![]() Unfortunately, with the N64 community being so fragmented across the 'net, there is no one central forum where you can request such a hack. The same with inverted aiming, though that would be a much simpler hack. The problem is that there are very few people with the knowledge and skills (and time) to hack N64 games the N64 is notoriously hard to program, there's little accurate information about it's workings (though much more than there used to be), and disassembling an N64 game is made even more difficult by things like the near constant compression that's needed to get a game on to the limited storage space of a cartridge, and potentially unfamiliar or unknown (to the person trying to disassemble the game) op codes. And the game could certainly be modified to keep a track of such things and so preserve the state of each world when you leave the world. Other than that, I don't see any potential problem at all in the game keeping track of what items had been collected. ![]() ![]() Back in 1998, EEPROM memory was very expensive, and so the more used, the higher the cost to Rare, who then would either have had to accept less profit for every copy of the game sold, or else Rare would have to have raised the price of the game, which would have resulted in less copies of the game being sold, so again less profit being made. ![]() I think the only way it could have been classed as a technical limitation would have been if, at the time, the amount of game save EEPROM required would have been larger than the amount Rare wanted to include in the cartridge. ![]()
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