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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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Captin.Frosty Agent


Joined: 24 Feb 2007 Posts: 108 Location: A cold dark basmenet..  |
Posted: Sat Apr 12, 2008 9:55 am Post subject: Un-used multiplayer levels |
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16 - sho(ump_setupshoZ)
18 - eld(ump_setupeldZ)
1B - lue(ump_setuplueZ)
1D - rit(ump_setupritZ)
1F - ear(ump_setupearZ)
20 - lee(ump_setupleeZ)
21 - lip(ump_setuplipZ)
22 - len(ump_setuplenZ)
23 - wax(ump_setupwaxZ)
24 - pam(ump_setuppamZ)
11 un-used multiplayer set ups for levels. I found these in 21990 Mods _________________
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Captin.Frosty Agent


Joined: 24 Feb 2007 Posts: 108 Location: A cold dark basmenet..  |
Posted: Sat Apr 12, 2008 11:39 am Post subject: |
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any one know where those came from _________________
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DELETED Guest
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Posted: Sat Apr 12, 2008 11:43 am Post subject: |
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DELETED |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7249 Location: Ontario, Canada  |
Posted: Sat Apr 12, 2008 11:47 am Post subject: |
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Those are all unused and non-existent. The GoldenEditor simply lists them in the MP stage select menu modifications, since the stage ID's use those filenames. They still exist in name form only, as well as containing their own level setup blocks. But they lack memory allocation data, which is what makes the stage playable. And since there is no real setup for them in ROM, it crashes immediately when the ID is registered.
Simply put, they don't exist.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Sun Apr 13, 2008 12:07 pm Post subject: |
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len is complex. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7249 Location: Ontario, Canada  |
Posted: Sun Apr 13, 2008 12:11 pm Post subject: |
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Actually, "Ump_setuprefZ" is Complex. I believe that "Ump_setuplenZ" would be a Cuba end cutscene setup for multiplayer, if one existed. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sun Apr 13, 2008 6:52 pm Post subject: |
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Oh, you *can* add setups for each of these stages using the editor. In the 21990 tools, add in a text string matching the stage; ie. Ump_setuplenZ
Then, insert a setup file to that new name. When you call the stage from the mp menu (in this case, #0x36), it will be able to recall the mp stage name.
In the 21990 block there is a little "mp_" string. It uses the normal stage name, such as UsetuprefZ, and appends it with this string, making Ump_setuprefZ. It then looks through the main rom address table, pulling the string values from the pointers present, and compares the value in the lookup table to the string it generated. On a hit, it loads from that rom address to the following address. Neat, eh?
Oh, incidentally, you can redirect all the stage name lookups to the main table - assuming you add solo entries for *every* stage, or at least the strings ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Mon Apr 14, 2008 6:04 am Post subject: |
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oops i got Complex and Cuba mixed up. |
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