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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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speedruntrainer Agent

Joined: 13 May 2008 Posts: 149
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sat Jan 09, 2010 4:12 pm Post subject: |
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Come to chat if you want to arrange match |
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oxidice Agent

Joined: 23 Mar 2009 Posts: 98 Location: Finland  |
Posted: Sat Jan 09, 2010 4:30 pm Post subject: |
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Entropy Soldier wrote: | i have a request, actually
Could you implement some sort of random spawn selection algorithm?
Spawns are very predictable with the current system, and if you're in the right place you can ring 2-3 spawn kills in a row with little effort. |
I too think this would be great feature as games online can become a bit lame especially on LTK if players know respawn patterns and go for spawn kill streaks, as most levels allow you to get many easy spawn kills in streak with no real effort, if you just learn spawn routes |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Jan 09, 2010 7:53 pm Post subject: |
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How hypocritical of you to complain about spawn kills after doing about 7 in a row on poor defenseless radorn last night, mr oxidice xD
I fully support the request on true randomness for MP respawns. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Jan 09, 2010 10:40 pm Post subject: |
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I searched around the forums, but found nothing of this:
As a feature, how about re-building textures from the development-AK47 model to re-create the Old Kf7?
Seems like a stretch, and a ton of work yes, but do you think it would be worth a shot?  _________________ Who? |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Jan 09, 2010 11:04 pm Post subject: |
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the beta kf7 was also a different model, not just different texturing, and who knows if also different animation.
The editor now supports importing new models for weapons, but it's said to be a lot of hard work. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Jan 09, 2010 11:08 pm Post subject: |
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radorn wrote: | the beta kf7 was also a different model, not just different texturing, and who knows if also different animation.
The editor now supports importing new models for weapons, but it's said to be a lot of hard work. |
Anyone know if parts of the models at least still exist?
or did Rare completely cover there tracks with the gun models? _________________ Who? |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sat Jan 16, 2010 7:18 pm Post subject: |
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Another request;
Allow editors to choose if random selection is to omit certain weapons or, even better, change the rarity of weapons. Casino can get pretty annoying when there's a gold pp7 and proxy mines every match. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Jan 17, 2010 3:05 am Post subject: |
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Can't believe I didn't think of it sooner: Any chance of restoring footstep sound effects? They could probably just look up the existing bullet hit information for each texture (but using a different table of sound effects, of course), unless it would need to be tied into the clipping. Actually, it would, wouldn't it? (The editor could probably grab footstep sounds based on the background, like it currently does lighting, though.) |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Jan 17, 2010 4:37 am Post subject: |
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I don't remember having heard any footstep sound when ripping the soundbank, althought I could be wrong. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Jan 17, 2010 4:48 am Post subject: |
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I wasn't sure if they were still in the ROM; we could always insert our own if they're not. |
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oxidice Agent

Joined: 23 Mar 2009 Posts: 98 Location: Finland  |
Posted: Sun Jan 17, 2010 5:46 am Post subject: |
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I have one bug to report which is that 7th weapon in Pistols weaponset is Hunting Knife instead of Cougar Magnum.
and also one feature request, which is forced respawns in multiplayer, preferrably as soon as possible. It would prevent timing respawns to get away from explosions etc.
Last edited by oxidice on Sun Jan 17, 2010 5:48 am; edited 1 time in total |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Jan 17, 2010 5:48 am Post subject: |
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be careful with sound insertion in GE, soundbanks are normally compressed in an SGI proprietary ADPCM format. I think SubDrag said he hadn't cracked the codec for that and can only use RAW PCM, which GE luckily still accepts unlike other games like PD, according to him. I think he said RAW PCM sounds are 4x the size of ADPCM, which makes perfect sense as PCM samples would probably be 16 bit while ADPCM codecs usually have a 4bit sample depth or less. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Wed Jan 20, 2010 9:01 am Post subject: |
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Changes:
- New MP statistics pages. Press up and down on the award page to flip through them.
- Massive MP in-game menu overhaul. The menus are completely reconstructed--again. Just because it looks exactly the same means nothing ;*)
- Added a feature into the MP menu display command to allow text alignment. Now text can be centered or aligned left and right of a location. Scores are aligned, and even though it makes japanese look a little weird, so are the cancel/confirm buttons.
- Made a new command to spit out the correct text location of player x's data on player y's MP screen given z viewports and properly align text when applicable. I know this command should have been embedded, but it makes it easier to work on this way.
- Penultimate rank fix. It will work in all cases except certain team time situations. Technically a scoring issue, so the rank code likely won't change.
- Fixed when rank and score inhibitors kick-in. Inhibitted rank should appear at game end, and inhibitted score should never appear.
- Fixed (probably) the "Press Start" issue under YOLX. Also rigged it to switch between the lines "press start" and "to continue".
- Fix to default item sound effect. Forgot to NOP a line that could cause a crash with items like the GE key decoder.
- Fix to "reload" sound inhibitors. Half the table was off by 1 bit. Also defaults gadgets to no reload sound.
- Fix to legal screen so it isn't as stupid activating the language select. Long story short, L and R do not advance this menu.
- Fixed "ERR" bug when switching out from language select. Wasn't killing the right text bank, but the fix was sloppier than I'd like...
- Killed bug overwritting sunglasses register. Changing scenarios, players, or most other settings won't tamper with it now.
- Halved blink time for MP menus. Should be (mostly) back to original timing.
- Expanded image memory allocation for main menus. Probably will fix graphics issues for now and in the future. Not certain though, so leaving in main bug list.
- Cast call uses solo random head and body list.
- Can backtrack while cursor over Bond's portrait.
- Restored function to return #players to select a given MP character, while destroying pretty much every reference to it ;*)
- Randomly select a multiplayer character by pressing stick-up + select.
- Probably fixed character hit sound effects. Three handlers are taken care of, not sure if there's any more.
Expected stuff for next update:
- Add in objective occlusion.
- Rebuild the whole bloody MP in-game menu interface--them and their redundancy... Seriously, do you have to do indepenadant left/right or select/back checks for each individual page? Probe controller, test page number, probe again, test next page number...
- Fix button codes and corresponding cheats.
- Final fix to scoring. Depending on scenario should use situational team scoring.
- Fewer bugs with any luck.
+_+
Responses below!
First, before anybody asks, here's what's in the two new stat pages:
- accuracy
- shots fired
- longest inning
-
- head hits
- body hits
- limb bits
- weapon and hat hits
There's other stats that could be displayed on yet a third page, but I really don't know what everyone would like. Some would be a hassle to do but all of them could theoretically be added in, assuming 8-10 pages of stats is acceptable. Only about 4 stats can appear on each screen without something getting cut off. If you check the documentation folder (big rar of all this work and annotated dASMs) all the player stats are recorded there, as well as some of the BONDdata stuff. Most likely candidates would be "streak:" (most players killed in a single life), "cheap shots:" which counts back hits and explosions, or "friendly fire:" supposing teamkills gets added to the civilian register. (adds to wishlist)
Try to stray away from anything that says "shortest time", since these are initially set to 7FFFFFFF until their condition is met. Floats are annoying and would reuire updating the MP display routine yet again. For whatever reason, the c-parser expects all %f values to be doubles, not singles. There's even a hack in the debug display to account for this.
Oh, as an interesting point, one of the string conversion types uses the C-calling convention, and the other the PASCAL one. Maybe that isn't interesting at all...
The MP up+select can also be changed to only scroll to a character instead of autoselecting. Which is prefered?
Should also have some editting modules done soon. These latest additions have taken way too long to write.
Bug report: some cheats erroneously display "off" instead of "on" or vice-versa. This will be corrected.
+_+
I'll try to get to everyone, sorry if I miss somebody.
[quote=Dragonsbrethren]Adding new objectives mid-mission[/quote]
No preference? Okay, will write it as I see fit. Expect it in one of these releases. Oh, and as an interesting point, there's two whole routines dedicated to displaying a list of objectives and their completion status.
Wrote a mile-long PM about this and might have remembered to send it ;*)
Quote: | all characters in multiplayer be able to have there own selection picture instead of loads of question mark heads. |
Okay, not adding character select images in. Other people can, but not me. It wouldn't fit anyway.
For each complete character you'd need to allocate ~12 more memory segments. If all had pictures, you'd almost double the required ram for textures in the main menu, from 0xAF000 to 0x145000. I'm fairly certain that wouldn't leave room for the complete menu binary and screen, much less anything else.
Quote: | it would be nice if you could have random between the preset characters from the character list aswell |
This one made it in. It works if you hold up on the control stick (not c or +!) and press select. Also, it doesn't select a new random character each map, since that would abusive to the coder.
Random bodies and heads swap at each stage/menu load, so that little feature was always sort of built-in. The MP random slot is little more than an entry set to random body+random head.
Quote: | Dr. No was never unlocked after finishing Runway. DK Mode was, though, could it be interfering? |
Dang, hoped nobody would notice. I shuffled a few cheats around to alter button code support but never finished working on it. Isn't fixed in this release, but will be in a future one.
Will redo the whole system, down to the cheat activation table.
Quote: | i turned the spectecles on in 007 mode and it didnt work |
The 007 feature only affects the player. This may seem stupid, but one extra feature for stage developers is the option to change the starting player to anybody, including random bodies and heads.
I've also been concidering adding sunglasses to the Bond heads (or at least solo head), but haven't done this yet obviously. Only really added it to the 007 menu because it was easy and I could ;*)
Sunglasses did work MP, but were being overwritten every time player settings were changed. Bug has been fixed.
Quote: | The male Scientists, Arctic Commandos, and red-shirted Civilians have female screams...Xenia has male screams. |
Probably fixed. Changed the table size but not all the references apparently. Will need to check all the table references now...
Quote: | Not really liking the ammo box model overrides. |
This is a designer-option only and will never have an in-game toggle. You can design stages with it or without, and only Citadel uses it. This utilizes the model preload option built into ammo boxes. That's what the upper "FFFF" part of the ammo totals was all about. You're stuck with this feature.
Please note only two release solo stages use ammo boxes at all, and none use the preload feature.
Quote: | Could remembering the last page open be made into an option? |
No, can't. Had to do this so now it won't constantly read eeprom, set to player, set to watch index, write from index to player, then to eeprom for each setting on the screen all the time. Changed these to components now, to allow for an out-of-game options menu in the future. MP already uses a few of them.
Quote: | RAM flags like PD, to allow some information to be carried between missions. |
Sorta a planned feature, though not on the list. I intend to use the last few bits of eeprom to save bitflags which may be set using new action commands. Just been putting it off, since it requires adding in 2-byte action block commands, which means a lot of rewritting.
Quote: | The hand grenade plays the reloading sound after every throw. |
Fixed.
Quote: | The tank now has a magazine. |
The tank always had a clip of 1 and magazine of up to 50. Didn't change.
Quote: | Did you redo how accuracy is calculated? |
Nope.
Accuracy is total shots fired divided by total hits. Some weapons will not register in shots fired--there's a flag to inhibit registering hits--and others will register multiple hits per shot such as the shotguns or power weapons. It can be over 100%.
Also, "other hits" displays weapon and hat hits but not non-invincible objects. However, hits against non-invincible items is tallied with total hits. This will never change.
Okay, if you want to get really technical, most hat hits are counted as hat hits but only while on somebody's head. Moonraker caps are reallocated as head shots, and helmets are special-treatment to get the ricochet sound effect but probably(?) are still treated as hat hits. Non-helmet, non-moonraker hats also set the 0x1 flag in GUARDdata+12 when hit, which kicks their hat off.
There's a routine that uses the hat object model to determine the type of hat it is and ranks it. The types are:
[list=0]
[*] beret
[*] green cap
[*] officer
[*] helmet
[*] furry
[*] moonraker
[/list]
As far as I know, the only other influence hat types have has to do with the officer hat, which sets some obscure statistic someplace.
Quote: | Picked up an US AR33 Assault Rifle. |
Set flags in that byte in the wrong order. Fixed. Should now be "a", though any overlap isn't really that important. For the record, you could get string length issues in japanese. If it really is annoying, could add in wordwrap. Just found that and a way to set the tab on wrapped lines.
Messages only changed to remove "proper case" and "lower case" duplicate strings to make room for new text samples while simplifying the string lookup system.
Quote: | Heads in the ending cast list are a bit too random |
Apparently menus are -1, not 0 like solo. Fixed.
Neat fact: there's a 1/10000 chance that a special character will appear before being unlocked! Never even heard of that before.
Quote: | Line mode doesn't work. (Update: Nevermind; doesn't work in the unmodified game either.) |
Try it again, because it works on both. That would be an emulation issue if it doesn't, so complain to the plugin people. While you're at it, you can tell them they can implement fog and water by handling the generated microcode ops C8-CF.
[quote=Subdrag]It'd be cool to reenable paint mode for mines[/quote]
I'll look into it. That would be neat. Do you have a screenshot of this? It's not in my beta pic collection ;*)
Quote: | have the paintball cheat as an option in the watch menu instead of a cheat. |
Maybe, but I'll have to rig it to allow stage completion first. It would be better as a player-specific option instead of global. Only real problem is saving its state to eeprom.
Quote: | modify the enemy rockets cheat to be just enemy weapon |
Select enemy weapon, select animation rate, select game speed... I'm also guessing a list of weapons that can be unlocked as both singles and doubles. In other words, cheat options.
For the record, although enemies can be hacked to use proxy and timed mines, they can't detonate remotes and thrown knives are collected out of the air by players. Also, not sure if they can use melee. So, just to let you know the list would be sort of short.
Never was a fan of all those different weapon cheats, but this does cause a bit of an issue with unlocking the weapons. Weapon unlocks would need to be based on stage completion, not stage times, so that way we don't have to register them in the eeprom. Again though, we'll need to make room for the list in memory someplace... Not to mention there will need to be some cheat redirection to make up for the newly missing entries.
I don't lik the idea of radically altering some original feature like this to the point where it isn't recognizable as Rare's, but it might find its way in anyway.
Quote: | have a unlimited ammo no reloads cheat like perfect dark. |
Been thinking about this one for a while. Probably will make it in. Two simple ways to do it too: either don't tick off ammo, or treat all as infinite like the laser.
Could set to a truly historic speedrun through Aztec on 00 agent. Egypt is a pushover compared to Aztec. Silly to even make an unlock, since it would take 5 seconds before someone hacks everything complete...
Still, so far I've only been reactivating the original cheats, but will likely make it in. Very few original cheats were all that interesting or useful...
Quote: | could you implement that to the multiplayer characters so they match the team colours like perfect dark. |
I really don't plan on doing something like that. PD is PD, GE is GE. It would be a nightmare anyway.
Also, don't expect blinking pickups or any other such nonsense like that.
Quote: | The Frigate radar display screen is displayed as a green box |
Thinks the image is 8bit i, not 8bit ia (4i+4a). Don't know why yet, since didn't mess with that... Will fix soon.
Someone wrote an elevator? Sorry, didn't know. Will look for it. I was planning multiple stops, which amounts to a series of presets.
Quote: | when your curser is over bonds picture so you can select what bond picture you want you cant press b to go back a page |
Oh, whoops. Set the branch stupidly. Fixed.
I was planning player-specific settings in the MP menu. One menu to rule them all, with some of the old options tacked into it. I've held off until now because a fair number of these stats are stored in BONDdata, and the offsets weren't known. There's still a couple more to work out, but a menu like that has been planned from the start. Did you know solo has two different copies of your auto-aim setting, both which are set in MP but never used?
In particular, expect these and maybe a few more:
- control type
- handicap
- aim control type
- aim/sight settings - player-specific, actually
- look-ahead
- ammo on-screen - could also link in health, entire 1st person interface...
- text on-screen, though that might be a global
Not sure if "look up/down" is a global or not. Paintball is a global effect, unlike PD. Either on or off for everyone. Basically, will need to hack everything to be personal settings if at all possible.
Also, will add a settings feature on the main folder page. It was always iritating not being able to set these outside a stage, especially things like controller setup. Heck, could just clone the solo options menu. If it is stored to eeprom, would make it to this menu.
- screen/ratio types - can't remember if player specific or not...
- volume of music and effects, as well as a mute-all button hacked from the soundkill feature
Also, quickly:
Footfalls, maybe. Before that, would need to attach proper impact sounds to images, since most are default.
Order of weapons in list isn't important, since anyone can edit it.
Old KF7, tazer, RL, GL, and anything else are entirely removed. Sort of out of the scope of this project, really. Ony the old bond suits will wind up in, since it is directly tied to the selected bond model thingy that, surprisingly, wasn't deleted.
Spawn system isn't on a rotary basis but based on random chance + proximity. Scale skews the proximity test though, so I'll edit it to account for that. Otherwise, I'd suggest just litterling stages with more spawns. You can have an absurd number under this patch.
There is no rarity attached to weapons. They all have an equal chance of appearing. Instead, will make a custom weapon set setting and menu. It's been planned, but been putting it off in case will need t o move the weapon data to a different location.
+_+
Also, I'm not able to use any modern version of the editor, and really need to know what it does to the compressed 21990 file if you open and save it in the editor.
Big thing is I need sombody to open it, dump an extra stage or file in or something like that, save, then send the resultant 21990 file.
Reason being is to work out some kind of compatibility between the two and know just how much programming I'll need to do with the editing tools.
+_+
Well, that's the longest message ever... Keep those bug reports coming! _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Jan 20, 2010 10:22 am Post subject: |
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zoinkity wrote: |
Dragonsbrethren wrote: | Adding new objectives mid-mission |
No preference? Okay, will write it as I see fit. Expect it in one of these releases. |
Actually, I posted a preference on the first page:
Post from page 1 wrote: | zoinkity wrote: | For the sake of argument, you don't actually need a special automated: "New Objective: blah", since this can be handled by action commands and you need them anyway to activate and deactivate objectives. Also, if you use existing commands to handle this, then again you make a stage that's backward compatible, plus you have the option of not necesarily informing the player about a task. Seriously, isn't it self-evident that you should free civilians, not offer them free craniosectomies?
If you insist though, it could be tacked in. The only trouble would be that as automated text you're liable to overwrite the current text on-screen, whcih would be bad if one objective being completed triggered the new objective. You'd have the completed text get overwritten almost immediately. |
I agree, I was actually thinking the same thing when I made my post, that the text could just be added manually. Personally, I wouldn't want to add objectives without alerting the player, but I could see doing that having its uses. So yeah, no need to worry about the message.
zoinkity wrote: |
Just let me know which one you'd prefer, or if there's a better method. |
Method 1 sounds like it would be good enough. I'd like to see the normal setups continue to work fine without modification, and 8 bits should be plenty (I question the sanity of anyone who would have eight hidden objectives in the first place, and more than that would just be ridiculous). |
Unless you wanted more information than that.
zoinkity wrote: |
Oh, and as an interesting point, there's two whole routines dedicated to displaying a list of objectives and their completion status.
Wrote a mile-long PM about this and might have remembered to send it ;*) |
To me? I never received any PM from you that I know of. It's possible I did and missed it, but I doubt it; I've been checking them pretty frequently. Just a few days ago I accidentally erased my entire Inbox here, so I can't check to be sure. You should probably check your out/sent boxes and resend it if you actually did send it over.
zoinkity wrote: |
Quote: | Not really liking the ammo box model overrides. |
This is a designer-option only and will never have an in-game toggle. You can design stages with it or without, and only Citadel uses it. This utilizes the model preload option built into ammo boxes. That's what the upper "FFFF" part of the ammo totals was all about. You're stuck with this feature.
Please note only two release solo stages use ammo boxes at all, and none use the preload feature. |
I haven't tried the new version of the patch yet, but check Surface. There were grenade rounds in the huts instead of the ammo crates.
zoinkity wrote: |
Quote: | Could remembering the last page open be made into an option? |
No, can't. Had to do this so now it won't constantly read eeprom, set to player, set to watch index, write from index to player, then to eeprom for each setting on the screen all the time. Changed these to components now, to allow for an out-of-game options menu in the future. MP already uses a few of them. |
Damn, guess I'll just have to get used to it then.
zoinkity wrote: |
Quote: | The tank now has a magazine. |
The tank always had a clip of 1 and magazine of up to 50. Didn't change. |
Yeah, noticed that after I made my post, thought I updated it. I never noticed it had one before.
zoinkity wrote: |
Quote: | Did you redo how accuracy is calculated? |
Nope.
... |
Some interesting stuff there; I never knew it treated the helmets and moonraker gear different from the other hats.
zoinkity wrote: |
Quote: | Picked up an US AR33 Assault Rifle. |
Set flags in that byte in the wrong order. Fixed. Should now be "a", though any overlap isn't really that important. For the record, you could get string length issues in japanese. If it really is annoying, could add in wordwrap. Just found that and a way to set the tab on wrapped lines.
Messages only changed to remove "proper case" and "lower case" duplicate strings to make room for new text samples while simplifying the string lookup system. |
Could you explain how this works in a bit more detail? Is it possible to use for gadgets through the rename blocks as well? In any case, I'd suggest adding the word wrap, even if that's probably the only spillover issue (in English, at least).
zoinkity wrote: |
Quote: | Line mode doesn't work. (Update: Nevermind; doesn't work in the unmodified game either.) |
Try it again, because it works on both. That would be an emulation issue if it doesn't, so complain to the plugin people. While you're at it, you can tell them they can implement fog and water by handling the generated microcode ops C8-CF. |
Yeah, I know it works on the actual hardware. The Glide64 plugin has a bugtracker, I suppose I could add it there.
zoinkity wrote: |
Subdrag wrote: | It'd be cool to reenable paint mode for mines |
I'll look into it. That would be neat. Do you have a screenshot of this? It's not in my beta pic collection ;*) |
These are the textured, hotlinked off of his page:
Guess they would've just replaced both textures each mine uses with either a color specific to that mine, or a random one. I'm leaning towards the former, personally, since it would be kind of unfair to not know which mines are which when multiple types are available. I'm guessing that's what their plan was, too, since the colors match up with the "buttons" on each type of mine; if not, I'd expect there to be more colors available than these three.
zoinkity wrote: |
Someone wrote an elevator? Sorry, didn't know. Will look for it. I was planning multiple stops, which amounts to a series of presets. |
http://www.youtube.com/watch?v=4yfJsnyVpqM
TimEh hasn't been around in a while, though, so I don't know what's going on with this.
zoinkity wrote: |
Footfalls, maybe. Before that, would need to attach proper impact sounds to images, since most are default. |
I could take care of that. I already started a long while back and just forgot about it.
zoinkity wrote: |
Also, I'm not able to use any modern version of the editor, and really need to know what it does to the compressed 21990 file if you open and save it in the editor.
Big thing is I need sombody to open it, dump an extra stage or file in or something like that, save, then send the resultant 21990 file.
Reason being is to work out some kind of compatibility between the two and know just how much programming I'll need to do with the editing tools. |
I meant to try this and forgot, back when I started my solo tests. I'll see about doing it later on today. |
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