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GameShark Code Request

 
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Manocheese
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Joined: 27 Dec 2012
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 PostPosted: Thu Dec 27, 2012 1:43 pm    Post subject: GameShark Code Request Reply with quote Back to top

Does anyone know of a code that lets you start a level with hand grenades? I found a code on GSCentral that turns every weapon into a hand grenade, but I'm trying to add hand grenades to my inventory without affecting the other weapons. Thanks.
 
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ShiftClick
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Posts: 111
Location: USA, Louisiana

 PostPosted: Thu Dec 27, 2012 8:23 pm    Post subject: Reply with quote Back to top

You can do that and more with the GoldenEye Setup Editor. Within the editor you can almost edit everything about the inventory and the weapons you start off a level with. Go check out the website: GoldeneyeVault.com for more info.
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zoinkity
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Joined: 24 Nov 2005
Posts: 1729

 PostPosted: Fri Dec 28, 2012 12:28 pm    Post subject: Reply with quote Back to top

GS solution implies you don't want/can't use ROM hacks so no editor.

There's a couple ways to go about it. A few are more generic than others, so if you really only want it in 1-2 stages that's a horse of a different color.

As far as generic, would you mind it overwriting an existing in-game weapon cheat, and if so which one?
If that isn't an option, I could splice it in.

Also, are we talking emulation or console+GS? Emulation doesn't permit certain types of hacking is why I ask, and that has a huge impact on how things are done.
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Manocheese
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 PostPosted: Fri Dec 28, 2012 12:42 pm    Post subject: Reply with quote Back to top

ShiftClick wrote:
You can do that and more with the GoldenEye Setup Editor. Within the editor you can almost edit everything about the inventory and the weapons you start off a level with. Go check out the website: GoldeneyeVault.com for more info.


Is there a way to use the setup editor to generate a GameShark code? I couldn't find anything about it on that site. For the application I have in mind, I need a code that will work on console. The first code on this page sounds promising, but it's for PAL. I tried adding 18C70 to the address, as this conversion guide recommends, but it unfortunately didn't work. I also saw a code called "Inventory Modifiers (Silo)" on GSCentral that seems relevant, but I can't find any documentation on it. Here's the code:

Code:
801E5407 00??
801E541B 00??
801E542F 00??
801E5443 00??
801E5457 00??
801E546B 00??
801E547F 00??
801E5493 00??
801E54A7 00??
801E54BB 00??
801E54CF 00??
801E54E3 00??
801E54F7 00??
801E550B 00??
801E551F 00??
801E5533 00??
801E5547 00??
801E555B 00??
801E556F 00??
801E5583 00??
801E5597 00??
801E55AB 00??
801E55BF 00??
801E55D3 00??
801E55E7 00??
801E55FB 00??
801E560F 00??


I've tried changing some of the question marks and they seem to correspond to values on this list, but I don't know which question marks I need to change. Does anyone know which ones to change if I want to add grenades to my inventory in Silo? I'd also be fine with replacing the camera with grenades if it's not possible to add grenades.

EDIT: I didn't see zoinkity's post.

zoinkity wrote:
As far as generic, would you mind it overwriting an existing in-game weapon cheat, and if so which one?
If that isn't an option, I could splice it in.

Also, are we talking emulation or console+GS? Emulation doesn't permit certain types of hacking is why I ask, and that has a huge impact on how things are done.


The overwrite would only be in effect while the code is on, right? In that case, I'd be okay with overwriting anything other than Golden Gun. I'm using console+GS and I only need the code to work in Silo.
 
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Wreck
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Joined: 14 Dec 2005
Posts: 7249
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 PostPosted: Fri Dec 28, 2012 1:49 pm    Post subject: Reply with quote Back to top

You only need the grenades to be in your starting inventory for the Silo mission? If that is all, one of us should be able to whip that up for you fairly quickly. The method I have in mind would require replacing the Silenced PP7 you start with, though. Would that be a problem? (Oh, just re-read first post. You don't want it to affect the other weapons... That kills my idea.)
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zoinkity
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Joined: 24 Nov 2005
Posts: 1729

 PostPosted: Fri Dec 28, 2012 4:10 pm    Post subject: Reply with quote Back to top

When he said Silo only, figured replacing slapper would be fine. Unless I'm mistaken, first spawn (which is all you get in solo) automatically adds slappers anyway. Otherwise, a simple pointer redirect would let you do the same either via actions or by replacing the spawn data.

I'll have it tomorrow. Need to test it on console, and the TV won't be free tonight.
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zoinkity
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Posts: 1729

 PostPosted: Sat Dec 29, 2012 2:31 pm    Post subject: Reply with quote Back to top

Silo-start with grenades
801CFE43 001A
801CFE4B 0000
801CFE53 0005
801CFE5B 0000

You can also use this to set the number of grenades you start with:
811CFE56 xxxx
By default it's 8. You can set xxxx to whatever you want, since it accepts a long, signed value if I'm not mistaken.

This will goof up one of the intro movies, but meh. It should just -end- without much of a fuss.

Now, the thing is as-written these codes would interfere with other stages. You have the option of turning them off via code generator when not needed and truning them on before loading Silo, or you can preceed everything with this:
D1075D0A FD44

So you'd have:
D1075D0A FD44
801CFE43 001A
D1075D0A FD44
801CFE4B 0000
D1075D0A FD44
801CFE53 0005
D1075D0A FD44
801CFE5B 0000

(Or you could hack your cheat list to get away with one test and a code to modify it's branch length ;*)
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Manocheese
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Joined: 27 Dec 2012
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 PostPosted: Sat Dec 29, 2012 3:08 pm    Post subject: Reply with quote Back to top

Thanks. That code is just what I need.
 
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