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	<channel>
		<title><![CDATA[Hack64 - Mario Kart 64]]></title>
		<link>https://hack64.net/</link>
		<description><![CDATA[Hack64 - https://hack64.net]]></description>
		<pubDate>Tue, 14 Apr 2026 20:51:42 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Music Importing]]></title>
			<link>https://hack64.net/Thread-Music-Importing</link>
			<pubDate>Mon, 09 Mar 2020 21:21:41 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Music-Importing</guid>
			<description><![CDATA[Can you import music into Mario Kart 64 yet? If so then how because I can't find any programs that would do it.]]></description>
			<content:encoded><![CDATA[Can you import music into Mario Kart 64 yet? If so then how because I can't find any programs that would do it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mario Kart 64 (U) Cup Customizer]]></title>
			<link>https://hack64.net/Thread-Mario-Kart-64-U-Cup-Customizer</link>
			<pubDate>Mon, 13 May 2019 05:47:35 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Mario-Kart-64-U-Cup-Customizer</guid>
			<description><![CDATA[I have put together a little website/utility that allows you to modify the Mario Kart 64 courses for each GP mode cup.  You can randomize the courses and also change the number of courses per cup (up to 16 for an all cups tour).  It will then generate a Gameshark code which you can easily put into your Gameshark/Everdrive on console or copy into your favorite emulator.<br />
<br />
Check it out (Edit: Now updated to v1.0):<br />
<br />
<a href="https://triclon.neocities.org/cup_course_customizer" target="_blank" rel="noopener" class="mycode_url">https://triclon.neocities.org/cup_course_customizer</a><br />
<br />
If you have any questions, comments, or suggestions please let me know.]]></description>
			<content:encoded><![CDATA[I have put together a little website/utility that allows you to modify the Mario Kart 64 courses for each GP mode cup.  You can randomize the courses and also change the number of courses per cup (up to 16 for an all cups tour).  It will then generate a Gameshark code which you can easily put into your Gameshark/Everdrive on console or copy into your favorite emulator.<br />
<br />
Check it out (Edit: Now updated to v1.0):<br />
<br />
<a href="https://triclon.neocities.org/cup_course_customizer" target="_blank" rel="noopener" class="mycode_url">https://triclon.neocities.org/cup_course_customizer</a><br />
<br />
If you have any questions, comments, or suggestions please let me know.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mapping vertex data from shygoo's Course Viewer back to ROM addresses]]></title>
			<link>https://hack64.net/Thread-Mapping-vertex-data-from-shygoo-s-Course-Viewer-back-to-ROM-addresses</link>
			<pubDate>Sat, 16 Jun 2018 18:30:42 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Mapping-vertex-data-from-shygoo-s-Course-Viewer-back-to-ROM-addresses</guid>
			<description><![CDATA[<span style="color: #FFFFFF;" class="mycode_color">(This is copied from the Origami64 thread. I wasn't sure where the best place to post would be so feel free to remove this if its not appropriate here.)</span><br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">I found the Origami64 MK64 hacking thread a few weeks ago and have been playing with shygoo's course viewer since then. I'm surprised that there still haven't been any custom MK64 levels released (other than the one from 2008) when it seems like a lot of the work has already been done and we are really close.</span><br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">I am determined to make at least a custom battle course. Using shygoo's course viewer, I've gotten to the point where I can manipulate vertexes (although not user-friendly) and come up with edited course layouts. If i was able to get to the point of changing Big Donut around to be a "custom" course within the course viewer, how difficult would it be to map the updated vertex data back to the original memory addresses in the ROM?</span><br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">Basically I'm looking at the 3d rendering of my edited course in the viewer and I'm going to begin just trying to just reverse what the course viewer does when loading from the ROM. For each of my updated vertices I want to find the addresses of the data where that vertex originally came from, so I can write my changes to the ROM. Is this possible or is the original ROM address of a vertex impossible to determine from just the rendered 3d model? Is there another or better way anyone can think of to do this?</span>]]></description>
			<content:encoded><![CDATA[<span style="color: #FFFFFF;" class="mycode_color">(This is copied from the Origami64 thread. I wasn't sure where the best place to post would be so feel free to remove this if its not appropriate here.)</span><br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">I found the Origami64 MK64 hacking thread a few weeks ago and have been playing with shygoo's course viewer since then. I'm surprised that there still haven't been any custom MK64 levels released (other than the one from 2008) when it seems like a lot of the work has already been done and we are really close.</span><br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">I am determined to make at least a custom battle course. Using shygoo's course viewer, I've gotten to the point where I can manipulate vertexes (although not user-friendly) and come up with edited course layouts. If i was able to get to the point of changing Big Donut around to be a "custom" course within the course viewer, how difficult would it be to map the updated vertex data back to the original memory addresses in the ROM?</span><br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">Basically I'm looking at the 3d rendering of my edited course in the viewer and I'm going to begin just trying to just reverse what the course viewer does when loading from the ROM. For each of my updated vertices I want to find the addresses of the data where that vertex originally came from, so I can write my changes to the ROM. Is this possible or is the original ROM address of a vertex impossible to determine from just the rendered 3d model? Is there another or better way anyone can think of to do this?</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mario Kart 64 Textures]]></title>
			<link>https://hack64.net/Thread-Mario-Kart-64-Textures</link>
			<pubDate>Tue, 01 May 2018 08:16:27 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Mario-Kart-64-Textures</guid>
			<description><![CDATA[Included here is an archive of all the MK64 textures that I currently know about (3806 total). This includes MIO0 compressed, TKMK00 compressed, kart textures, and raw encoded textures.<br />
<br />
<a href="http://queueram.com/n64/mk64/mk64.u.textures.v5.zip" target="_blank" rel="noopener" class="mycode_url">Download MK64 Texture Archive v5</a> (6.85MB)<br />
<br />
Each image name is encoded as:<br />
<span style="color: #3333cc;" class="mycode_color">OFFSET</span>.[<span style="color: #ff3333;" class="mycode_color">C_OFFSET</span>.]<span style="color: #33cc33;" class="mycode_color">FORMAT</span>.png<br />
<span style="color: #3333cc;" class="mycode_color">OFFSET</span> = ROM offset of block<br />
<span style="color: #ff3333;" class="mycode_color">C_OFFSET</span> = offset in decompressed file (for MIO0 and TKMK00)<br />
<span style="color: #33cc33;" class="mycode_color">FORMAT</span> = one of RGBA16, RGBA32, IA8, IA4, I8, I4, CI8<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-size: large;" class="mycode_size">Examples</span></span><br />
<img src="https://i.imgur.com/d8wTP5u.png" alt="[Image: d8wTP5u.png]" class="mycode_img" /><br />
HUD Items 40x32 CI8<br />
<span style="font-family: Courier New;" class="mycode_font">Idx  Item            Offset  Palette</span><br />
<span style="font-family: Courier New;" class="mycode_font">0    Empty           1FED8   1DED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1    Banana          203D8   1E0D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">2    Banana Bunch    208D8   1E2D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">3    Mushroom        20DD8   1E4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">4    Two Mushroom    212D8   1E6D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">5    Triple Mushroom 217D8   1E8D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">6    Super Mushroom  21CD8   1EAD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">7    Spiny Shell     221D8   1ECD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">8    Boo             226D8   1EED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">9    Green Shell     22BD8   1F0D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">A    Triple Green    230D8   1F2D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">B    Red Shell       235D8   1F4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">C    Triple Red      23AD8   1F6D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">D    Super Star      23FD8   1F8D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">E    Thunderbolt     244D8   1FAD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">F    Fake Item Box   249D8   1FCD8</span><br />
<img src="https://i.imgur.com/q99y4T3.png" alt="[Image: q99y4T3.png]" class="mycode_img" /><br />
HUD faces 32x32 CI8. Also includes the bomb warning icon that was unused in production.<br />
<span style="font-family: Courier New;" class="mycode_font">Idx  Face   Offset  Palette</span><br />
<span style="font-family: Courier New;" class="mycode_font">0    Mario  1B6D8   1A4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1    Luigi  1BAD8   1A6D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">2    Peach  1BED8   1A8D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">3    Toad   1C2D8   1AAD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">4    Yoshi  1C6D8   1ACD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">5    D.K.   1CAD8   1AED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">6    Wario  1CED8   1B0D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">7    Bowser 1D2D8   1B2D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">8    Bomb   1D6D8   1B4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">9    [?]    1DAD8   1B4D8 - same palette</span><br />
<img src="https://i.imgur.com/r3TTxPU.png" alt="[Image: r3TTxPU.png]" class="mycode_img" /><br />
<img src="https://i.imgur.com/ymdWVcI.png" alt="[Image: ymdWVcI.png]" class="mycode_img" /><br />
<img src="https://i.imgur.com/ZRKZbLP.png" alt="[Image: ZRKZbLP.png]" class="mycode_img" /><br />
<span style="font-family: Courier New;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">Lakitu</span></span><span style="font-family: Courier New;" class="mycode_font"><br />
ROM                 Palette Description<br />
</span><br />
6A0AC0-6A88BF  (8)  24ED8   CI8 56x72 holding lights<br />
6A88C0-6B84BF (16)  250D8   CI8 56x72 holding lights-red<br />
6B84C0-6C02BF  (8)  252D8   CI8 56x72 holding lights-blue<br />
6C02C0-6DFABF (32)  254D8   CI8 72x56 waving flag<br />
6DFAC0-6EF6BF (16)  256D8   CI8 72x56 2nd Lap sign<br />
6EF6C0-6FF2BF (16)  258D8   CI8 72x56 Final Lap sign<br />
6FF2C0-70EEBF (16)  25AD8   CI8 72x56 Reverse sign<br />
<span style="font-family: Courier New;" class="mycode_font">70EEC0-712DBF  (4)  25CD8   CI8 56x72 fishing</span><br />
<img src="https://i.imgur.com/mHKSoa4.png" alt="[Image: mHKSoa4.png]" class="mycode_img" /><br />
<br />
<br />
<span style="font-family: Courier New;" class="mycode_font">Green shells MIO0: 68EB50 68EDA0 68EFF0 68F248 68F4A8 68F700 68F96C 68FBCC<br />
CI palette in MIO0 block 132B50, offset 4E38</span><br />
<br />
<span style="font-family: Courier New;" class="mycode_font">Spiny shells MIO0: 68FE20 69004C 690284 6904C4 690708 690960 690BBC 690DF8<br />
CI palette in MIO0 block 132B50, offset 5038</span><br />
<img src="https://i.imgur.com/vcDxG40.png" alt="[Image: vcDxG40.png]" class="mycode_img" /><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">MIO0 block 0x132B50 Places: 1P/2P/3P/4P 64x32 CI8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1P 17458 Pal:17258</span><br />
<span style="font-family: Courier New;" class="mycode_font">2P 17C58 17258</span><br />
<span style="font-family: Courier New;" class="mycode_font">3P 18458 17258</span><br />
<span style="font-family: Courier New;" class="mycode_font">4P 18C58 17258</span><br />
<img src="https://i.imgur.com/AESjum3.png" alt="[Image: AESjum3.png]" class="mycode_img" /><br />
white/black striped signal lights 24x48 CI8<br />
I don't recall seeing these in the game at all as Lakitu has his own lights.<br />
<span style="font-family: Courier New;" class="mycode_font">0  260D8  Pal:25ED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1  26558</span><br />
<span style="font-family: Courier New;" class="mycode_font">2  269D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">3  26E58</span><br />
<span style="font-family: Courier New;" class="mycode_font">4  272D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">5  27758</span><br />
<span style="font-family: Courier New;" class="mycode_font">6  27BD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">7  28058</span><br />
<span style="font-family: Courier New;" class="mycode_font">8  284D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">9  28958</span><br />
<img src="https://i.imgur.com/db3ADZz.png" alt="[Image: db3ADZz.png]" class="mycode_img" /><br />
bomb textures CI8 32x32<br />
<span style="font-family: Courier New;" class="mycode_font">Idx Color         Offset  Palette</span><br />
<span style="font-family: Courier New;" class="mycode_font">0  black          29858   2A858</span><br />
<span style="font-family: Courier New;" class="mycode_font">1  dark yellow    29C58</span><br />
<span style="font-family: Courier New;" class="mycode_font">2  yellow         2A058</span><br />
<span style="font-family: Courier New;" class="mycode_font">3  bright yellow  2A458</span><br />
<img src="https://i.imgur.com/tFHUpIl.png" alt="[Image: tFHUpIl.png]" class="mycode_img" /><br />
<br />
<br />
Please post here if you know more information.<br />
<br />
Thanks to mib_f8sm9c, abney317, Rena, Weatherton, abitalive for helping.]]></description>
			<content:encoded><![CDATA[Included here is an archive of all the MK64 textures that I currently know about (3806 total). This includes MIO0 compressed, TKMK00 compressed, kart textures, and raw encoded textures.<br />
<br />
<a href="http://queueram.com/n64/mk64/mk64.u.textures.v5.zip" target="_blank" rel="noopener" class="mycode_url">Download MK64 Texture Archive v5</a> (6.85MB)<br />
<br />
Each image name is encoded as:<br />
<span style="color: #3333cc;" class="mycode_color">OFFSET</span>.[<span style="color: #ff3333;" class="mycode_color">C_OFFSET</span>.]<span style="color: #33cc33;" class="mycode_color">FORMAT</span>.png<br />
<span style="color: #3333cc;" class="mycode_color">OFFSET</span> = ROM offset of block<br />
<span style="color: #ff3333;" class="mycode_color">C_OFFSET</span> = offset in decompressed file (for MIO0 and TKMK00)<br />
<span style="color: #33cc33;" class="mycode_color">FORMAT</span> = one of RGBA16, RGBA32, IA8, IA4, I8, I4, CI8<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-size: large;" class="mycode_size">Examples</span></span><br />
<img src="https://i.imgur.com/d8wTP5u.png" alt="[Image: d8wTP5u.png]" class="mycode_img" /><br />
HUD Items 40x32 CI8<br />
<span style="font-family: Courier New;" class="mycode_font">Idx  Item            Offset  Palette</span><br />
<span style="font-family: Courier New;" class="mycode_font">0    Empty           1FED8   1DED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1    Banana          203D8   1E0D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">2    Banana Bunch    208D8   1E2D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">3    Mushroom        20DD8   1E4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">4    Two Mushroom    212D8   1E6D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">5    Triple Mushroom 217D8   1E8D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">6    Super Mushroom  21CD8   1EAD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">7    Spiny Shell     221D8   1ECD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">8    Boo             226D8   1EED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">9    Green Shell     22BD8   1F0D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">A    Triple Green    230D8   1F2D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">B    Red Shell       235D8   1F4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">C    Triple Red      23AD8   1F6D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">D    Super Star      23FD8   1F8D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">E    Thunderbolt     244D8   1FAD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">F    Fake Item Box   249D8   1FCD8</span><br />
<img src="https://i.imgur.com/q99y4T3.png" alt="[Image: q99y4T3.png]" class="mycode_img" /><br />
HUD faces 32x32 CI8. Also includes the bomb warning icon that was unused in production.<br />
<span style="font-family: Courier New;" class="mycode_font">Idx  Face   Offset  Palette</span><br />
<span style="font-family: Courier New;" class="mycode_font">0    Mario  1B6D8   1A4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1    Luigi  1BAD8   1A6D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">2    Peach  1BED8   1A8D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">3    Toad   1C2D8   1AAD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">4    Yoshi  1C6D8   1ACD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">5    D.K.   1CAD8   1AED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">6    Wario  1CED8   1B0D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">7    Bowser 1D2D8   1B2D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">8    Bomb   1D6D8   1B4D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">9    [?]    1DAD8   1B4D8 - same palette</span><br />
<img src="https://i.imgur.com/r3TTxPU.png" alt="[Image: r3TTxPU.png]" class="mycode_img" /><br />
<img src="https://i.imgur.com/ymdWVcI.png" alt="[Image: ymdWVcI.png]" class="mycode_img" /><br />
<img src="https://i.imgur.com/ZRKZbLP.png" alt="[Image: ZRKZbLP.png]" class="mycode_img" /><br />
<span style="font-family: Courier New;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">Lakitu</span></span><span style="font-family: Courier New;" class="mycode_font"><br />
ROM                 Palette Description<br />
</span><br />
6A0AC0-6A88BF  (8)  24ED8   CI8 56x72 holding lights<br />
6A88C0-6B84BF (16)  250D8   CI8 56x72 holding lights-red<br />
6B84C0-6C02BF  (8)  252D8   CI8 56x72 holding lights-blue<br />
6C02C0-6DFABF (32)  254D8   CI8 72x56 waving flag<br />
6DFAC0-6EF6BF (16)  256D8   CI8 72x56 2nd Lap sign<br />
6EF6C0-6FF2BF (16)  258D8   CI8 72x56 Final Lap sign<br />
6FF2C0-70EEBF (16)  25AD8   CI8 72x56 Reverse sign<br />
<span style="font-family: Courier New;" class="mycode_font">70EEC0-712DBF  (4)  25CD8   CI8 56x72 fishing</span><br />
<img src="https://i.imgur.com/mHKSoa4.png" alt="[Image: mHKSoa4.png]" class="mycode_img" /><br />
<br />
<br />
<span style="font-family: Courier New;" class="mycode_font">Green shells MIO0: 68EB50 68EDA0 68EFF0 68F248 68F4A8 68F700 68F96C 68FBCC<br />
CI palette in MIO0 block 132B50, offset 4E38</span><br />
<br />
<span style="font-family: Courier New;" class="mycode_font">Spiny shells MIO0: 68FE20 69004C 690284 6904C4 690708 690960 690BBC 690DF8<br />
CI palette in MIO0 block 132B50, offset 5038</span><br />
<img src="https://i.imgur.com/vcDxG40.png" alt="[Image: vcDxG40.png]" class="mycode_img" /><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">MIO0 block 0x132B50 Places: 1P/2P/3P/4P 64x32 CI8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1P 17458 Pal:17258</span><br />
<span style="font-family: Courier New;" class="mycode_font">2P 17C58 17258</span><br />
<span style="font-family: Courier New;" class="mycode_font">3P 18458 17258</span><br />
<span style="font-family: Courier New;" class="mycode_font">4P 18C58 17258</span><br />
<img src="https://i.imgur.com/AESjum3.png" alt="[Image: AESjum3.png]" class="mycode_img" /><br />
white/black striped signal lights 24x48 CI8<br />
I don't recall seeing these in the game at all as Lakitu has his own lights.<br />
<span style="font-family: Courier New;" class="mycode_font">0  260D8  Pal:25ED8</span><br />
<span style="font-family: Courier New;" class="mycode_font">1  26558</span><br />
<span style="font-family: Courier New;" class="mycode_font">2  269D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">3  26E58</span><br />
<span style="font-family: Courier New;" class="mycode_font">4  272D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">5  27758</span><br />
<span style="font-family: Courier New;" class="mycode_font">6  27BD8</span><br />
<span style="font-family: Courier New;" class="mycode_font">7  28058</span><br />
<span style="font-family: Courier New;" class="mycode_font">8  284D8</span><br />
<span style="font-family: Courier New;" class="mycode_font">9  28958</span><br />
<img src="https://i.imgur.com/db3ADZz.png" alt="[Image: db3ADZz.png]" class="mycode_img" /><br />
bomb textures CI8 32x32<br />
<span style="font-family: Courier New;" class="mycode_font">Idx Color         Offset  Palette</span><br />
<span style="font-family: Courier New;" class="mycode_font">0  black          29858   2A858</span><br />
<span style="font-family: Courier New;" class="mycode_font">1  dark yellow    29C58</span><br />
<span style="font-family: Courier New;" class="mycode_font">2  yellow         2A058</span><br />
<span style="font-family: Courier New;" class="mycode_font">3  bright yellow  2A458</span><br />
<img src="https://i.imgur.com/tFHUpIl.png" alt="[Image: tFHUpIl.png]" class="mycode_img" /><br />
<br />
<br />
Please post here if you know more information.<br />
<br />
Thanks to mib_f8sm9c, abney317, Rena, Weatherton, abitalive for helping.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mario Kart 64 EEPROM Save Editor v0.1]]></title>
			<link>https://hack64.net/Thread-Mario-Kart-64-EEPROM-Save-Editor-v0-1</link>
			<pubDate>Sun, 22 Apr 2018 08:38:25 +0000</pubDate>
			<guid isPermaLink="false">https://hack64.net/Thread-Mario-Kart-64-EEPROM-Save-Editor-v0-1</guid>
			<description><![CDATA[<span style="font-size: x-large;" class="mycode_size">Mario Kart 64 EEPROM Save Editor</span><br />
Tool for editing the Mario Kart 64 EEPROM save file<br />
<br />
<a href="https://github.com/queueRAM/MarioKart64SaveEditor/releases/download/v0.1.0/MarioKart64SaveEditor_v0.1.0.zip" target="_blank" rel="noopener" class="mycode_url">Mario Kart 64 EEPROM Save Editor v0.1.0 Download</a><br />
<a href="https://github.com/queueRAM/MarioKart64SaveEditor" target="_blank" rel="noopener" class="mycode_url">Source Code and Project Page</a><br />
<br />
<img src="https://camo.githubusercontent.com/641b814930dab07e446f97cb2fbdd4b98a328af7/687474703a2f2f692e696d6775722e636f6d2f6878447039726e2e706e67" alt="[Image: 687474703a2f2f692e696d6775722e636f6d2f68...6e2e706e67]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Current Features</span></span><ul class="mycode_list">
</li>
<li>Modify course and lap record times<br />
</li>
<li>Automatically sorts times and updates 1st and Lap copies<br />
</li>
<li>Set trophies awarded for all cups and types<br />
</li>
<li>Configure audio option<br />
</li>
<li>Updates all checksums on saving<br />
</li></ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Usage</span></span><br />
Open the .eep or .sav file that your emulate created for you. Storage directory varies by emulator:<ul class="mycode_list">
</li>
<li>Project 64 1.6: %LOCALAPPDATA%\VirtualStore\Program<span style="font-size: small;" class="mycode_size"> Files (x86)\Project64 1.6\Save\</span><br />
</li>
<li>mupen64plus: %APPDATA%\Mupen64Plus\save\<br />
</li>
<li>Nemu64 0.8: same directory as nemu64.exe<br />
</li>
<li>cen64: the file specified with -eep4k on the command line<br />
</li></ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;" class="mycode_size">Mario Kart 64 EEPROM Save Editor</span><br />
Tool for editing the Mario Kart 64 EEPROM save file<br />
<br />
<a href="https://github.com/queueRAM/MarioKart64SaveEditor/releases/download/v0.1.0/MarioKart64SaveEditor_v0.1.0.zip" target="_blank" rel="noopener" class="mycode_url">Mario Kart 64 EEPROM Save Editor v0.1.0 Download</a><br />
<a href="https://github.com/queueRAM/MarioKart64SaveEditor" target="_blank" rel="noopener" class="mycode_url">Source Code and Project Page</a><br />
<br />
<img src="https://camo.githubusercontent.com/641b814930dab07e446f97cb2fbdd4b98a328af7/687474703a2f2f692e696d6775722e636f6d2f6878447039726e2e706e67" alt="[Image: 687474703a2f2f692e696d6775722e636f6d2f68...6e2e706e67]" class="mycode_img" /><br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Current Features</span></span><ul class="mycode_list">
</li>
<li>Modify course and lap record times<br />
</li>
<li>Automatically sorts times and updates 1st and Lap copies<br />
</li>
<li>Set trophies awarded for all cups and types<br />
</li>
<li>Configure audio option<br />
</li>
<li>Updates all checksums on saving<br />
</li></ul>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Usage</span></span><br />
Open the .eep or .sav file that your emulate created for you. Storage directory varies by emulator:<ul class="mycode_list">
</li>
<li>Project 64 1.6: %LOCALAPPDATA%\VirtualStore\Program<span style="font-size: small;" class="mycode_size"> Files (x86)\Project64 1.6\Save\</span><br />
</li>
<li>mupen64plus: %APPDATA%\Mupen64Plus\save\<br />
</li>
<li>Nemu64 0.8: same directory as nemu64.exe<br />
</li>
<li>cen64: the file specified with -eep4k on the command line<br />
</li></ul>
]]></content:encoded>
		</item>
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