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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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Tigerpaw28 Agent

Joined: 28 Jan 2008 Posts: 16
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Posted: Sat Feb 09, 2008 11:01 pm Post subject: How is "Size (Hex)" in the 21990 calculated? |
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I've been doing some editing of the 21990 file in the Goldeneye Setup Editor and ran into a minor problem. I'd like to edit the multiplayer weapons sets to put in some of the weapons not normally found in multiplayer (primarily the Phantom).
But I don't know what the "Size (Hex)" value should be set to. Or, what it represents for that matter. My guess is that it refers to the size of the gun polygon when seen on the ground. I'm thinking I could use the value from a similarly sized weapon (D5K) and have it work, but that's not going to be guaranteed unless they're actually the same size.
-Tigerpaw28 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6178
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Posted: Sun Feb 10, 2008 6:03 pm Post subject: |
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I believe that's the size of the gun. I think 0100 was full size, so you can make it bigger or smaller. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1733
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Posted: Sun Feb 10, 2008 9:05 pm Post subject: |
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0100 is normal size, or 100%.
It's the hex version of a percentage. If you're using windows calculator (type CALC into the Run box - use winkey+R) you can make a hex percent from a normal one like so:
Say you want to make something 150% its normal size. Usually you see handguns a little larger like this.
1) Type 150 into the box in DEC mode
2) Multiply by 256
3) Divide by 100
4) Press the HEX button to change it itno the hex equivalent.
You should get 180. Type 0180 into the editor to set it to the new size.
--
Any chance these percentage types can be set as just normal percentages in future versions of the editor? I know there's conversion needed then on output, but it would really be helpful for those not as aquainted with hex math. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Tigerpaw28 Agent

Joined: 28 Jan 2008 Posts: 16
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Posted: Sun Feb 10, 2008 9:43 pm Post subject: |
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Thanks for the help guys.
I was really getting thrown by the fact that the hex values, in the editor, looked like decimal values. Now I just wish I understood why the GE programmers picked the values they did. It seems somewhat arbitrary.
I went made a chart of the values, just to see if I could find some type of pattern. And I happened upon two oddities:
Remote Mines
PP7 Special Issue 3.000000
ZMG (9mm) 1.500000
AR33* 1.500000
Remote Mines 1.500000
* Weapon box has AR33 selected but Weapon Image box has KF7 selected
Timed Mines
PP7 Special Issue 3.000000
ZMG (9mm) 1.500000
AR33* 1.500000
Timed Mines 1.500000
* Weapon box has AR33 selected but Weapon Image box has KF7 selected
Is that the way code actually reads or a problem with the setup editor?
-Tigerpaw28 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6178
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Posted: Mon Feb 11, 2008 5:07 am Post subject: |
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Wait, he's right! The editor uses floating point. Heh, I think I did the division for you. So 1.0 = 0100. 2.0 = 0200.
I think the actual ground pickup looks like an KF7 but you pick up an AR33, if I remember, didn't Rare mess up here? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Mon Feb 11, 2008 9:40 am Post subject: |
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Yeah, they (Rare) made a mistake with the pick-up images. I have it listed as one of the things that require fixing. If you're curious to see what we've got included in that list so far, check out the following link. There's quite likely more things found, and possibly dealt with, since last updating.
Correcting Mistakes _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Feb 11, 2008 10:15 am Post subject: |
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I was just looking at that topic a few days ago. I'm going to bump it with a few things I've noticed. |
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