Author |
Message |
Topic: GE map room binaries |
Daggerbot
Replies: 0
Views: 3319
|
Forum: Q-Lab Hacking Department
Posted: Tue Apr 16, 2013 8:40 pm Subject:
GE map room binaries |
For mostly educational purposes, I'm working on a program that will read maps from the Goldeneye ROM and render them, with textures and all. If I make it that far, I may turn it into something more. I ... |
Topic: 1172 |
Daggerbot
Replies: 5
Views: 6684
|
Forum: Q-Lab Hacking Department
Posted: Fri Nov 19, 2010 12:52 pm Subject:
Re: 1172 |
I have hundreds of docs on hacking GE, and they all mention 1172 compression. I've read somewhere that it's similar to gzip, but I can't find any info on an algorithm to decompress it. Can it be done ... |
Topic: 1172 |
Daggerbot
Replies: 5
Views: 6684
|
Forum: Q-Lab Hacking Department
Posted: Fri Nov 19, 2010 11:06 am Subject:
1172 |
I have hundreds of docs on hacking GE, and they all mention 1172 compression. I've read somewhere that it's similar to gzip, but I can't find any info on an algorithm to decompress it. Can it be done ... |
Topic: Where to start? |
Daggerbot
Replies: 5
Views: 6282
|
Forum: Q-Lab Hacking Department
Posted: Fri Oct 22, 2010 5:10 pm Subject:
Where to start? |
not exactly. just something to extract data files to be used with other games, like for mods and stuff. but i just noticed a little while after i posted that someone else posted exactly what i was loo ... |
Topic: Where to start? |
Daggerbot
Replies: 5
Views: 6282
|
Forum: Q-Lab Hacking Department
Posted: Thu Oct 21, 2010 8:00 pm Subject:
Where to start? |
I plan to write a few utilities to deconstruct Goldeneye's data from ROM, but I'm not sure where to start. I've seen people writing about offset 0x21990 in the ROM, and something about a compression m ... |