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  Topic: [GAMESHARK MULTIPLAYER] - Bottleneck (Facility mod)
00zero

Replies: 4
Views: 8753

PostForum: Objectives: Complete   Posted: Tue Mar 06, 2007 7:05 pm   Subject: [GAMESHARK MULTIPLAYER] - Bottleneck (Facility mod)
sorry, but i don't know what you're talking about... i'm using a GS code and a console.
  Topic: [GAMESHARK MULTIPLAYER] - Bottleneck (Facility mod)
00zero

Replies: 4
Views: 8753

PostForum: Objectives: Complete   Posted: Mon Feb 26, 2007 9:28 am   Subject: [GAMESHARK MULTIPLAYER] - Bottleneck (Facility mod)
Code: Facility Bottleneck v1.0
Author: 00zero
Date: 2/26/2007
Cheat to use: Infinite Ammo
Weapons: Phantom, Cougar, Gren Launch, Sniper, Shotgun, AR33, Rocket, RC-P90, Proxies, Timed, Grenades
Bo ...
  Topic: tile and preset coordinate maps for multiple levels
00zero

Replies: 5
Views: 7854

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 26, 2007 8:10 am   Subject: tile and preset coordinate maps for multiple levels
geez, i guess i should have just waited for v2.0 of the setup editor to come out... wow, what a tool!
  Topic: funny thing about the pillars in Egyptian
00zero

Replies: 10
Views: 10817

PostForum: GoldenEye 007   Posted: Sat Feb 24, 2007 10:34 am   Subject: funny thing about the pillars in Egyptian
in the first room of Egyptian, with the reflection pool, the pillars and the pool act funny.

shoot the pillar with a pistol and the bullet mark will not show up in the reflected pillar... but... ...
  Topic: tile and preset coordinate maps for multiple levels
00zero

Replies: 5
Views: 7854

PostForum: Q-Lab Hacking Department   Posted: Thu Feb 22, 2007 1:22 pm   Subject: tile and preset coordinate maps for multiple levels
it's a mixture of both... i think...

what i did was, using the GS, loaded a level and RAM dumped 8006 0000 through 8008 0000, and then 801A 0000 through 8020 0000. for most levels, that contains ...
  Topic: tile and preset coordinate maps for multiple levels
00zero

Replies: 5
Views: 7854

PostForum: Q-Lab Hacking Department   Posted: Thu Feb 22, 2007 12:06 pm   Subject: tile and preset coordinate maps for multiple levels
first, i need to give credit where credit is due...

thanks Zoinkity for needing to document your work online so as not to lose it. the info you provided made it possible for me to find and interpr ...
  Topic: object type data
00zero

Replies: 28
Views: 31224

PostForum: Q-Lab Hacking Department   Posted: Wed Feb 14, 2007 9:35 am   Subject: object type data
tell me more about this clipping viewer... i'm interested!
is it available to anyone?
  Topic: object type data
00zero

Replies: 28
Views: 31224

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 13, 2007 7:00 pm   Subject: object type data
Wreck, thanks for the tutorials... they're all great, but i've already used them and pretty much have the hang of finding position and room data from bond's position. lots of good info, just not exa ...
  Topic: object type data
00zero

Replies: 28
Views: 31224

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 12, 2007 5:59 pm   Subject: object type data
ah yes, that clears up the first question... a little embarrassing to find out i was converting 0588 in the wrong direction, and that's why i couldn't figure out how to get 1416. i really am good at ...
  Topic: object type data
00zero

Replies: 28
Views: 31224

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 12, 2007 1:47 pm   Subject: object type data
i know i don't need to know, but i really really want to know.

if i had that info, i could plot out the actual level, tiles, presets, etc... and have actual scale maps of the levels. the setup ed ...
  Topic: object type data
00zero

Replies: 28
Views: 31224

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 12, 2007 12:36 pm   Subject: object type data
zoinkity : "ie: 0588 07 corresponds to: p1416a7
These values should match the values in setup. If not, the object may not load in the correct room or at all."

so, for the life of me, i ...
  Topic: From Gameshark Mod to Setup Mod
00zero

Replies: 6
Views: 8197

PostForum: Q-Lab Hacking Department   Posted: Sun Feb 11, 2007 2:13 pm   Subject: From Gameshark Mod to Setup Mod
i want to get the clipping data and the tile data for each level so i can plot them out along with the exact preset locations and rotations.

can you tell me where the static locations of the clippi ...
  Topic: Adding a keycard to multi...
00zero

Replies: 6
Views: 8808

PostForum: Q-Lab Hacking Department   Posted: Fri Feb 09, 2007 11:41 am   Subject: Adding a keycard to multi...
there has to be a way... think man, think!
  Topic: Turning a door into two other objects
00zero

Replies: 10
Views: 11513

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 06, 2007 2:29 pm   Subject: Turning a door into two other objects
hey Wreck... i've been using your Quad code as my learning tool. can you explain to me why you use activators when changing the glass panes into fuel barrels? i'm talking about changing the 'align ...
  Topic: Turning a door into two other objects
00zero

Replies: 10
Views: 11513

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 06, 2007 12:05 pm   Subject: Turning a door into two other objects
i'm using Wrecks (amazing) preset map, but i still wanted to place some weapons in areas that are "preset shy." i also wanted a spawn point along the back wall behind the red tank, so i mov ...
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