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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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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Posted: Sat Feb 02, 2008 6:37 am Post subject: NTSC to PAL |
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How can i convert a gameshark ntsc code to pal?
i read something about
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GoldenEye 007 (801A0000-801E0000 region) NTSC-PAL N64
-18C70 in Hexdecimal
GoldenEye 007 (Very Low in RAM) NTSC-PAL N64
-ABO or -AB1 in Hexdecimal
GoldenEye 007 (80021000-80036000 region) NTSC-PAL N64
-4AB1 in Hexdecimal
GoldenEye 007 (before 80021000) NTSC-PAL N64
-2148 in Hexdecimal
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I tried it and it works but what about the other codes?
e.g. i want this code 81051D90 3FFF to PAL
(it increase the size of the enemies)
how can i see what this code does in ntsc and then search it in my pal game? |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Sat Feb 02, 2008 6:12 pm Post subject: |
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Hey BillyGlenn,
Porting codes from NTSC to PAL in GoldenEye is a bit here and there. I myself have ported codes for PAL GoldenEye, and it can be tricky at times...
From my research years ago, there's also:
802XXXXX Region NTSC-PAL
-FEA0
8003XXXX Region NTSC-PAL
-15BB0
Like I said, porting can be a tricky business, and you're better off rehacking it, which is easier said than done, unfortunatly.
Anyway, as for those Enemy size modifiers, I ported these years back for my own use, and if I recall, I do have them laying about somewhere...
I'll post later if I can find them... |
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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Posted: Sun Feb 03, 2008 3:03 am Post subject: |
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thank you thats great
i hope to get some ported by myself but it would be nice if you found that size modifier |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 04, 2008 12:49 pm Post subject: |
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Hmmm... it appears I have totally mislaid those darn codes, or probably threw them in the trash years back. Sorry!
I'll port them for you, if you like...
Where did you find those codes, by the way? |
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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 04, 2008 4:56 pm Post subject: |
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Ah, the memories!
One more thing about porting codes, which i'm sure you're aware of anyway, is that not all codes can be ported. For example, the Master Cheat Menu code (MCM for short), was deleted from the PAL version but kept in part in the NTSC version, therefore a port of the code would be useless.
To be honest, the MCM is one of few NTSC codes I can think of that PAL people would actually consider being worthy of porting, if it was possible. |
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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Posted: Mon Feb 04, 2008 5:00 pm Post subject: |
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year i noticed.
But there are some good porting tutorials on these websites |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Feb 04, 2008 5:16 pm Post subject: |
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There certainly are!  |
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mcbrainlegend Agent

Joined: 20 Oct 2007 Posts: 79
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Posted: Tue Feb 05, 2008 3:33 am Post subject: |
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by PAL do you mean action replay, and is NTSC the gameshark? |
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mcbrainlegend Agent

Joined: 20 Oct 2007 Posts: 79
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Posted: Tue Feb 05, 2008 3:34 am Post subject: |
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I really dont know crap about all this stuff, but are these action replay codes u posted? |
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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Posted: Tue Feb 05, 2008 9:27 am Post subject: |
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yeah it´s action replay.
but you can also use it for gameshark when you got a pal game |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Tue Feb 05, 2008 9:31 am Post subject: |
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There's also a blanket way to take the 2 player NTSC stage codes - such as Facility BZ - and automatically get them working in PAL.
Let me quote from the GSCentral Archive:
Krijy wrote: | Krijy
02.28.2005, 04:36 PM
As it stands at the moment the codes that allow you to play GoldenEyes solo arenas in multiplayer are very lengthy, and haven't been ported to PAL. They are also scattered all over the place and quite hard to find on the internet. I have hacked a code that allows you to play with all players using just the four player version of any solo arena in multi code. I have also hacked a code that allows you to play with all players in PAL using the NTSC two player version of any solo arena in multi code. This is both easy to do and saves the trouble of having to port the entire code. It is my hope that we can finish off all the solo arena in multiplayer codes for GoldenEye, and post them in this one topic so that we know where they all are.
One of the main problems with the solo arenas in multi is that in different player modes the in-game level data is put in different places. This means that you end up with three different codes, one for two players, one for three players and one for four players. When you come to entering the codes into your cheating device it takes a long time to enter them all (especially if you don't have a link cable). Ideally you want just one code that works for all player amount modes (in both NTSC and PAL).
[editor's note: NTSC-specific information is omitted here]
Enabling all players in PAL with the NTSC two player version of a solo arena in multiplayer code
PAL differs slightly from NTSC in several ways. The pointer that specifies the start of the in-game level data is located at 80056DD0 and has the value 80075700, the difference between each player mode is 2A70 instead of 2A80, and the in-game level data is usually put further down in the memory than in NTSC. You could simply modify 80075700 so that the in-game level data lines up with the NTSC four player code, but, the NTSC four player code is too far up in the memory and the code won't work. Instead you need to use the NTSC two player version as a base code, because it's further down in the memory and closer to where the in-game level data is usually put in PAL. The following code will work in most cases (if not all):
All players in PAL using the NTSC two player version of a solo arena in multi code: (PAL ONLY)
[editor's note: the finalized version of the code is listed here, not the one from the original document]
81056DD0 8008
81056DD2 8EA0
D1026A72 0002
81056DD2 E380
D1026A72 0003
81056DD2 B910
You can't simply bang the enable all players code onto any odd NTSC two player code. The code contains several parts that do not modify the in-game level data. These can be easily ported and are the level modifier code, skip intros and sky modifier. Any code that is obviously in the in-game level data part of the memory, like 811FXXXX or 811EXXXX you don't have to worry about. Any code that is less than 8008E360, you have to port.
How to port a level modifier code from NTSC to PAL:
NTSC Aztec Complex in Multiplayer:
8002A8F7 001C
81037556 5918
1.
NTSC
8002A8F7 001C
PAL
80025E47 001C
Simply change the code but use the same value.
2.
NTSC
81037556 5918
PAL
81032606 AFD8
To port the setup modifier subtract 4F50 from the code address: 81037556 - 4F50 = 81032606. You also need to change the value by adding 56C0: 5918 + 56C0 = AFD8.
PAL Aztec Complex in Multiplayer:
80025E47 001C
81032606 AFD8
3.
If the solo arena in multi code needs the skip intros code use the PAL version instead of the NTSC version:
NTSC:
8102A932 0000
8102A93A 0000
8102A92E 0000
8102A92D 0000
PAL:
81025E82 0000
81025E8A 0000
81025E7E 0000
81025E7D 0000
How to port a sky modifier code from NTSC to PAL:
NTSC Give Jungle a sky:
81044DC4 451C
81044DD4 1820
81044DD6 0001
81044DD8 459C
81044DDA 4000
81044DE0 437F
81044DE4 437F
81044DE8 437F
PAL Give Jungle a sky:
8103E2B4 451C
8103E2C4 1820
8103E2C6 0001
8103E2C8 459C
8103E2CA 4000
8103E2D0 437F
8103E2D4 437F
8103E2D8 437F
Simply subtract 6B10 from the code address.
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The document goes on to list many of the original, GS/AR multiplayer stages converted to PAL. The above though describes the method for porting NTSC 2pl stages to PAL, allow the same code to be used regardless the number of players playing, and various offsets within the NTSC-21990 main compressed binary. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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mcbrainlegend Agent

Joined: 20 Oct 2007 Posts: 79
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Posted: Wed Feb 06, 2008 12:43 am Post subject: |
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BillyGlenn wrote: | yeah it´s action replay.
but you can also use it for gameshark when you got a pal game |
i know codes differ between Gameshark and Action replay but do they also differ between an NTSC Action Replay and a PAL Action Replay? |
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mcbrainlegend Agent

Joined: 20 Oct 2007 Posts: 79
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Posted: Wed Feb 06, 2008 12:48 am Post subject: |
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zoinkity wrote: | There's also a blanket way to take the 2 player NTSC stage codes - such as Facility BZ - and automatically get them working in PAL.
Let me quote from the GSCentral Archive:
Krijy wrote: | Krijy
02.28.2005, 04:36 PM
As it stands at the moment the codes that allow you to play GoldenEyes solo arenas in multiplayer are very lengthy, and haven't been ported to PAL. They are also scattered all over the place and quite hard to find on the internet. I have hacked a code that allows you to play with all players using just the four player version of any solo arena in multi code. I have also hacked a code that allows you to play with all players in PAL using the NTSC two player version of any solo arena in multi code. This is both easy to do and saves the trouble of having to port the entire code. It is my hope that we can finish off all the solo arena in multiplayer codes for GoldenEye, and post them in this one topic so that we know where they all are.
One of the main problems with the solo arenas in multi is that in different player modes the in-game level data is put in different places. This means that you end up with three different codes, one for two players, one for three players and one for four players. When you come to entering the codes into your cheating device it takes a long time to enter them all (especially if you don't have a link cable). Ideally you want just one code that works for all player amount modes (in both NTSC and PAL).
[editor's note: NTSC-specific information is omitted here]
Enabling all players in PAL with the NTSC two player version of a solo arena in multiplayer code
PAL differs slightly from NTSC in several ways. The pointer that specifies the start of the in-game level data is located at 80056DD0 and has the value 80075700, the difference between each player mode is 2A70 instead of 2A80, and the in-game level data is usually put further down in the memory than in NTSC. You could simply modify 80075700 so that the in-game level data lines up with the NTSC four player code, but, the NTSC four player code is too far up in the memory and the code won't work. Instead you need to use the NTSC two player version as a base code, because it's further down in the memory and closer to where the in-game level data is usually put in PAL. The following code will work in most cases (if not all):
All players in PAL using the NTSC two player version of a solo arena in multi code: (PAL ONLY)
[editor's note: the finalized version of the code is listed here, not the one from the original document]
81056DD0 8008
81056DD2 8EA0
D1026A72 0002
81056DD2 E380
D1026A72 0003
81056DD2 B910
You can't simply bang the enable all players code onto any odd NTSC two player code. The code contains several parts that do not modify the in-game level data. These can be easily ported and are the level modifier code, skip intros and sky modifier. Any code that is obviously in the in-game level data part of the memory, like 811FXXXX or 811EXXXX you don't have to worry about. Any code that is less than 8008E360, you have to port.
How to port a level modifier code from NTSC to PAL:
NTSC Aztec Complex in Multiplayer:
8002A8F7 001C
81037556 5918
1.
NTSC
8002A8F7 001C
PAL
80025E47 001C
Simply change the code but use the same value.
2.
NTSC
81037556 5918
PAL
81032606 AFD8
To port the setup modifier subtract 4F50 from the code address: 81037556 - 4F50 = 81032606. You also need to change the value by adding 56C0: 5918 + 56C0 = AFD8.
PAL Aztec Complex in Multiplayer:
80025E47 001C
81032606 AFD8
3.
If the solo arena in multi code needs the skip intros code use the PAL version instead of the NTSC version:
NTSC:
8102A932 0000
8102A93A 0000
8102A92E 0000
8102A92D 0000
PAL:
81025E82 0000
81025E8A 0000
81025E7E 0000
81025E7D 0000
How to port a sky modifier code from NTSC to PAL:
NTSC Give Jungle a sky:
81044DC4 451C
81044DD4 1820
81044DD6 0001
81044DD8 459C
81044DDA 4000
81044DE0 437F
81044DE4 437F
81044DE8 437F
PAL Give Jungle a sky:
8103E2B4 451C
8103E2C4 1820
8103E2C6 0001
8103E2C8 459C
8103E2CA 4000
8103E2D0 437F
8103E2D4 437F
8103E2D8 437F
Simply subtract 6B10 from the code address.
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The document goes on to list many of the original, GS/AR multiplayer stages converted to PAL. The above though describes the method for porting NTSC 2pl stages to PAL, allow the same code to be used regardless the number of players playing, and various offsets within the NTSC-21990 main compressed binary. |
So when porting to PAL do i write the NTSC codes into the PAL Gameshark? |
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BillyGlenn Agent


Joined: 28 Jan 2008 Posts: 58
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Posted: Wed Feb 06, 2008 7:54 am Post subject: |
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i think it doesn ´t make any difference if you got a gameshark or an action replay they are the same hardware.
The only important think is that if you got a ntsc game you need gameshark codes and if you got a pal game you need action replay codes.
The gameshark is produced for usa and the action replay for europe (i dont belive that you can buy a ntsc action replay)
i´m using a gameshark and have a pal game so i need the action replay codes.
You could also enter gameshark codes into an action replay if you have a ntsc game.
(i hope so) |
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