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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Nov 25, 2007 12:36 pm Post subject: Added Allocation to editor |
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This lets you fix texture glitches, things like that. It's kind of a hack, so here's the special explanation. You can only modify allocation to the same number of digits. So if you have the value 654, you can only adjust it to 100-999. If you have 60, you can only adjust it from 10-99, etc.
To fix a stage that is having texture issues, put everything in the ROM, then load the ROM in 21990, then adjust the -mt a bit higher (such as 650 to 800), then adjust -ma from 150 to 300 for example. Then write the ROM. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Fri Dec 21, 2007 4:21 am Post subject: |
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Excellent!
Sheesh, I'm probably quite far behind on the GoldenEditor, aren't I? I'll have to check my e-mails to see if you've sent me any updates. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Fri Dec 21, 2007 6:28 pm Post subject: |
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Is it possible to edit -mt using a GS code on console? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Dec 21, 2007 10:31 pm Post subject: |
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The codes Krijy made to move the start of certain memory locations do the same thing - in other words, the 2-4 player code that moves memory so the same level codes can be used for any number of players work by moving the values set by the allocation values.
In part, that's how I traced what some of those blocks do.
You probably could use GS codes to do the same, but at the same time you could use them to just set the actual buffer sizes directly. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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00Dark 007


Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Dec 28, 2007 9:51 pm Post subject: |
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Would this fix the overlap in Cuba? If it did then that would be a great accomplishment. No, I'm not still deadset on my Cuba arena; I got over that a long time ago. I also see that alot of other nearly perfected maps have those pesky graphics errors. Fixing level overlaps would be much useful.
Graphics issues are so damn annoying especially with every level so close to perfection...
Damn... |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Dec 28, 2007 10:03 pm Post subject: |
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I don't think it's related to Cuba. For some reason it's showing the guards and objects in front of the scenary at all times. It's not supposed to ordinarily do this.
We could probably make you a "new" Cuba, but it wouldn't be hi res and it should work just dandy. |
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