Author Topic: Kirby 64: The Crystal Shards/Hoshi no Kirby 64  (Read 831 times)

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Offline nekokabu

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Kirby 64: The Crystal Shards/Hoshi no Kirby 64
« on: October 05, 2011, 04:13:13 pm »
Hoshi no Kirby 64 (J) (V1.0/1.1/1.2/1.3)
Kirby 64 - The Crystal Shards (E/U)



Now see the life meters!!
Good job! RadeonUser!!


Canged status to Compatible.
Changed Delay RDP=Yes, Removed Core Note,Plugin Note=.




Code: [Select]
[C1D702BD-6D416547-C:4A]
Good Name=Hoshi no Kirby 64 (J) (V1.0)
Internal Name=Kirby64
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Check Memory Advance
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Core Note=
Audio Signal=No
Delay RDP=Yes
Delay RSP=No


[CA1BB86F-41CCA5C5-C:4A]
Good Name=Hoshi no Kirby 64 (J) (V1.1)
Internal Name=Kirby64
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Check Memory Advance
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Core Note=
Audio Signal=No
Delay RDP=Yes
Delay RSP=No


[0C581C7A-3D6E20E4-C:4A]
Good Name=Hoshi no Kirby 64 (J) (V1.2)
Internal Name=Kirby64
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Check Memory Advance
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Core Note=
Audio Signal=No
Delay RDP=Yes
Delay RSP=No


[BCB1F89F-060752A2-C:4A]
Good Name=Hoshi no Kirby 64 (J) (V1.3)
Internal Name=Kirby64
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Check Memory Advance
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Core Note=
Audio Signal=No
Delay RDP=Yes
Delay RSP=No


[0D93BA11-683868A6-C:50]
Good Name=Kirby 64 - The Crystal Shards (E)
Internal Name=Kirby64
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Check Memory Advance
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Core Note=
Audio Signal=No
Delay RDP=Yes
Delay RSP=No


[46039FB4-0337822C-C:45]
Good Name=Kirby 64 - The Crystal Shards (U)
Internal Name=Kirby64
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Check Memory Advance
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Core Note=
Audio Signal=No
Delay RDP=Yes
Delay RSP=No
« Last Edit: October 05, 2011, 04:16:36 pm by nekokabu »

Offline Gent

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Re: Kirby 64: The Crystal Shards/Hoshi no Kirby 64
« Reply #1 on: October 05, 2011, 04:34:33 pm »
Thanks you i have now removed the entry from the GameFAQ and updated the RDB
« Last Edit: October 05, 2011, 04:41:22 pm by Gent »
System 1 Specs:

OS:Windows 7 Professional 64Bit
CPU:Intel® Core™2 Quad Processor Q8400, 2.66 GHz, 1333 MHz FSB
System RAM:8GB Ddr2 Ram
Video:ATI Radeon HD 7470 PCI-E Graphics Card 1Gb
Sound:Creative Labs SB0460 X-fi Fatality Sound Blaster

System 2 Specs:

OS:Windows 7 Professional 64Bit
CPU:AMD Intel Quad Core i7 860 @ 2.80GHz Lynnfield 45nm Technology
System RAM:16.0GB Dual-Channel DDR3 @ 664MHz (9-9-9-24)
Video Card:512MB NVIDIA GeForce 310 Graphics
Sound Card:Realtek High Definition Audio

System 3 Specs:

OS:Windows 7 Professional 64Bit
CPU:AMD Essentials E1-2100 Accelerated Processor clock speed : 1.0 GHz
System RAM:Crucial 16GB  DDR3 RAM (1,333 MHz)
Video Card:AMD E1-2100 APU with AMD Radeon™ HD 8210 Graphics
Sound Card:Realtek ALC269Q-VB5-GR


Offline RadeonUser

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Re: Kirby 64: The Crystal Shards/Hoshi no Kirby 64
« Reply #2 on: October 06, 2011, 01:24:54 am »
I'm quite stunned to see this option helping fix games with graphics issues and for it to help games like Yakouchuu II - Satsujin Kouro (J) that were stuck in a loop.