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Perfect Dark PAL Beta
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Trevor
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Location: UK, Friockheim OS:Win10-Fast PerfectGold:Latest

 PostPosted: Sun Nov 29, 2015 1:29 pm    Post subject: Reply with quote Back to top

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
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Dragonsbrethren
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 PostPosted: Sun Jan 03, 2016 11:43 am    Post subject: Reply with quote Back to top

(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.
 
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acceptable67
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Location: Florida

 PostPosted: Sun Jan 03, 2016 1:38 pm    Post subject: Reply with quote Back to top

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.
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acceptable67
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 PostPosted: Sun Oct 15, 2017 10:27 am    Post subject: Reply with quote Back to top

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
80078700 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


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acceptable67
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 PostPosted: Sun Oct 15, 2017 3:27 pm    Post subject: Reply with quote Back to top

Cutscene viewer menu! Scene 0 -> starting Scene 1 -> ending

open mcm first 800786DC


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Wreck
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 PostPosted: Sun Oct 15, 2017 9:26 pm    Post subject: Reply with quote Back to top

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.
 
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