Author |
Message |
Topic: GoldenEye Setup Editor Feature Requests List/Bugs |
zoinkity
Replies: 1687
Views: 1069350
|
Forum: Q-Lab Hacking Department
Posted: Sat Mar 22, 2025 9:28 pm Subject:
GoldenEye Setup Editor Feature Requests List/Bugs |
That seemed pretty on-topic though?
Maybe the other surprise was when one of the Goldfinger stages was so large you could "see" the actual edge of the world (+-0x7FFF) and that would crash ... |
Topic: GoldenEye Setup Editor Feature Requests List/Bugs |
zoinkity
Replies: 1687
Views: 1069350
|
Forum: Q-Lab Hacking Department
Posted: Thu Mar 20, 2025 11:34 pm Subject:
GoldenEye Setup Editor Feature Requests List/Bugs |
So the complaint isn't that existing portals are wrong, but that you want to subdivide rooms. Slicing up buildings all over Depot wouldn't be a bad idea, one of the worst offenders and can blackout 1 ... |
Topic: GoldenEye Setup Editor Feature Requests List/Bugs |
zoinkity
Replies: 1687
Views: 1069350
|
Forum: Q-Lab Hacking Department
Posted: Wed Mar 19, 2025 9:10 pm Subject:
GoldenEye Setup Editor Feature Requests List/Bugs |
The PS1's CPU is 32bit with a reduced instruction set plus it has no FPU and its own stack of memory access problems. Integer movement does not suffice for this type of game because you very quickly ... |
Topic: Solo multi levels - No music |
zoinkity
Replies: 3
Views: 4545
|
Forum: Q-Lab Hacking Department
Posted: Tue Mar 18, 2025 8:41 pm Subject:
Solo multi levels - No music |
Isn't well known, but certain settings like audio levels are borrowed from single-player settings. Start a regular solo stage, open the watch menu, and check what the audio output is on there. Set i ... |
Topic: GoldenEye Setup Editor Feature Requests List/Bugs |
zoinkity
Replies: 1687
Views: 1069350
|
Forum: Q-Lab Hacking Department
Posted: Mon Mar 17, 2025 12:57 pm Subject:
GoldenEye Setup Editor Feature Requests List/Bugs |
I wasn't going to write this because it will sound rantish, but tl;dr: they weren't counting tmem impact, they were trying to shave whole seconds off their fps. GE is not efficient and is almost comp ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Thu Mar 13, 2025 9:13 pm Subject:
Plugins are real. |
Okay..."plugins" are executable code stored on Controller Paks.
One of the function pointers it passes as an argument is the that that overwrites the BIOS, so guessing the primary use was t ... |
Topic: Gameshark - Action Replay code limit for a given game |
zoinkity
Replies: 2
Views: 198
|
Forum: Console Workshop
Posted: Wed Mar 12, 2025 5:16 pm Subject:
Gameshark - Action Replay code limit for a given game |
Please remember that most users post-y2k use emulators and none of those have the restrictions (or benefits) of actual hardware. They also allowed *bad* codes using unaligned addresses. 81/A1/D1/D3/ ... |
Topic: Xplorer64 Info |
zoinkity
Replies: 1
Views: 210
|
Forum: Console Workshop
Posted: Mon Mar 10, 2025 8:32 pm Subject:
Xplorer64 Info |
Compiled all the notes from the previous question about this device, plus some more details about how the comms operate, compatible ICs, and all the known bugs in its operation. Wasn't able to find t ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Thu Mar 06, 2025 1:53 am Subject:
Goldeneye GS multi codes on Xplorer 64 ? |
It's more about opcode count than total number really. You can make a calculator pretty easily though.
8* types: 3 opcodes
D* types: 5 opcodes
loops: 11 opcodes
If this list is actually correct ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Thu Mar 06, 2025 1:29 am Subject:
Rescinding all praise this device ever got. |
Found the list, or I should say found the list of Xplorer codes. GS/AR format codes are turned into them before getting parsed.
Rescinding all praise afforded before. There's some obvious bugs in ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Wed Mar 05, 2025 3:48 pm Subject:
Goldeneye GS multi codes on Xplorer 64 ? |
Yeah, the other big difference from a GS/AR is that if you have 8MB it always places the codes up there, extending the max list length. That's why there's all these conditions for jumps in the first ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Tue Mar 04, 2025 11:08 pm Subject:
Goldeneye GS multi codes on Xplorer 64 ? |
Can verify the normal maximum limit for codes with the trainer enabled is 170. More precisely it's 510 opcodes (0x7F8 bytes): 0x800 allocated, but 8 for the return jump. Normal codes expand to 3 opc ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Tue Mar 04, 2025 12:26 am Subject:
Goldeneye GS multi codes on Xplorer 64 ? |
Hmm... There's a chance too that 50 is a different code type on the Xplorer.
Really curious why the limit is so low considering how much more efficient their runtime is.
Completely forgot about t ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Mon Mar 03, 2025 5:54 pm Subject:
Goldeneye GS multi codes on Xplorer 64 ? |
Removing or expanding the 50s probably would work. Sometimes you get a random object that causes problems if it's in the middle of nowhere but don't remember it happening that often. Want to say the ... |
Topic: Goldeneye GS multi codes on Xplorer 64 ? |
zoinkity
Replies: 34
Views: 35952
|
Forum: Console Workshop
Posted: Sun Mar 02, 2025 8:00 pm Subject:
Goldeneye GS multi codes on Xplorer 64 ? |
Sorry for the double-post, but this is a completely different theme.
Exactly what are these devices? If you open up the firmware there's greetz from the old dextrose/#n64dev crowd here:
Hello to 0x ... |