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Weapon Sets and Weapon Data in NPDE v1.1

 
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 PostPosted: Fri Jul 10, 2009 6:25 am    Post subject: Weapon Sets and Weapon Data in NPDE v1.1 Reply with quote Back to top

Weapon Sets and Weapon Data in NPDE v1.1

This takes a lot of the stupidity out of modifying MP weapon sets. All this stuff is present dual-res, so you can even set up your stuff lo-res using memory editor.

These addresses are specific to v1.1, but you can look for the data in the other ROMs to find their addresses. Keep in mind PAL uses different text values.

80087268: MP item data
Code:

   format: 0xA each entry; 0x27 entries
      0x0   1   weapon type
      0x1   1   ammo type 1
      0x2   1   ammo amount 1
      0x3   1   ammo type 2
      0x4   1   ammo amount 2
      0x5   1   flags
         80   weapon present
         7F   lock byte
      0x6   2   weapon model #
      0x8   2   scale


800873F0: weapon sets
Code:

   format: 0x12 each entry; 0xC entries
      0x0   2   text ID
      0x2   1   weapon 0
      0x3   1   weapon 1
      0x4   1   weapon 2
      0x5   1   weapon 3
      0x6   1   weapon 4
      0x7   1   weapon 5
      0x8   1   weapon lock test 1
      0x9   1   weapon lock test 2
      0xA   1   weapon lock test 3
      0xB   1   weapon lock test 4
      0xC   1   alternate weapon 0
      0xD   1   alternate weapon 1
      0xE   1   alternate weapon 2
      0xF   1   alternate weapon 3
      0x10   1   alternate weapon 4
      0x11   1   alternate weapon 5

@_@

First, lets cover MP item data. These are the guys that determine what weapon each slot corresponds to, the amount of ammo on box collection, the model for the weapon, and if a pickup is present. It also contains a lock value that is tested to ensure you unlocked the thing.

The items in this table are used by the weapon sets to retrieve the weapons used in play. If, for instance, you alter the shield to some other item, any weapon set that used the shield will use that item instead. However, this change does not affect solo stages.

These are the default MP items. Note that the default weapon from GE (DD44) just happens to be set as the default model for "nothing". Just interesting.

Code:
00 0000 0000 80 0118 0100   nothing
02 0150 0000 80 00F5 0100   Falcon 2
03 0150 0000 85 00FB 0100   Falcon 2 (silenced)
04 0150 0000 86 00FC 0100   Falcon 2 (scope)
05 0150 0000 80 00F6 0100   Magsec 4
06 015C 0000 87 00F7 0100   Mauler
07 0140 0000 88 00FA 0100   Phoenix
08 0A32 0000 80 00F8 0100   DY357 Magnum
09 0A32 0000 89 00F9 0100   DY357-LX
0A 0264 0000 80 00FD 0100   CMP150
0B 0296 0000 80 0102 0100   Cyclone
0C 0296 0000 8A 0103 0100   Callisto NTG
0D 0296 0000 8D 0104 0100   RC-P120
0E 0296 0000 8B 0105 0100   Laptop Gun
0F 0496 0000 80 00FF 0100   Dragon
10 0496 0000 8C 0101 0100   K7 Avenger
11 0464 0000 80 00FE 0100   AR34
12 0496 0B10 83 0100 0100   SuperDragon
13 0510 0000 8E 0106 0100   Shotgun
14 0FC8 0000 8F 0107 0100   Reaper
15 0432 0000 80 010C 0100   Sniper Rifle
16 060A 0000 81 010B 0100   Farsight XR-20
17 0B10 0000 90 0109 0100   Devastator
18 0803 0000 80 0108 0100   Rocket Launcher
19 0803 0000 84 010A 0100   Slayer
1A 0905 0000 80 010F 0100   Combat Knife
1B 030A 0000 91 010D 0100   Crossbow
1C 1332 0000 82 010E 0100   Tranquilizer
1E 0705 0000 00 0112 0100   Grenade
1F 1203 0000 12 0110 0100   N-Bomb
20 0E05 0000 00 0113 0180   Timed Mine
21 0D05 0000 13 0114 0180   Proximity Mine
22 0C05 0000 14 0115 0180   Remote Mine
1D 0000 0000 CF 0195 0200   Laser
2F 0000 0000 95 00F3 0100   X-ray Scanner
31 0000 0000 97 012E 0100   Cloaking Device
23 0000 0000 98 012F 0100   Combat Boost
5B 0000 0000 96 00F4 0100   Shield
5C 0000 0000 00 0000 0000   Disabled


The GE weapons are not in this list, but they would be the following, in case you want to replace something from above ;*) Please note that as-is, simulants can not use these items.
Code:
24 0150 0000 80 0117 0100   PP9i
25 0150 0000 80 0118 0100   CC13
26 0264 0000 80 0119 0100   KLO1313
27 0464 0000 80 011A 0100   KF7 Special
28 0264 0000 80 011B 0100    ZZT
29 0296 0000 80 011C 0100   DMC
2A 0496 0000 80 011D 0100   AR33
2B 0296 0000 80 011E 0100   RC-P45


Locks will be covered below.


@_@

Now weapon sets. Each weapon set is actually two sets. The first is the set most of you are likely familiar with, and the second is an alternate set when all the weapons within the set haven't been unlocked. It should be noted that if the first value of an alternate set is 0x5C (disabled), the entire alternate set is ignored.

These are the original weapon sets:
Code:
5437   02 05 07 06 5B 5C   08 07 00 00   02 05 02 08 5B 5C   Pistols
5436   02 0A 0E 11 5B 5C   0B 00 00 00   02 0A 0F 11 5B 5C   Automatics
5435   05 08 13 0D 5B 5C   0E 0D 00 00   05 08 0F 11 5B 5C   Power
5434   07 0B 0C 16 5B 5C   01 0A 00 00   5C 5C 5C 5C 5C 5C   Farsight
5433   02 0A 0F 1C 5B 5C   02 00 00 00   5C 5C 5C 5C 5C 5C   Tranquilliser
5432   06 10 14 12 5B 5C   03 07 0C 0F   5C 5C 5C 5C 5C 5C   Heavy
5431   03 1E 0A 09 5B 5C   05 09 00 00   5C 5C 5C 5C 5C 5C   Golden Magnum
5430   17 17 12 12 5B 5C   03 10 00 00   5C 5C 5C 5C 5C 5C   Explosive
542F   05 0A 11 17 5B 5C   10 00 00 00   5C 5C 5C 5C 5C 5C   Grenade Launcher
542E   06 0B 0F 18 5B 5C   07 00 00 00   02 0B 0F 18 5B 5C   Rocket Launcher
542D   05 0E 10 21 5B 5C   0B 0C 13 00   5C 5C 5C 5C 5C 5C   Proximity mine
542C   1A 1A 20 1B 5B 5C   11 00 00 00   1A 1A 20 20 5B 5C   Close Combat


It isn't difficult to write your own sets. The weapon values correspond to the MP item data in the section above. You could write up your own GE sets as well. 5075 (NTSC) is "Classic".


@_@

Locks look up a value in a table to determine if MP settings have been unlocked. A more complete copy is found in the documentation, but this should be enough for your own purposes. You can find this table at 800ACCC8.
Code:
00   always returns 1 (unlocked)
01   Farsight XR-20
02   Tranquilizer
03   SuperDragon
04   Slayer
05   Falcon 2 (Silencer)
06   Falcon 2 (Scope)
07   Mauler
08   Phoenix
09   DY357-LX
0A   Callisto NTG
0B   Laptop Gun
0C   K7 Avenger   1 from start of game
0D   RC-P120
0E   Shotgun
0F   Laser, Reaper
10   Devastator
11   Crossbow
12   N-Bomb
13   Proximity Mine
14   Remote Mine
15   X-Ray Scanner
16   Body Armour   1 from start of game
17   Cloaking Device
18   Combat Boost
19   HardSim
1A   PerfectSim
1C   DarkSim
1F   King Of The Hill   1 from start of game
20   Hold The Briefcase
21   Capture The Case
23   Car Park
24   Complex
25   Warehouse
26   Ravine
27   Temple
28   G5 Building (MP)
29   Grid
2A   Felicity
2B   Villa (MP)
2C   Sewers
2D   Ruins
2E   Base
2F   
30   Fortress



[url="http://two.xthost.info/zoinkity/PerfectDark/MPext.rar"]+_+[/url]

As for extending the table via ROM hacking, it is stupidly convoluted. Not impossible or even impractical, but just requiring a lot of work--unless we move the MP weapons to a different memory location.
Ideally the weapon set data would be reduced by removing the test values. Instead, it would teast each weapon in series and have replacement values for each. Since each set also uses only five slots, fifth set to shield, we could just get away with a four-slot format. That would amount to 10 bytes each entry, so every GE weapon could be fit into the custom select menu with space for an additional weapon or set entry.
The only trouble is that it would require rewritting the weapon set copier, both set lookup routines, as well as minor edits to both weapon lookup routines.

+_+

Documentation of some newer stuff:
http://two.xthost.info/zoinkity/PerfectDark/PD%20Documentation.7z
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