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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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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Oct 01, 2007 12:00 pm Post subject: Goldensky - Emulator Skies Hack |
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I was doing some 21990 modifications for my Silo mission today and remembered something I had thought of a while back. I'm sure everyone here knows that emulators using Jabo's graphics plugin don't display Goldeneye's skies correctly, they're entirely black instead of whatever colors they're supposed to be. However, I noticed that Bunker 1 and Silo's (Which are the same sky) displayed correctly, the only difference between that sky and the rest of them is that it doesn't have clouds enabled. That gave me an idea, if I disabled clouds for the rest of the levels, would their sky color at least display? See for yourself:
It's not perfect obviously, perfect would be a graphics plugin that could display them correctly without removing the clouds, but at least it brings back a little of the original atmosphere for emulator players.
Patch -- Apply to a US ROM in .z64 format
Please note that some of the later levels still have black skies--it's not a problem with the patch, those levels only had colored clouds on black or dark blue skies. The only level that has a real problem is Frigate, removing its clouds did nothing. Also, Dam doesn't have skies during its opening scenes but does once the camera starts moving towards Bond. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Mon Oct 01, 2007 8:46 pm Post subject: |
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I've been using a cheat code to correct the emulation problems with this for a while. It's the first thing I add to every new modified ROM I make, since I hate the crap that goes on normally. It also disables the clouds, but only for the current level. Thankfully, that means every stage is effected as they load. What you've done, from what I can guess, is the same thing, only to each of the weather blocks individually. Which is good, because it takes away the need for codes. This is a nice fix for an annoying emu issue, DB.
Oh, by the way, for those who are interested...
Disable Clouds (emy sky fix) [NTSC Only]
80044DD7 0000 _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Oct 01, 2007 10:54 pm Post subject: |
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I think I actually have that code or another similar one on my GS, I used to use it to change the sky color in every level before I found the ones that could change them on a per-level basis.
Since we're on the subject, is there a way to tell a level to use another's weather data in the setup editor? I looked but didn't see any option. I'd like to use Depot's sky in my Silo mission, it's always been my favorite. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Oct 02, 2007 12:06 am Post subject: |
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There is a lot of Stage ID related information not currently in the GoldenEditor, simply because switching them around can become very confusing rather quickly. Not only for the person doing it, but for the program, too. Changing the identifaction values for different things means that the Editor would need to constantly re-update other stuff associated with what you've just done. So much is tied into it, that it's tricky to do. Here's a list of a few things that I know use those ID's...
Stage Setup
Memory Allocation
Weather Block
Music Tracks
Mission Folder
Multiplayer Menu
Certain smaller changes would be easier to accomplish. Such as: changing the Stage ID for weather, music, and multi. The rest are more complicated and rely on specific data that needs updating. Perhaps SubDrag could add those three things into the 21990 Modifications Menu sometime. I'd also like to be able to modify the memory allocation, but I understand that he's been having difficulty with it.
The only places you'd notice the sky in Silo is through the launch tube ceilings, supposing that they are open, of course. Do you plan to have them that way? _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Oct 02, 2007 4:19 am Post subject: |
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I'd like to do at least mem allocation (a fudge) and weather. I did at least let you copy and paste fog now in 21990. Since you can't really modify it. If someone told me what each value in the fog block was (I know one is near/far distance) I could add it. Check your pm dragonsbrethren for the beta editor exe. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Oct 02, 2007 9:32 am Post subject: |
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Wreck wrote: | The only places you'd notice the sky in Silo is through the launch tube ceilings, supposing that they are open, of course. Do you plan to have them that way? |
Yes:
SubDrag wrote: | Check your pm dragonsbrethren for the beta editor exe. |
I got it, thanks. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Oct 02, 2007 5:30 pm Post subject: |
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Hmm, the thing I'm wondering is, since the Bunker / Silo (in fact, all default 1-Player stages that have no set weather block for themselves) lack the extra data that configures the fog and visibility, how well would the copied sky information work for them? I suppose it would probably be alright, since the clouds should still be active. Emulation suffers from certain issues, so it's hit or miss. I'll play around with the newest Editor version and check it out. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Oct 03, 2007 2:49 pm Post subject: |
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The copy fog option doesn't work for Silo, the sky is still the same. It's not really a big deal though, I can always distribute the GS code to swap the skies with the patch, or just replace a stage that has the extra data with my mission. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Thu Oct 04, 2007 4:22 am Post subject: |
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You pasted fog right? That should definitely work unless Silo doesn't have any sky settings (which is possible). |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Oct 04, 2007 10:14 am Post subject: |
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Yeah, I tested on levels that had fog to make sure I was doing it right. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Thu Oct 04, 2007 2:25 pm Post subject: |
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Well why doesn't it work? The other stages work right? Is something weird going on? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Thu Oct 04, 2007 6:14 pm Post subject: |
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Neither Bunker i or Silo have dedicated weather blocks, so they use the default setting. It lacks the data prior to the RGB / Cloud Indicator, which determines the fogging and visibility. Because there is no specified Stage ID, and instead is FF FF FF FF, the Editor doesn't allow you to modify them. Frigate and Cuba (Ending) also suffer from the same missing information, but do have their ID's. Interesting thing, is if you go to a level with poor visibility like Depot, and then load up one of those four listed stages, you'll notice a huge increase in fog. That's because their weather overwrites the previous block, but only the parts that it contains itself. I suppose a fix for this would be to take one of the unused blocks leftover in the memory, modify it, and supply it to the appropriate levels. Only thing is deciding on the visibility. Might be worth playing around with. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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