses in Mupen64?
There is a version of Mupen64-rr with Lua support. I presume that could be used to watch memory addresses.
Can you give me a link on it?
Just use BizHawk, since that already has lua implemented. :P
I have already tested bizhawk: it worse than mupen64, but without ram watch my game can't be totally TASed! How to find HP of an enemy? How many bites it is and what's its display? His health is 4000 for example, so his value should be 4000 or 00004000, right?
That's how we clearly see that you have less knowledge than us in TASing (having less than me is a crime :o! I'm a bad TASer!)... You never used Mupen or what? Mupen is the worst emulator for TASing, it does not have lua support and less stable for sync, Bizhawk is multi emulator, it have lua support, RAM Search / Watch without MHS and it has much chances of sync!
I don't know! I had no desyncs while TASing Doom 64!
You just had luck. BizHawk is much more stable that M64
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Post subject: Re: Memory Watching in Mupen64
Emulator Coder, Skilled player (1142)
Joined: 5/1/2010
Posts: 1217
got4n wrote:
Dimon12321 wrote:
I don't know! I had no desyncs while TASing Doom 64!
You just had luck.
It depends on the game. I have seen games on the same emulator core that are very stable sync-wise, games that ocassionally desync and games that are just totally sync-unstable. And also, it isn't matter of luck. Luck here runs out very quick...
Post subject: Re: Memory Watching in Mupen64
Experienced player (704)
Joined: 2/5/2011
Posts: 1417
Location: France
Ilari wrote:
got4n wrote:
Dimon12321 wrote:
I don't know! I had no desyncs while TASing Doom 64!
You just had luck.
It depends on the game. I have seen games on the same emulator core that are very stable sync-wise, games that ocassionally desync and games that are just totally sync-unstable. And also, it isn't matter of luck. Luck here runs out very quick...
Ah my bad then, sorry. But BizHawk is still the better choice.
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand