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21990 Re-Indexing

 
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zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1687

 PostPosted: Wed May 28, 2008 11:51 am    Post subject: 21990 Re-Indexing Reply with quote Back to top

I'd like to create this as an open topic for a 21990 reindexing. It's a basic chart of what lies where in the 21990 binary.
The table is for the NGEE 21990 only. The other region games deviate from this, and right now it would be best to fuss with the only region completely compatible with the editor.

Following message is the WIP; please forgive the double-post. If you have any amendations, please post them and they'll get added to the master list WIP one post down.
_________________
(\_/) Beware
(O.o) ze
(> <) Hoppentruppen!


Last edited by zoinkity on Wed May 28, 2008 11:56 am; edited 1 time in total
 
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zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1687

 PostPosted: Wed May 28, 2008 11:52 am    Post subject: Reply with quote Back to top

Code:
22BC-22EC   
   pointer to 803AB400, pointer to debug text
   803AB400   boot
   803AB410   rmon
   803AB710   idle
   803AB750   shed
   803AB950   main
   803B3950   audi
   uses text from 7640-7670
   ******safe to delete******

2574-294C   part of debug messages: RSP register display, error & exceptions, etc.
   long value, long value, pointer to text displayed
   uses text from 7A30-7CE0
   ******safe to delete******
294C-2988   pointers, apparently unused
   ******safe to delete******


3274-3414   looks like 32bit image, but what do I know?
3418   RESERVED current stage #

3424-355C   MEM0RY ALLOCATIONS   stage ID, followed by pointer
   allocation text from 7CE0-8330

3570   when =1, activates debug menu

35A4   RESERVED music modifier

35C8-3648   don't know, but necessary for music

36D0-36D8   seed for random value

3788-4220   image!   0xA90
   **possibly unused...**
4220 - 42A0   display list
   calls 80024520   [0x3788]
   **possibly unused...**

5A84-5B08   pointers to {1B}[m values   (pos. part of vi_debug)
   values from 8480-8600
   ******safe to delete******

5C30-6950   DISPLAY MODES 0-29   0x50 each entry
   0x0   4   index
   0x4   4   base mask for status?
   0x8   4   h width
   0xC   4   timing
   0x10   4   v sync
   0x14   4   h sync
   0x18   4   h sync leap
   0x1C   4   h video
   0x20   4   x scale (probably)
   0x24   4   ?
   0x28   4   set 1: h width?
   0x2C   4   set 1: y scale (probably)
   0x30   4   set 1: v video
   0x34   4   set 1: v burst
   0x38   4   set 1: v interrupt reg
   0x3C   4   set 2: h width?
   0x40   4   set 2: y scale
   0x44   4   set 2: v video
   0x48   4   set 2: v burst
   0x4C   4   set 2: v interrupt reg

69B0-69D0   debug display background alpha
69D4-69F4   debug display background alpha

6A40-7240   causes the eye in the intro to drift left and right
7240   pointer to 80068DF0   ???

7250-7280   ???
7280-72B0   ???
72B0   pointer to 80027FE0 [0x7250]   ???
72B4   pointer to 80028010 [0x7280]   ???
72B8-7450   ???   dynamically constructed?
7450-7550   image?   0x100, ia? 8bit,
7560-7570   hex (lower case) characters
7574-7584   hex (upper case) characters

7640-7670   debug text
   ******safe to delete******
7670-7690   unknown binary - probably mirrored rdram pointers
7690-76D0   debug text
   ******safe to delete******
76D0-7700   unknown debug text and binary values
7700-7A2C   text for image capture tools
   ******safe to delete******

8330-83A4   unknown   part of memory allocation
   used someplace - required
83A4-83D0   unused debug text
   ******safe to delete******

8410-8438   memory allocation debug   -mf   -mf   -ml   -ml   -me   -me
   probably originally indicated display modes (f,l,e)
   ******safe to delete******
8440-847C   debug display stuff?
   more memory allocation debug?
   ******safe to delete******
8480-8600   0x1B[#m   probably memory allocation debug
   ******safe to delete******
8600-8610   joy_c_debug
   ******safe to delete******
   
8610-8690   image!   0x80, ia, 8bit

86D0-86F4   TLB   ???
8700-8934   TLB   ???

8984-8A54   TLB   ???

8AA0-8AE8   TLB   ???

8B00-8BD4   display assertation fault error text
   ******safe to delete******
8BD4   [float]   ???
8BD8-8C1C   TLB   ???

8CC0-8EF8   TLB   ???

8F48   NaN   ***unknown use***
8F4C   Inf   ***unknown use***

8F60-8FA0   TLB   ???

8FDC-92CC   offset table for animations

94AC-94CC   list of weapon models for debug option 'weapon load'
   ******safe to delete - do not allow weapon load******
94D0-9544   Monitor image object animation controller
9544-95B8   ? object animation controller
95B8-962C   Taser object animation controller
   
9B30-9B40   RESERVED for current menu, update, return, and timer

9B58-9B78   RESERVED selected folder, difficulties, etc

9C10-9C20   RESERVED floats for 007 mode slidebars - initialized at runtime
9C20-9C30   japanese text brown palette for main folder menus (RGBA)

9C3C-9D2C   text on legal screen   0x14 each entry
   long h_pos, long v_pos, long flag, long=1, short txtID, short RESERVED
9D2C-9E04   ???   0x4C each entry
   prematurely ends before last three entries

9E54-A19C   solo missions and briefings   0x1C each entry

A264-A2C4   MP game length settings   0xC each
A2C4-A2E4   MP scenario select and player restrictions   0x4 each
A2E4-A404   MP stage select menu   0x18 each
A404   RESERVED #mp selectable characters
A408-A708   MP character selection menu   0x18 each
A708-A760   MP handicap menu   0x8 each
A760-A780   MP controller configuration menu   0x4 each
A780-A790   MP sight & aim settings   0x4 each
A790-A7D4   RESERVED MP settings
   A790   RESERVED selected # players
   A794   player 1 character   set to -1; this causes handicap/control init.
   A798   player 2 character
   A79C   player 3 character
   A7A0   player 4 character
   A7A4   MP stage selected
   A7A8   game length
   A7AC   aim and sight adjustment
   A7B0   scenario
   A7B4   1=unlock stage select
   A7B8   1=unlock game length
   A7BC   1=unlock characters
   A7C0   1=unlock weapon select
   A7C4   1=unlock handicap
   A7C8   1=unlock control style
   A7CC   1=unlock aim and sight
   A7D0   
A7D4-A84C   solo target mission times   0x6 each

A858-A870   RESERVED floats tied to 007 mode - initialized at runtime
A870-AB2C   intros   0x14 each   condense!
   long body, long head, short text, short text, short text, short RESERVED, long flag
AB2C-AC9C   random intro animation table
   long value, float or 0, float scale?,  long value 0,1,2
ACA8-ACC0   list of random rifles used in intro
ACC0-ACEC   list of random pistols used in intro

B790-B930   eeprom-ish copy for reset?   0x60 each; x6 copies
B930-BB70   eeprom-ish working copy?   0x60 each; x6 copies
BB70   RESERVED for animation rate

BBB0-BEC8   unknown   linked to animations   0x2C each   ends 1st value= -1
BED0   1388, which is the guardID for player 1...
BED4-BEDC   RESERVED guard data pointer + # cur guard

BF70   RESERVED for # bodies
BF74   RESERVED for # male heads
BF78   RESERVED for # female heads
BF7C-C028   list of bodies      longs, terminated with -1
C028-C090   random male heads   longs, terminated with -1
C090-C0A4   random female heads   longs, terminated with -1
C0A4   RESERVED for current random body
C0A8   RESERVED for current random male head
C0AC   RESERVED for current random female head
C0B0-D8B8   Struck Character Animation Table   0x1C each entry
   guard death animations, probably
   long offset, long flag, float, float, float, float, float
D8B8-DBAC   explosion death animations   0x1C each
   long ani off., long mirror, float rate, float start, float end?, f ->guarddata0x30, float ?
DBAC-DBD0   group offsets used by the DBD0 table to jump to exlposion animations
DBD0-DC10   pointer to index of grouped random explosion animations
   0xDBAC   forward   6   0,1,2,3,4,5
   0xDBB4   f/left   3   7,9,B
   0xDBBC   left   3   C,F,11
   0xDBC4   back   4   14,15,16,17[,12,18]
   0xDBCC   b/left   2   13,19
   0xDBC0   right   3   D,E,10
   0xDBB8   f/right   3   6,8,A
   members 12,18 probably belong to a deleted set for b/right
DC10-DF98   basic rifle firing animations
   0x48 each, 0x4 for routing pointers + 0x4 RESERVED # entries in group
DF98-E018   pointers rediecting to previous animation groups
E018-E678   basic pistol firing animations
E678-E6F8   pointers rediecting to previous animation groups
E6F8-E950   basic doubles firing animations
E950-E9D0   pointers rediecting to previous animation groups
E9D0-EBE0   crouched rifle firing animations
EBE0-EC60   pointers rediecting to previous animation groups
EC60-EF48   crouched pistol firing animations
EF48-EFC8   pointers rediecting to previous animation groups
EFC8-F268   crouched doubles firing animations
F268-F2E8   pointers rediecting to previous animation groups
F2E8-F8D0   special firing animations (ie. rolling) for all types
F8D0-FBE8   walk/run for rifle, pistol, doubles, Xdoubles, then strafing
FBE8-FBF4   RESERVED objective registers

FC68-FC9C   male guard yelps (SE when shot)   0x2 each, 0x19 total
FC9C-FCA4   female guard yelps (SE when shot)   0x2 each, 3 total
FCA4   RESERVED male guard yelp counter
FCA8   RESERVED female guard yelp counter
FCAC-FCB4   METAL ricochet SE
FCB4   
FCB8   
FCBC   
FCC0-FCD8   sound of body hitting floor, or melee or something

FD30-FD40   RESERVED alarm and gas counters - initialized at runtime
FD58-FD64   RESERVED clock, etc.

FD9C-FDA4   throwing knife SE

FDE4-11240   microcode that constructs the monitor animations

11304-11384   blank 07 object (preset -1, fall to ground set)
11384-11404   blank 11 object (attached set)
11404-1148C   blank 08 object (unarmed, preset 0001)
1148C-11514   blank 08 object (unarmed, preset 4001)

116DC-11704   ejected cartridge headers and text lookup pointers   0x8 each
11704-12B94   weapon statistics   0x70 each
12B94-13F0C   watch and equipment menu   0x38 each

15160-152C8   ammo totals
   long max, long 0x02000000+img offset in main bank, float img y offset (+ up, - down)

152E0-152EC   RESERVED   

1533C-15598(?)   ammo on item collection (?)
   long amount, long text trigger?, long scale?

156AC-156BC   RESERVED credits, plastique, tank - init. @ run

15704-1570C   RESERVED camera mode

15734   1=visible to guards (solo invisibility=0)
15738   1=object collisions (Bond Phase=0)

15748-1577C   player death animation list
1577C   RESERVED total of above entries
15784   animation to use during spiral camera; uses list below
15788-15818   animations for intro block type 4   0x10 each
   offset, float, float, float
15818   watch transition time; higher means faster watch entry/exit
   corrected: replaced if 8005508C (0x342FC) lesser than cur*80055090's
1581C-158A4   PP7 08 object copied to stack during player creation
   Extroneous; patch to eliminate entirely

15B0C   RESERVED 1-display status line
15B1C   RESERVED 1-display upper text box - init @ run
   15B20   part of debug routine   (15B18 in J)
15B28-15B44   debug cardinal direction   part of manpos
   ******safe to delete - do not allow cheat pos******
15B48-15D3C   pointer to animation list + values...   0x14 each

15E18-15E38   ???   random value list of some sort
15E38-160A0   debug on-screen positions
   ******safe to delete - do not allow debug******
160A0-161D4   debug menu text pointers
   ******safe to delete - do not allow debug******
161D4   =0 do not render anything (raster only, I think)   default=2
161D8   =0 freezes processing   default=2
161DC   =0 limits control to 3D stick only   default=2
161E0   ???   default=2
161E4   !=0 activates fps counters, memory bars
161E8   1=draw background
161EC   1=draw objects
161F0   1=???

16218   1=line mode

16238   1=show manpos position debugger
1623C   1=turbo mode

162E0-1674C   default action blocks & table
16758-16840   stage setup pointers (stages 1-38?)
16840-192C0   headers for objects
192C0-19494   archetypes
19498-1A494   object pointers to header, text string, scale   0xC each
1A494-1B740   object explosion details   0xE each
1B740-1B7F0   archetypes
1B7F0-1B8B4   player gait (bounce in step)
   1B860   player at rest
   1B87C   x gait   f1=amplitude, f2=period, f3=0
   1B898   z gait
1B8B4-1B8E4   ???
1B8E4-1BA30   archetypes
1BA30-1C5B0   g_z HEADERS
1C5B0-1C680   archetypes
1C680-1D080   C_Z headers
1D080-1D6D4   character/head table   0x14 each
1D6D4-1E6A0   UNIDENTIFIED FLOAT VALUES - FIND OUT USE
1E6A0-1EA7C   button sequences for button cheat codes   0x14 each
1EA7C-1EF2C   button cheat codes   0x10 each
1EF30-1EF98   UNKNOWN DISPLAY LIST   i, 64x64?
1EF98-1F000   UNKNOWN DISPLAY LIST   ci, 20x20?

1FC04   RESERVED selected page (0:main, 1:inventory, 2:control, 3:options, 4:brief)
1FC08   RESERVED highlighted control option (0:style, 1:controller)
1FC0C   RESERVED highlighted watch menu option (0:music, 1:fx, etc)
1FC10   RESERVED selected watch briefing page (0:bg, 1:M, 2:Q, 3:MP, 4:objectives)
1FC14   RESERVED Abort ? "cancel":"confirm"
1FC18   RESERVED 1 if highlighted option selected (allows editting)
1FC1C   RESERVED
1FC20   RESERVED current position in scrolling lists
1FC24   RESERVED final position in scrolling list
1FC28   RESERVED item # selected from watch inventory
1FC2C   RESERVED [float] position for entry in scrolling list
1FC30   RESERVED 0= scrolling list to entry
1FC34   RESERVED
1FC38   RESERVED [float]
1FC3C   RESERVED [float]
1FC40   RESERVED
1FC44   RESERVED
1FC48   number of control schemes in following list
1FC4C-1FCEC   solo control types and labels for each control   0x14 each
   0x0   2   control type
   0x2   2   A button label
   0x4   2   B button label
   0x6   2   Z button label
   0x8   2   L button label
   0xA   2   R button label
   0xC   2   C button label
   0xE   2   Dpad button label
   0x10   2   Start button label
   0x12   2   Control Stick label
1FCEC-1FD4C   solo watch setting labels
   0x0   2   name of setting
   0x2   2   option 1
   0x4   2   option 2
   0x6   2   option 3 (usually blank)
   0x8   4   setting default value

2012C-2016C   'palette' for japanese text and window overlay

201BC-201C8   increments for tiles in clipping files

20694-23564   RESERVED room data index (run-time)
23564   ???   00000096   possibly max # rooms in a stage?

236FC-23A8C   stage bg/clipping/scale table

23BB0-23FF8   UNKNOWN - components for a display list generation routine?
23FF8-24020   UNKNOWN - pointers into begin. of tables of stuff above
24020-24080   current sky/enviroment values
24080-251C0   stage skies/enviroment   0x5C each entry
251C0-252A0   reduced stage skies enviroment   0x38 each entry
252C4-27544   main ROM address index
27544   # entries in main ROM address index - required!

27574-275C8   three upper text display backdrops...
   **possibly unused?**

275E0-27638   RESERVED time counters, runtime registers, etc
   27608   MP time setting copy   *****safe to delete - reinit at runtime*****
   2760C   MP kill setting copy   *****safe to delete - reinit at runtime*****

27660-276D8   ROM addresses for some music
276D8-2771C   RESERVED demo block runtime values

27740   language, acting as offset into below.  1=J_text trigger
27744-278AC   text call values for each text bank
278B0-278D4   MP award text list
278E0-28360   MP weapon set data
28360-283D0   MP weapon set menu text and pointers to data
283D0   RESERVED selected mp weapon set

283E8-2841C   Huffman table sizes   0x34
2841C-28450   Huffman table sizes   0x34
28450-28484   Huffman table sizes   0x34
28484-284B8   Huffman table sizes   0x34
284B8-284EC   Huffman table sizes   0x34
284EC-28520   Huffman table sizes   0x34
28520-28554   Huffman table sizes   0x34

28570-2D9D0   image offset list
2D9D0-2DADC   impact sounds & images
2DADC-2DB10   pointers to SE/impact list entries
2DB10-2DB44   pointers to text handles for each imapact type

2DD80-2DEA0   stage music table

2DEB4-2DF74   image (ia, 8bit)

2DF9C-2DFC4   pointers to spectrum game list handles

2E000-2E020   crazy options   -nochr   -noprop   -noobj   -noprop
      ***failing to include causes no characters, props, objects, etc!

2E120   _mp   used to rectify mp stage names

2E128-2E1A0   TLB   uhm... 
2E1A0-2E1C0   TLB   mp ammo crate expansion (all ironically the same)
   can be deleted with use of ROM hack

2E1CC   RESERVED y rotation for all doors?

2E1D8-2E294   TLB   expansion routines for object types

2E29C-2E350   TLB   weapon expansion routines

2E360-2E418   TLB   models assigned to thrown objects of particular types

2E41C-2E440   TLB   execute intro block commands

2E480-2E53C   TLB   ...should know this.  tied to objects

2E550-2E56C   TLB   

2E580-2E6F8   text values for briefing screens
2E6F8-2E728   text values for main folder menu?

2E980   RESERVED music table for level

2F2DC-2F2E8   numerals next to difficulty   %d   /r

2FE9C-2FEC8   specifics UNKNOWN   %d%%   %d%%   %d%%   %d%%   %d   a.   \r
   First four 007 percentage display
   Known to be used for the a., b., etc on PRIMARY OBJECTIVES list

30A7C-30B10   end of stage statistic string display   
30B10-30C38   TLB   

30C8C-30C94   [float]   4-folder layer x/z dimentions
30C94   [float]   4-folder menu: folder scale
30C98   [float]   4-folder menu: COPY icon y (vertical) position
30C9C   [float]   4-folder menu: ERASE icon x pos
30CA0   [float]   4-folder menu: ERASE icon y pos
30CA4   [float]   4-folder menu: SELECT FILE y pos
30CA8-30CB0   [float]   main menu folder x/z dimentions
30CB0   [float]   main menu folder option selection spacing values
30CB4-30CBC   [float]   solo stage select folder x/z dimentions
30CBC-30CC4   [float]   DIFFICULTY folder x/z dimentions
30CC4   [float]   DIFFICULTY folder option selection spacing values
30CC8-30CD0   [float]   007 options folder x/z dimentions
30CD0-30CF0   TLB   set scenario-specific settings on MP menus
30CF0-30CF8   [float]   MP settings folder x/z dimentions
30CF8-30D00   [float]   MP character select folder x/z dimentions
30D00-30D08   [float]   Handicap folder x/z dimentions
30D08-30D10   [float]   control style folder x/z dimentions
30D10-30D18   [float]   MP stage select folder x/z dimentions
30D18-30D20   [float]   scenario folder x/z dimentions
30D20-30D28   [float]   team select folder x/z dimentions
30D28-30D30   [float]   BRIEFING folder x/z dimentions
30D30-30D44   TLB   display proper name on each briefing page; ie. "Q Branch"
   **can eliminate through ROM hacking - incrementation**
30D44-30D4C   [float]   DEBRIEFING folder x/z dimentions
30D4C-30D54   [float]   STATISTICS folder x/z dimentions
30D54-30D5C   [float]   CHEAT folder x/z dimentions
30D5C-30D70   TLB   select random Bond in intro movies
   **can eliminate through ROM hacking**

30DB8   [float]   ??? - used initializing for legal screen
30DBC-30E24   TLB   ???   something with menu swapping   
30E24-30E8C   TLB   ???   something with menu swapping
30E8C-30EF4   TLB   ???   something with menus
30EF4-30F5C   TLB   something with menus; probably construction

31000   [float] global character scale modifier   0.1
31004   [float] further global character scale value for special case   0.8

311EC-31238   TLB   

312E0-31340   TLB   

31370-31764   TLB   length of each action block command in bytes
31764   [float]   ???
31768-31B5C   TLB   action block executables

31B6C-31BE4   TLB   

31BF0-31C30   TLB   

31E08-31ED8   TLB   set addresses for monitor animation command lists
31ED8   [float]   ???
31EDC-31F18   TLB   process monitor animation commands

3200C-32164   TLB   

32180-321F4   TLB   append "a", "an", or "the" when a weapon is collected
321F4-32340   TLB   append name of ammo type collected
~probably a few more subdivisions in here; need to really look at the code
32340-32550   TLB   appends phrase "picked up" + "*" for weapons.  starts at 7F04FE9C

32564-32594   TLB   returns V0=4,1,3,5,0, or 2, depending on which selected...

325BC-326CC   TLB   

32700-327BC   TLB   size in words of each setup object type
327BC-32878   TLB   returns either pointer if OBJ or 0 if OBJECTIVE
328B4-328C4   objective #: messages   %s   %c   %s   %c:

32E64-32E84   ammo display   %d   %s: %d   %s %d %s   %s: %d

32F20-33038   TLB   expands group values in object model data?

33074   global G_Z scale mod

330A8-330F8   TLB   

33194-333E0   TLB   

33404-334FC   TLB   

33504-335FC   TLB   

33690-33700   debug text: failure to draw objects
   ******safe to delete******
33700-33870   TLB   
33870-33D68   debug text: DL parsing or data errors
   ******safe to delete******
33D68-33DC8   TLB   used to compute and tally obj.table group numbers
33DC8   [float]   ???
33DCC   [float]   ???
33DD0-33E24   TLB   

33E90-33FB0   TLB   

33FC4-34084   TLB   
34084-341F8   TLB   expand offsets in model data types

34230-34254   debug pos display   %8s   x %4.0f   y %4.0f   z %4.0f   %s %3d
   ******safe to delete - do not allow cheat pos******
34254-34278   TLB   solo bodies (assigned by cuff)
34278-3429C   TLB   solo heads  (assigned by cuff)

342EC   [float]   5.9   zoom factor for main watch page, used on entry
342F0   [float]   
342F4   [float]      
342F8   [float]   0.1   multiplied by scale value for watch to make final (0.01)
342FC   [float] 1.7   maximum watch transition speed
34300   [float] 1.1   watch transition multiplier

34344   1st person weapon movement restrictor

34500-3451C   TLB   

3456C   player perspective modifier

345B0-3496C   debug menu text
   ******safe to delete - do not allow debug******
3496C-34AB4   TLB   execute debug menu option
   ******safe to delete - do not allow debug******

34AE0-36520?   stage setup text lookup handles

36520-36648   TLB   activate in-game cheats and text
36648   [float]   ???
3664C-36774   TLB   deactivate in-game cheats and text   (txtID=A0->7F0C1DD8)

367B4-367F4   TLB   ???   float-math intensive stuff...

36800-36840   TLB   ???   multiply one set of float values by another...

3689C-3691C   TLB   model loaded for when a weapon drops, etc. called by: 7F09B264

369D0-36A34   debug display?
      %d, %d   %d, %d\n%d %f   (A)   (B)   (Z)   (L)   (R)
      (C)   (+)   (S)   (3D)
   ******safe to delete******

376B0-376C8   watch mission objective    \n    \n\n   %c:     \n    \n\n
   Used to assemble the watch objective list.  can tamper with and remove lines
   *safe to edit - do not delete*
376C8   [float]   zoom for main->objective/briefing watch menu   [40933333]
376CC   [float]   zoom for main->inventory watch menu      [40933333]
376D0   [float]   zoom for inventory->main watch menu      [40BCCCCD]
376D4   [float]   zoom for inventory->control watch menu      [407CCCCD]
376D8   [float]   unused zoom for control->options watch menu   [407CCCCD]
376DC   [float]   zoom for control->inventory watch menu      [40933333]
376E0   [float]   zoom for options->objective/briefing watch menu   [40933333]
376E4   [float]   zoom for objective/briefing->options watch menu   [407CCCCD]
376E8   [float]   zoom for objective/briefing->main watch menu   [40BCCCCD]
376EC   [float]   
376F0   [float]   
376F4   [float]   low bound for advancement through watch menu items; -=auto backward
376F8   [float]   bound for quick advancement through watch menu items
376F8   [float]   advance rate though inventory
37700   [float]   quick advance rate through inventory

3773C-37778   TLB   retrieve selected watch menu option for each page

377E0-377F4   TLB   briefing page names in watch menu   (txtID->7F0C1DD8)
377F4-37808   TLB   set up each of the 5 watch menu pages

37810-3783C   clipping debug   %c%d%c%c   stan_c_debug   -stanlinelog
      would have displayed the current PAD# (p##a#)
   ******safe to delete******

37EB8-378C8   PORT%d   ROOM%d
   ******safe to delete******

37EC8-37EEC   TLB   
37EEC   [float]   ???
37EF0-37FC4   TLB   

37FF0-38004   TLB   ???   uses random selection, with 10 samples...

38014-3A8DC   ROM main lookup handles
3A8DC-3A8FC   POSSIBLY UNUSED?
   1172   1172   ob_c_debug   dyn_c_debug
   ******safe to delete******
3A8FC-3A920   REQUIRED FOR MEMORY ALLOCATION LOOKUP!
   -mgfx   -mgfx   -mvtx   -mvtx   
3A920-3A974   lv_c_debug   -standshow_   -stanshow_
      -stanshow_   -stanshow_   -stanshow_   -stanshow_
   ******safe to delete******

3A974-3A984   One Minute Left
3A984-3A9AC   POSSIBLY UNUSED?   setdetail %d %d %d %d %d %d %d %d %d
   ******safe to delete******

3A9C0-3A9F4   DEBUG?   replay/demo %d   replay/demo %d   replay/demo load
   ******safe to delete******
3AA00-3AA1C   TLB   ???   CALLS FROM 0x3AA1C-3AA54
3AA1C-3AA54   TLB   ???
3AA54   [float]   ???
3AA58-3AAE4   TLB   

3ADD0-3AE88   TLB   stage-specific text; <<2 to convert to txtID upper byte!
   sets V0=values:   (might be errors...)  theoretical are marked as well
   1E   !?   !?   !?   !?   !?   !?   !?
   !?   !?   !?   22   !?   23   08   02
   24   0D   1D   05   19   0C   1A   0A
   0B   03   1C   1F   12   0E   07   !? [06]
   09   !? [21]   20   !? [10]   11   04   !? [16]   01
   !? [1B]   17   !? [0F]   !? [13]   !? [15]   14   -- [25]   -- [18]
3AE90-3AEB0   MP watch menu text?   %d   <   >   %s%d %s   %s%d %s
3AEB0-3AEF0   TLB   ???   DOES SOMETHING WITH PLAYERDATA

3AEF8-3AF90   TLB   MP overlays, scoring, scenario

3AFA0-3AFC8   TLB   huffman decompression routines (9 types)
3AFC8-3B0F0   TLB   
3B0F0-3B190   Impact type handles
3B190-3B1E4   TLB   
3B1F0-3B218   1172 - FAKE COMPRESSED FILES
   ******safe to delete******
3B220-3B288   UNUSED?   rsp_c_debug   sleep 5; /etc/killall ghost gload
      game_c_debug   Jun 29 1997 20:46:05
   ******safe to delete******
3B290-3B39C   spectrum game list
   ******safe to delete******
3B39C-3B754   TLB   
3B754-3BA88   TLB   

3BD00-3BD60   RSP SIGNATURE
   RSP SW Version: 2.0G, 09-30-96
   SGI U64 GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moo
   ******safe to delete******
3BD60-3BD70   ???   each byte is incremental; +0xA each

3C34E-3C550   ???
3C550   end of file

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