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  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Thu Jul 16, 2026 1:38 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Zoinkity did a bunch of work to extend the volume tables, and make those other midi RAM tables not needed. That's now supported in editor.
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Mon Jul 13, 2026 4:39 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
That was the piece I was missing, the RAM change. What I had coded before is now working with those manual changes. If ROM 787A is not the default value it will show the "Add Song" butto ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Sun Jul 12, 2026 3:41 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
When I had tried it before, it crashed ingame because of I think the main midi listing, got larger, so in RAM it didn't work. I guess I can put the shifting back but it won't work for anyone unless t ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Sat Jul 11, 2026 5:17 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
The issue was the RAM table of entries. It was fixed size. Actually expanding or contracting was otherwise OK with shifting.
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Sat Jul 11, 2026 8:24 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Is there some indicator that it's a special ROM that can handle over 1000? Because if this fails in Vanilla PD I don't want to enable this, unless a certain byte indicates it is valid.
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Fri Jul 10, 2026 5:07 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Is there a sample xdelta patch and setup over 1000? Not even sure game supports this. Non contiguous I don't really understand but it doesn't make sense for how editor edits and works.
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Sat May 30, 2026 7:55 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I fixed the key pad lock crashing on edit. The TWINE thing is expected - they are Object Triggers, not guards (though they can trigger guards, but have flags, etc). I had considering replacing them ...
  Topic: Gauntlet Legends Basic Editor
SubDrag

Replies: 7
Views: 3062

PostForum: Game-On!   Posted: Thu Apr 23, 2026 10:45 am   Subject: Gauntlet Legends Basic Editor
Use my example to see how to do it.

Basically export model and shared rig. Keep all the same object names and joint names and amounts. You can move joint positions but make sure shared one has the ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Fri Apr 10, 2026 9:13 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I highly doubt will ever even think about supporting Pokemon Stadium 2. But Charmander looks fine to me in editor, so maybe you're just not on latest, or try again?. Also, that other guy is using &qu ...
  Topic: Gauntlet Legends Basic Editor
SubDrag

Replies: 7
Views: 3062

PostForum: Game-On!   Posted: Thu Apr 09, 2026 3:51 pm   Subject: Gauntlet Legends Basic Editor
Adding...Gauntlet Legends
Not necessarily fully capable or fully explored, but can do interesting things with enough persistence. You'll want to reuse same # of joints and names for any imports. Su ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Tue Apr 07, 2026 8:29 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
This site is more accurate and open source than what I did ages ago.
https://github.com/magcius/noclip.website/tree/main/src/PokemonSnap
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Sat Feb 28, 2026 4:39 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I had thought about it, but it gets trickier with new items, plus still need to force the orders of weapons, monitors, etc. I mean could have an "overall" index, that is tweakable. I was j ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Fri Feb 27, 2026 11:04 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Agreed, but it wasn't known at the beginning about any of that and it's rather ingrained into everywhere (I did better at future games, post-PD). I'm not planning on changing anything at the moment a ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 23, 2026 4:05 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Ah you're right. I forgot about that - yeah there are minor mistakes on objects embedded (like crates in crates in Surface), and I guess stacking due to order of objects being 1->2F instead of bei ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1792
Views: 5498473

PostForum: Q-Lab Hacking Department   Posted: Sun Feb 22, 2026 3:56 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Probably just need to shift it a tiny bit - it's likely automatically assigned to a different clipping tile that minorly causes problems like that - I know facility has something similar.
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