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Operation: MonkeyWrench
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zoinkity
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 PostPosted: Sun Mar 21, 2010 7:00 am    Post subject: Operation: MonkeyWrench Reply with quote Back to top

Operation: MonkeyWrench ta-v0.1

It has come to our attention that subsequent releases of GoldenEye have been revised to omit clear deficiencies in the original NGEE release. After much analysis, it is believed we can revise the content of the original so it can remain competitive with the rest of the world.

To this end, operation monkeywrench has been instituted. Applied to an unbyteswapped NGEE ROM, it will resolve outstanding bugs corrected in later releases. It has been determined you will need to revise the checksum after application, or use the GoldenEye Setup Editor's patch application feature to automatically do so.

For archival purposes, standalone versions of each patch component are to be found in the attached "Individual Patches" folder. All pertinent documentation is provided.


Patch Details: Technical Alpha -- Version 0.1
Available Here:

http://www.mediafire.com/?b3h4o0d4vis1xw3

  1. Remote Mine Fix: NGEJ, NGEP
    Forces remote mines to test for a stopped timer. This prevents detonation of standalone objects and re-detonation of undeleted mines.
  2. Staggered Explosions Fix: NGEJ, NGEP
    Inhibits removal of expendable explosives when the explosion cap is reached. These will detonate at the next available opportunity.
    Slight alteration from other region code in regard to proximity mines. Proximity detection is reset when they fail to explode.
  3. Default Text Bank Fix: NGEP
    Stages without valid text bank numbers default to Bunker I's text bank. This behaviour is different but comparable to NGEP, which assigned Citadel a valid bank number.



Questions or concerns are to be directed toward the shootersforever forum or personal email. Due to the nature of this operation, any field operation requests should be limitted to operation parameters.

From the desk of:
Lnc. Adm. Zoinkity
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Last edited by zoinkity on Sat Sep 25, 2010 8:16 am; edited 1 time in total
 
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radorn
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 PostPosted: Sun Mar 21, 2010 5:35 pm    Post subject: Reply with quote Back to top

Great!

Now I'm going to get noobish and ask that you add 576i video mode from PAL too. The reason being I noticed PAL doesn't lag much more than NTSC, contrary to what I initially though, and PAL's higher resolution makes graphics considerably clearer. Smile
I realize it's probably near to impossible since the engine is very optimized for each video mode, but well, you sure know better than me about if it's really possible or not.
Someday, perhaps, a more unified "codebase" can be made so PAL and NTSC versions can be made equal in features and "editability" with the only difference being video mode, so levels we make can be just "injected" in the prefered ROM.
 
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SubDrag
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 PostPosted: Sun Mar 21, 2010 5:48 pm    Post subject: Reply with quote Back to top

Quite a technical feat! Smile
 
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radorn
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 PostPosted: Sun Mar 21, 2010 7:10 pm    Post subject: Reply with quote Back to top

You always impress me, and I suppose everyone else, with these amazing low-level hacks, man. Each time you come you bring something great with you. So, as always, congratulations on a fantastic work Smile

EDIT: For those reading this and thinking bad of my "low-level" comment, I recommend looking up what low-level means in computing before jumping to wrong conclusions.
 
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Wreck
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 PostPosted: Mon Mar 22, 2010 5:19 am    Post subject: Reply with quote Back to top

Sounds like some great corrections for the NGEE version!
Excellent work, Mr. Zoinkity. Smile
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Trevor
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 PostPosted: Tue Mar 23, 2010 9:53 am    Post subject: Reply with quote Back to top

funny you should mention the video mode, What does the NTSC output and what does PAL output.

I ask because my new TV tells me 576i on my DVD player but when I switch to N64 it simply says PAL and looks a little washed out (It never used to look washed out going through my areal and the old TV)

Also would the RGB hack make any difference?

The idea of a universal codebase sounds great, It confuses me that it isn't.

This would also make everyone get the correct and most up to date patches no matter what local they are.

Trev
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radorn
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 PostPosted: Wed Mar 24, 2010 11:12 pm    Post subject: Reply with quote Back to top

Answering that would be too long and I don't want to go more offtopic that I have already gone in this thread xD. If you want I could make some informative thread about video signals and stuff like that in some other subforum here. PM me the details on your setup so I don't skip on the info you need. Kind of TV, cables used, region of your console and games...
 
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zoinkity
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 PostPosted: Thu Apr 01, 2010 6:02 am    Post subject: Reply with quote Back to top

There are, as far as I know, four output methods in N64 games before counting colour depth.
There's NTSC, PAL, MPAL, and the other one I'm not so certain of.

Now, just so you know, it's more involved than just video output. Audio output is also at a different rate, and that isn't quite as easy to get around. If it were just video output, you could use something like PALadin to get around it.

The intrinsic problem is with buffer size. PAL removed an awful lot of debug stuff, altered structure data, removed buffers and tables, all to compensate for the dramatically larger video buffer. A PAL-compatible editor would be well-nigh impossible, since it really would border on a PAL-specific one. Even with the relatively insignificant differences between the US and Japanese versions, it is enough to make it restrictive.

The editor pushes a lot of memory around and alters more than you think. Swapping content is one thing, but to add content would require, almost immediately, rewriting the runtime memory map to make more room. PAL's compressed file is dramatically smaller and doesn't contain the room required to augment tables without entirely relocating them.
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Trevor
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 PostPosted: Thu Apr 01, 2010 2:02 pm    Post subject: Reply with quote Back to top

So, what your saying is, we in the UK will never be able to play An edited Goldeneye on actual Hardware... Surprised

I had some hopes of being able to make a cart up (Or use one of those things like flashcarts that fit into bigger ones - neo something)

Trev
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SubDrag
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 PostPosted: Thu Apr 01, 2010 2:16 pm    Post subject: Reply with quote Back to top

You can use the NTSC version on backup device, most UK tvs can play NTSC signals.
 
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HackBond
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 PostPosted: Thu Apr 01, 2010 2:35 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
You can use the NTSC version on backup device, most UK tvs can play NTSC signals.


This is true. I have a very old Tv with a (broken) VCR player. It could play 60Htz (NTSC)

I now have a bigger TV, that also can play at 60htz (NTSC)
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Trevor
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 PostPosted: Thu Apr 01, 2010 2:36 pm    Post subject: Reply with quote Back to top

won't the origonal hardware crash with code not designd for the PAL cpu?

Trev
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HackBond
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 PostPosted: Thu Apr 01, 2010 2:46 pm    Post subject: Reply with quote Back to top

Trevor wrote:
won't the origonal hardware crash with code not designd for the PAL cpu?

Trev


PAL CPU? You meaning on the N64, or the backup device Sub was talking about?

The Spy
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Trevor
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 PostPosted: Thu Apr 01, 2010 4:07 pm    Post subject: Reply with quote Back to top

Well what I ment is I was hoping that if I got such a device to make a rom cart I wanted to put some of the Mods onto it and play the game on my N64, which is a UK PAL consol, running on the UK 50Hz Power supply, displayed on my new TV (which may support NTSC but is primeraly a UK PAL TV)

Trev

P.S. did I mention I live in the UK... Very HappyVery HappyVery Happy
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Dragonsbrethren
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 PostPosted: Thu Apr 01, 2010 4:14 pm    Post subject: Reply with quote Back to top

You won't have any problem. The worst that will happen is you find out your TV doesn't support NTSC. If that's the case, you'll need to get a TV that does before you can play it.
 
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