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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun Oct 17, 2010 9:12 am Post subject: |
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I can't seem to find any really nice and easy Decimal to Hex Floating-Point conversion tools. I'm not positive if these are correct, so you'll have to test them out...
0.25: 3E800000 (1/4 bar limb shot)
0.50: 3F000000 (1/2 bar limb shot)
0.75: 3F400000 (3/4 bar limb shot)
1.00: 3F800000 (1 bar limb shot)
If you have the GoldenEye / Perfect Dark Editor, you can actually use a tool there to figure this stuff out. If you go to "Tools" -> "Calculator", a window will pop open with various typing fields. You can type in the Decimal value, and it'll spit out the Hex floating-point version. That's what GE uses for weapon damage, as well as accuracy. _________________
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Nyx Agent

Joined: 24 Feb 2010 Posts: 127
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Posted: Sun Oct 17, 2010 10:28 am Post subject: |
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Yes! Okay so here is the code:
81032DF0 3F80
That takes the Gold pp7 and makes the damage as much as regular pp7. (4 out of 8 to the head, 2/8 to the body, and 1/8 to limbs).
I changed mine to 81032DF0 4038, which is 12/8 to the head, 6/8 to the body, and 3/8 to the limbs. So I could make it a more playable weapon.
So you have 2 values here: 3F80 doing less damage, 4038 doing more damage.
So use this fancy website right here: http://www.smartconversion.com/unit_conversion/hexadecimal_converter.aspx?gclid=CKWl5eC0zKQCFREPbAod3kb6DQ
to convert the values into decimal and then back to hexidecimal. So right now, 3F80 is 16256 in decimal, and 4038 is 16440. So if you want to do more damage than my version, increase your decimal amount accordingly. It looks like adding 184 tripled the amount of damage the gun did, so if you want to increase or decrease the damage, plus or minus probably around 60 for each 25%. So making the gun do 25% damage to the head means 1/4 to the head, so take 16256 and minus probably about 60 to that and then covert it to Hexidecimal (3F44). I played around with it for a while, changing the number and then shooting someone with the gold pp7 and counting the damage until it was the amount I wanted. |
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Nyx Agent

Joined: 24 Feb 2010 Posts: 127
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Posted: Fri Oct 22, 2010 1:36 am Post subject: |
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RCP90 damage modifier:
81032AE0 xxxx |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Tue Nov 02, 2010 9:07 am Post subject: |
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Wreck wrote: | I can't seem to find any really nice and easy Decimal to Hex Floating-Point conversion tools |
The GE Editor, silly!
(Sub cries tears of blood...)
Probably forgot to update this in the docs, but oh well.
This was really popular a few years back. Sadly, I don't have complete lists with me, but here's the gist of it:
The table of item attributes starts at (probably) 80032504. Each item is 0x70 each, so add this value to the previous item to get the next one. I'll skip over most of the stranger values like the screen positioning.
Code: |
offset size usage
0x1C 4 ammo type
0x20 2 ammo on clip
0x23 1 time b/w shots
0x24 1 #piercable objects
0x26 2 firing sound effect
0x2C 4 (float) damage
0x30 4 (float) inaccuracy
0x34 4 (float) zoom
0x4C 4 (float) recoil
0x54 4 (float) volume per shot
0x58 4 (float) max volume
0x6C 4 bitflags for special features
again, only the pertinent stuff
00400000 no ammo clip/reloads - draw straight from ammo supply (right of icon)
00200000 limit ammo to assigned value on clip
00100000 capable of doubles
00080000 do not display ammo on-screen
00010000 count hits in player statistics
00008000 can not crouch
00000008 auto-aim capable
00000004 fire three-round burst
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If you can't figure out how bitflags combine, take the number listed here and add it to the number at the address in, say, Calc.exe set to hex mode.
+_+
Also, for the heck of it:
Code: | 80035EEC: table of ammo maximums and images assigned!
type name RDRAM address 21990 max image image vertical position offset
00 NULL 80035EF0 0x1515C 0 NULL 00000000
01 9mm Ammo 80035EFC 0x15168 320 02000C84 00000000
02 Unused 80035F08 0x15174 C8 NULL 00000000
03 Rifle Ammo 80035F14 0x15180 190 02000C90 C0000000
04 Cartridges 80035F20 0x1518C 64 02000C9C 00000000
05 Grenades 80035F2C 0x15198 C 02000CD8 00000000
06 Rockets 80035F38 0x151A4 3 02000CC0 C0000000
07 Remote Mines 80035F44 0x151B0 A 02000CFC 3F800000
08 Proximity M. 80035F50 0x151BC A 02000D14 3F800000
09 Timed Mines 80035F5C 0x151C8 A 02000D08 3F800000
0A Throwing K. 80035F68 0x151D4 A 02000CA8 00000000
0B Grenade Rnds. 80035F74 0x151E0 C 02000CB4 00000000
0C Magnum Shells 80035F80 0x151EC C8 02000CE4 00000000
0D Golden Shells 80035F8C 0x151F8 64 02000CF0 00000000
0E Darts 80035F98 0x15204 32 NULL 00000000
0F Explosive Pen 80035FA4 0x15210 A NULL 00000000
10 Bombcase 80035FB0 0x1521C 2 NULL 00000000
11 Flare 80035FBC 0x15228 8 NULL 00000000
12 Piton 80035FC8 0x15234 6 NULL 00000000
13 Dynamite 80035FD4 0x15240 A NULL 00000000
14 Bug 80035FE0 0x1524C A NULL 00000000
15 Microcamera 80035FEC 0x15258 A NULL 00000000
16 Goldeneye Key 80035FF8 0x15264 1 NULL 00000000
17 Plastique 80036004 0x15270 A NULL 00000000
18 Watch Laser 80036010 0x1527C 3E8 NULL 00000000
19 Watch Magnet 8003601C 0x15288 A NULL 00000000
1A Unused 80036028 0x15294 A NULL 00000000
1B Camera 80036034 0x152A0 A NULL 00000000
1C Tank 80036040 0x152AC 32 02000D20 BF800000
1D Token 8003604C 0x152B8 1 NULL 00000000
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_________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Wed Nov 03, 2010 7:53 pm Post subject: |
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I knew about the GE / PD Setup Editor having great conversion tools, but didn't know if Nyx had it on his computer. I was just trying to find some freebie thing online for him to use. Don't worry, Sub. I'd never forget!  _________________
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