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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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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Fri Jul 10, 2009 6:37 am Post subject: |
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Updated the docs again. Well, updated a few times before too but never got around to announcing the fact.
http://two.xthost.info/zoinkity/GoldenEye/GoldenEye.7z
In the "gameplay and misc" folder you'll find stuff on how they encrypted the player death bloody-streaky thing. You'll also find all 42 images. They really are supposed to be on their side like that.
If you want to extract or reencode these binaries, you can use this:
http://two.xthost.info/zoinkity/GoldenEye/Utilities/BleedingMess.rar
Peek around for more stuff. There's most if not all the menus in the game partially-annotated now. Not easy reading. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Thu Aug 13, 2009 6:36 am Post subject: |
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Another big update, and again I can't remember exactly what changed. Some things are orgainized better...
Oh! There's something on the bitflags each weapon uses. Not sure if Sub had a chance to add it to the 21990 editor yet. These set various modes-of-operation, such as if hits count to your total, how it is held, etc. Neat, but a few flags are still missing.
More menu annotations, and if you go through the rand++ folder, there will be a few extra documents on MP menu hacking... I'll release a public beta of that project soon. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Aug 13, 2009 12:40 pm Post subject: |
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Hey zoinkity, I notice you changed host. Do you still want me to mirror the docs? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Mon Aug 24, 2009 12:33 pm Post subject: |
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Probably. If you want to, it is definately better than if you didn't.
Had to change, actually. Geocities is getting the axe, or already has, or something like that ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Aug 24, 2009 1:17 pm Post subject: |
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Yeah, I have no problem hosting it.
http://www.xente.mundo-r.com/radorn/goldeneye.7z
Please, Zoinkity or a mod, update the initial post changing "zip" to "7z" in the link so it matches the current file. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Sat Aug 29, 2009 8:08 am Post subject: |
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Some kind of update today, but it may have just been notes. Oh! The watchamajigger menu was annotated a bit while I gutted the sucker ;*)
I'll be releasing a public alpha of that patch I've been working on in a week or two. Just need to finish up some menus and make sure scenarios still work. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Sep 21, 2009 2:25 pm Post subject: |
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I didn't remember if I updated the mirror last time the doc pack was, so I did it now, just in case. sorry for the inconvenience  |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Sat Dec 05, 2009 7:04 am Post subject: |
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New update today. One of the C0- pseudodisplay list command parsers is sorta-annotated. A slew of new TLB routine addresses are noted, maybe a little more in the 21990 doc, but honestly I can't remember from day to day.
Not as much as there should be, but more than there was. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Thu Dec 10, 2009 9:32 am Post subject: |
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Ah hah! Yet another update. Rejoice!
This time, I even know what was updated. A bunch of TLB entries are now listed after trapsing through the old "WIP editor project" doc. That was originally written when trying to figure out the action block commands for the then secret editor project. The initial versions were scary indeed...
Also, after going through said list, I'm confident in saying that the deleted and useless commands 27, 2A, and 2B (if those are indeed their numerals) were "actor does given animation". If you look at the list, order, and context, you'll see what I mean.
Quite a few specialized commands to determine the distance of a player or given point from an actor. There's also one used to orient them in the correct direction. Sadly, to get AI 100% multiplayer compatible will require altering each and every one to determine the closest player and use them as their animation target. Freaking evil. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Sat Dec 19, 2009 6:53 am Post subject: |
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Again updated. Documented the cheat menu constructors. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Wed Jan 20, 2010 9:06 am Post subject: |
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Updated the documentation again. Just in case nobody realizes it, this isn't just annotation of the game code, but documentation of the NSNA project.
This update includes:
- Player statistics finally finished. Who knew there were three different "other" hit registers? One is for weapons; another for hats; and the last for destroyable, but not invincible, objects. All three count into your accuracy rating, but only the first two are displayed on the "other" hits line.
- Finally got around to doing most of the "Mission: Complete" menu annotation. The redundancy in those menus is completely obscene. This revealed the statistics thing from above, naturally.
- In-game MP menu interface finally found. Annotated the snot out of that.
- A more detailed MP menu documentation, as well as a huge overhaul of the same menu.
- The crazy font microcode generator is finally in there. I lost that blasted doc a long while back and had to redo it again.
- A few more TLB table entries and corrections. One set includes functions that return the width and location of the MP viewports. These values are calculated and set constantly, then copied back and forth between different memory locations.
- Added in the cast call menus (#1
, partially annotated.
Did you know there's a 1/10000 chance that the special characters will appear in the cast call before they're unlocked?
Figured out another debugger flag. 80036FD0, when set nonzero, forces any objective to return complete. Strange really, since honestly it doesn't seem that would be that helpful a debug option...
Okay, and before any smarty-pants gets the wild idea of making a single-viewport MP trick using said addresses above, keep in mind that you'd have to build an emulator that would delegate which view would appear on each person's screen, write this value someplace in rdram constantly, and hopefully not freak out when some part of memory would always be out-of-sync with everyone else.
Before some other even craftier smarty-pants points out that the VI buffers could be moved to the 8MB region and the 4-player screen expanded to the normal viewport size extending well out of normal screen bounds, then hardware splitters used to divert each clipped region's signal to one of four linked screens, let me just say that they can do the codework for such a heinous hack. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Fri Feb 12, 2010 10:13 am Post subject: |
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Have about 12seconds to write this.
Updated. Bunch of demo screenshot and ramrom stuff. Read. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Tue Mar 16, 2010 8:54 am Post subject: |
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Forgot to mention I had updated this a few days ago. It has something different, and I know it walks through some of the boot code, but quite honestly I don't have the little checklist of stuff available.
New=different. Worth getting. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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