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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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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Fri Nov 04, 2016 2:23 pm Post subject: |
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The "transparent red case" 2.5 can play everything just fine if you know what you are doing, the only difference is havinmg to reset the system if you want to save your game verses 3.0 with the clock and ability to turn of the system and know that your game will be saved.
for playing modded games on the system is all granted on how the mod was made and if the original system was meant to be able to handle said game.
Most of the GE and PD mods work without a hitch (but while testing alot of the mods i saw that TimEhs Island mod has lighting issues while on system); games like banjo kazooie, Diddy kong racing, F-Zero X; that have mods luckily wor on all everdrives 2/2.5/3 and so on into the future. while mods for super mario 64 tend to be a bit more tricky due to the fact of how the mods were created. now lets say you just replace textures in super mario 64 but leave everything else the same without changing geometry then you will be able to run it on a everdrive cartidge. but anything made with the thought of just playing on a emulator like most total conversion mods you see simply will just not work unless the creator rigorously tests out his mod to the point of completing the game on console without any signs of error and creating a patch for both console and emulation play then its simply out of the question which is kinda sad.
but luckily all those other games with mods can be played on the system ! hopefully that answers your question |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 924
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Posted: Fri Nov 04, 2016 2:27 pm Post subject: |
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The Renegadist wrote: | Kerr Avon wrote: | The Renegadist wrote: | killedbyurmom wrote: | Quote: | Renegadist
PostPosted: Thu Nov 03, 2016 6:20 pm Post subject:
Also changing the subject a bit, does anyone here have a transparent red Everdrive V3? If so can you play PAL and other region games on it or does the new grey one with the UltraCIC II chip only let you do that |
I have the transparent red one..USA and Japanese games play great..when you get to European games not so much..you'd have to have a Pal TV..I got an Australian racing game but when you load it up the screen keeps going up and down (desynced)...difference between the two tvs (pal and USA) I can't speak for the other Everdrive..I can play all USA Roms tho |
I did a little research and I guess a few games like Donkey Kong 64 glitch with the old Red V3 so it looks like I'll have to go for the new grey one. Thanks for the help though! |
If you're talking about the colour of the Everdrive 64's case, then you should know that the colour of the case is utterly irrelevant to what games the ED64 will or won't run. The ED64 was/is available both in a cartridge case (some places let you choose what colour case the ED64 is in when you buy it), or just the ED64's board, and if you choose the board only option then when you recieved the bare ED64 then you had to provide your own cartridge case to house the ED64's innards.
Any ED64 (be it PAL, NTSC, or JAP) can play roms of any region, the problem is that your TV must support both PAL and NTSC or else you can't see the games being played. My N64 and ED64 are both PAL, and I have two PAL TVs; the smaller one shows all N64 games (PAL/NTSC/JAP), but the other TV (the larger, better TV, sadly), won't show all NTSC or JAP N64 games. PAL is fine on it, and so are many NTSC games, but some NTSC/JAP games just give a black screen. Some NTSC games (such as Perfect Dark NTSC version) won't show the boot up screen of the game, but then show the rest of the game properly.
The ED64 is available in version 1.0, v2.0, v2.5, and v3.0
v1.0 sold out long ago and was superseded by the superior v2.0, which has faster rom loading, and supports more software features. v2.0 was phased out in favour of v2.5, which is functionally the same but has a redefined motherboard. If you're buying a new ED64, then you can either choose the v2.5 or the v3.0
The v3.0 does everything the v2.5 does, but it also has:
- A real time clock (which only one game uses),
- A separate game save RAM pool (the v2.5 lacks this, and uses the game ram pool for both the game and save, meaning that one game (Pokemon Stadium) gets slightly corrupted graphics on the v2.5, whereas on the v3.0 the game runs fine,
- A battery back up for the save pool, so you don't have to reset the ED64 v3.0 to save the game's data to the SD card.
- A USB port for developing N64 software.
The Donkey Kong 64 glitch is actually deliberate game protection that deletes the game save almost randomly when the game detects that it's not running from the original Donkey Kong 64 game cartridge. To get around this, use the fixed (hacked) versions of the game (you have to do this with three other games; Jet Force Gemini, Banjo Tooie, and Star Wars Episode One Racer). See the compatibility page at:
http://krikzz.com/forum/index.php?topic=147.0
for details. |
From what I read the new grey carts have the UltraCIC II lockout chip that fixes the errors that those four games brought with the chip inside the Transparent red one. Are you saying that the transparent versions will work the exact same as the new grey ones except for the four which can be patched and is this a one time patch for all four and I'm good to go? Basically I can get the transparent red one without worrying about games not working or other problems arising and I can play any game the grey one can play? |
Sorry, I forgot to add about the UltraCIC chip. I've not used it myself (never needed it, I only have the v2.0, but it plays all games fine, albeit a few need to be patched), but from what I've read, the UltraCIC (http://krikzz.com/forum/index.php?topic=3450.0) lets you use unpatched versions of these games, but you don't need the UltraCIC II unless you need to play the PAL version of Banjo Tooie (the NTSC version has been fixed to run on normal ED64's, but the PAL version never received a patch - fortunately for me, both my TVs can display Banjo Tooie NTSC), as there's no real advantage to using the original roms over the patched roms. Well, there are two minor advantages - 1) you don't see the 'Patched by ..." credit or cracker's intro if the patched rom has one, and 2) you don't need the expansion pak to play the orignal Jet Force Gemini or Banjo Tooie, but you need the expansion pak to play the patched versions.
If you want to be sure, then ask on the official ED64 forum (http://krikzz.com/forum/index.php?board=4.0), or ask the sller you're thinking of buying it from, but I'm sure they'd say what I said.
Anyway, I don't know where to download the game patches themselves, I just downloaded the pre-patched versions of the games (http://krikzz.com/forum/index.php?topic=5289.0) and they work fine for me, and the game's security checks are all disabled/removed. All of the N64 roms are easy to find on emulation rom download sites anyway, and the ones with patches are available in both patched and unpatched versions. Or for convenience you can download a full romset via torrent, or Smokemonster's mostly complete ED64 rom collection, from:
http://theisozone.com/downloads/other-consoles/n64/smokemonster-everdrive-everdrive-64-v30/
http://www.theisozone.com/downloads/other-consoles/n64/smokemonster-everdrive-everdrive-64-v30-part-456/
http://theisozone.com/downloads/other-consoles/n64/smokemonster-everdrive-everdrive-64-v30-part-7/
If those links stop working, then google for:
smokemonster everdrive 64 |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Nov 04, 2016 2:41 pm Post subject: |
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So I can buy the red V3 without missing anything that the grey one has to offer other then needing to patch the 4 roms once? _________________
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Fri Nov 04, 2016 4:03 pm Post subject: |
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The Renegadist wrote: | Any chance I can get a video of the Klobb in action? |
Yes |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Nov 04, 2016 4:29 pm Post subject: |
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pavarini wrote: | The Renegadist wrote: | Any chance I can get a video of the Klobb in action? |
Yes |
Fantastic! _________________
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Fri Nov 04, 2016 6:18 pm Post subject: |
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Looks great Pavarini! |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Fri Nov 04, 2016 6:22 pm Post subject: |
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The crappy Star Wars Racer had that save penalty protection too ? Very nutty
You wonder how the heck Conker has no such protection schemes @ all , perhaps space issues ? _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Nov 04, 2016 8:22 pm Post subject: |
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Who wants to "beta test" something for me? Don't get too excited, this isn't a patch with all the new stuff in it. Rather, it is a set of GameShark codes that affects the rate of fire for the Shotgun. I wanted to try and see if I could get the human and Simulant to fire at roughly the same speed, without having any real noticeable impact on human usage. I think this is about as close as I can get it, without starting to slow down the players rate. The Sim is still a hair quicker, but far closer now. They could blast shells like a madman before, so it's definitely a huge improvement.
8106D270 0000
8106D27C 0044
8106D27E 0000
81087F9E D000
This also increases the time it takes them to reload, as they only do so when out of ammo . I just want to see how it fares, and if there are any negative effects. I couldn't find any, but it is certainly possible. It is only the normal Shotgun, not the automatic. This code may also work for PD, but only for one function.
Edit: There is some major cheating going on in PD. I've had twenty or more shots taken at me before they reload, never mind how much faster they fire and reload than humans. This set of codes should help keep things more even, by slowing their rates down, and preventing them from using double blast (which I think may confuse their ammo count)...
PD Sim Shotgun Adjust
8106D270 0000
8106D27C 0044
8106D27E 0000
8106D2B0 0000
8106D2BC 0044
8106D2BE 0000
81087FE4 8440
81087FEE FF00
If you want them to use double blast, remove 81087FE4 8440. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Nov 04, 2016 10:35 pm Post subject: |
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Are these codes something we have to always enter or will the sims be fixed in the next patch? _________________
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7253 Location: Ontario, Canada  |
Posted: Fri Nov 04, 2016 10:54 pm Post subject: |
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If this turns out to be something that works well and people are behind, it will be part of the next release within the patch. These GS codes are just so it can be tested with the most recent public patch. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sat Nov 05, 2016 3:18 am Post subject: |
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Oh, the codes are so similar except that GEx has its last line different to PD
Ill try the PD code on a shotgun match with easy and dark sims (since dark sims are able to do some in-human things like shoot round corners (nah, they are just so quick they fire as the come round the corner then once your dead they chase down the other player making it seem they were never even there))
Trev _________________
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Fenix Agent


Joined: 04 Nov 2016 Posts: 12
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Posted: Sat Nov 05, 2016 4:30 am Post subject: |
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Been following this mod for a while now and finally decided to join the forums. I gotta say I am beyond amazed at the work going on with this project! To see GE being so lovingly ported to the PD engine is something I never imagined possible. It is truly amazing what you have accomplished!
Goldeneye and PD are among my most favorite N64 games and I would lose hours to them, whether by the multiplayer with friends/sims or just exploring the single player levels, messing around aimlessly and admiring their details. There was just something about these games that made them fun to play over and over, even today.
I've been playing the latest GE-X patch with friends and oh man, it is so good. I can't say enough how much I'm loving this!
So a few questions and comments...
I recall reading that the tank vehicle probably won't make it into GE-X. Is that still the case? Even in the two levels it appeared, it was fun to use (and seemed pretty important for the streets). But with the inclusion of streets as a multiplayer level, I immediately thought the tank would have been an awesome addition to spice up the gameplay there (can you imagine parking the tank in a king of the hill zone? Ha!). Although I suppose even if it was somehow added, the sims wouldn't know what to do with it - if they could even "see" it at all.
On a related note, can sims see/use the bike? Or is that a player only thing? And for that matter, could such a thing even exist in multi for the players? Rocket launcher jousting on the runway with bikes anyone?
The lighting and weather effects are stunning. OMG, snow. 10/10.
I'm a little confused about the facility-runway connections in multi. Are they jut adding the "shared" room to the end/beginning of those particular levels to flesh them out in multi? The faculty backzone and runway levels aren't all one map, right?
Having extra hats in multi would have been awesome, but I understand why it wasn't added. I can't even begin to fathom how much work that would take. It's great that you were able to add what you already have! Kudos!
There's something I noticed when playing in the Temple. There is a certain ammo crate in the large upper room which will duplicate when shot. It's fully collectable and respawns like any other crate. It happens in GE but I wasn't able to replicate it in GE-X, so is that just not ported over? Not really important, just curious more than anything.
Finally, Wreck mentions that Dr. Caroll is the exception to having different animations that don't mess up other human rigs in multi. So... from a scale of "no" to "never", what are the odds of putting Caroll as a playable character in? He could be Elton's sidekick! I can just picture his FPS view not having any hands and just his little flaps floating in the air, not even trying to sync up to the guns.  |
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SATURN_81 00 Agent

Joined: 06 Jun 2010 Posts: 423 Location: spain  |
Posted: Sat Nov 05, 2016 5:15 am Post subject: |
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I just wanted to say that in the Gif who sent Pavarini to show Klobb animation, it looks like shoot much faster than in the original, and can even be seen as 20 bullets GE discharged immediately. the speed of this weapon in PD is much higher than in GE. this is fixable? |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Sat Nov 05, 2016 5:31 am Post subject: |
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Quote: | Are they jut adding the "shared" room to the end/beginning of those particular levels to flesh them out in multi? The faculty backzone and runway levels aren't all one map, right? |
Welcome to the forums Fenix. Yes the shared room (including the conveyor belt) are in facility backzone. The runway is not included in backzone, just the extra room.
SATURN_81 wrote: | I just wanted to say that in the Gif who sent Pavarini to show Klobb animation, it looks like shoot much faster than in the original, and can even be seen as 20 bullets GE discharged immediately. the speed of this weapon in PD is much higher than in GE. this is fixable? |
The gif format threw out half the frames. It's the same speed as the current patch. |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Nov 05, 2016 5:57 am Post subject: |
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Wreck wrote: | Who wants to "beta test" something for me? Don't get too excited, this isn't a patch with all the new stuff in it. Rather, it is a set of GameShark codes that affects the rate of fire for the Shotgun. I wanted to try and see if I could get the human and Simulant to fire at roughly the same speed, without having any real noticeable impact on human usage. I think this is about as close as I can get it, without starting to slow down the players rate. The Sim is still a hair quicker, but far closer now. They could blast shells like a madman before, so it's definitely a huge improvementl |
Tested with and without the codes. Great improvement! I did notice while testing that even with the Elite Sims they had trouble.hitting me with the shotgun when I was standing right in front of them. Tested with Jaws and Mayday (taller and average height). One time Jaws discharged all 5 shotgun sets point blank and missed me. Chasing me, they didnt seem to have a problem blasting me to pieces Maybe its set up that way? |
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