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Stand alone flash player

Hfkool likes this. 

I assume you're on emulator. Possibly something to do with ovl_kaleido_scope.


Ok now that I have time to write stuff, here are some fixes.

- Removed cache entries for code, which caused n64 crashes
- Fixed randomization for certain broken items (deku stick, deku nut, small keys, dungeon items, heart pieces)
- There's a table somewhere around 0x35200000 i think of 01's and 00's, these correspond to which itms in the get item table are randomized
- Uses in game randomization function to generate randomization


Hi, I'm finap13.

I'm not really a speedrunner of this game, but I still like it and watch speedruns of it from time to time.

A while back I wrote some code that randomizes where the game takes you when entering a loading zone. However, this code crashed, but only on certain emulators. I didn't know why.

Last night, I realized there was a checksum function in the boot code of Paper Mario, and that nemu64 was inaccurately performing a BGEZAL instructon; one that would have caused it to enter an infinite loop and crash.

So, I just replaced the instructions that sent the n64 to the infinite loop with null ops, and voila, a paper mario loading zone randomizer was born.

You can download a BETA here:


Q: Who the hell are you?
A: I'm whoever you want me to be.

Q: How does this work?
A: This works by replacing some instructions in the "load new area" function that manipulate Mario's "next location" value, to jump to new, custom code I injected. The custom code does it's thing (replaces the "next" location value with the RNG value so that it's randomized), and returns back to the "load new area" function, right where it left off.

Q: Can I test some betas in the future?
A: Sure, hit me up on discord: finap13#9627.

Q: Any future projects?
A: Yes, I am currently working on an All Cards practice ROM.

maddogfillups likes this. 


I recently wrote an item randomizer for OoT. The item randomizer works by shuffling entries in the get item table. any items which are held over Link's head with a "dun dun dun dunnn" sound, that are NOT played in a cutscene, are randomized. This includes:

- Chest Items
- Shop Items
- Heart Pieces
- Heart Containers
- Item Upgrades

and excludes:

- Gold Skulltulas
- Items in cutscenes (LACS, Fairy Ocarina)
- Shop items that are already in inventory
- Item drops that are already in inventory

You can download the romhack here:

If using PJ64, make sure to turn on "Advanced Block Linking".

This ROM-hack is currently in beta. The 1.0 release will include:

- Unrandomized Small Keys, Treasure Chest Game Keys, Compasses, Dungeon Maps, and Boss Keys.
- Protection from more than 20 hearts
- A Japanese release
- Skipped intro

Have fun!

MutantAura, montySR and 20 others like this. 

Since the loading times are faster, this is not allowed.


When a file is uploaded (images, from what I seen), for example the background and foreground (which i no longer want to use) of the game I am moderating at , the file tends to stay the same. When I delete it, there is nothing there, but when I add a new image, the file does not appear, and when I choose "save" to save the options, it defaults to my first two images (shown on the page)

Is this a normal error? How would I fix it?