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johnconner18
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Joined: 22 Jan 2006
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 PostPosted: Sun Jan 29, 2006 6:33 pm    Post subject: just some questions? Reply with quote Back to top

Hi guys i saw this site along with goldeneyeforever.com and it got my some what interrested in goldeneye again. i went to my local pawn shop about a week later and found goldeneye...i had to get it along with a system Razz luckly i still have my gameshark cause the pawn place wouldnt take it. anyways

i'm still noobish at gameshark hacking and such and always kinda have been. I just tried entering the code to walk threw the vent gate, in facility, and when i enter the code in the new code menu and hit exit and save the gs freezes so i restart it and the code doesnt appear..what am i doing wrong. also how do u guys find this kinda stuff out i watched my gs hacking video that came with my gs i still got it Razz and i understand how to change bullet levels and such but this is way over my head. can someone give me a basic rundown of how u guys do what u do? thanks
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Just bough a n64 just to play goldeneye Wink fun stuff man
 
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zerojett
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 PostPosted: Thu Apr 20, 2006 3:49 pm    Post subject: Reply with quote Back to top

geez... wish i knew how to do anything. i dont know how to work a value search or memory editor. dont have any ambition to.

the gameshark will lock up for a second... if its longer then i dont know whats wrong. your code hard drive may be full... not sure.
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MultiplayerX
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Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Fri Apr 21, 2006 8:24 am    Post subject: Reply with quote Back to top

Welcome John!!

All pointers for level setups are found at address 80075D00. There you will see pointers to game setup data. Folllow the example below to get started. Just email me if you have any questions: scottfilm@hotmail.com:

There are a few life-saving addresses to know, and
the one with setup pointers is most important for
editting stages.

The setup pointers are always at 80075D00. If you
jump there while a stage is loaded you will see 11
pointers. Each one is to a different part of setup
data.
I'm only going to list a few of them here - the ones
for spawns, objects, and the two type of presets. The
others are single player only and are for complex
things like paths, enemy spawning, and certain
objectives. (changing them, even when you know how
they work, can be a really bad idea)

setup pointers. Anything with an - don't worry about.
- - spawn points objects
- - 0xxx presets 2xxx presets
- - start of preset file (these offsets!)
_____________________
so you aren't confused, a byte is a set of two
numbers, like this:
FF
four bytes would look like this:
3F 80 00 00

a byte is a number from 0(00) to 255(FF)
Everything you see is in hexadecimal. When you count
in hexadecimal, you count like so:
0 1 2 3 4 5 6 7 8 9 A B C D E F

So, if you're adding remember:
9 + 1 = A
and
F + 1 = 10

You'll get used to it soon.
_____________________
there are two kinds of preset positions. Type 0xxx
start counting at 0000. If you see any object with a
preset 0000, 0001, 0002, etc THAT ISN'T A DOOR that
uses one of these. They are 44 bytes long and follow
this format:
x position
y position (not needed)
z position
x offset (don't mess with it)
y offset (don't mess with it)
z offset (don't mess with it)
x rotation
y rotation
z rotation
p--- pointer (points at a value like p123a, but isn't
useful for this stuff)
room pointer (pointer to the tile the object should
stand on - very important)

The only things you need to set are the x position, z
position, and room pointer. That's 4 codes per
preset.

These use a very special kind of number called a float
or IEEE number. These are fractions, like 3.14157.

Thankfully, you don't have to convert them to place
things if you can find bond's coordinates. Bond's
coordinates are the last listing in a table starting
at 80069C00 (don't fire though, because that adds
things on the end of the table and makes everything
much more difficult). Each one starts with a number;
You want one that starts 00000608. When you move, it
changes, so if you can't figure it out try that
method.

An example would be:
00000608 -------- 3E000000 3F800000 40000000 8014234C

In the example, the x position is 3E000000, the z
position is 40000000, and the room pointer is
8014234C.
If you stick these into a preset, that will change
whatever point you had into this position.
_____________________
2xxx presets are far more complicated. They are used
by doors, glass, etc. 2710 is the first entry on the
chart, then 2711, 2712, 2713, etc. Doors, though,
start counting at 0000, which is bloody annoying.

They are 68 bytes long. They store all the same stuff
as the 0xxx types as well as stuff to tell the object
how wide, tall, and long to be. They also appear at
exactly the height you set them to, unlike 0xxx where
gravity pull sthem to the floor.

You don't really want to try to set these, as they
take a lot of code and are touchy at best. However,
you probably do want to set objects to them, and
that's in the next section.
_____________________
Object list
These are the objects loaded into the stage. I should
probably send you the full object doc Sub and I have
worked on, but the most important things are all in
the first 8 bytes

ss ss -- tt MM MM pp pp
[s]cale: you can set how large the object is
[t]ype of object: there's a slew of types, listed
below
[M]odel: the object used. I attached Krijy's object
chart there. stick in a new model number and boom!
different object
[P]reset: you can use either kinds of presets. 0xxx
starts at 0000 and 2xxx starts at 2710. Not all
stages have 2xxx types, so watch out.

some common kinds of objects are:
01 doors. 0x100 bytes.

03 normal objects, such as crates, etc. 0x80 bytes
long

08 weapon pickups. 0x88 large. If you set the value
at 0x80 you can change the weapon you get on pickup.
What it looks like is set by the [m]odel though, so
don't forget to change one and not the other.
weapon digits are:
weapon model name
02 BA Hunting Knife
03 D1 Throwing Knife
04 BF PP7
05 CC PP7 (Silenced)
06 CD DD44 Dostovei
07 C1 Klobb
08 B8 KF7 Soviet
09 C3 ZMG 9mm
0A BD D5k Deutsche
0B CE D5k (Silenced)
0C C2 Phantom
0D BC AR33 Assault Rifle
0E C5 RC-P90
0F C0 Shotgun
10 CF Automatic Shotgun
11 D2 Sniper Rifle
12 BE Cougar Magnum
13 D0 Golden Gun
14 BF Silver PP7
15 BF Gold PP7
16 BB Moonraker Laser
17 C6 Watch Laser
18 B9 Grenade Launcher
19 D3 Rocket Launcher
1A C4 Hand Grenade
1B C9 Timed Mine
1C C8 Proximity Mine
1D C7 Remote Mine
1F C6 Tazer Boy
20 CA Tank Weapon

14 ammo boxes. 0xB4 large. You see the FFFF stuff?
If you set the 0000s after it to a number you pick up
that amount of ammo. The ammo types go in order, so
first FFFF0000 is type 1 ammo.
ammo types are:
1 9mm Ammo
2 (beta) also 9mm Ammo
3 Rifle Ammo
4 Shotgun Cartridges
5 Hand Grenades
6 Rockets
7 Remote Mines
8 Proximity Mines
9 Timed Mines
A Throwing Knives
B Grenade Launcher Rounds
C Magnum Rounds
D Golden Bullets

15 body armour. 0x88. the value at 0x80 is the
amount of health you get. Its a percentage, so if you
change the 0100 to 0200 you get double. It is really
easy to change body armour into a weapon. Just change
the type and set 0x80 to the weapon type.

2A normal glass
2F tinted glass, but setting the tint is kinda silly
30 ends the object list. you can stop the object list
early if you set an object type to this.
_____________________
The spawn points are the preset values characters
spawn at. Its different in solo, but in multiplayer
each one is listed like this:
0000 0xxx 0000
the xxx's are a 0xxx type preset. For instance, if
you wanted to start at the second preset you would
type in:
0000 0001 0000
(that's the second preset. They start counting at 0)

credit to: ZOINKITY


LEVEL MOD EXAMPLE:
Description
Stage: Control W Objects (Crates)
Setup: Stack
Hacked by Wreck & Zoinkity with Placement by MultiplayerX.

Scott,
I've included some extra information in this document, as well as the others.
You'll find that I've written out the proper way of finding object programming in any level, as well as that Body Armours into Objects explanation. If that isn't enough, you'll be happy to hear that we can also turn the Flag Tag Token into another object. And at the end of it all, there is a GameShark Uploader Format version of your codes for quick input.

Enjoy,
Wreck

Now, on with the show!

--------------------------------
Flag Tag Token Data!
--------------------------------
By the way, the correct address to find the object programming in any level is at:
80075D0C
Control Multi with Enable All Players should read:
801DCDA8
It will direct you to the Flag Tag Token, the first object in all multi maps:
01 00 00 08 01 4D 00 3C
00 00 00 01

Here are the codes needed to change the Flag Tag Token...

Flag Tag Token:
811DCDA8 ???? <-- Size of object
801DCDAB 00?? <-- Type of object
811DCDAC 0??? <-- Image of object
811DCDAE ???? <-- Placement of object
801DCDB1 0002 <-- Indestructible (optional)
811DCDB2 ???? <-- Layout of object

If you'd like it to be another crate, here are the codes to do just that...

Flag Tag Token:
811DCDA8 0250
801DCDAB 0003
811DCDAC 0058
801DCDB1 0002
811DCDB2 01E1

I've removed the code to change the preset, since we'll be using the Flag's...

Flag Tag Token (003C): ALWAYS first respawn (811DBCB8) + preset (3C) x 2C. Multiply 3C x 2C then add value to first respawn 811DBCB8.

811DC708
811DC710
811DC730
811DC732

Grab yourself a new set of coordinates and assign them to the Flag's preset. This will put one more object into your levels, which puts your total up to 13.


-----------------------------
Body Armour Data!
-----------------------------

Following the Flag Tag Token in the Stack setup file, you find both body armours are next in the list of objects. They look like this...

First Armour
01 80 00 15 00 73 00 0F
00 00 00 01
Second Armour
01 80 00 15 00 73 00 10
00 00 00 01

The only difference between the two, is the presets.
0F and 10

Here are the codes needed to change them into objects...

First Armour:
811DCE30 ???? <-- Size of object
801DCE33 00?? <-- Type of object
811DCE34 0??? <-- Image of object
811DCE36 ???? <-- Placement of object
801DCE39 0002 <-- Indestructible (option)
811DCE3A ???? <-- Layout of object

Second Armour:
811DCEB8 ???? <-- Size of object
801DCEBB 00?? <-- Type of object
811DCEBC 0??? <-- Image of object
811DCEBE ???? <-- Placement of object
801DCEC1 0002 <-- Indestructible (option)
811DCEC2 ???? <-- Layout of object

There is absolutely no reason to use Serial Codes with these, since there are only two objects. Even if you did patch them, it would equal out to the same amount of lines. So, we'll leave them each individually.

You'll probably want to follow the same lines as the crates, but if not, you'll know how to change them. Here are the codes with the new values for the crates...

First Armour:
811DCE30 0250
801DCE33 0003
811DCE34 0058
801DCE39 0002
811DCE3A 01E1

Second Armour:
811DCEB8 0250
801DCEBB 0003
811DCEBC 0058
801DCEC1 0002
811DCEC2 01E1

You may or may have not noticed that I removed the placement codes. This is because we'll be using their normal preset, only changing it's data. Now we locate where that data is...

First Armour (000F):
811DBF4C
811DBF54
811DBF74
811DBF76

Second Armour (0010):
811DBF78
811DBF80
811DBFA0
811DBFA2

All you have to do now, is fill in the values for where you want your objects to be.
I believe you have a handle on how to hack coordinates, so you should be good to go. Just plug in your data and you've got two more objects in the level. That gives you a grand total of 15 objects to place where ever you like in any stage.

-------------------------------------------------------
Onto your regular codes, plus the GameShark Uploader Format version at the end.
Also, I'd suggest you hack out five different respawn points, rather than use one twice. It'll help give the stage a more verzatile spawning assortment. Wink
-------------------------------------------------------

Stage Load
8002A8F7 0017
81037542 59D0
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
811DE8A3 0030

Respawns (4 total)
811DBCB8 451D (Elevator #1 / hangar area)
811DBCC0 C57F
811DBCE0 801C
811DBCE2 3D74

811DBCE4 C4C3 (Elevator #2 / hangar area)
811DBCEC C585
811DBD0C 801C
811DBD0E 3E64

811DBD10 C518 (Engine room)
811DBD18 C510
811DBD38 801C
811DBD3A 5CCC

811DBD3C C570 (Main elevator / Start of Solo level)
811DBD44 C48D
811DBD64 801B
811DBD66 9464

811DBD68 451D (REPEAT / Elevator #1 / hangar area
811DBD70 C57F
811DBD90 801C
811DBD92 3D74

Load objects (metal crates x4)
50000C80 0000
811DE2A4 0058 < object value goes here. 58 is a metal crate stack (4x4).
50000C80 0001
811DE2A6 0025
50000C80 0000
811DE2AA 01E1
50000C80 0000
811DE2A9 0002 < objects indestructible (do not use with explosive code)
OR
50000C80 0000
811DE2A3 0003 < objects explosive (do not use with indestructible code)
50000C80 0000
811DE2A0 0250 < size of your objects

12 Object Placements
811DC314 44D4
811DC31C C52F
811DC33C 801C
811DC33E 4C44

811DC340 4484
811DC348 C55D
811DC368 801C
811DC36A 3FD4

811DC36C 4497
811DC374 C584
811DC394 801C
811DC396 4014

811DC398 43CA
811DC3A0 C588
811DC3C0 801C
811DC3C2 443C

811DC3C4 C415
811DC3CC C588
811DC3EC 801C
811DC3EE 4624

811DC3F0 C3C8
811DC3F8 C564
811DC418 801C
811DC41A 464C

811DC41C C418
811DC424 C58C
811DC444 801C
811DC446 4624

811DC448 C4F0
811DC450 C518
811DC470 801C
811DC472 5D74

811DC474 C554
811DC47C C525
811DC49C 801C
811DC49E 595C

811DC4A0 C388
811DC4A8 4406
811DC4C8 801C
811DC4CA 129C

811DC4CC 4449
811DC4D4 426C
811DC4F4 801B
811DC4F6 EB04

811DC4F8 C565
811DC500 43B2
811DC520 801B
811DC522 B95C

"Control Sky"
81044DD6 0001
81044DD8 459C
81044DDA 4000
81044DE0 437F
81044DE4 437F
81044DE8 437F
81044DF0 C47A

Master Cheat Menu
81036F6C 0000
81036F6E 0002
D0064F31 000C
80024303 0001

---------------------------------------------
GameShark Uploader Format:
---------------------------------------------

"Multi Control w objects v1"
"Stage Load"
8002A8F7 0017
81037542 59D0
811DE8A3 0030
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
"Respawns"
811DBCB8 451D
811DBCC0 C57F
811DBCE0 801C
811DBCE2 3D74
811DBCE4 C4C3
811DBCEC C585
811DBD0C 801C
811DBD0E 3E64
811DBD10 C518
811DBD18 C510
811DBD38 801C
811DBD3A 5CCC
811DBD3C C570
811DBD44 C48D
811DBD64 801B
811DBD66 9464
811DBD68 451D
811DBD70 C57F
811DBD90 801C
811DBD92 3D74
"Load objects"
50000C80 0000
811DE2A4 0058
50000C80 0001
811DE2A6 0025
50000C80 0000
811DE2AA 01E1
50000C80 0000
811DE2A9 0002
50000C80 0000
811DE2A3 0003
50000C80 0000
811DE2A0 0250
"Object Placements"
811DC314 44D4
811DC31C C52F
811DC33C 801C
811DC33E 4C44
811DC340 4484
811DC348 C55D
811DC368 801C
811DC36A 3FD4
811DC36C 4497
811DC374 C584
811DC394 801C
811DC396 4014
811DC398 43CA
811DC3A0 C588
811DC3C0 801C
811DC3C2 443C
811DC3C4 C415
811DC3CC C588
811DC3EC 801C
811DC3EE 4624
811DC3F0 C3C8
811DC3F8 C564
811DC418 801C
811DC41A 464C
811DC41C C418
811DC424 C58C
811DC444 801C
811DC446 4624
811DC448 C4F0
811DC450 C518
811DC470 801C
811DC472 5D74
811DC474 C554
811DC47C C525
811DC49C 801C
811DC49E 595C
811DC4A0 C388
811DC4A8 4406
811DC4C8 801C
811DC4CA 129C
811DC4CC 4449
811DC4D4 426C
811DC4F4 801B
811DC4F6 EB04
811DC4F8 C565
811DC500 43B2
811DC520 801B
811DC522 B95C
"Control Sky"
81044DD6 0001
81044DD8 459C
81044DDA 4000
81044DE0 437F
81044DE4 437F
81044DE8 437F
81044DF0 C47A
"Master Cheat Menu"
81036F6C 0000
81036F6E 0002
D0064F31 000C
80024303 0001
.end
_________________
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Last edited by MultiplayerX on Fri Apr 21, 2006 8:30 am; edited 1 time in total
 
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MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Fri Apr 21, 2006 8:25 am    Post subject: Reply with quote Back to top

Welcome John!!

All pointers for level setups are found at address 80075D00. There you will see pointers to game setup data. Folllow the example below to get started:

There are a few life-saving addresses to know, and
the one with setup pointers is most important for
editting stages.

The setup pointers are always at 80075D00. If you
jump there while a stage is loaded you will see 11
pointers. Each one is to a different part of setup
data.
I'm only going to list a few of them here - the ones
for spawns, objects, and the two type of presets. The
others are single player only and are for complex
things like paths, enemy spawning, and certain
objectives. (changing them, even when you know how
they work, can be a really bad idea)

setup pointers. Anything with an - don't worry about.
- - spawn points objects
- - 0xxx presets 2xxx presets
- - start of preset file (these offsets!)
_____________________
so you aren't confused, a byte is a set of two
numbers, like this:
FF
four bytes would look like this:
3F 80 00 00

a byte is a number from 0(00) to 255(FF)
Everything you see is in hexadecimal. When you count
in hexadecimal, you count like so:
0 1 2 3 4 5 6 7 8 9 A B C D E F

So, if you're adding remember:
9 + 1 = A
and
F + 1 = 10

You'll get used to it soon.
_____________________
there are two kinds of preset positions. Type 0xxx
start counting at 0000. If you see any object with a
preset 0000, 0001, 0002, etc THAT ISN'T A DOOR that
uses one of these. They are 44 bytes long and follow
this format:
x position
y position (not needed)
z position
x offset (don't mess with it)
y offset (don't mess with it)
z offset (don't mess with it)
x rotation
y rotation
z rotation
p--- pointer (points at a value like p123a, but isn't
useful for this stuff)
room pointer (pointer to the tile the object should
stand on - very important)

The only things you need to set are the x position, z
position, and room pointer. That's 4 codes per
preset.

These use a very special kind of number called a float
or IEEE number. These are fractions, like 3.14157.

Thankfully, you don't have to convert them to place
things if you can find bond's coordinates. Bond's
coordinates are the last listing in a table starting
at 80069C00 (don't fire though, because that adds
things on the end of the table and makes everything
much more difficult). Each one starts with a number;
You want one that starts 00000608. When you move, it
changes, so if you can't figure it out try that
method.

An example would be:
00000608 -------- 3E000000 3F800000 40000000 8014234C

In the example, the x position is 3E000000, the z
position is 40000000, and the room pointer is
8014234C.
If you stick these into a preset, that will change
whatever point you had into this position.
_____________________
2xxx presets are far more complicated. They are used
by doors, glass, etc. 2710 is the first entry on the
chart, then 2711, 2712, 2713, etc. Doors, though,
start counting at 0000, which is bloody annoying.

They are 68 bytes long. They store all the same stuff
as the 0xxx types as well as stuff to tell the object
how wide, tall, and long to be. They also appear at
exactly the height you set them to, unlike 0xxx where
gravity pull sthem to the floor.

You don't really want to try to set these, as they
take a lot of code and are touchy at best. However,
you probably do want to set objects to them, and
that's in the next section.
_____________________
Object list
These are the objects loaded into the stage. I should
probably send you the full object doc Sub and I have
worked on, but the most important things are all in
the first 8 bytes

ss ss -- tt MM MM pp pp
[s]cale: you can set how large the object is
[t]ype of object: there's a slew of types, listed
below
[M]odel: the object used. I attached Krijy's object
chart there. stick in a new model number and boom!
different object
[P]reset: you can use either kinds of presets. 0xxx
starts at 0000 and 2xxx starts at 2710. Not all
stages have 2xxx types, so watch out.

some common kinds of objects are:
01 doors. 0x100 bytes.

03 normal objects, such as crates, etc. 0x80 bytes
long

08 weapon pickups. 0x88 large. If you set the value
at 0x80 you can change the weapon you get on pickup.
What it looks like is set by the [m]odel though, so
don't forget to change one and not the other.
weapon digits are:
weapon model name
02 BA Hunting Knife
03 D1 Throwing Knife
04 BF PP7
05 CC PP7 (Silenced)
06 CD DD44 Dostovei
07 C1 Klobb
08 B8 KF7 Soviet
09 C3 ZMG 9mm
0A BD D5k Deutsche
0B CE D5k (Silenced)
0C C2 Phantom
0D BC AR33 Assault Rifle
0E C5 RC-P90
0F C0 Shotgun
10 CF Automatic Shotgun
11 D2 Sniper Rifle
12 BE Cougar Magnum
13 D0 Golden Gun
14 BF Silver PP7
15 BF Gold PP7
16 BB Moonraker Laser
17 C6 Watch Laser
18 B9 Grenade Launcher
19 D3 Rocket Launcher
1A C4 Hand Grenade
1B C9 Timed Mine
1C C8 Proximity Mine
1D C7 Remote Mine
1F C6 Tazer Boy
20 CA Tank Weapon

14 ammo boxes. 0xB4 large. You see the FFFF stuff?
If you set the 0000s after it to a number you pick up
that amount of ammo. The ammo types go in order, so
first FFFF0000 is type 1 ammo.
ammo types are:
1 9mm Ammo
2 (beta) also 9mm Ammo
3 Rifle Ammo
4 Shotgun Cartridges
5 Hand Grenades
6 Rockets
7 Remote Mines
8 Proximity Mines
9 Timed Mines
A Throwing Knives
B Grenade Launcher Rounds
C Magnum Rounds
D Golden Bullets

15 body armour. 0x88. the value at 0x80 is the
amount of health you get. Its a percentage, so if you
change the 0100 to 0200 you get double. It is really
easy to change body armour into a weapon. Just change
the type and set 0x80 to the weapon type.

2A normal glass
2F tinted glass, but setting the tint is kinda silly
30 ends the object list. you can stop the object list
early if you set an object type to this.
_____________________
The spawn points are the preset values characters
spawn at. Its different in solo, but in multiplayer
each one is listed like this:
0000 0xxx 0000
the xxx's are a 0xxx type preset. For instance, if
you wanted to start at the second preset you would
type in:
0000 0001 0000
(that's the second preset. They start counting at 0)

credit to: ZOINKITY


LEVEL MOD EXAMPLE:
Description
Stage: Control W Objects (Crates)
Setup: Stack
Hacked by Wreck & Zoinkity with Placement by MultiplayerX.

Scott,
I've included some extra information in this document, as well as the others.
You'll find that I've written out the proper way of finding object programming in any level, as well as that Body Armours into Objects explanation. If that isn't enough, you'll be happy to hear that we can also turn the Flag Tag Token into another object. And at the end of it all, there is a GameShark Uploader Format version of your codes for quick input.

Enjoy,
Wreck

Now, on with the show!

--------------------------------
Flag Tag Token Data!
--------------------------------
By the way, the correct address to find the object programming in any level is at:
80075D0C
Control Multi with Enable All Players should read:
801DCDA8
It will direct you to the Flag Tag Token, the first object in all multi maps:
01 00 00 08 01 4D 00 3C
00 00 00 01

Here are the codes needed to change the Flag Tag Token...

Flag Tag Token:
811DCDA8 ???? <-- Size of object
801DCDAB 00?? <-- Type of object
811DCDAC 0??? <-- Image of object
811DCDAE ???? <-- Placement of object
801DCDB1 0002 <-- Indestructible (optional)
811DCDB2 ???? <-- Layout of object

If you'd like it to be another crate, here are the codes to do just that...

Flag Tag Token:
811DCDA8 0250
801DCDAB 0003
811DCDAC 0058
801DCDB1 0002
811DCDB2 01E1

I've removed the code to change the preset, since we'll be using the Flag's...

Flag Tag Token (003C): ALWAYS first respawn (811DBCB8) + preset (3C) x 2C. Multiply 3C x 2C then add value to first respawn 811DBCB8.

811DC708
811DC710
811DC730
811DC732

Grab yourself a new set of coordinates and assign them to the Flag's preset. This will put one more object into your levels, which puts your total up to 13.


-----------------------------
Body Armour Data!
-----------------------------

Following the Flag Tag Token in the Stack setup file, you find both body armours are next in the list of objects. They look like this...

First Armour
01 80 00 15 00 73 00 0F
00 00 00 01
Second Armour
01 80 00 15 00 73 00 10
00 00 00 01

The only difference between the two, is the presets.
0F and 10

Here are the codes needed to change them into objects...

First Armour:
811DCE30 ???? <-- Size of object
801DCE33 00?? <-- Type of object
811DCE34 0??? <-- Image of object
811DCE36 ???? <-- Placement of object
801DCE39 0002 <-- Indestructible (option)
811DCE3A ???? <-- Layout of object

Second Armour:
811DCEB8 ???? <-- Size of object
801DCEBB 00?? <-- Type of object
811DCEBC 0??? <-- Image of object
811DCEBE ???? <-- Placement of object
801DCEC1 0002 <-- Indestructible (option)
811DCEC2 ???? <-- Layout of object

There is absolutely no reason to use Serial Codes with these, since there are only two objects. Even if you did patch them, it would equal out to the same amount of lines. So, we'll leave them each individually.

You'll probably want to follow the same lines as the crates, but if not, you'll know how to change them. Here are the codes with the new values for the crates...

First Armour:
811DCE30 0250
801DCE33 0003
811DCE34 0058
801DCE39 0002
811DCE3A 01E1

Second Armour:
811DCEB8 0250
801DCEBB 0003
811DCEBC 0058
801DCEC1 0002
811DCEC2 01E1

You may or may have not noticed that I removed the placement codes. This is because we'll be using their normal preset, only changing it's data. Now we locate where that data is...

First Armour (000F):
811DBF4C
811DBF54
811DBF74
811DBF76

Second Armour (0010):
811DBF78
811DBF80
811DBFA0
811DBFA2

All you have to do now, is fill in the values for where you want your objects to be.
I believe you have a handle on how to hack coordinates, so you should be good to go. Just plug in your data and you've got two more objects in the level. That gives you a grand total of 15 objects to place where ever you like in any stage.

-------------------------------------------------------
Onto your regular codes, plus the GameShark Uploader Format version at the end.
Also, I'd suggest you hack out five different respawn points, rather than use one twice. It'll help give the stage a more verzatile spawning assortment. Wink
-------------------------------------------------------

Stage Load
8002A8F7 0017
81037542 59D0
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
811DE8A3 0030

Respawns (4 total)
811DBCB8 451D (Elevator #1 / hangar area)
811DBCC0 C57F
811DBCE0 801C
811DBCE2 3D74

811DBCE4 C4C3 (Elevator #2 / hangar area)
811DBCEC C585
811DBD0C 801C
811DBD0E 3E64

811DBD10 C518 (Engine room)
811DBD18 C510
811DBD38 801C
811DBD3A 5CCC

811DBD3C C570 (Main elevator / Start of Solo level)
811DBD44 C48D
811DBD64 801B
811DBD66 9464

811DBD68 451D (REPEAT / Elevator #1 / hangar area
811DBD70 C57F
811DBD90 801C
811DBD92 3D74

Load objects (metal crates x4)
50000C80 0000
811DE2A4 0058 < object value goes here. 58 is a metal crate stack (4x4).
50000C80 0001
811DE2A6 0025
50000C80 0000
811DE2AA 01E1
50000C80 0000
811DE2A9 0002 < objects indestructible (do not use with explosive code)
OR
50000C80 0000
811DE2A3 0003 < objects explosive (do not use with indestructible code)
50000C80 0000
811DE2A0 0250 < size of your objects

12 Object Placements
811DC314 44D4
811DC31C C52F
811DC33C 801C
811DC33E 4C44

811DC340 4484
811DC348 C55D
811DC368 801C
811DC36A 3FD4

811DC36C 4497
811DC374 C584
811DC394 801C
811DC396 4014

811DC398 43CA
811DC3A0 C588
811DC3C0 801C
811DC3C2 443C

811DC3C4 C415
811DC3CC C588
811DC3EC 801C
811DC3EE 4624

811DC3F0 C3C8
811DC3F8 C564
811DC418 801C
811DC41A 464C

811DC41C C418
811DC424 C58C
811DC444 801C
811DC446 4624

811DC448 C4F0
811DC450 C518
811DC470 801C
811DC472 5D74

811DC474 C554
811DC47C C525
811DC49C 801C
811DC49E 595C

811DC4A0 C388
811DC4A8 4406
811DC4C8 801C
811DC4CA 129C

811DC4CC 4449
811DC4D4 426C
811DC4F4 801B
811DC4F6 EB04

811DC4F8 C565
811DC500 43B2
811DC520 801B
811DC522 B95C

"Control Sky"
81044DD6 0001
81044DD8 459C
81044DDA 4000
81044DE0 437F
81044DE4 437F
81044DE8 437F
81044DF0 C47A

Master Cheat Menu
81036F6C 0000
81036F6E 0002
D0064F31 000C
80024303 0001

---------------------------------------------
GameShark Uploader Format:
---------------------------------------------

"Multi Control w objects v1"
"Stage Load"
8002A8F7 0017
81037542 59D0
811DE8A3 0030
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
"Respawns"
811DBCB8 451D
811DBCC0 C57F
811DBCE0 801C
811DBCE2 3D74
811DBCE4 C4C3
811DBCEC C585
811DBD0C 801C
811DBD0E 3E64
811DBD10 C518
811DBD18 C510
811DBD38 801C
811DBD3A 5CCC
811DBD3C C570
811DBD44 C48D
811DBD64 801B
811DBD66 9464
811DBD68 451D
811DBD70 C57F
811DBD90 801C
811DBD92 3D74
"Load objects"
50000C80 0000
811DE2A4 0058
50000C80 0001
811DE2A6 0025
50000C80 0000
811DE2AA 01E1
50000C80 0000
811DE2A9 0002
50000C80 0000
811DE2A3 0003
50000C80 0000
811DE2A0 0250
"Object Placements"
811DC314 44D4
811DC31C C52F
811DC33C 801C
811DC33E 4C44
811DC340 4484
811DC348 C55D
811DC368 801C
811DC36A 3FD4
811DC36C 4497
811DC374 C584
811DC394 801C
811DC396 4014
811DC398 43CA
811DC3A0 C588
811DC3C0 801C
811DC3C2 443C
811DC3C4 C415
811DC3CC C588
811DC3EC 801C
811DC3EE 4624
811DC3F0 C3C8
811DC3F8 C564
811DC418 801C
811DC41A 464C
811DC41C C418
811DC424 C58C
811DC444 801C
811DC446 4624
811DC448 C4F0
811DC450 C518
811DC470 801C
811DC472 5D74
811DC474 C554
811DC47C C525
811DC49C 801C
811DC49E 595C
811DC4A0 C388
811DC4A8 4406
811DC4C8 801C
811DC4CA 129C
811DC4CC 4449
811DC4D4 426C
811DC4F4 801B
811DC4F6 EB04
811DC4F8 C565
811DC500 43B2
811DC520 801B
811DC522 B95C
"Control Sky"
81044DD6 0001
81044DD8 459C
81044DDA 4000
81044DE0 437F
81044DE4 437F
81044DE8 437F
81044DF0 C47A
"Master Cheat Menu"
81036F6C 0000
81036F6E 0002
D0064F31 000C
80024303 0001
.end
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