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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Tue Mar 07, 2006 3:31 am Post subject: Temple Layout... |
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I don't know if anybody knows it or not, but I once hacked out position modifiers for the weapon sets in Temple. Until I hear it straight from a Rare employees mouth - even though I wouldn't believe a word they'd say anyway - I firmly believe that they messed up on the placements. Ammo boxes inside of ammo boxes, a lone weapon, ammunition for the special weapon in another room... It wasn't until Perfect Dark remade the Temple for them to get it right. And the funny thing is, most of the places they put the items are in GoldenEye. Presets in almost exactly the same positions. So, I made the code to put them where they should be.
The way they divided the weapons up throughout the stage wasn't very strategic. You've got weapons of the same type in rooms next to eachother and special weapons on the same floor. Although I did change where the Flag was, it's the weapons I was concerned about. Take a run around the level and look at how they're broken up. Use both Rockets and Pistols to see. Since Rockets (like most sets) use four different sets of two, where as Pistols uses three different sets, two of three and one of two. Following the placements of the weapon sets in Perfect Dark, I matched the setup. Since PD uses a different method for weapon groupings, I couldn't tell what should go where. I decided to keep most of it the same, with the exception of a few sets. This helps to spread them out better. You shouldn't feel like you're picking up the same gun around each corner, atleast not on Pistols. Check it out, it works for all player amounts.
"Temple Modifications"
"Skip Intro"
8102A932 0000
"Enable All Players"
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
"Item Positions"
801A18B3 000E
801A1B2B 0005
801A1BB3 0015
801A1C67 0016
801A1D1B 001A
801A1DA3 001B
801A1E57 001C
801A1F0B 0002
801A20FB 0006
801A2183 0013
801A2237 0014
801A2563 0010
801A2617 0011
It's nothing huge or exciting, more of a correction.
Besides, it looks much cleaner this way.  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Mar 31, 2006 8:48 am Post subject: |
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Much better. Temple always was very screwy.
Say, ever move the large pillar where the four ramps converge? It's the only pillar that opens onto sky, which finally explains the bright spot on the ground.
Concidering all the useless windows and void areas, Temple was slated for so much more. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Apr 02, 2006 12:34 am Post subject: |
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Thanks, Zoinkity.
It's as though somebody got sloppy near the end of production and just stuck the weapon sets all over the place without double-checking. Since there were plenty of unused presets still intact, I decided to copycat the PD Temple. Hell, the same positions were there, so they must have been used in GoldenEye at some point in time.
No, I've never moved the sliding pillars around before. I did notice that the space immediately below the four-way ramp was much brighter than the rest of the surrounding floor. The Temple was probably tested as a mission during development, as with Complex. They both have extra presets kicking around, plus a working single-player sky. It may even be possible that they were once the missions that Aztec and Egyptian are now.
Those windows in Temple are damned fun to fire Grenades through!  |
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