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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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00Dark 007
Joined: 21 Nov 2006 Posts: 637
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Posted: Fri Dec 04, 2009 2:50 pm Post subject: |
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Area 51 shouldn't even be up on vault. It was unfinished and I pretty much submitted it for people to take a look at. You can still play it, but it kind of sucks right now. Have fun anyway. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7197 Location: Ontario, Canada |
Posted: Fri Dec 04, 2009 3:39 pm Post subject: |
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The four patches I created for 00dark that do work, were generated using an unmodified v1.1 NTSC ROM. The same one I do everything with. They seem to work for everyone who has tried them.
However, the remaining four created by other users that do not work, I can't say what is wrong with them. I received the same errors as mentioned in this thread. Something is definitely off with them. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Fri Dec 04, 2009 3:49 pm Post subject: |
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I think I found the issue. Guess I should've read the .hs in xdelta source. Not sure why Wreck's patch work.
/* The XD3_HARDMAXWINSIZE parameter is a safety mechanism to protect
* decoders against malicious files. The decoder will never decode a
* window larger than this. If the file specifies VCD_TARGET the
* decoder may require two buffers of this size.
*
* 8-16MB is reasonable, probably don't need to go larger. */
#ifndef XD3_HARDMAXWINSIZE
#define XD3_HARDMAXWINSIZE (1U<<24) |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Fri Dec 04, 2009 3:52 pm Post subject: |
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Betas updated, compiling full installer, will inform when finished, with fix. Patches themselves are perfectly fine. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7197 Location: Ontario, Canada |
Posted: Fri Dec 04, 2009 11:39 pm Post subject: |
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SubDrag wrote: | Not sure why Wreck's patch work. |
It's cause I'm so awesome...
I did them all manually. I'd edit everything in Hex Edit, compress the files using the GoldenEditor, replace them accordingly, update the 39850 Index, use another program to modify the CRC Checksum, then generate a patch with the Editor. That was before we had 39850 Modifications supported, meaning I had to oversee each step. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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EternallyAries 007
Joined: 05 Oct 2009 Posts: 1943 Location: Las Vegas |
Posted: Sat Dec 05, 2009 10:51 am Post subject: |
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looks like you put a lot of work in that level Wreck _________________ There totally nothing to read here. |
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oldyz 007
Joined: 02 Dec 2009 Posts: 606
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Posted: Mon Dec 07, 2009 1:44 pm Post subject: |
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Thank you so much for the fix, subDrag
Wreck and all of the patch creators too.
Now that i got them working , i'm going to look for the person i know that has that n64 cd backup device to see how they work.
current machine is too slow and game does not work that well.
Now , here is some thoughts about the patches:
it seems that you cannot apply multiple patches to a rom
example: A Rom with DD central, DD labs, Chicago and g5 building as multiplayer levels.
I noticed there is this one patch http://www.goldeneyevault.com/viewfile.php?id=175 that works in 2 parts.
fisrt you patch it and the second patch works because it uses the crc of the "patched" rom.
can something similar be done for the dd central dd labs ,chicago and g5 patches?
some kind of 4 part patching process that allows for one rom to have them? |
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