A good way to go about this to look for specific parts in blocks of 100,000 at a time (such as corrupting from 900K to 1M) and widening or shortening the range to get better results. The best results can be found by looking to find the parts of the ROM that control textures, models, or anything else desired, and isolate this part to get the result you want with as few crashes as possible. Example corruptions for each of these games and a text file with a rough mapping of the SM64 ranges can be found below.ĭecompression of ROMs spaces out the ROM in question, making it much easier to access a specific part of a ROM that you are trying to reach as you can deal with greater ranges and don’t have to work around compression which can make targeting specific areas far less effective. The SM64 ROM should be about 24 MB if this process was done correctly. If you're not sure you have the right ROM, try a corruption and see if it works as intended. If you intend to follow with the N64 corruption examples given, you need the right version of Super Mario 64, which can be found denoted as Super Mario 64 (U). You can circumvent this by specifying the size that you want your extended ROM to be, but unless you want to mess around with the more technical options of sm64extend this is an unnecessary extra step. There is another Super Mario 64 decompression tool with more options called sm64extend which is not recommended because it creates larger extended ROMs then the ones used to make the example corruptions. The recommended tools are: SM64 ROM extender by VL-Tone and ZDEC, which is for Ocarina of Time and Majora’s Mask and also created by VL-Tone. There are ROM decompression tools for 3 N64 games: Super Mario 64, Majora's Mask, and Ocarina of time. If the character model's contortions are changing rapidly, it's object corruption, and if the text is garbled but everything else is normal (ignoring music) then you have a text corruption. If the polygons of the character models are stretched and corrupted, it's also a normal corruption. If the character models are stretched in weird ways but this stretching is fairly consistent, it's a normal N64 corruption. You can tell whether you have a special case or not by how the game reacts when corrupted via the standard method. Corrupting every 1-2 bytes will freeze often the character in a distorted position, creating much more interesting corruption especially when combined with the corrupted camera tilt of games like Perfect Dark and Goldeneye, and the real-time texture corruptions of games like Ocarina Of Time, which become more and more obvious the lower the "corrupt every" value is because they character is not rapidly moving and the texture corruptions are more likely to happen. Object corruption is different in that in any "corrupt every" value above 1-2, you'll get a jittery character that looks the same every time and gets repetitive quickly. Corrupting text, which is when some text characters are replaced with other text characters or garbage text, is very similar except that you'll only see results with "corrupt every" values between 1 and about 13. There are a couple of special cases, and these are text corruption and what I call "object corruption". Unless you know what you’re doing, you’re likely to get nowhere attempting to be specific in what zones of the ROM you target. It is possible to corrupt a specific section of the game, like the corrupting Mario's face in the intro of Super Mario 64 by using a very small range and not needing save states. If you're not seeing any sort of corruption now, move the start byte closer to the beginning or vice versa until you find the largest value that works. The best way to find values that work is the set the end byte to the end of the rom and the start byte to around 102000, and if you're getting errors, bring the values of the start and end byte closer together (A good way to go about this is to use intervals of 100000 just to make things move quicker, but you might want to try increasing the start byte by just a bit at first) until you get a working corruption. The start byte should be above roughly 102000 no matter what N64 game you're corrupting, as anything below will cause a permanent loop error because you're corrupting crucial data in the ROM. A good way to start is to break down every value given one by one.
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