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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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Omegacop_jp Agent

Joined: 10 Aug 2014 Posts: 89
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Posted: Wed Dec 31, 2014 7:30 pm Post subject: GoldenEye 007 Instruments |
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I've always been wanting to start a project to make Perfect Dark in the GoldenEye 007 Engine since this whole year since 2014 is almost over. One quick one question is that in Perfect Dark, there's 0000 through 007D Instruments, but in GoldenEye, 0000 through 004A. Is there anybody that know how I could make GoldenEye 007 have more slots for Instruments if anybody knows what I mean. |
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Omegacop_jp Agent

Joined: 10 Aug 2014 Posts: 89
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Posted: Mon Jan 19, 2015 4:55 pm Post subject: |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Mon Jan 19, 2015 5:04 pm Post subject: |
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There's just not enough room, in either ROM or RAM, without very tricky modifications. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Tue Jan 20, 2015 12:54 pm Post subject: |
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We'd have to change the audio engine from a static to dynamic system. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Thu Jan 22, 2015 6:14 am Post subject: |
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Another issue with this is GoldenEye's use of the instrument spectrum. The programming in the game uses all kinds of commands that add reverb and other elements to existing instruments. Instruments are PITCHED and effects added to make them sound less cartoonish. I spent DAYS trying to find the right instrument blend for some METROID midi tracks I wrote into the Multiplayer Extended Mod for GE. It still came short of anything EPIC we remember from the game itself unfortunately  _________________ [img]http://imgur.com/ud785Jq[/img] |
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