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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: 7253 Location: Ontario, Canada  |
Posted: Tue Aug 12, 2014 5:34 pm Post subject: |
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I'm trying to remember who it was that made the "Emptier" code to begin with (GSCentral.org is refusing to cooperate for me). Not sure if it was RSB or not, but I think he did get some of the maps to load into multi with that code. Let me think from memory what maps loaded "empty" with the original code - not counting normal multi available stage...
8032332A 0001
Dam
Bunker i
Silo
Frigate
Streets
Train
Aztec
After a while, I started screwing around with the code. Luckily, I managed to come up with a second line, which got (I think) the following stages to load...
8032331A 0001
8032332A 0001
Runway
Surface i
Surface ii
Jungle
That was actually one of the more thrilling "hacks" I've made, even if it was just for a few more levels to load in multiplayer. It got us closer to getting them all. And at that point in time, felt like a huge accomplishment.
The only two we couldn't get going on NTSC was Depot and Control? The PAL guys had better luck over there, however. They even had Citadel start up with the player standing in a green sky.
While it was certainly a ton of fun having all these maps loading in a multiplayer setting, we were extremely limited to the bare essentials. An empty stage, 2-4 players, a number of respawn points, but no available weaponry. You needed to use the All Guns and Infinite Ammo cheats, which allowed players to use any weapon they wanted, without having to worry about how much ammunition they had. It wasn't until a guy called Krijy came a long that everything was about to change... _________________
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Last edited by Wreck on Tue Aug 12, 2014 8:29 pm; edited 2 times in total |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Tue Aug 12, 2014 6:34 pm Post subject: |
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Ole Krijy. He dropped off the EARTH years ago. An amazing hacker _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Tue Aug 12, 2014 9:01 pm Post subject: |
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The first "complete" new mission level in multiplayer to feature all essential items and objects (not counting the modified backzone maps) was Bunker i. Using the setup file swapping method Krijy came up with, I was able to make Bunker i use the multiplayer setup for Bunker ii. This gave the stage everything it needed; doors, glass, weapons, ammo crates, and even some armour. Thankfully, the two Bunker levels were constructed in the same positions, so all that was needed were room pointer fixes to load in the doors and prevent other things from crashing the stage. It may have been a smaller version of a multiplayer map already playable in the game by default, but this was a glimpse of things to come in the near future. This was also at about the same time a certain FPS was released on the N64 - distracting most of the GE hackers who had recently been hard at work. _________________
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MRKane 007

Joined: 11 Dec 2008 Posts: 1077
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Posted: Wed Aug 13, 2014 5:17 pm Post subject: |
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I'm loving this! Keep it coming! As I've been reading I've kept thinking "crap! I knew that! Why didn't I remember that!?" lol _________________ No Mr. Bond, I expect you to be re-coded! |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Wed Aug 13, 2014 9:27 pm Post subject: |
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Prior to knowing how to alter the starting positions of characters and props loaded in a setup file, we used other codes to allow us to walk through locked doors, or even destroy them by pressing the GS button. We could enter into the previously inaccessible areas of multi maps, duking it out with friends in emptied out sections. It wasn't until we learned more about pads (the designated locations for everything a setup file puts into the level) that we had the ability to really make use of these bare areas.
Perhaps the most heavily modified GameShark multiplayer level during the golden days of hacking was Facility. By moving things from the normally playable area located in the first half of the stage beyond the locked door, it presented gamers with totally new arenas to play in. There was Facility Backzone, the Quad, Bottling Room, Science Lab, Chemlab, and even a Midzone. Both the Archives and Caverns received similar treatment, each having different authors put out their own custom setups. These were fun expansions to the original game's multiplayer, and are still enjoyed today. _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Thu Aug 14, 2014 8:00 pm Post subject: |
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I'm not sure who it was that discovered it, but once the "Force Level ID to Load" code was hacked out, it was revealed that Statue and Cradle both not only started up in multiplayer mode, but each had its own complete mp setup file. These maps were tested and intended to be used in the game. Cradle even features a sky for each number of players (2, 3 & 4) with small adjustments to fog visibility. However, they weren't without problems. Room blackouts (when entire areas of a map do not render around a player) plagued the Statue, while framerate issues and other collision detection problems (mainly to do with projectiles) affected the Cradle. Testers must have noted how poorly the performance on these levels were and the developers decided to pull them out. Though this is purely speculation on my part, I believe that the Library was split into two other setups (what we know as Basement and Stack) as a replacement. This may have been discussed by developers in the past. _________________
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Fri Aug 15, 2014 8:24 am Post subject: |
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There was this guy QuantumRift who wrote the very first clipping code. It was a single line changing two bytes in Dam, relatively near the platform. The alteration prevented you from moving through the tile.
That stupid code confused the snot out of Sub and I for years. We tried to work out the clipping format from that point with absolutely no success. In the end it basically had to be worked out from scratch since it turned out that silly little code was altering the connection values in a way that blocked the edge of the tile. However, it was that code that revealed one of the somewhat more important rules about how clipping works.
Geesh, pre-Krijy is a nightmare beast, isn't it?
I have some documents to scan in later for a major post. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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