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  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Sun Dec 14, 2025 1:56 pm   Subject: Analogue 3D and 640 x 480i patches
Is there any noticeable difference? Or just might avoid an out of memory crash.
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Sat Dec 13, 2025 6:14 pm   Subject: Analogue 3D and 640 x 480i patches
I wonder how far this can go... 4p coop PD might be feasible at this point.
  Topic: TWINE Resolution Hacks
SubDrag

Replies: 1
Views: 115

PostForum: James Bond Games   Posted: Fri Dec 12, 2025 5:27 am   Subject: TWINE Resolution Hacks
This looks insanely good on Analogue 3D! If try and play the regular resolution on Analogue 3D, then compare to this...you can never go back to it.

https://www.youtube.com/watch?v=--ecrhSiw0c
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Sun Dec 07, 2025 6:07 pm   Subject: Analogue 3D and 640 x 480i patches
Oh you had updated the patch, missed that - that should fix both spots that were off in the video. I'll give it a longer run through tomorrow and see if anywhere is off, but looks promising, thanks! ...
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Sun Dec 07, 2025 10:38 am   Subject: Analogue 3D and 640 x 480i patches
I thought PD might have used 640 x 480i for some promo shots, but maybe not...considering this bug, leftover from GE.

Here's a video in action on Analogue 3D - you can see the 640 x 480i spot you m ...
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Sun Dec 07, 2025 6:03 am   Subject: Analogue 3D and 640 x 480i patches
Looks right now!!! I'll double check your VI settings and capture a video in a bit. I didn't have to do this fix in any game except GoldenEye for 640x480i. Is it a bug in the core libraries or the ga ...
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Sat Dec 06, 2025 5:35 am   Subject: Analogue 3D and 640 x 480i patches
I've created two 640x480 patches:

* pd-640x480-gcc-nopaging.xdelta - My maths says that memory over budget so it may crash. Built with GCC to save memory but it's not enough.
* pd-640x480-gcc-pagi ...
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Fri Dec 05, 2025 3:47 pm   Subject: Analogue 3D and 640 x 480i patches
I'm thinking also you can basically just disable fog and make large draw distances/avoid object popup too.

I did make a Pokemon Snap 640 x 480i hi res mode that crawled before and surely is good no ...
  Topic: Analogue 3D and 640 x 480i patches
SubDrag

Replies: 19
Views: 478

PostForum: Q-Lab Hacking Department   Posted: Fri Dec 05, 2025 11:57 am   Subject: Analogue 3D and 640 x 480i patches
I just wanted to share how good this thing is, especially with the old 640 x 480i patches that were made.
https://github.com/jombo23/N64-Tools/tree/master/Game%20Patches

https://www.youtube.com/wa ...
  Topic: GoldenEye 007 Insidetheweb Messageboards - Userlist
SubDrag

Replies: 2
Views: 464

PostForum: GoldenEye 007   Posted: Tue Nov 18, 2025 6:47 am   Subject: GoldenEye 007 Insidetheweb Messageboards - Userlist
Wow that takes me back. I spent way too much time attempting to find Oddjob and Mayday back then. Kept trying to get inside the Depot shipping containers, that was the best of the rumors. Fun times.
  Topic: Hybrid Heaven basic editor
SubDrag

Replies: 0
Views: 675

PostForum: Game-On!   Posted: Sun Nov 09, 2025 12:08 pm   Subject: Hybrid Heaven basic editor
Basic setup editor (actions/objects), visual editor, edit model/animation. Edit Model is used to export/import and then the visual editor/action/objects to edit afterwards. The amount of images impo ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1745
Views: 5270000

PostForum: Q-Lab Hacking Department   Posted: Sat Nov 08, 2025 8:27 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
The actual midi table is doable to resize - but the game has hardcoded tables for where it reads in the music data (compressed sizes, uncompressed, etc) which makes it not really feasible:

70006C60 ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1745
Views: 5270000

PostForum: Q-Lab Hacking Department   Posted: Sat Oct 25, 2025 11:44 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Alright...fine, I added it under Room Positions - Move/Scale/Rotate Room. Specify your center (you can change later in menu option near it, I think). It'll just add to end, then you can move triangl ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1745
Views: 5270000

PostForum: Q-Lab Hacking Department   Posted: Fri Oct 24, 2025 9:59 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
It's something maybe can add one day, but it's a bit tricky in the editor - isn't the approach you export to room positions, add a new room to text file, export, then move tris to that new room?
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
SubDrag

Replies: 1745
Views: 5270000

PostForum: Q-Lab Hacking Department   Posted: Wed Oct 01, 2025 1:11 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I have noticed this the odd time in the past, but hadn't really tried too much with it. It seems as though setting a texture ID in the screen banks (hit texture, level picture, character photo, monit ...
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