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  Topic: GoldenEye vs Perfect Dark game engines
Sogun

Replies: 17
Views: 23963

PostForum: Q-Lab Hacking Department   Posted: Fri Jan 13, 2023 4:47 pm   Subject: GoldenEye vs Perfect Dark game engines
"GE does NOT share TMEM with any other texture, its a Stack of 1 and only 1.
if a triangle wants to use a tree, a tree is loaded into TMEM, if another triangle wants to use a wheel, a wheel is l ...
  Topic: Sogun's Workshop
Sogun

Replies: 387
Views: 347432

PostForum: Q-Lab Hacking Department   Posted: Fri Jan 13, 2023 4:43 pm   Subject: Sogun's Workshop
I keep doing performance tests to the GE and PD engines and I want to try with polygons and textures with less features. I used the 'Advanced Options' in 'Replace Triangle/Group textures/Details' but ...
  Topic: GoldenEye vs Perfect Dark game engines
Sogun

Replies: 17
Views: 23963

PostForum: Q-Lab Hacking Department   Posted: Thu Jan 05, 2023 5:37 pm   Subject: GoldenEye vs Perfect Dark game engines
Lately I've been doing some real hardware performance tests. I focused on GE but also cheked PD a little.

GE clearly benefits from having the levels split in different geometry groups we call Rooms ...
  Topic: What would you like to see it nealy compiled builds of PD?
Sogun

Replies: 35
Views: 29462

PostForum: Carrington's Hacker Central   Posted: Sun Jan 01, 2023 12:49 pm   Subject: What would you like to see it nealy compiled builds of PD?
Still no luck with it after byteswopping the first 1.1 ROM with the GES Editor tools. Info looks like this:

[F267577A1FAECA4C07F1BB188452CA80]
Good Name=Perfect Dark (V1.1) (U& ...
  Topic: What would you like to see it nealy compiled builds of PD?
Sogun

Replies: 35
Views: 29462

PostForum: Carrington's Hacker Central   Posted: Sun Jan 01, 2023 4:15 am   Subject: What would you like to see it nealy compiled builds of PD?
Happy New Year!

Graslu00 did a [E03B088B6AC9E0080440EFED07C1E40F]
Good Name=Perfect Dark (V1.1) (U) [!].v64
Header Code=41F2B98F-B458B466-C45

[E03B088B6AC9E ...
  Topic: What would you like to see it nealy compiled builds of PD?
Sogun

Replies: 35
Views: 29462

PostForum: Carrington's Hacker Central   Posted: Tue Dec 27, 2022 9:09 am   Subject: What would you like to see it nealy compiled builds of PD?
Hello. Has there been any progress with decomp?

The only thing besides the features already posted in this topic are some videos from Jonaeru with 100 simulant in Combat simulator.
https://www.you ...
  Topic: Invisible Floating Triangles in GE and PD
Sogun

Replies: 2
Views: 4134

PostForum: Mapping and Modelling   Posted: Tue Dec 27, 2022 9:01 am   Subject: Invisible Floating Triangles in GE and PD
It's more or less known that there are some un-rendered triangles above the Dam in GE.
These triangles are floating in the sky above Bond's reach and facing up, so they can't be seeing ingame. They a ...
  Topic: What would you like to see it nealy compiled builds of PD?
Sogun

Replies: 35
Views: 29462

PostForum: Carrington's Hacker Central   Posted: Sun Nov 06, 2022 6:53 am   Subject: What would you like to see it nealy compiled builds of PD?
Questions:

-Will it be possible to create an xdelta patch from a recompiled rom (with changes) and apply it to the original rom?

-If possible, would it be legal to distribute those patches or th ...
  Topic: GoldenEye vs Perfect Dark game engines
Sogun

Replies: 17
Views: 23963

PostForum: Q-Lab Hacking Department   Posted: Wed Oct 26, 2022 10:35 am   Subject: GoldenEye vs Perfect Dark game engines
Quoting HackBond from the 'Ryan did make a performance version of Perfect Dark. Currently some stuff breaks like the EyeSpy and splitscreen but it's a interesting idea nonetheless



Here's an int ...
  Topic: What would you like to see it nealy compiled builds of PD?
Sogun

Replies: 35
Views: 29462

PostForum: Carrington's Hacker Central   Posted: Sat Oct 22, 2022 12:03 pm   Subject: What would you like to see it nealy compiled builds of PD?
-New "Last man standing" multiplayer scenario as said by Kerr Avon. But I would make it simplier, just choose a globar number of lives shared by all players. I was surprised this wasn't alre ...
  Topic: Sogun's Workshop
Sogun

Replies: 387
Views: 347432

PostForum: Q-Lab Hacking Department   Posted: Sun May 15, 2022 1:40 pm   Subject: Sogun's Workshop
Hi guys. Here's another demo I've been working on the last couple of weeks.



There's only what you see in the video. Many years ago I planned to port the prologue to Perfect Dark but, just like ...
  Topic: Sogun's Workshop
Sogun

Replies: 387
Views: 347432

PostForum: Q-Lab Hacking Department   Posted: Sat Feb 05, 2022 1:58 pm   Subject: Sogun's Workshop
Hi guys. It's been a long time since my last message.

Today I finally tried something I had in mind for a long time: replicating toonshadin on N64 using envmaps. It didn't turn out as I expected, t ...
  Topic: Weird behaviour when exceeding +/-32,768 coords
Sogun

Replies: 6
Views: 7156

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 16, 2021 12:34 pm   Subject: Weird behaviour when exceeding +/-32,768 coords
As I said. Knowing how Bond actually moves around the level and the implications of it shattered everything I thought about level size and level scale. I still need to understand it.

Alps was 0.2 S ...
  Topic: Sogun's Workshop
Sogun

Replies: 387
Views: 347432

PostForum: Q-Lab Hacking Department   Posted: Tue Feb 16, 2021 12:20 pm   Subject: Sogun's Workshop
By the way, Sogun, has there been any progress on your porting of the Classic Nintendo Maps pack to Perfect Dark, yet?
Sorry, I only worked on it a little last year. I run out of steam in a week. Sad ...
  Topic: Weird behaviour when exceeding +/-32,768 coords
Sogun

Replies: 6
Views: 7156

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 15, 2021 1:26 pm   Subject: Weird behaviour when exceeding +/-32,768 coords
Depends on level scale
I thought level scale wasn't taken into account when displaying the vertex coordinates in the Vertice Menu.
I looked at the level scale and it's 1.0. So real model coords are ...
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