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Dragonsbrethren
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 PostPosted: Wed Jan 20, 2010 11:10 am    Post subject: Reply with quote Back to top

New bug report, emulator stupidity, feature request, bitching post time!

Dam's Japanese intro text is off compared to the Japanese version. I can't read it, of course, but the Japanese version has USSR in English, while your patch has Byelomorye in English. Disregard if this was intentional.

Ammo boxes in Surface 1 are displayed as grenade rounds.

Another pickup issue: A rc-p90. This was in four-player multiplayer. (Any chance of a set of custom short strings for these, rather than relying on the ones from the inventory?)

This version seems more crash prone than the previous. This is on Project64 with the Glide plugin. I've had frequent crashes in Bunker 1, especially.

Project64 crashes immediately on selecting Japanese text. Happens with both Recompiler and Interpreter. The game blackscreens after the license screen if you select English, but works fine if you don't enter the language menu.

Japanese characters are displayed as garbage in Mupen64++. Tried with both Jabo's DX8 plugin and the newest Glide64 beta.

Mupen64++ crashes when accessing the watch menu.

Some easy way of editing the built-in generalized action blocks. I would love to make some tweaks to these for the Goldfinger project.

Probably a long shot here...allow guards to shoot at the player over railings. I'm guessing this won't be possible, and I've noticed the game won't even allow you to force a guard to shoot Bond if he's not in their line-of-sight.

Along with the previous request, allow them to see over those railings as well. Again, I'm guessing this isn't going to happen, but I'm throwing it out there anyway.

Bit for forcing weapon names to be displayed in all lowercase in pickup strings, for weapons without proper names.

Automatically convert watch menu briefing text to lowercase, so that the same strings can be used in both the main menu and watch menu. The actual headings "M briefing, Q branch" should retain their capital letters, of course.

Along the lines of the spectacles option, maybe allow selecting which model you wanted to use for Bond, Natalya, and Trevelyan. I don't know how difficult it would be to update Bond's portrait there, but you could probably even stick the other three actors under the one character slot this way if you wanted to.

Retexture the PP7 model for use with the silver and gold PP7 pickups, rather than having a novelty PP7 (damn that thing is huge!)

Icons for every type of ammo.

One of the few new things I noticed about the XBLA port: For gadgets without ammo, briefly display their short name (from the set I requested above) where the ammo counter would be. Since you allow cycling gadgets in multi, this would be very useful along with the above suggestion about icons.


Last edited by Dragonsbrethren on Fri Jan 22, 2010 7:08 am; edited 9 times in total
 
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zoinkity
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Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Wed Jan 20, 2010 11:29 am    Post subject: Reply with quote Back to top

Got a few extra minutes, so here's some quick replies:

Dragonsbrethren wrote:
Actually, I posted a preference on the first page:

Okay, okay, so I sortta forgot to copy the whole page ;*)
Trying to send the PM again, but always had problems with that. Probably has to do with the interesting way my profile is prescribed.

Besides, came up with something a little better and tested to be 100% backward compatible. It should completely obscure modified objectives from unhacked ROMs but allow them to lock and unlock in hacked ones using a full objective register. It uses the old objective type as a container, and can do so for any new objective types that may get added in later.

Dragonsbrethren wrote:

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.

Dang. Will hack Surface so it doesn't preload. Seriously, there was a bug fix involved in this too, since preloaded models didn't check for available memory.

Dragonsbrethren wrote:
Some interesting stuff there; I never knew it treated the helmets and moonraker gear different from the other hats.

Even more than that, the officer hat apparently sets the British pistol stance in place of the normal "I'm holding a weapon" stance. Well, it sets something and I +think+ that's it...

Dragonsbrethren wrote:
Could you explain how this works in a bit more detail? Is it possible to use for gadgets through the rename blocks as well?

Wordwrap will be in. Longests pickup line of all is the japanese for "picked up some watch laser charge", which is evil any way you look at it.
Original game used a TLB pointer table to determine what article should appear before a normal pickup line of text in english. I replaced that with an admittantly obscure system of bitflags. The one doc does mention how it works and the settings, but what it amounts to is each item from 1-whatever gets a 2bit flagfield. I think it can choose between nothing, "a", "an", and "the". Seperate ones for items and ammo.
It only affects the original pickup text, so you can't use it with the rename block.

Dragonsbrethren wrote:
It'd be cool to reenable paint mode for mines

I remember those images, and almost want to say they were also used in the items, but will need to see how.

Dragonsbrethren wrote:
Footfalls...I could take care of that. I already started a long while back and just forgot about it.

Yeah, so was I. It would make most sense as a tile-specific thing, otherwise will have to do position-specific stuff. I already know where the rate modifier is for steps, since this is used in that whacky "stride" code, so really it would be an event triggered at a certain point in each stride using the current motion rate value as the volume.
Theoretically could use PD's sounds, but obviously coding it will be the nasty evil part. Besides, would need to do more than the player, but all types of actors...
Well, it's on the wish list along with the grenade travel collision thing.
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Dragonsbrethren
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Joined: 23 Mar 2007
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 PostPosted: Wed Jan 20, 2010 11:42 am    Post subject: Reply with quote Back to top

I just made a post over at RHDN to see if I could get you any help with the remaining Japanese text:

http://www.romhacking.net/forum/index.php/topic,10197

Now, as for that response you snuck in while I was writing this...

Quote:
Wordwrap will be in. Longests pickup line of all is the japanese for "picked up some watch laser charge", which is evil any way you look at it.
Original game used a TLB pointer table to determine what article should appear before a normal pickup line of text in english. I replaced that with an admittantly obscure system of bitflags. The one doc does mention how it works and the settings, but what it amounts to is each item from 1-whatever gets a 2bit flagfield. I think it can choose between nothing, "a", "an", and "the". Seperate ones for items and ammo.
It only affects the original pickup text, so you can't use it with the rename block.

Any chance of a bit to force the weapon name to be displayed in lowercase? So that weapons without proper names can be displayed the same way they were originally (Picked up a sniper rifle. instead of Picked up a Sniper Rifle.). It's nitpicky, I know. On that same note, maybe the briefings in the watch menu could be switched to lowercase automatically, so we wouldn't need two copies of the strings? (I'll add these to my colorful post above.)

Edit:

Quote:
Yeah, so was I. It would make most sense as a tile-specific thing, otherwise will have to do position-specific stuff. I already know where the rate modifier is for steps, since this is used in that whacky "stride" code, so really it would be an event triggered at a certain point in each stride using the current motion rate value as the volume.
Theoretically could use PD's sounds, but obviously coding it will be the nasty evil part. Besides, would need to do more than the player, but all types of actors...
Well, it's on the wish list along with the grenade travel collision thing.

Interesting thing: According to an early Nintendo Power interview, the reason they went with analog controls (this must've been before they implemented the digital control schemes) is so that you could control how loud your movement was. Running was originally supposed to alert guards to your presence. PD had the footstep sound effects (well, GE did at one point too), but you couldn't alert guards with them.
 
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Wreck
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Joined: 14 Dec 2005
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Location: Ontario, Canada

 PostPosted: Wed Jan 20, 2010 12:00 pm    Post subject: Reply with quote Back to top

This NSNA project just keeps evolving. I really have to check out the updated ROM.

Regarding the different coloured mine textures...
I know for a fact that the red one is used in the GremotemineZ watch inventory model. It's quite likely that the other two are used in their respective mines, as well. I should actually try removing the drawing commands which use the texture and see what the outcome is.

Edit: Looks like the texture makes up the six red decals on the mine...


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SubDrag
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 PostPosted: Wed Jan 20, 2010 1:34 pm    Post subject: Reply with quote Back to top

So those little blips are actually the mini mine texture colored?
 
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Wreck
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 PostPosted: Wed Jan 20, 2010 1:37 pm    Post subject: Reply with quote Back to top

It appears so. The red one (3B2) is used on the Remote Mine, so I'd imagine that the other two (3B3 and 3B4) are also part of the Timed and Proximity Mine G_Z models. It might be fun to swap the normal prop texture (3B1) out with one of those coloured ones and see how it looks in-game.

Was there ever any screenshots or other evidence that supports the idea of paintball mines?
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SubDrag
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 PostPosted: Wed Jan 20, 2010 1:46 pm    Post subject: Reply with quote Back to top

No I had just always assumed. That's kinda strange they are mini-mine textures. Guess it worked and looked good.
 
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Dragonsbrethren
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 PostPosted: Wed Jan 20, 2010 2:26 pm    Post subject: Reply with quote Back to top

Zoinkity, the 21990 editor can't even open the NSNA ROM, so I guess that tells you how compatible they are. Really, compatibility with this in the editor would be excellent (especially since I hope to see it used by the Goldfinger project), but I guess that should wait until (most of) the features are set in stone.

Updated my colorful post, by the way.
 
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SubDrag
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 PostPosted: Wed Jan 20, 2010 2:45 pm    Post subject: Reply with quote Back to top

Zoinkity and I were talking about it, he moved a ton of stuff, so there will probably have to be an NSNA mode which only supports some of it. I think this won't come until NSNA is ready to release since things could change. It's radically different though, and to reoutput it will be totally different too (ignoring most things).
 
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Trevor
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Joined: 15 Jan 2010
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Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Wed Jan 20, 2010 3:33 pm    Post subject: Reply with quote Back to top

Somebody mentioned that footfalls in PD never allerted guards. Whenever I play PD (PAL Real Cart+H/W) and I want to make someone surrender of knock them out I have to walk slow so I don't make a sound otherwise they turn round.

Trev

P.S. Unless I missed it, I am entrigued to find out what this patch wil actualy do. Is it adding lots of patches to GoldenEye sortof like going from v1 to v1.2 or is ith turning Goldeneye into a more custom version therefore not building on the code but just modding it?

If it is building upon the code (Which from the posts I read it seems like) then will there be one for PD?
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zoinkity
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 PostPosted: Fri Jan 22, 2010 9:10 am    Post subject: Reply with quote Back to top

No update, but would like to get a couple responses in while I can...

For the record, I am not worried about emulators except noting incompatability. If the feature runs on console, the emulators will eventually run it some day.

+_+

You can easily edit the MP character list. Just add entries for the other character models. No biggie. Making a specialized up/down thingy, that would be a nightmare and would require an awful lot of specialized tables.

+_+

The japanese text already present in english game versions is slightly different from the japanese release. Not changing this, unless at final release.

+_+

I'll recycle the upper/lower/proper case code from the Animal Forest project into GE. Not sure if it will catch romanji, but will catch ASCII. Was thinking that as well, and just figured the strings in proper case wouldn't be too bad. Admittantly, it would be great to have only one objective text thingy.
Right off it will likely be hard-coded. Maybe even add something like two-byte control character commands to manually do it. Could also tack in font colour, size, etc shifts ideally. Needed to do something similiar to this for the euro-font extension, to handle accents. (backspace previous character and print next in its width)

+_+

Well, it would be really neat to handle footsteps. AI wouldn't be hard to rewrite though: simply tack in a footstep listener to the gunshot listener. The sound level would use the same relative scale as the movement animation: run, walk, putz, standstill.

Sort of a long-term goal though. Too cool not to put in. One stipulation though: I'd like to see somebody else pull sound effects for it.

+_+

I thought those images were used, but couldn't remember how. What I was originally thinking you meant was paintball smoky-explosion-splatter instead of a big grey blotch.

+_+

So, the 21990 won't even load? Eek...
I can use an earlier version of the editor (much earlier) and open it in there, so something must have changed. I'll look at data tables that changed but weren't moved first.

+_+

Yes, the intention is a new version of the game which, with any luck, will be easier to edit the weirder stuff and allow more stuff to be editted.

For instance, you know how the backdrop colours on screens are usually black? I'm making a table thingy so you can easily set the backdrop colours of each.
Right now, if you'd like to make the cast intro backgrounds a little spiffier, here's the ROM addresses to change the backdrop colour:
They're ORs, so this will change them into ORIs so you can set the values from 00-FF
7F0194AC 4DFDC red 340500[rr]
7F0194B0 4DFE0 green 340600[gg]
7F0194B4 4DFE4 blue 340700[bb]

For instance, 340500FF 340600FF 340700FF will set the background white.
Obviously, to get the best effect you'll also want to set the fade in and out. That's not listed since it requires slightly more hacking, on account of the whole timed alpha-dithering and stuff.

The point being though that this method is stupid. If each page's colours etc were in one place it would be a simple matter to drastically modify the look of the game without having to know specificly where everything is. Page width, etc is one thing, but simple stuff like this is completely silly not to handle.


As for PD... don't hold your breath. I can't hack PD easily (GE runs at 5fps on a good day, so guess how fast PD runs), and the sheer degree of code is nightmarish. Plus, it doesn't play nice with the custom code. Still can't figure out the issue with the newer custom stage format killing the unlocked MP stage list, which shouldn't even happen since that bit of code didn't even change...
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SubDrag
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 PostPosted: Fri Jan 22, 2010 12:41 pm    Post subject: Reply with quote Back to top

It fails on reading multi weapon set info, for the record. Even if it did load, it's not going to write successfully I'd think. Need to make special small form for NSNA.
 
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Entropy Soldier
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Joined: 13 Feb 2009
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 PostPosted: Sun Jan 24, 2010 8:23 am    Post subject: Reply with quote Back to top

In the newest release, destroyed objects in multi no longer block the players movement when respawned. (you can still destroy them for an explosion after respawn, however)


Also of note is that the pistols set still contains a knife in the 7th weapon slot.


EDIT: also, it would dominate if you created a set that has the bombcase as the slot 7 weapon and random weapons for every other slot.


Last edited by Entropy Soldier on Sat Jan 30, 2010 9:14 am; edited 1 time in total
 
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00action
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 PostPosted: Tue Jan 26, 2010 6:13 pm    Post subject: a couple of idears Reply with quote Back to top

fist of all thank you for implementing the random player select.

i have a couple more idears:

1. in multi player you get a kill count come up on screen, this would be great in single player so you can keep track of you kills as you go, this would especialy be good fun when playing a level like archives where the guards just keep coming.

2. it would be great if you could make some of the weapon atributes modifiable in the weapon stats memory that arnt normaly modifiable, for example a flag to turn on or off the sniper zoom for any weapon or the 3 round burst that the kf7 has and maby even the 5 pelet burst the shotgun has.
 
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Grimreaper360
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 PostPosted: Wed Feb 03, 2010 9:12 am    Post subject: Reply with quote Back to top

Great work with this Zoinkity, its amazing how you did this Razz Though was gonna ask you a question. Wil double weapons for multi be available on the lastest NSNA patch?
 
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