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  Topic: Bunker 2 Theme (Recreated with Super HQ)
Trevor

Replies: 7
Views: 219

PostForum: GoldenEye 007   Posted: Fri Jun 22, 2018 2:46 am   Subject: Bunker 2 Theme (Recreated with Super HQ)
or you could just extract the original MIDI?
I am aware of the tool, but I never actually used it before. If it is that easy though, then I am surprised no one has made high quality remasters yet! ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Trevor

Replies: 552
Views: 79421

PostForum: Q-Lab Hacking Department   Posted: Wed Jun 13, 2018 5:57 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
agreed, "Translucent Wireframe" would be great since the normal Wireframe doesn't give much depth comparison, not to mention some lines are almost invisible if the texture is the same colour ...
  Topic: Triangulation Benchmark
Trevor

Replies: 16
Views: 811

PostForum: Mapping and Modelling   Posted: Tue Jun 12, 2018 8:51 am   Subject: Triangulation Benchmark
well... I guess having done my own throughput tests (including 1cycle, 2cycle, envmapping/realtime lighting, z-less) and combining that with the aesthetic values GE holds, you are probably already doi ...
  Topic: Triangulation Benchmark
Trevor

Replies: 16
Views: 811

PostForum: Mapping and Modelling   Posted: Tue Jun 12, 2018 8:00 am   Subject: Triangulation Benchmark
mip-mapping shouldn't affect rendertime, though it should affect tmem fill time.

Colours should make 0 difference (except for the texture size in bytes, the bigger the longer to load)

Textured a ...
  Topic: Request: All Bonds Head + Body Combine...
Trevor

Replies: 15
Views: 390

PostForum: Q-Lab Hacking Department   Posted: Mon Jun 11, 2018 4:50 am   Subject: Request: All Bonds Head + Body Combine...
child for dist 00 is missing

also LOD = Level of detail, you should prefix it with the level being talked about - usually L = low, M = Medium, H = High ( I havnt seen examples of more than 3 levels ...
  Topic: Man..
Trevor

Replies: 12
Views: 3593

PostForum: Online And Emulation   Posted: Mon May 14, 2018 8:57 am   Subject: Man..
...you actually considered vista for 64mb ram (lol)

Vista needed 1GB Min (still wasn't happy at 4GB).

I had 2 98 machines I ran 1964 on, first was a 500Mhz P3 64MB and 1964 ran quite poorly, Ult ...
  Topic: Rom ClockRate
Trevor

Replies: 55
Views: 10797

PostForum: Console Workshop   Posted: Sun May 06, 2018 2:29 am   Subject: Rom ClockRate
Just seen this and remembered about this topic.
this is what the rom header does.

By default osClockRate is defined as u64 osClockRate = 62500000LL;

but during initialization it re-assigns to ...
  Topic: Triangulation Benchmark
Trevor

Replies: 16
Views: 811

PostForum: Mapping and Modelling   Posted: Fri May 04, 2018 4:03 pm   Subject: Triangulation Benchmark
pavarini, you didn't post the command count...

oh well, wait, you still have to jump through some hoops, but under "visual" there is "Calculate DisplayList Size"
it will ask fo ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Trevor

Replies: 552
Views: 79421

PostForum: Q-Lab Hacking Department   Posted: Fri May 04, 2018 3:43 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I too would suspect not since we are limited to a +/-160m range with a view dist of +/-160m with each taking away from the other (eg, increase size, decrease vis) since our "bubble" cannot t ...
  Topic: Crash on Texture Import when Importing New Levels
Trevor

Replies: 27
Views: 1143

PostForum: Mapping and Modelling   Posted: Wed Apr 18, 2018 3:24 am   Subject: Crash on Texture Import when Importing New Levels
But then GE was tested more, we need to test PD to bring it up to spec in PG.

Trev
  Topic: Texture glitch solved
Trevor

Replies: 6
Views: 356

PostForum: Mapping and Modelling   Posted: Sun Apr 15, 2018 3:20 pm   Subject: Texture glitch solved
Might want to ready this http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=61320
Its maybe over your head, but then again, it might be of interest if you run into more texture &quo ...
  Topic: GE-X 5e Patch Released! @ 12-24-16
Trevor

Replies: 769
Views: 61642

PostForum: GoldenEye X   Posted: Thu Apr 05, 2018 6:43 am   Subject: GE-X 5e Patch Released! @ 12-24-16
You can actually extend to 64MB although 4MB of that must be padding for ED v1 or v2 due to temporary save data being held at upper CartRAM address - hence Resident Evil and Pokémon Stadium crash, V3 ...
  Topic: The voices...
Trevor

Replies: 11
Views: 640

PostForum: GoldenEye X   Posted: Sun Apr 01, 2018 3:36 pm   Subject: The voices...
How about you try to do a sample with the lines provided in the current patch?

While I would love the primary voices to be "real" I do share Wrecks concern that background noises and addi ...
  Topic: Issue with 4bit greyscale who loses details once imported
Trevor

Replies: 6
Views: 377

PostForum: Q-Lab Hacking Department   Posted: Sun Mar 25, 2018 3:36 am   Subject: Issue with 4bit greyscale who loses details once imported
Since guards are Geometrically complex and small you shouldn't need mip-mapping for them (heads are not mip-maped anyway (32x64x8ci = 2kb))

As for transparency, or the A component of IA, PG allows, ...
  Topic: Issue with 4bit greyscale who loses details once imported
Trevor

Replies: 6
Views: 377

PostForum: Q-Lab Hacking Department   Posted: Sat Mar 24, 2018 3:50 pm   Subject: Issue with 4bit greyscale who loses details once imported
Correct, you cannot use 8bit ci, it MUST be 4bit for 64x64 AND mip-mapping MUST be disabled
To Recap what has been discussed before:* THEM (4KB) is split into 2 logical partitions, Lower TMEM(2KB) a ...
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