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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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Gamma Agent

Joined: 01 Aug 2009 Posts: 154
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Posted: Thu Oct 29, 2009 1:52 pm Post subject: |
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I think I'm going to go through each level one day when I have a lot of time and come up with what would be awesome gameshark hypothetical levels. I would take some pictures.
You mentioned in a past post you might make Frigate Engine Room. That sounds like it could be fun.
Also, the section of streets with the two areas in building (one where you can go in 2 windows) and the other one with 2 windows would be real fun to play in that short area. |
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EternallyAries 007

Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas  |
Posted: Thu Oct 29, 2009 3:01 pm Post subject: |
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Gamma I Aredy Made a Streets Level Call New Your Have You Play It Yet?
Yay My 50 Post _________________ There totally nothing to read here. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Fri Oct 30, 2009 6:30 am Post subject: |
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Citadel on Console: Without the ability to upload the proper data from a PC to your GameShark, I'm afraid playing Citadel multiplayer on console just isn't going to happen.
New GameShark Hacked Maps: I don't think too many of us want to go back to the limitations of GameShark hacked multiplayer maps. I believe MultiplayerX still has interest in doing so. He may be your best option.
Brightening the Caves: Hmmm, I'm not sure if something as simple as modifying the sky block would help or not. It's possible, though.
Engine Room: I actually did make a Frigate Engine Room based multiplayer map once before. However, because of the way the stage is laid out, there were problems with players spawning inside of eachother as the level first loaded up. It was quite annoying and I couldn't think of a fix for it, so the map is still on hold. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Gamma Agent

Joined: 01 Aug 2009 Posts: 154
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Posted: Fri Oct 30, 2009 9:17 am Post subject: |
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Also, is there a way to change what level the gameshark code changes easily? If I wanted to type in 5 new levels how can I make them replace levels I would prefer them too?
Can I test the Frigate Engine Room current build for fun please?
How hard would it be and how would I get started on this level making?
THANK YOU for epic posts that were informative. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Sat Dec 05, 2009 7:30 am Post subject: |
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Gamma wrote: | Change amount of hand grenades, proximity mines, timed mines, and grenade launcher bullets you can have at one time to two total. |
hand grenades:
80033015 0002
timed mines:
80033085 0002
proximity mines:
800330F5 0002
remote mines:
80033165 0002
The grenade launcher has six in a clip, even though it really should have eight if you look at the rotary clip.
You can find where each weapon's stats are if you look in the document "watch equipment". The stats start at the address in the fourth word. From there, you use the document "weapon statistics" to figure out what offset each bit of data is stored at. Ammo on-clip dictates each of these, which is +0x20. Total ammo for each type is seperate since it is shared between items.
Gamma wrote: | Change Klobb to deal 50% damage from old 30% damage. |
810327D0 3F80
This follows the same rules as above, but add 0x2C to each address. Just as a note though, this uses what's called a floating-point value. It's a special method for encoding decimal values that uses powers of two. Long story short, you really only need the first two values, and they increase in a somewhat funny way.
For damage, take whatever percentage you want to do and multiply by 2. 0.6 is standard for the klobb, so 1.0 is what you want. That's written as 3F800000, but the first two bytes are really the only important part.
Gamma wrote: | Change 5 and 10 min game lengths to 15 and 25 game points lengths. |
8102B006 0000
8102B00A 000F
8102B012 0000
8102B016 0019
The first code removes the time, the second adds the points.
Note you can also set up "10 points or 10 minutes" as well. Just set both the time and point settings. We won't go into modifying the text itself since there are tools that spit out GS codes for that.
They all start at 8002AFF4. First is the ID for the name, followed by the time (in milliseconds) and then the points. So, one minute is 60*60=360 seconds, or 0x168 (probably...).
Gamma wrote: | Is there a code that unlocks the door in facillity to access the whole map? |
There is but I don't have it handy. You should be able to google it.
Gamma wrote: | Can you add a scope to any type of weapon? |
In the item's stats 0x34 sets the zoom range, though I'm not sure if setting that automatically attaches a scope or not. That's a floating point number, and setting it negative or very far can be detrimental to your sanity.
You can set scopes on everything though. There was a patch for that, so I'm guessing it can be reverse-engineered.
Gamma wrote: | Is there a maximum amount of levels you can add from gameshark, or can you not have any levels past the fourth line? |
As in options on the menu itself? The menu is tied to a table of information that is specifically sized. so you'd have to change, extend, or move the table before ever messing with the menu itself. That requires ASM hacking, and we're not getting into that at all.
Even still, you'd need to have the codes for each stage, so one way or another you can't really add much of anything.
The most additional levels I've ever had available at once (GS only - no upload) was 5. This is possible with very clever tricks--hacking the codelist at runtime sort of clever. That was Facility BZ, Archives BZ (reduced), Caverns BZ, Statue, and Cradle. Each was set to a certain button which you would hold to override the selected stage with a different stage number. The problem with this is that each code must be placed in a very specific order in order for the codes that hack the activators to line up right. Otherwise the game will crash just after boot.
Having already done this painfully, it is infeasible to do menu hacks without uploading them via PC. Likewise, it is possible to swap character models and override textures with a GS, but very tedious and impractical. There's probably the trevhead demo floating around somewhere on this forum...
[edit]
Forgot to mention, but Citadel was originally going to be a huge GS code! It wouldn't have been possible on anything but emulators, but I think before revision it came to 3500 codes or so.
Incidentally, one day I will make a final revision for that basted thing, and better yet, make an uploader that requires no codes at all that runs on something other than win31.
Sadly, for GS upload/download I use an old win31 laptop that has half the RAM of the N64. Bought the thing for $5 bucks and fixed it up so the screen works. Great little guy. It can run all those old infocom games, and even gameboy emulators. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Gamma Agent

Joined: 01 Aug 2009 Posts: 154
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Posted: Sat Dec 05, 2009 11:39 am Post subject: |
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Thank you sir very much, you made my day. I appreciate it a lot. |
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