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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Aug 12, 2017 6:16 am Post subject: Special GoldenEye Level Id Hardcoding |
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[Wreck] Figured I would just keep using the thread, rather than make a brand new one for it. Here's an updated list of the level hardcodes. Some are setup to use the level in a different way, so please look at the legend so you will know the differences.
Level Hardcodes...
Legend
ID = Identification value assigned to map (0x09-0x39)
Mission = Entry in the mission campaign folders (0x00-0x13)
Slot = Position in overall map list (0x00-0x25)
Dam...
ED8B7: (Slot 0x0D)
Frigate...
7CAA3: Helicopter Animation (ID 0x1A)
Statue...
7CA6B: Helicopter Animation (ID 0x16)
Cradle...
4688F: If beat mission number - Multiplayer Characters (Mission 0x11)
4B3EF: If beat mission number - Load Credits ID (Mission 0x11)
4DDF7: Level Highlighted After Credits (Mission 0x11)
53533: If beat mission number on Agent - Cheat (Mission 0x11)
5354F: If beat mission number on Secret Agent - Cheat (Mission 0x11)
5356B: If beat mission number on 00 Agent - Cheat (Mission 0x11)
ED683: (Slot 0x15)
Aztec...
5359B: If beat mission number on Secret Agent - Cheat (Mission 0x12)
535B7: If beat mission number on 00 Agent - Cheat (Mission 0x12)
Egypt...
535E3: If beat mission number on 00 Agent - Cheat (Mission 0x13)
8A9DB: Action FB Fade (ID 0x20)
Cuba...
3A387: Resolution (ID 0x36)
4B413: Credits Level Loaded after Cradle (ID 0x36)
6F25F: (ID 0x36) 2nd
BD83F: (ID 0x36) 3rd
^one affects credits on screen (won't appear without)
======================================
ORIGINAL POST by SubDrag
So it was mentioned from Johnny/Wreck that it appeared Cradle had a special id identified.
It turns out, there's also a Dam one, and Cuba (I was already aware of Cuba).
The Dam/Cradle hardcode uses the level slot id, while Cuba uses the stage id. I didn't notice anything obvious, but they must all do something.
7F0B8D84 Dam Special 0D Level Index Spot
7F0B8B50 Cradle Special 15 Level Index Spot
7F005854 36 Stage Id this one does the resolution, not sure others
7F03A72C
7F088D0C
It is in the beta editor if you want to give it a test, Stage Options tab, right side. Maybe it will fix Johnny's issue, in switching levels, by changing this id. If it does not...let me know, maybe there's more hardcodes about. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Aug 12, 2017 10:00 am Post subject: |
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I believe there's no such thing in Perfect Dark ?
Beside the first mission which apparently has its first room reserved for the moon or something. _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Aug 12, 2017 10:05 am Post subject: |
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PD has a bunch, they're in 39850 in GoldenEye Editor.
Stages with stars
Stages with more stars
Always on top rooms
N-Bomb Stage
Necklace Stage
Bombspy Levels
Drugspy Levels
Rain/Snow Levels
Start with less Health Stages
Might be more, but think that's what I've found so far. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Aug 12, 2017 10:08 am Post subject: |
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Dam has a lot of stuff going on, with tons of special visibility and portals. Plus, it is larger than the max boundaries once scaled to 1.0, which is an issue with it being in Perfect Dark. Would be interesting to try it out without this hardcoded effect, if anything jumps out.
The cuff / costume change for Villa Perfect Agent, as well. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Aug 12, 2017 10:20 am Post subject: |
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Oh yeah right, since it's cosmetic things like stars and such I forgot about them.
But "always on top room". What is this used for ? _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Aug 12, 2017 11:01 am Post subject: |
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Area 51 has the surrounding horizon, Skedar / WAR! has the rainbow skyline, Attack Ship with the red planet, and dD HQ levels with the moon. They use specific room IDs for the effect. |
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killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Aug 12, 2017 5:46 pm Post subject: |
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If the Dam won't fit in Perfect Dark/GoldenEye X, could the level be split into 2 missions? (Dam1 & Dam2) That way you could just have to scale half of the level in each mission. |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Aug 12, 2017 6:44 pm Post subject: |
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Interesting. I actually never wondered about the rainbow effect on Skedar mission. Probably because never I saw the texture used when browsing them.
I'll check that someday. _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sat Aug 12, 2017 7:11 pm Post subject: |
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I found the Dam could *just* fit within the level bounds as long as it was moved into place. There were a few bits of geometry that didn't quite make it, and lots of issues with visibility. Essentially the entire level needs brought into an editor and cut back up in a "PD logical" way for it to work.
I made a few inroads into the level before giving up as it was too difficult at the time. _________________ No Mr. Bond, I expect you to be re-coded! |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Aug 13, 2017 9:21 am Post subject: |
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yeah, if I remember correctly, in fact I still have the image
The verticies circled in red need to be either moved or cut.
Now, I have a suggestion to make GEX Dam better, since PD has the "Environment Room"* we can now utilise the map bg from dam
* Instead of "always on top room", this room should be described better as Environment Room
tooltip:
Moves with player and always drawn Second after clouds, Initially drawn round 0,0,0 - moves to ManPos on player load
Trev _________________
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Tue Aug 15, 2017 7:10 pm Post subject: |
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Is it possible to change the mission that activates Cuba from CRADLE to something else? _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Aug 16, 2017 6:16 am Post subject: |
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And beyond that, how the 19th and 20th levels are unlocked. The 19th by completing the other 18 on Secret Agent difficulty, and the 20th on 00 Agent. Does that also require the 19th to be beaten on 00 Agent as well? For some custom mission campaigns, this may be undesirable. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Wed Aug 16, 2017 11:58 am Post subject: |
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There's multiple tests for the final level unlocks, one set for the current folder and another for all folders. All tests are against completion times.
Addresses are USA.
Current folder test functions:
- 7F01E9F4 tests if Cradle was completed on any difficulty.
- 7F01EA5C tests if Aztec was completed on secret or 00 agent.
- 7F01EAA8 tests if Egypt was completed on 00 agent.
All folders test functions:
- 7F01EAD0 tests if Cradle was completed on any difficulty.
- 7F01EB20 tests if Aztec was completed on secret or 00 agent.
- 7F01EB70 tests if Egypt was completed on 00 agent.
Remember, completion times aren't saved in 007 mode so unlocks don't occur.[/list] _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Wed Aug 16, 2017 7:56 pm Post subject: |
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Interesting.
Can those values be pointed to another level's slot? For instance, mission 16 is only unlocked after completion of mission 15 on a certain difficulty, etc.
Additionally, missions 18, 19 and 20 all have single weapon cheats that unlock on completion of those levels - can these also be re-assigned to other slots? _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Thu Aug 17, 2017 2:09 pm Post subject: |
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The actual test run uses this function:
Code: | 7F01E2C0 V0=TRUE if stage A1 complete on difficulty A2 in eeprom folder A0 |
It's the backbone of similar functions used on the solo stage select:
Code: | 7F00DD0C detect if solo stage A0 completed on difficulty A1 in current eeprom folder
7F00DD60 V0=highest unlocked difficulty for solo stage A0 |
You can always just change the slot tested, though certain incremental tests just walk through until they hit one that wasn't finished.
There's several other features tied to eeprom tests, like #selectable MP characters (roundabout 7F011D44 in initializer, but probably another in interface), the stage unlock cheats (7F092380, to test if already unlocked), how many characters appear in the cast roll (uhm...), etc. It's also usd to determine the last stage completed, which in turn generates that string on each file folder. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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