Author |
Message |
Topic: GoldenEye Setup Editor Feature Requests List/Bugs |
Wreck
Replies: 1728
Views: 5241939
|
Forum: Q-Lab Hacking Department
Posted: Tue Sep 30, 2025 10:24 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 ... |
Topic: TWINE Basic Setup Editor |
Wreck
Replies: 51
Views: 54691
|
Forum: James Bond Games
Posted: Mon Sep 29, 2025 10:24 pm Subject:
TWINE Basic Setup Editor |
Thanks. I had tested trying to copy one of the images palette over, and it seemed like it might work well enough, so this saves me the hassle of doing that for all eight. Should fit in nicely with t ... |
Topic: TWINE Basic Setup Editor |
Wreck
Replies: 51
Views: 54691
|
Forum: James Bond Games
Posted: Sun Sep 28, 2025 4:28 pm Subject:
TWINE Basic Setup Editor |
I ran into something curious with an object export from TWINE. The fire effects, object ID 0101, has 30 images that make up the fire animation. However, the first eight are (at least exporting as) b ... |
Topic: GoldenEye Setup Editor Feature Requests List/Bugs |
Wreck
Replies: 1728
Views: 5241939
|
Forum: 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: 1728
Views: 5241939
|
Forum: 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: 1728
Views: 5241939
|
Forum: 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: 1728
Views: 5241939
|
Forum: 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: 28660
|
Forum: 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: 1728
Views: 5241939
|
Forum: 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: 1728
Views: 5241939
|
Forum: 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: 51
Views: 54691
|
Forum: 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: 51
Views: 54691
|
Forum: 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: 51
Views: 54691
|
Forum: 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: 51
Views: 54691
|
Forum: 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: 51
Views: 54691
|
Forum: 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 ... |