ShootersForever.com Forum Index

GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community


[GAMESHARK MULTI] Silo With Objects

 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Objectives: Complete
View previous topic :: View next topic  
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Sun Jun 18, 2006 5:47 am    Post subject: [GAMESHARK MULTI] Silo With Objects Reply with quote Back to top

Well after Stack failing to load sh*t in even 2 player for Silo. Switched to Complex and I'm on a roll now turning weapons and ammo boxes into objects. Probably hack this sucker in 4 player since it's so maze like.
_________________
http://codelegends.proboards.com/
 
View user's profile Send private message Visit poster's website
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Sun Jun 18, 2006 9:24 am    Post subject: Update: Here is a demo of what's to come...enjoy Reply with quote Back to top

It's 2 player for now......

Silo W Objects - LEVEL ONE (Rockets, Satellites, and Computers)
Gameshark 3.30 NTSC ONLY! (NO Uploader required)
Load: Menu Select (Press A 3 times at Nintendo logo)
Weapon Set: Rockets
Infinite Ammo Cheat ON
Hacked by: MultiplayerX

Stage load
8002A8F7 0014
81037536 5918
81166350 0012
81166352 67D8
8002B07B 0003
8002B07F 0014
8102B074 9C81
8102B076 9C81

"Respawn-26"
811C8B28 C1F4
811C8B30 4514
811C8B50 801B
811C8B52 3CFC

811C8B54 4256
811C8B5C 4515
811C8B7C 801B
811C8B7E 38CC

811C8BAC 4589
811C8BB4 4448
811C8BD4 801A
811C8BD6 9F9C

811C8BD8 450F
811C8BE0 4527
811C8C00 801B
811C8C02 4DBC

811C8C04 44E0
811C8C0C 457C
811C8C2C 801A
811C8C2E 6B54

811C8C30 4527
811C8C38 453F
811C8C58 801B
811C8C5A 51B4

811C8C5C 4526
811C8C64 C39A
811C8C84 801B
811C8C86 630C

Rocket, Satellites, and Computers (10 Total)
(FLAG write then every OTHER preset)
First 5 rows represent object write: size, type, image, explosive or destructive, tag. Second 4 rows represent object placement: x, y, z, and room pointer.

Preset Start at #2 (Door Seal)
811C9404 0100
801C9407 0003
811C9408 008D
801C940D 0003
811C940E 01E1

811C8B80 4526
811C8B88 C3D0
811C8BA8 801B
811C8BAA 626C

811C9514 0100
801C9517 0003
811C9518 005D
801C951D 0003
811C951E 01E1

811C8C88 4248
811C8C90 4524
811C8CB0 801B
811C8CB2 3EBC

Special thanks to Zoinkity for the BETA weather code for this level and Wreck for his continued assistance. MultiplayerX
_________________
http://codelegends.proboards.com/
 
View user's profile Send private message Visit poster's website
kcghost
Hacker
Hacker


Joined: 18 Jan 2006
Posts: 551

 PostPosted: Sun Jun 18, 2006 2:32 pm    Post subject: Reply with quote Back to top

Pretty cool, but needs alittle work. The Rockets are off to the side too much, and I cannot get past them on the railings without "Walk through Props" code on. And the one door, I thought it was a boundry at first, its just alittle too big ... Cant get past it without Walkthrough props, and I noticed a body armour at the top. No computers... Wait, this is pretty drastically glitchy, maybe its my emulator, or the fact that I unpasued and paused so much to get it to load...

TO RUN THIS ON 1964 EMULATOR: F3 is the default for Pause/Unpause, this stage needs it alot. Here is what I did: No Enable All Players, Selected the Stage, 2 Players. Pressed F3 on and off several times in a timespan of 5-10 seconds, and it loaded.

TO RUN THIS ON PJ64: No Enable All Players, 2 Player, wait fifteen seconds. I still got the same results as 1964, however.

Overall on emulator, this is an icky level. Somethings not going right, considering when I load it in emulator there are no weapons, satleites, or computers, and there are pretty big glitches. 10 total objects? 4 blocks of code? MultiX, did you post this wrong? Confused

If you gain coords from a Solo preset load, will those coords work with the Complex setup? I think I can get you the exact rocket coordinates ...
 
View user's profile Send private message Send e-mail
kcghost
Hacker
Hacker


Joined: 18 Jan 2006
Posts: 551

 PostPosted: Sun Jun 18, 2006 3:33 pm    Post subject: Reply with quote Back to top

I think I got this right.

2730:
X:4484
Y:C16D
Z:C467
RP:801A-2554

2731:
X:4526
Y:C4AC
Z:452A
RP:801B-28D4

Im not even sure if that is of any help, lol.
 
View user's profile Send private message Send e-mail
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Sun Jun 18, 2006 4:30 pm    Post subject: Yeah..fixed it now Reply with quote Back to top

I'll post the corrections later. On a roll here. Got the Rocket positioned PERFECT now. Solo perfect that is.
_________________
http://codelegends.proboards.com/
 
View user's profile Send private message Visit poster's website
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Sun Jun 18, 2006 6:30 pm    Post subject: UPDATE...Silo 2 player W Objects via Complex / INCOMPLETE Reply with quote Back to top

Have fun... more to come

Silo W Objects - LEVEL ONE (Rockets, Satellites, and Computers)
Gameshark 3.30 NTSC ONLY! (NO Uploader required)
Load: Menu Select (Press A 3 times at Nintendo logo)
Weapon Set: Rockets
Infinite Ammo Cheat ON
Hacked by: MultiplayerX

Stage load
8002A8F7 0014
81037536 5918
81166350 0012
81166352 67D8
8002B07B 0003
8002B07F 0014
8102B074 9C81
8102B076 9C81

"Respawn-26"
811C8B28 C1F4
811C8B30 4514
811C8B50 801B
811C8B52 3CFC

811C8B54 4256
811C8B5C 4515
811C8B7C 801B
811C8B7E 38CC

811C8BAC 4589
811C8BB4 4448
811C8BD4 801A
811C8BD6 9F9C

811C8BD8 450F
811C8BE0 4527
811C8C00 801B
811C8C02 4DBC

811C8C04 44E0
811C8C0C 457C
811C8C2C 801A
811C8C2E 6B54

811C8C30 4527
811C8C38 453F
811C8C58 801B
811C8C5A 51B4

811C8C5C 4526
811C8C64 C39A
811C8C84 801B
811C8C86 630C

Rocket, Satellites, and Computers (10 Total)
(FLAG write then every OTHER preset)
First 5 rows represent object write: size, type, image, explosive or destructive, tag. Second 4 rows represent object placement: x, y, z, and room pointer.

Preset Start at #2 (Door Seal)
811C9404 0100
801C9407 0003
811C9408 008D
801C940D 0003
811C940E 01E1

811C8B80 4526
811C8B88 C3D0
811C8BA8 801B
811C8BAA 626C

811C9514 0100
801C9517 0003
811C9518 005D
801C951D 0003
811C951E 01E1

811C8C88 C204
811C8C90 4529
811C8CB0 801B
811C8CB2 3EDC

811C967C 0075
801C967F 0003
811C9680 0045
801C9684 0002
811C9686 01E1

811C8EF0 449D
811C8EF8 458C
811C8F18 801A
811C8F1A 68D4

811C97B8 0100
801C97BB 0003
811C97BC 005C
801C97C0 0002
811C97C2 01E1

811C90A8 446E
811C90B0 457F
811C90D0 801A
811C90D2 702C

Special thanks to Zoinkity for the BETA weather code for this level and Wreck for his continued assistance. MultiplayerX
_________________
http://codelegends.proboards.com/
 
View user's profile Send private message Visit poster's website
kcghost
Hacker
Hacker


Joined: 18 Jan 2006
Posts: 551

 PostPosted: Sun Jun 18, 2006 9:09 pm    Post subject: Reply with quote Back to top

Nice, its comin along now. Perfect Rockets, a satellite, and a thing-I have no idea what to call it. Is that armor on the top floor just from luck of the draw from the Complex Setup? I think this one loaded better for me too, I only had to wait fiteen seconds, like PJ64. Absolutley perfect coords? I guess you found the difference between complex and silo coords. Cool to see a level still in the making, although I dont think Ill post my map until its finished.
 
View user's profile Send private message Send e-mail
Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7198
Location: Ontario, Canada

 PostPosted: Mon Jun 19, 2006 2:00 am    Post subject: Reply with quote Back to top

By the looks of things, you aren't going to be needing my assistance anymore... Crying or Very sad
I'm happy to see how well you're doing with these multiplayer stages, Scotch. You're getting quite good at making coordinates and placing objects. Only thing that still throws me is why in the world you keep on using weapons for your new props. With the Stack setup, it's actually pretty easy to convert one door into two objects. That way you could have a bunch of them, plus all of your weapon sets. Might be too many lines on console, but it'd work out well on an emulator. Smile
 
View user's profile Send private message Visit poster's website
SiberianSpecialForces
Agent
Agent


Joined: 21 Jan 2006
Posts: 76
Location: USA

 PostPosted: Mon Jun 19, 2006 6:16 am    Post subject: Reply with quote Back to top

nice. i love playing user made levels.
_________________
I am the BEAST Of THE EAST (USA) in STACK, ARCHIVES, FACILITY, TEMPLE, COMPLEX, BASEMENT, LIBRARY, EGYPTIAN, BUNKER, CRADLE. CAVES and CAVERNS SUCK!
 
View user's profile Send private message
MultiplayerX
007
007


Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Mon Jun 19, 2006 6:28 am    Post subject: That will never happen...lol ;) Reply with quote Back to top

I can't top your levels. Still amazes me how advanced your knowledge is of setup stuff. I still need to eventually have a chat about just how you do turn a door into 2 objects as well as set doors up correctly in levels. The reason I use weapons and am using Complex now is because it's the only level I could get to load Silo about 99% of the time without hassle. Damn glass presets and doors crash the stupid game unless you change the presets to unused ones and sometimes THAT doesn't even work.
I'm a very VISUAL learner so we'll have to do it memory editor screen style. If I can see what the memory looks like when the codes write things..that's when my light bulb finally goes off. I can't think in BINARY like Zoinkity...LOL. Just kidding Squeester. Zoink will probably eventually figure out how to rip the damn game open and simply reprogram it and Perfect Dark one day with how far along he is with it. Peace

P.S. Send me a doc sometime on ADVANCED hacking and presets and how to find a SOLO levels object setups and integrate that setup into a multiplayer one. Thanks again captain!
_________________
http://codelegends.proboards.com/
 
View user's profile Send private message Visit poster's website
kcghost
Hacker
Hacker


Joined: 18 Jan 2006
Posts: 551

 PostPosted: Mon Jun 19, 2006 6:55 am    Post subject: Reply with quote Back to top

lol, Wreck just tutored me on that! Changing doors into two separate objects is abit complicated, but once you have one working base code it is VERY easy to make another and another for other doors. I was running into alot of problems with it at first though. The Bullet count digits mess up the second object type when using FF FF FF FF linked (partnered) doors, so Wreck fixed that for me with an activator, as well as a couple other things. It is very stubborn, you have to have basically the full code or it wont work (you cant settle for just one door-to-one-object conversion for simplicity sake, itll crash) In concept, it is simple, you split the file down the middle, the second half of information is not needed by regular objects, only doors. You simply over-write an entirely new object block, setting it to a preset, setting size and type and image, etc. Of course there is a lot of mistakes you can make or things that can go wrong.
 
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Objectives: Complete All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]