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[GAMESHARK MULTI PATCH] Surface With Objects v2

 
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MultiplayerX
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 PostPosted: Wed Apr 12, 2006 5:47 pm    Post subject: [GAMESHARK MULTI PATCH] Surface With Objects v2 Reply with quote Back to top

Below is my FINAL version of Surface W Objects. Hopefully the freezing will be NEVER or very minimal. I modified the game to force load Stack's respawn default amount to 5 (80079C6B 0005). This seemed to keep the game stable as I blasted away at each player with tank rounds and spinning around in circles. You emulator folks let me know how it works out. The level loads about 99% of the time so just reload it if the game locks up during loading for whatever dumb reason. I plan on having Runway typed out for release TODAY. Peace, MultiplayerX

SURFACE W OBJECTS (COMPLETE) 2 Weather Mods

Surface W Objects (Planes and Helicopters)
Gameshark 3.30 NTSC ONLY! (NO Uploader required)
Load: Stack (Press A 3 times at Nintendo logo)
Weapon Set: Rockets
Infinite Ammo Cheat ON
Hacked by: MultiplayerX

Stage load
8002A8F7 0024
81037576 59D0
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
801E6523 0030
81075D1C 801E
81075D1E 5020
80079C6B 0005
8102A932 0000

5 Respawn locations
811E3F38 C632 (Solo start)
811E3F40 C6C5
811E3F60 801C
811E3F62 34E4

811E3F64 C40C (Landing platform - end of level)
811E3F6C 453F
811E3F8C 801C
811E3F8E 5664

811E3F90 45C1 (Security gate area)
811E3F98 C691
811E3FB8 801C
811E3FBA 4174

811E3FBC C5B2 (Observatory building)
811E3FC4 C69E
811E3FE4 801D
811E3FE6 024C

811E3FE8 C5D3 (Far cabin - right side)
811E3FF0 C602
811E4010 801C
811E4012 1DA4

10 Aircraft (FLAG write then every OTHER preset)
First 5 rows represent object write: size, type, image, explosive or destructive, tag. Second 4 rows represent object placement: x, y, z, and room pointer.

Preset Start at #3C (chopper)
811E5028 0300
801E502B 0028
811E502C 011D
801E5030 0002
811E5032 01E1

811E4988 C4DD
811E4990 C638
811E49B0 801C
811E49B2 8AE4

811E5138 0300
801E513B 0028
811E513C 011B
801E5140 0002
811E5142 01E1

811E41F8 C53F
811E4200 C628
811E4220 801C
811E4222 8B44

811E5248 0300
801E524B 0028
811E524C 011C
801E5250 0002
811E5252 01E1

811E4224 C53C
811E422C C68F
811E424C 801C
811E424E F67C

811E53B0 0300
801E53B3 0028
811E53B4 011A
801E53B8 0002
811E53BA 01E1

811E4174 457A
811E417C C68E
811E419C 801C
811E419E AAFC

811E54EC 0300
801E54EF 0028
811E54F0 011C
801E54F4 0002
811E54F6 01E1

811E4510 C5FD
811E4518 C5F3
811E4538 801C
811E453A C9BC

811E5628 0300
801E562B 0028
811E562C 011A
801E5630 0002
811E5632 01E1

811E427C C61D
811E4284 C660
811E42A4 801D
811E42A6 0B8C

811E5790 0300
801E5793 0028
811E5794 011D
801E5798 0002
811E579A 01E1

811E41A0 C644
811E41A8 C690
811E41C8 801D
811E41CA 134C

811E58CC 0100
801E58CF 0028
811E58D0 0123
801E58D4 0002
811E58D6 0101

811E4568 C393
811E4570 44FC
811E4590 801C
811E4592 5584

811E5A08 0300
801E5A0B 0028
811E5A0C 011D
801E5A10 0002
811E5A12 01E1

811E42D4 C695
811E42DC C68A
811E42FC 801D
811E42FE 2AEC

811E5B70 0100
801E5B73 0028
811E5B74 0123
801E5B78 0002
811E5B7A 0101

811E4098 C68E
811E40A0 C655
811E40C0 801D
811E40C2 1F0C

WEAPONS
rocket launcher and others
(scattered weapons set around landing pad)
811E5D64 00D3
811E5D6A 0101

811E6144 00D3
811E614A 0101

811E411C C624 Solo start rocket launcher-(behind you)
811E4124 C6C6
811E4144 801C
811E4146 34A4

WEATHER (2 versions)
Surface II SOLO Weather in Surface I Multi (Night)
8104548A 00EC
D102B523 0003
8104548A 0150
D102B523 0004
8104548A 01B4

Surface I SOLO Weather in Surface I Multi (Day)
810452BE 00EC
D102B523 0003
810452BE 0150
D102B523 0004
810452BE 01B4

Music (A must!!) Credit to the Wreckster
8004EB8B 001C

Special thanks to Zoinkity for the BETA weather code for this level and Wreck for his continued assistance. MultiplayerX

HOW TO USE THE MCM MENU

Please read my tutorial below. The COLLISION feature is right on top of ALL GUNS. Hold A to select each feature. Hold A then try to walk through an object, if it works go to the next feature you need to turn ON.
1. Load the game normally and select INFINITE AMMO from the cheat menu then select SLAPPERS ONLY in the multi setup menu along with COMPLEX as your loading stage or STACK (Objects).
2. When you spawn into the level wait until the camera stops panning and your character disappears.
3. Press the up arrow and down arrow at the SAME time on the yellow 4-button pad on your joystick and a bunch of crazy scrambled looking words will appear.
4. Use your cross pad to scroll through to ALL GUNS, hold down A then scroll to ALL AMMO and select it with A also holding it down until a DIFFERENT gun appears. (Note)... Every once and a while you may have to hold down the C-up and C-down buttons AGAIN to get the highlighter to move through the menu......
5. Now, move the red highlight away from everything you selected to prevent the game from getting confused then press START.

<<Note>>
You eventually will become a PRO at using this menu. The collision feature works beautifully in multiplayer if you wish to play FULL versions of certain levels like Archives or Facility. This feature allows you to walk through doors that are normally locked during regular gameplay!

Now you can play with ANY weapon and never run out of ammo! Tank rounds are probably my favorite because you can shoot people from across the entire level! This is most interesting on the Surface level.

The codes here have all been modified WITHOUT weapon placements for quickest entry for game play. It is highly recommended to load ALL these levels through COMPLEX's or STACK’s (Objects) multiplayer setup with SLAPPERS ONLY! since you will be turning on the weapons.
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Last edited by MultiplayerX on Tue Apr 18, 2006 9:47 am; edited 7 times in total
 
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kcghost
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 PostPosted: Wed Apr 12, 2006 7:26 pm    Post subject: Reply with quote Back to top

1964 Emulator Report! Umm, err, not good. Its these times I wish I had a good gameshark. Sad

Its really wierd, I start it up 2-player, and repawns are fine, weapons are fine, but there are no choppers, only one. In you. First player screen is all glitchy and you see all these green textures, and I think I may have seen a plane texture too. Same thing happens to player two, but it seems to occur less.
 
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Wreck
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 PostPosted: Wed Apr 12, 2006 8:48 pm    Post subject: Reply with quote Back to top

Don't you need to be playing "The Living Daylights" mode for one of the helicopters to appear, Scotch? Maybe that could be the reason why they aren't all showing up. I'll have to test this out when I get a chance. Both PJ64 and 1964 will run on my PC now, so I can give her a go on those. If there's still a problem, then I'll save it to my cheating device codelist. Although I haven't been using it long, the Nineteen64 doesn't seem to like using GameShark codes as much as Project64.
 
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Wreck
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 PostPosted: Wed Apr 12, 2006 10:10 pm    Post subject: Reply with quote Back to top

Shadow, my friend...
I warned you about assigning 16-bit modifiers to odd addresses. They may work out okay on console in certain situations, but they're not so nice on an emulator. After trying it out on both 1964 & PJ64, I ran into the exact same problems as KC had reported. Not a single aircraft wanted to appear in the stage. However, graphical flickers of what appeared to be helicopter and aeroplane textures would pop up in your field of view from time to time. I first thought that it may have been an emulation thing, atleast until I looked over the codes. You had set the object types to 16-bit codes, even though they all were programmed in as odd addresses. Changed them over to 8-bit, I attempted to reload the stage. About 28 seconds into it, it started. No more graphic flickers, no more problems. Although I didn't count them all, it looked as though they were all there. Even Natalya in the Cradle chopper. Hehe, I hope that baby has got a heater, or she's gonna freeze her butt off out there! Razz

Here are the codes you should use to replace those object types with...

801E502B 0028
801E513B 0028
801E524B 0028
801E53B3 0028
801E54EF 0028
801E562B 0028
801E5793 0028
801E58CF 0028
801E5A0B 0028
801E5B73 0028

Other than that, I think everything else is working correctly. Pretty nice job, buddy. Great to see you've gotten aircrafts in your multi maps. I really look forward to checking out your Runway. Be sure to type it up for us soon! Smile
 
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MultiplayerX
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 PostPosted: Thu Apr 13, 2006 5:10 am    Post subject: Thanks Wreck!!! ABOVE CODES EDITTED AND FIXED Reply with quote Back to top

Sorry about that guys! I am still yet a padawan, not yet a Jedi. LOL. Just ran Streets with an 801 fix on the preset types and the game actually runs smoother now. Yeah I see what you mean after looking at it. No sense writing a 16 bit value if only an 8 bit one is needed there. Image tags are 16 bit though so I hope Emu's run cool with em. I'll be sure to type up the other codes with the right 801's for the other levels too.

Example to any new hackers reading these posts about what Wreck is talking about: 8 bit (2 values): 28 16 bit (4 values): 01E1

Wreck I'm telling you, we're getting dangerous. With Zoink and Sub hacking GE compression we just might see levels with all their objects soon.
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kcghost
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 PostPosted: Thu Apr 13, 2006 6:30 am    Post subject: Reply with quote Back to top

Just tested it out in emulator again. 2-PLayer, worked great, froze at one point, but in a big map multi with choppers, you cant expect not to have some problems. I couldnt seem to load 4-player. Great Job, MultiX-Shadow -err, whoever you are, lol.

Oh, Wreck, heres a tip, I have no idea why this works, it just does. When trying to load a game that has to load many coordinates like this one, use the pause button. Pause it and unpause it a couple times, and it cuts the loading time down signifigantly. I found it out after so many coordinates slowed down my archives fullzone, which Im still trying to figure out rotation for.

Im surprised you havent been able to place infinite objects or original solo setups already. I found a code the other day looking through the GSCentral Pages, that (as far as I can understand) actually places 16 respawns for ANY Multi map by assigning its own address range for them. Could that be modfied to add 16 objects instead of respawns? I know im getting a little off-track here, but here is that code.

Quote:
zoinkity
07.24.2004, 09:45 PM
16 respawn for every multiplayer

Should work in any standard multi, any number of players!

This banks in an alternate respawn preset table. It will work in any multiplayer, so long as the presets are valid.
The same technique can be used to replace any of the background data, clipping, both types of presets, and respawn tables. Nifty, eh? Uses the preset bvalues typical to objects.
So far, haven't managed to switch the object files out, whcih is really the whole aim of this in the first place, but there's still hope. Bloody shame, really.

set respawn address
(can set to any region, including above 8040!)
81075D08 8007
81075D0A 9C6C

respawn preset values
80079C73 0000
80079C7F 0001
80079C8B 0002
80079C97 0003
80079CA3 0004
80079CAF 0005
80079CBB 0006
80079CC7 0007
80079CD3 0008
80079CDF 0009
80079CEB 000A
80079CF7 000B
80079D03 000C
80079D0F 000D
80079D1B 000E
80079D27 000F

terminate list
(maybe won't need all of this...)
80079D2F 0001
80079D33 0001
81079D34 FFFF
81079D36 FFFF
80079D3F 0005
80079D47 0009

Obviously, you can do any number of respawn. Just include what you want and move the addresses for the terminating line. 16 is a little much, but it makes for a great example.
format for respawn is: 0000|####|0000 for each respawn. termination begins 8h above last preset. Maybe create a utility for this?
It only allows you to use 0xxx type presets (if you can get a 2xxx loaded please tell me!)

Okay, I suppose it's not quite as efficient as just adding the pointer to the preset and changing the value for the number of respawn... It's just such a neat trick!
It could be useful if you created a series of these charts so you could bank in different sets using only one activator code. Just a thought.
-
It's really more useful in the case of preset files, but a good example is hard to post thanks to the amount of codes. However, I might be able to get a demo of that up soon by loading one stage that targets low in memory and another that writes higher up. Usually it doesn't delete the first stage's preset file - a trick that could be used in multiplayers actually... Nice thing is you can use the same file for any number of players; any one-time write is welcome at this point.


Whoops, just read in there that Zoinkity tried to, but couldn't. Try, Try Again, Mr. Kidd? Smile
 
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 PostPosted: Thu Apr 13, 2006 7:48 am    Post subject: Reply with quote Back to top

Yeah, unfortunately if you try to load a solo setup into multiplayer, certain object types totally screw it up. Some it skips over (16 is one, but there are *many* others) and others, especially the objective types, murder it.

The action block isn't much help either. There are some types in there that do work, but others that won't. It's not very intuitive either. For instance, one of the text display types works, the other crashes the game. Thankfully though, the entire action block can be NULLed.

Guards though are the most annoying. Contrary to popular belief, it isn't that they suck down lots of processing power, it's that most of their routine controls *never load*. So, it will jump where the code is supposed to be, and then just keep rolling through the table pointers until it hits something that it can use - and whoopie! that soemthing has nothing to do with guards. Guards move Scary SCARY fast is the problem.

As for banking in objects, it's just that it would take hundreds of codes. -and lets face it, if you're already down to using an uploader, you might as well just do it the coolest way possible and upload a whole setup file at once.
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MultiplayerX
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 PostPosted: Thu Apr 13, 2006 8:38 am    Post subject: Damn!! This is why I like the MCM menu Reply with quote Back to top

I hacked out the weapon codes for graham and everyone that likes to use them. However I did see some level freezing when playing with the wife. This is why I HATE loading levels with weapons and prefer to just turn them on. Never had a problem with Jungle or my other levels when using SLAPPERS ONLY and the MCM menu. ADDED ABOVE TO CODES. Just try that and remove the weapon codes and load the game with slappers only and turn the weapons on. Let me know how it works out.

NOte: Then again all the other levels I hacked use preset type 3 for trees, crates, etc. Hmmmmm, oh well, if it still freezes let me know. At least type 3 presets work great. We can still add lots of objects to levels with normal types. If Sub and Zoink ever get that level editor finished it will make my levels look like play dough. Peace
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kcghost
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 PostPosted: Thu Apr 13, 2006 8:54 am    Post subject: Reply with quote Back to top

I played without the weapons and it didnt freeze on me, but that really doesn't mean that the first freeze was not just a fluke. I ran around for a little while with weapons too and I could not replicate the freeze.
 
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MultiplayerX
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 PostPosted: Thu Apr 13, 2006 10:10 am    Post subject: TEST Reply with quote Back to top

think it just depends on how much movement is taking place between the players. Test this for me if you don't mind by adding them to the codes.

Test 1:
81075D1C 801E
81075D1E 5020

OR

Test 2:
81075D1C 801E
81075D1E 5020
80079C6B 0002 EDIT: change 0002 to 0005 (Stack Respawn amount default)

BE SURE TO RUN AROUND AND SHOOT AT EACH PLAYER AND KILLING EACH ONE.
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