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  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Wreck

Replies: 1726
Views: 5232024

PostForum: Q-Lab Hacking Department   Posted: Mon Sep 08, 2025 2:19 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Excellent. That didn't have any trouble with it. I tried setting both the start and end to 00, and it seemed fine. Gives the full chunk of space to use. Thanks!

I also realized the data followi ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Wreck

Replies: 1726
Views: 5232024

PostForum: Q-Lab Hacking Department   Posted: Sun Sep 07, 2025 3:10 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Hmm, I did adjust that last one...

7F0215D0: 28410046 SLTI $at, $v0, 0x0046 #
to use 2841002B (so it would end with just 0x2A being used)

But the Editor crashed immediately on Game Configs load ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Wreck

Replies: 1726
Views: 5232024

PostForum: Q-Lab Hacking Department   Posted: Sat Sep 06, 2025 9:58 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Request time! I think you may have partial support for this already, as you allow for movement and extension of the table, but what I am currently trying will crash the Editor as soon as I attempt to ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Wreck

Replies: 1726
Views: 5232024

PostForum: Q-Lab Hacking Department   Posted: Sun Aug 31, 2025 10:24 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Excellent finds. This might be what is needed to help prevent custom levels from crashing or acting up in other ways when re-using these slots.

Jungle looks like it's set on the first and last por ...
  Topic: GE-X 6a Patch Released! @ 01-19-25
Wreck

Replies: 22
Views: 27580

PostForum: GoldenEye X   Posted: Sun Aug 31, 2025 12:02 pm   Subject: GE-X 6a Patch Released! @ 01-19-25
I used to add configuration data for Mupen with each release, but I guess I forgot to do so this time. Suppose I figured most people switched over to the 1964 GE/PD focused emulator, which runs the g ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Wreck

Replies: 1726
Views: 5232024

PostForum: Q-Lab Hacking Department   Posted: Tue Aug 26, 2025 12:29 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I have a question about adding MP setups for levels in GE Game Configs. Let's say I go into the "Ump_setup" section of files, and I add in a "Ump_setupdamZ" entry. If I save the ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
Wreck

Replies: 1726
Views: 5232024

PostForum: Q-Lab Hacking Department   Posted: Wed Jun 25, 2025 11:35 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I've sent you a personal message here, SubDrag. It's an issue I am running into trying to move (and hopefully extend) a table in GoldenEye. This would be a really nice thing to include for my Tourna ...
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Sun Jun 01, 2025 5:55 pm   Subject: TWINE Basic Setup Editor
Regarding your video of test importing GE Basement into TWINE...
https://youtu.be/5gw-bFEUuxU?si=AhXCvFAFt6fby-tn

How does the clipping/collisions work in TWINE? Does it just use the map geometry ...
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Fri May 09, 2025 10:34 pm   Subject: TWINE Basic Setup Editor
It certainly could be. I'd need to look over some more objects from various levels.
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Thu May 08, 2025 2:07 am   Subject: TWINE Basic Setup Editor
Type 2B Surrounding Structure
(used for far off buildings, usually in a ring shape, maybe even water)

Type 2E Location Trigger
(I confirmed so for Courier, but it may be a button press for Night ...
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Wed May 07, 2025 2:42 am   Subject: TWINE Basic Setup Editor
Made a full list of all the types using your scan txt info, so I can try to go through them one by one. Here's a few more things, though I may need to supply more data on what fields they use to set ...
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Tue May 06, 2025 2:04 am   Subject: TWINE Basic Setup Editor
Been going over all the MP levels and noting out what is still not fully known. Hopefully I can work a few more out, but this is what I have so far...

Type 09 Jet Engine
(air raid has the two, no ...
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Sun May 04, 2025 5:49 pm   Subject: TWINE Basic Setup Editor
You can unlock everything in game configuration BTW.
Yeah, I ended up using this not long after, to see what extra modes and weapon sets there were.
  Topic: TWINE Cut-Scenes Data
Wreck

Replies: 3
Views: 11082

PostForum: James Bond Games   Posted: Sun May 04, 2025 2:33 am   Subject: TWINE Cut-Scenes Data
Awesome. Glad the scenes were located. I'll try to poke around at some point.
  Topic: TWINE Basic Setup Editor
Wreck

Replies: 47
Views: 52476

PostForum: James Bond Games   Posted: Sun May 04, 2025 2:19 am   Subject: TWINE Basic Setup Editor
Another one...

Type 4E Light Source
0x2C Red
0x2E Green
0x30 Blue
(not sure if any other fields get filled in, would need to check)

I kept wondering what this was for, but it clicked after I ...
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