|
|
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
|
|
|
|
|
|
|
|
|
|
Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sun Nov 29, 2015 1:29 pm Post subject: |
|
|
Regarding the look, its simply a vertical scale difference (from the screenshot posted)
Both have a slopey metal bit on bottom, white dish, green light and green bar/handle
As for weapon slot and type, its probably like what we have done in both GEX/GF64, added models then assign types and text after.
It would make it seem the shield tech item was a late requirement as mentioned.
Trev _________________
|
|
|
|
|
|
|
|
|
|
|
Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
|
Posted: Sun Jan 03, 2016 11:43 am Post subject: |
|
|
(I'm a bit late, was searching for other info and came across this thread)
Briefcase is also used for the Sensitive info in Carrinton's safe in CI Defense, but it's not flagged to be collectible, since you have to destroy it. (This is true in Final, pretty sure I tested in Beta.) It's otherwise completely unused by final -- the case in Airbase is Suitcase and has a model in the menu. |
|
|
|
|
|
|
|
|
|
|
acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Sun Jan 03, 2016 1:38 pm Post subject: |
|
|
Just going to chime in that I was doing a bunch of Beta 6.4 comparisons to Final yesterday and I didn't find much worthy of posting.
The majority of differences I found were difficulty checks/dialogue checks in Action Blocks. For instance, in Crash Site, Joanna says 'That ship is jamming the transmission' or something like that on all difficulties instead of just Special/Perfect. Some levels are missing action blocks that are found in final but their use is not very significant (such as checking Elvis's elevation in Attack Ship or adding Explosion around player in CI Defense, even though the explosion happens around player anyway in beta after bomb-time runs out. Really don't understand a lot of the additions too well.)
Seems we're finding more model changes in-game than anything else.
Edit: As far as the shield tech item: It's been in the game since as early as June 1999. It wasn't a late addition/hack, but they really didn't know what to do with it, that's for sure. Seems to be a different model in every single beta video/screenshot that I come across. Wonder why it took them so long to perfect it's use/model/pickup id. _________________
Rare wrote: | Perfect Dark Forever. |
|
|
|
|
|
|
|
|
|
|
|
acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Sun Oct 15, 2017 10:27 am Post subject: |
|
|
Been playing this on console ever since I got the EverDrive64. Just nit-picking at some things.
Unimportant stuff:
- 'player 1 ready and waiting' menu appears after pressing enter even with one player
- auto aim through walls lots of maps
- game froze twice from too intense of explosions (apparently?) within 1 hour
- stimulants are getting stuck all the time in maps
- in-game music is constantly cutting out certain instruments, such as playing credits without the guitar or some parts of songs without synthesizers and just drum beats only. In fact this seems to happen every time I play a match honestly.
- music still plays after a menu is closed out and screen goes black, instead of just silence (continues until the main menu pops back up)
- normal simulants seem 'way' harder???
other:
- there are constant checks for the controller pak and game boy camera. has anyone plugged their game boy camera in with a transfer pak in a controller? i'd be interested to see what happens. the "initializing controller pak please wait" that pops up before the Choose Reality screen I'm pretty sure is a read on 800780D0, coincidentally directly near the perfectcamera text, if you change it's value the screen will show once more.
- some of mcm remnants, 800786DC appears to be start of menu values? i'm aware some of these exist in final
full known mcm-commands as of now: 9 additions
Code: | 800786E8 Stan View - broken
800786EC Move View (3rd person camera) - broken camera controls
800786FC Background
Activate various address space between
800A66F0
| Gives 'All Levels'
v
800A67FE
800787A0 All Training
80078700 Props
800787A4 Unknown Function
8007876C Pads
80078770 Tiles
800787E4 Character Stats/Debug Stats
80078798 All Challenges
80078720 Line Mode
8006E710 VM Stats
800787AC Mem Info
80078764 Slow-Motion
80078734 Turbo-mode
80078738 All Objectives Completed
80078784 Slow Motion Effect
8007879C All Buddies
80078730 Testing Man POS
|
7F1AF38C start of mcm menu functions. goes in order of the menu.
There are a few more that dim screen or disable user controls.
I also found the MCM Crash handler
_________________
Rare wrote: | Perfect Dark Forever. |
Last edited by acceptable67 on Sun Oct 29, 2017 6:21 am; edited 1 time in total |
|
|
|
|
|
|
|
|
|
|
acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Sun Oct 15, 2017 3:27 pm Post subject: |
|
|
Cutscene viewer menu! Scene 0 -> starting Scene 1 -> ending
open mcm first 800786DC
_________________
Rare wrote: | Perfect Dark Forever. |
|
|
|
|
|
|
|
|
|
|
|
Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sun Oct 15, 2017 9:26 pm Post subject: |
|
|
acceptable67 wrote: | - simulants are getting stuck all the time in maps |
Be interesting to see what setup / pad / clipping changes were made to improve that, unless was actual artificial intelligence programming tweaks. GoldenEye X suffers from that here and there, but has been greatly improved over time. |
|
|
|
|
|
|
|
|
|
|
acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Sat Oct 28, 2017 6:46 pm Post subject: |
|
|
line mode is fully functional
_________________
Rare wrote: | Perfect Dark Forever. |
|
|
|
|
|
|
|
|
|
|
|
AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
|
|
|
|
|
|
|
|
|
|
Sogun General
Joined: 15 Dec 2010 Posts: 659 Location: Valencia, Spain |
Posted: Sun Oct 29, 2017 2:47 am Post subject: |
|
|
acceptable67 wrote: | line mode is fully functional
|
Nice finding!
How did you access it? With a button combination like in GE?
Is there a possibility that line mode is still available in the final version somehow or can be restored? |
|
|
|
|
|
|
|
|
|
|
acceptable67 007
Joined: 16 Jan 2010 Posts: 1738 Location: US |
Posted: Sun Oct 29, 2017 6:20 am Post subject: |
|
|
Video: https://www.youtube.com/watch?v=eA_Oo0HTQyw
I had been wanting to do ROM modifications in this beta for a long time to test how the cheats actually function on a console environment and I finally got the chance when I figured out how to recompress the assembly correctly.
I used "props" in the menu as my guinea pig to test all the cheats. All of them behave the same, except Line Mode as exemplified above.
located in 0x0EE806.bin
Code: | 7F119850 LUI V0, 0x8008
7F119854 ADDIU V0, V0, 0x8700 -> 7F119854 ADDIU V0, V0, 0x8720
7F119858 LW T1, 0x0000 (V0)
7F11985C XORI T2, T1, 0x0001 |
'alternates' the value at specified address by loading and XORing the byte to flip flop it. If determined enough I'm sure I could have a whole new ROM built fitted with all the options.
----
There is a chance that it is in the final version, although according to SubDrag's findings a couple years ago, it's not on the list. I took a look too and it doesn't appear there. _________________
Rare wrote: | Perfect Dark Forever. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|