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  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
zoinkity

Replies: 1777
Views: 5354359

PostForum: Q-Lab Hacking Department   Posted: Sat Apr 11, 2026 6:06 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
There's basically nothing shared between Snap and the Stadium games.

Stadium's models (both 'mon and 3D text) are assembled and animated via a sort of scripting. The details vary slightly between ...
  Topic: Gauntlet Legends Basic Editor
zoinkity

Replies: 4
Views: 125

PostForum: Game-On!   Posted: Fri Apr 10, 2026 6:33 am   Subject: Gauntlet Legends Basic Editor
high-def mode
In particular, would be nice to have a little more resolution so the camera can hang back a bit more.

Ditto, the game's great fun ;*)
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
zoinkity

Replies: 1777
Views: 5354359

PostForum: Q-Lab Hacking Department   Posted: Fri Feb 27, 2026 2:45 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
The super-messy, fast solution you'd absolutely regret would be keeping a table with the actual order, maybe just a table of object instances or however that's implemented. Rebuild by calling each in ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
zoinkity

Replies: 1777
Views: 5354359

PostForum: Q-Lab Hacking Department   Posted: Wed Feb 25, 2026 11:30 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Isn't there already an exception for ammo boxes?
In MP they're assigned ammo types based on the last weapon. If they aren't in (weapon, box) order there's literally no ammo in the stage.

Explicit ...
  Topic: Picking level cinemas in Single Player
zoinkity

Replies: 5
Views: 10727

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 23, 2026 1:30 pm   Subject: Picking level cinemas in Single Player
If you want to limit it to only using the first entry, try this code:
800364BF 0001

If you knew what the pointer to that camera entry was, you could manually write it to 800364C0 with 1 or 2 codes ...
  Topic: In-Game Debug Menu, In Depth (Series)
zoinkity

Replies: 22
Views: 55685

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 23, 2026 12:47 pm   Subject: In-Game Debug Menu, In Depth (Series)
To answer your question seven years too late, press Start to close the interface.

After forgetting about this topic for...a decade and a half? (aegh...) here's the final handful of entries, in orde ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
zoinkity

Replies: 1777
Views: 5354359

PostForum: Q-Lab Hacking Department   Posted: Fri Feb 20, 2026 9:54 am   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Nothing says it needs a map remix or another full movie conversion. (Didn't even think of that...)
Was thinking more along the line of individual scale anyway.

Some ideas for non-creative types w ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
zoinkity

Replies: 1777
Views: 5354359

PostForum: Q-Lab Hacking Department   Posted: Mon Feb 16, 2026 7:36 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Here's an Editor request for everyone that isn't SubDrag:
let's make a big deal about the 20th anniversary of its public release on Oct. 25th, 2026!
  Topic: Analogue 3D and 640 x 480i patches
zoinkity

Replies: 26
Views: 6898

PostForum: Q-Lab Hacking Department   Posted: Wed Dec 17, 2025 10:40 am   Subject: Analogue 3D and 640 x 480i patches
Japanese? Shouldn't be too hard to port from USA. They aren't very different, would just be address adjustments and maybe 1 or 2 changes to menus.

Patching PAL directly would mean completely redo ...
  Topic: Analogue 3D and 640 x 480i patches
zoinkity

Replies: 26
Views: 6898

PostForum: Q-Lab Hacking Department   Posted: Mon Dec 15, 2025 1:15 pm   Subject: Analogue 3D and 640 x 480i patches
Since there was a bit of a question about VI regs, here's a link to a document covering the more obscure ones. It tries, and fails, to leave out the technical end of signal generation.
https://paste ...
  Topic: TWINE Resolution Hacks
zoinkity

Replies: 1
Views: 1940

PostForum: James Bond Games   Posted: Thu Dec 11, 2025 3:50 pm   Subject: TWINE Resolution Hacks
Provided you have 8MB of rdram and nothing to do with it, these patches will upgrade output to triple-buffered 640i deflickered mode. 2D elements aren't affected but you'll absolutely notice the diff ...
  Topic: Analogue 3D and 640 x 480i patches
zoinkity

Replies: 26
Views: 6898

PostForum: Q-Lab Hacking Department   Posted: Sat Dec 06, 2025 8:57 am   Subject: Analogue 3D and 640 x 480i patches
About the MP menu...

The stage list hasn't been modified in any way, but the menu was written so up to 30 stages can be indexed and displayed if it were.
.: Multiplayer Stage Select :.
...
  Topic: Analogue 3D and 640 x 480i patches
zoinkity

Replies: 26
Views: 6898

PostForum: Q-Lab Hacking Department   Posted: Fri Dec 05, 2025 1:52 pm   Subject: Analogue 3D and 640 x 480i patches
Haha, could try redoing Pokémon Snap so it uses the super-hi-res photo-only pokémon in the normal game. Those actually require the expansion pak!

Not sure how the HDMI works on the back-end, but ...
  Topic: Viewpoint 2064 1999/4/17 Build Cutscene Patch
zoinkity

Replies: 6
Views: 2714

PostForum: Game-On!   Posted: Wed Nov 26, 2025 8:12 am   Subject: Viewpoint 2064 1999/4/17 Build Cutscene Patch
Yes, to apply you'll need a version of xdelta (or same) made in the last decade--one that supports secondary compression.

Could have reduced the filesize to 0xD4E730, that's where data ends.
Could ...
  Topic: Viewpoint 2064 1999/4/17 Build Cutscene Patch
zoinkity

Replies: 6
Views: 2714

PostForum: Game-On!   Posted: Tue Nov 25, 2025 12:32 pm   Subject: Viewpoint 2064 1999/4/17 Build Cutscene Patch
Now that there's a final or near-final candidate of Viewpoint 2064 archived, here's a patch to translate its cutscenes into English:
https://mega.nz/file/wmgTnAaD#NVxSCI8VdRFlqcHPEXLXyojZpevOhORy6WpY ...
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