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Facility Backzone plus Frontzone hybrid
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Wed Jan 04, 2006 9:26 pm    Post subject: Facility Backzone plus Frontzone hybrid Reply with quote Back to top

This isn't really a hack, but rather a modification of Wreck's backzone hack. It combines both the Original Facility Frontzone along with the Facility backzone into one giant multiplayer level by removing the locked door separating the two. I divided up the spawn points (6 in frontzone, 2 in backzone), divided up the weapons and armor points (about 50/50), and I kept some of the glass code. The shatter-proof glass in the facility frontzone is gone which is kinda cool because you can shoot people through what originally was unpenetratable. The electronic doors are missing in the backzone as I prefer keeping them in the frontzone. If you activate the lab door code, then 4 of the bathroom stall doors disappear.

Text version of modified codes

Now, I don't know diddly squat about hacking. My question is - is it possible to create objects in the backzone (glass, doors, etc) without them disappearing from the frontzone?
 
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Wreck
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 PostPosted: Wed Jan 04, 2006 10:08 pm    Post subject: Reply with quote Back to top

Sounds cool, BMW.
GE Master used to try and get me to do a Facility Midzone, which combined certain areas from the front and others from the back. This is probably one massive stage, which would feel really big for only 2-Players. It'd definitely see good action with 4-Players, that's for sure. Although I have never actually tried seeing how a full Facility would work in multiplayer, I can picture slight blackoutting issues. Have you noticed anything thus far? As well, I know that a few rooms can cause a framerate drop in the backzone, but I'm unsure of how that would play out in the full map. I'm gonna have to give this one a look later tonight. Smile

As far as adding in additional objects, it's not possible with a GameShark alone. However, doors can be sacrificed in order to make objects. One door will give you two of practically anything else. This is a little trick Zoinkity taught me, which allowed me to include the Bottling Tanks in the second release of the Facility Backzone. We can only work with what we have in the stage, that's why the Archives Backzone was missing so many doors. The GameShark can only use aproximately 255 lines of code at one time, those other lines will not activate and maybe even cause the game to crash. Though it may not hurt the system, it still won't start the game. This is another little problem I had with The Quad...
 
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bmw
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Joined: 04 Jan 2006
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Location: Michigan

 PostPosted: Wed Jan 04, 2006 11:00 pm    Post subject: re: wreck Reply with quote Back to top

I haven't really got to test the hybrid that much on the console (most of my testing was 2-player on the emulator), but I was able to play a little bit of 4 player on the console with a few of my friends (who were absolutely amazed at the ability to get rid of that locked door). There were no blackout issues anywhere, and I didn't notice any framerate issues (I think that leaving out the bottling tanks and leaving out the lab doors is just enough to prevent problems)

The hybrid was actually quite fun in 4 player mode on the console, esp. with the proxies. The room with where the bottling tanks are is another great room for loading full of mines since I kept one of the regeneration points beyond the exit doors in that room. And the removal of the bullet-proof glass in the frontzone was a definite plus!

My only complaint would be that the weapons are kinda sparse when you have to spread them out over that huge of an area. You said you can sacrifice any door for 2 of anything - would it be possible to sacrifice a few bathroom stall doors for a few more weapons sets?
 
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Wreck
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 PostPosted: Thu Jan 05, 2006 3:13 am    Post subject: Reply with quote Back to top

I just gave a couple of run throughs with all player amounts of the Full Facility. You did a pretty good job dividing up the weapons and armour, leaving enough for both front and back. It could maybe have used another one or two respawns in the backzone, but that is completely your decision. Seeing that you did the codes for each amount of players, I took the 4-Player section and added on two new things. The first is a "Skip Intro" code. GoldenEye likes to freeze up during the intros whenever I attempt to play either Facility Backzone or The Quad, so I have to use this in order to get through to the menu. Otherwise, you need to turn the codes off and back on once you've gotten into the multiplayer menu. The other code is the "Enable All Players" mod, which will allow you to play with any number of people using the same codes for 4-Player mode. Now you don't need to use three different sets, only one. Here they are, straight from my codelist...

"Full Facility Multi"
"Skip Intro"
8102A932 0000
"Enable All Players"
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
"Respawns"
811F2E1A 0134
811F2E26 0127
"Weapon Placements"
811EFBB6 274F
811EFC3E 2750
811EFCF2 0117
811EFDA6 00A3
811EFE2E 009D
811EFEE2 00A4
811EFF96 00DA
811F001E 00DB
811F00D2 00DF
811F0946 0131
811F09CE 008E
811F0A82 0132
"Armour Placement"
811F0B36 00A1
"Flag Placement"
811EFB2E 0061
"Locked Door Removal"
801F2847 0084
"Glass"
50000894 0000
801F2943 002A
50000694 0001
801F2947 008A
50000294 0001
801F2CBF 007D
50000894 0000
801F2949 0000
50000894 0000
801F294D 0000
"Lab Doors (optional)"
801F1045 00A0
801F1145 00A0
801F1245 00A0
801F1345 00A0
801F1047 0075
801F1147 0076
801F1247 0077
801F1347 0078
801F10E7 0001
801F11E7 0001
801F12E7 0001
801F13E7 0001
801F1348 0060
"Bottling Tanks (optional)"
50000A80 0000
811F1840 0280
50000A80 0000
801F1843 0024
50000A80 0000
801F1845 0075
50000A80 0001
811F1846 2710
50000A80 0000
811F1848 0002
50000A80 0000
811F184A 1001
50000A80 0000
811F184E 0100
811F1934 03E8
811F1A34 03E8
811F1B34 03E8
811F1C34 03E8
811F1D34 03E8
.end

If you wanted that door in the bottling tank room to be unlocked, here's the code to do just that...

"Unlock Door"
801F28DF 0000

The frames seemed to hold really well, better than expected. However, I didn't actually get a chance to play with three other people, either. Four active gamers will take more out of the game than only one. The only area I noticed that suffered from a slight frame drop was the bottling tank room. This is the same for Facility Backzone and cannot be helped. In my experience, the amount of items doesn't affect the framerate, unless there is an incredible number of them. Best example of this is Archives Backzone. It runs the same with or without the bookshelves. So don't think I'm holding that against you, because it happens to everyone. No worries. Smile

Now, when I said "practically anything else", one of the things to leave off that list would be weapons. Hehe. They take up a bit more space than a regular prop. You might be able to get away with it, but even if it were to even itself out in the memory, it may take too many lines with a GS to run it on console. Confused
 
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FRKN.FRoG
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 PostPosted: Thu Jan 05, 2006 8:40 am    Post subject: Reply with quote Back to top

going to try that one Smile thanks!
 
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bmw
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Posts: 1367
Location: Michigan

 PostPosted: Thu Jan 05, 2006 8:16 pm    Post subject: re: whole facility Reply with quote Back to top

I had originally tried the "enable all players" code in conjunction with the 4-player code, but every time it would freeze up my emulator right when starting the level, so that was why I left the indivudual codes for 2-3-4 players. But I didn't have the skip intro code in there either. With that skip intro code inserted, everything seems to run fine with the all-multi code for any number of players, so that must have been my problem.

Oh yeah, and thanks for the code to unlock the bottling room door. That was the other gripe I had, I couldn't figure out how to unlock it.

And I stumbled across one other modification - using only part of the lab door code causes glass lab doors to replace 4 of the bathroom stalls. I kinda like the glass doors in the bathroom. Is there any way to replace ALL the stalls with glass lab doors?
 
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mrjeffguy
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 PostPosted: Thu Jan 05, 2006 8:38 pm    Post subject: Reply with quote Back to top

I can't wait to try this. I love trying new levels. I'll add this to my list of codes for levels. This one sounds fun with four players.

So it's not possible to actually create an object? You just move things around and change what they are, right? I gotta learn how to hack. I've always wanted to, but never really actually tried. Even if I could just do something simple.

Anyway, nice idea combining the two facilitys. I'm gonna go try this out.
 
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Wreck
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 PostPosted: Thu Jan 05, 2006 9:06 pm    Post subject: Reply with quote Back to top

I used to enjoy modifying the stall doors in the Facility, too. The glass doors are pretty cool looking, but they're a real threat to your privacy. Laughing

It's been such a long time since I worked on the Facility Backzone that I'm having a hard time remembering everything I used. I believe I chose five of the stall doors for the bottling tanks, which helped to complete my second version. Did I use the grey swingers or bathroom stall doors for the labs? Must have been the stalls. Since there were two different versions, I made some changes between them. What I used and where I put it. A few of the notable changes are...

1: Weapon Placements in "The Quad" room.
2: A couple of Respawn Points.
3: Which door is locked at the Frontzone.
4: Bottling Tanks!

Because there was time between the two, I learned many a new trick. Thus saving me lines for other things. Infact, the Respawns took around 40 lines in v1.0, where it was only 8 lines in v2.1. A savings of 32 lines is a great way to conserve codes. I didn't use coordinates, but preset positions instead. Although it may not be as "personally placed", it cut off a lot of lines. Besides, a level like Facility has a ton of presets. I started making maps of stages, plotting out each preset. I'll fix up the Temple one and host it on my ImageShack account later. As well, I'll complete the rest of the Facility soon.
 
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bmw
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Location: Michigan

 PostPosted: Thu Jan 05, 2006 9:20 pm    Post subject: re: doors Reply with quote Back to top

You used the stall doors for the lab doors. As best I can tell, a few of the grey swinger doors were used in the 2nd portion of the glass code (which was why I didn't include part 2 of the glass code in the hybrid)

After replaying the 1-player mission of the facility, I had a few other ideas for multiplayer. Would it be possible to place keycards in the level that would open certain doors? For instance, you could have a keycard somewhere, and the door which it opens could be the door which blocks access to certain weapons.

And of course, I just have to ask (though I'm pretty sure it is probably impossible) - is it possible to spawn computer-controlled enemies in multiplayer?
 
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Wreck
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 PostPosted: Thu Jan 05, 2006 9:32 pm    Post subject: Reply with quote Back to top

Answer to question #1:
Believe it or not, this is something that me and a friend of mine spent quite a bit of time on years back. We were trying to place a keycard up on the vent in the back hallway. After you shoot it down, you'll procure it and use it to unlock a certain door. However, we couldn't figure it out. Keys and specially locked doors are tough and require a bit of work. I'm still not a hundred percent on how they operate, but that's probably because I've never really focused on them. Even if it were to work, I doubt that the player holding the keycard would drop it upon death. As well, I don't know if it'd respawn. It's something to look (back) into, I suppose. But, some people may argue that it would only slow the game down.

Anser to question #2:
Yes. We've managed to get both enemies and drone guns into multiplayer. The problem? When they kill you, the game crashes. Why? Well, it would appear that the game doesn't know who to award the point to. Drone guns are actually "fairly" easy to put in a multi map, but guards take more work. Not only that, but they don't always want to cooperate. They'll either stand still, dance around, or be insanely fast. If you give them a gun, they'll either not use it, or fire like a madman. I know the sounds of a "bot" in GoldenEye multi sounds cool, but it hasn't worked - thus far. As far as I know, they won't respawn, either. But, that might be fixable, some day...
 
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bmw
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Location: Michigan

 PostPosted: Fri Jan 06, 2006 6:13 pm    Post subject: re: key card Reply with quote Back to top

Wow, I'm amazed you were even able to spawn a guard or a drone gun - I would have expected that to be outside the limitations of the game shark.

As for the keycard - just how far did you get with that? Were you able to even spawn a keycard, or couldn't you even get it to do that?

As for objects and their behavior - are there literally different "classes" of objects, each which has a different set of characteristics? Such as re-spawning, dropping after death, etc.? I can see where the keycard would be a separate issue because its not really treated as a "weapon". (though just a thought for experimentation - is it possible to change the flag into a different object in flag mode? That might be an easier way to spawn objects and determine their behavior)

That brings me to the more obscure objects from single player which pertain to specific missions, like say, the camera, or the tracking bug. Are those theoretically spawnable in multiplayer?
 
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Wreck
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 PostPosted: Sat Jan 07, 2006 3:03 am    Post subject: Reply with quote Back to top

I'm pretty sure I've gotten cameras to work in multi.
If I remember correctly, they eventually set off an alarm throughout the map. You can also put alarms in, so a player can trigger it immediately.

Yeah, there is a lot of data pertaining to different objects. What type they are, their model, position, size, sustainable damage, and various others for specific props. You can modify the Flag Tag Token into any other pick-up item you'd like. I once changed it to a weapon and renamed "The Living Daylights" to "From Russia With Love" for fun.

It's not that I couldn't spawn the keycard, but rather that I wasn't sure how to give it a purpose. The player could pick it up, except it didn't do anything. You'd need figure out how to program it to have the ability to unlock said level of security, then assign whichever door(s) to it. This is something I've never gotten into.
 
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bmw
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Location: Michigan

 PostPosted: Sat Jan 07, 2006 10:46 am    Post subject: re: objects Reply with quote Back to top

I suppose it'd be a matter of analyzing the low-level programming in the single-player mode and exactly how it behaves when somebody tries to open a door that is locked and secured by a keycard.

I know a fair amount about higher-level programming (C++, BASIC, etc), but I don't understand diddly squat about the lower-level stuff. Someday I might motivate myself to learn about it.

Are there any utilities out there that allow you to trace the code line by line as it is being executed by the emulator? I assume there must some sort of utility that you use when hacking.
 
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mrjeffguy
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 PostPosted: Sat Jan 07, 2006 8:39 pm    Post subject: Reply with quote Back to top

Could there be a special type of door object that only opens if you have the keycard? Like, the door would be a different object than all the normal doors.

I don't know much about how Goldeneye and N64 games work, but I know how to make games for the PC and that's how I would do that if I was making a game like Goldeneye.
 
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Wreck
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 PostPosted: Sun Jan 08, 2006 1:50 am    Post subject: Reply with quote Back to top

The only thing different about the door would be what its locking mechanism is assigned to. Setting it to "00" unlocks it, allowing anybody to open and close it without the need for any keys. Putting the door to "01" will lock it in multi, as well as in a mission. But, that's only if there are no keys in the stage. Because of that, many of the locked mission doors are set to "80". Some doors, such as the three in Runway, are set to a text display. Instead of saying "This Door Is Locked", it appears as "This Door Leads Back Into The Gasplant!". Not only keeping it closed, but giving you the reason why you shouldn't venture back there. Doors that require a key are given a level of security...

Take the Facility, for instance. There are two keycards: A & B. The B card unlocks the two electronic doors in the first area of the stage, but does not possess the ability to open the computer operated doors. However, if you procure the A card from the chief scientist, it can unlock any door. It has the highest rating between the two.

I'm not sure how it works in a level like Surface, where you have door keys and a safe key. It's probably different, so I'd have to check that one out to be sure.
 
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