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	<id>https://sfrush.org/index.php?action=history&amp;feed=atom&amp;title=Vmunix</id>
	<title>Vmunix - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://sfrush.org/index.php?action=history&amp;feed=atom&amp;title=Vmunix"/>
	<link rel="alternate" type="text/html" href="https://sfrush.org/index.php?title=Vmunix&amp;action=history"/>
	<updated>2026-04-17T02:42:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://sfrush.org/index.php?title=Vmunix&amp;diff=867&amp;oldid=prev</id>
		<title>Tag365: Fixed duplicated word.</title>
		<link rel="alternate" type="text/html" href="https://sfrush.org/index.php?title=Vmunix&amp;diff=867&amp;oldid=prev"/>
		<updated>2025-07-16T16:43:45Z</updated>

		<summary type="html">&lt;p&gt;Fixed duplicated word.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:43, 16 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;code&amp;gt;vmunix&amp;lt;/code&amp;gt; is the name of the executable file that holds the bulk of the game code on most of the Atari/Midway HDD based games. Normally found in the &amp;lt;code&amp;gt;CODE&amp;lt;/code&amp;gt; folder, Rush 2049 and its variants load this file into memory after the filesystem has been mounted, and execution jumps over to it starting with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;the controls calibration screen. The normal test menu is also present in this file, while the boot ROM hosts the &amp;lt;code&amp;gt;QA DIAGS&amp;lt;/code&amp;gt; menu that can be accessed even if the HDD is not present.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;code&amp;gt;vmunix&amp;lt;/code&amp;gt; is the name of the executable file that holds the bulk of the game code on most of the Atari/Midway HDD based games. Normally found in the &amp;lt;code&amp;gt;CODE&amp;lt;/code&amp;gt; folder, Rush 2049 and its variants load this file into memory after the filesystem has been mounted, and execution jumps over to it starting with the controls calibration screen. The normal test menu is also present in this file, while the boot ROM hosts the &amp;lt;code&amp;gt;QA DIAGS&amp;lt;/code&amp;gt; menu that can be accessed even if the HDD is not present.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; Using these patches assumes you know how to use a hex editor and how to extract &amp;lt;code&amp;gt;CODE/vmunix&amp;lt;/code&amp;gt; from the HDD or how to find the file on the drive directly.&amp;lt;br&amp;gt;Improper patching will result in glitches or game crashes, and linked machines with mismatched patches will result in race desyncing.&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; Using these patches assumes you know how to use a hex editor and how to extract &amp;lt;code&amp;gt;CODE/vmunix&amp;lt;/code&amp;gt; from the HDD or how to find the file on the drive directly.&amp;lt;br&amp;gt;Improper patching will result in glitches or game crashes, and linked machines with mismatched patches will result in race desyncing.&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Tag365</name></author>
	</entry>
	<entry>
		<id>https://sfrush.org/index.php?title=Vmunix&amp;diff=787&amp;oldid=prev</id>
		<title>NeSneSgB: Created page with &quot;&lt;code&gt;vmunix&lt;/code&gt; is the name of the executable file that holds the bulk of the game code on most of the Atari/Midway HDD based games. Normally found in the &lt;code&gt;CODE&lt;/code&gt; folder, Rush 2049 and its variants load this file into memory after the filesystem has been mounted, and execution jumps over to it starting with the the controls calibration screen. The normal test menu is also present in this file, while the boot ROM hosts the &lt;code&gt;QA DIAGS&lt;/code&gt; menu that can...&quot;</title>
		<link rel="alternate" type="text/html" href="https://sfrush.org/index.php?title=Vmunix&amp;diff=787&amp;oldid=prev"/>
		<updated>2025-07-15T04:58:29Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;code&amp;gt;vmunix&amp;lt;/code&amp;gt; is the name of the executable file that holds the bulk of the game code on most of the Atari/Midway HDD based games. Normally found in the &amp;lt;code&amp;gt;CODE&amp;lt;/code&amp;gt; folder, Rush 2049 and its variants load this file into memory after the filesystem has been mounted, and execution jumps over to it starting with the the controls calibration screen. The normal test menu is also present in this file, while the boot ROM hosts the &amp;lt;code&amp;gt;QA DIAGS&amp;lt;/code&amp;gt; menu that can...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;code&amp;gt;vmunix&amp;lt;/code&amp;gt; is the name of the executable file that holds the bulk of the game code on most of the Atari/Midway HDD based games. Normally found in the &amp;lt;code&amp;gt;CODE&amp;lt;/code&amp;gt; folder, Rush 2049 and its variants load this file into memory after the filesystem has been mounted, and execution jumps over to it starting with the the controls calibration screen. The normal test menu is also present in this file, while the boot ROM hosts the &amp;lt;code&amp;gt;QA DIAGS&amp;lt;/code&amp;gt; menu that can be accessed even if the HDD is not present.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; Using these patches assumes you know how to use a hex editor and how to extract &amp;lt;code&amp;gt;CODE/vmunix&amp;lt;/code&amp;gt; from the HDD or how to find the file on the drive directly.&amp;lt;br&amp;gt;Improper patching will result in glitches or game crashes, and linked machines with mismatched patches will result in race desyncing.&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ 2049SE vmunix hacks&lt;br /&gt;
|-&lt;br /&gt;
| Disable game ID check at boot (no IOASIC PROBLEM mismatch error) || &amp;lt;code&amp;gt;0x4906A: 0x40 → 0x00 (BEQ $v0, $0, $80048FFC  → B $80048FFC)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fix mixed up dip switch definition for VGA/Medium Resolution in DIP SWITCH TEST || &amp;lt;code&amp;gt;0x133614: 0x6C → 0x48&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x133618: 0x48 → 0x6C&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fix mixed up dip switch definition for diagnostics types in DIP SWITCH TEST || &amp;lt;code&amp;gt;0x133660: 0xF8 → 0xDC&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x133664: 0xDC → 0xF8&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disable autolink between machines (will cause reverse button tire squeal to play until cursor is moved once) || &amp;lt;code&amp;gt;0x71C57: 0x10 → 0x14 (BEQ $v0, $0, $80071BFC → BNE $v0, $0, $80071BFC)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disable tire squeal when pressing reverse on track selection || &amp;lt;code&amp;gt;0x71C68: 0x64F0010C → 0x00000000 (JAL $8007C190 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x71C6C: 0x04080424 → 0x00000000 (ADDIU $a0,$0,$804 → NOP)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disable linked timer continual reset when waiting on a player, even if that player chose a different track || &amp;lt;code&amp;gt;0x71598: 0xFCCC010C → 0x00000000 (JAL $800733F0 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x7159C: 0x2D200000 → 0x00000000 (DADDU $a0,$0,$0 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x715A0: 0x42CD010C → 0x00000000 (JAL $80073508 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x715A4: 0x10270424 → 0x00000000 (ADDIU $a0,$0,$2710 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x71660: 0xFCCC010C → 0x00000000 (JAL $800733F0 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x71664: 0x2D200000 → 0x00000000 (DADDU $a0,$0,$0 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x71668: 0x42CD010C → 0x00000000 (JAL $80073508 → NOP)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x7166C: 0x10270424 → 0x00000000 (ADDIU $a0,$0,$2710 → NOP)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Force enable debug switch in dlevels (Gives 700 second timer) || &amp;lt;code&amp;gt;0x38248: 0x02004230 → 0x00000000 (ANDI $v0,$v0,$0002 → NOP)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disable auto abort from sitting still for too long|| &amp;lt;code&amp;gt;0x6F638: 0x08 → 0x98 (ADDIU $v0,$0,$8 → ADDIU $v0,$0,$98)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;0x6F64A: 0x4050 → 0x4304 (BEQL $v0,$0,$8006F728 → BGEZL $v0,$8006F728)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NeSneSgB</name></author>
	</entry>
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