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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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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Sat Aug 19, 2017 5:19 pm Post subject: |
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Is it possible to alter the damage taken on headshots? Making them always die in 1 hit? That would make it(DLTK) a hell lot more feasible and more players would be incited to give it a shot...hehe no pun intended. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Sat Aug 19, 2017 5:23 pm Post subject: |
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You could look up the code responsible for headshot damage and increase it. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sat Aug 19, 2017 9:57 pm Post subject: |
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Thanks for the info, Sub. I have been testing some things out, but I can't seem to modify either the accuracy or, what I am assuming to be, reaction speed on Agent Mode. Maybe those two values are handled differently, as the float point values don't end in zeroes? I mean in ROM, not these RAM addresses...
8002CE40 - Accuracy
Agent: 3F19999A (0.6)
Secret: 3F400000 (0.75)
00 Agent: 3F800000 (1.0)
8002CE44 - Damage
Agent: 3F000000 (0.5)
Secret: 3F400000 (0.75)
00 Agent: 3F800000 (1.0)
8002CE48 - Health
Agent: 40000000 (2.0)
Secret: 3F800000 (1.0)
00 Agent: 3F800000 (1.0)
8002CE4C - Reaction Speed?
Agent: 3E4CCCCD (0.2)
Secret: 3F000000 (0.5)
00 Agent: 3F800000 (1.0)
80030B14 - ?
Agent: 40000000 (2.0)
Secret: 3F800000 (1.0)
00 Agent: 3F800000 (1.0)
80030B18 - ?
Agent: 40000000 (2.0)
Secret: 3F800000 (1.0)
00 Agent: 3F800000 (1.0)
80030B1C - ?
Agent: 3F000000 (0.5)
Secret: 3F400000 (0.75)
00 Agent: 3F800000 (1.0)
80030B20 - ?
Agent: 3F000000 (0.5)
Secret: 3F400000 (0.75)
00 Agent: 3F800000 (1.0)
80030B24 - ?
Agent: 40000000 (2.0)
Secret: 3F800000 (1.0)
00 Agent: 3F800000 (1.0)
80030B28 - Ammo Pickup Multiplier
Agent: 40000000 (2.0)
Secret: 3FC00000 (1.5)
00 Agent: 3F800000 (1.0)
Some values are actually higher on lower difficulties. You can see health is 2.0, where on Secret and 00 Agent, it is 1.0. Some of the currently unknown spots are also higher on Agent.
These are ideas on what these unknowns could be affecting...
Visible distance
Hearing distance
Action/reaction speed (if not 8002CE4C)
Injury recovery speed
Grenade probability
I guess the step up on damage would be 1.25. Does accuracy at about 1.4 sound right? Health is apparently the same for Secret and 00 Agent, but maybe we could go to 0.75 now. Some stats share float values. Some may be fine remaining that way, not sure unless we figure those out. Ammo multiplier is sharing, which could be an issue. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sun Aug 20, 2017 2:53 am Post subject: |
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Seems to be some kind of conditional on accuracy, if it's > 1, not sure what that is used for, where it uses that value I posted...don't think it ever hits that normally. Anyways, it seems to load, on Dam at least, the constant here:
Accuracy 8005B744 3F19999A for agent mode
Reaction 8005B748 3E4CCCCD for agent mode
There's another 3E4CCCCD at 8005B74C, but not sure which corresponds to, doesn't seem read.
Think locations for other modes are right.
It seems like game was set for 00 Mode...and then they made multipliers to make it easier for Agent/SA.
I also missed one in Zoink's doc:
80030AAC difficulty: (float) ???
80040178 difficulty: (float) ???
But it's a different area in 21990, not sure what it is. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sun Aug 20, 2017 11:32 am Post subject: |
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I think what may need to be done, if possible, is to create a single difficulty version of the game. You can't choose 1-4 options, but only the one. This would also mean level setups would need adjustments (to anything that spawns based on difficulty), though that is pretty straight forward. Perhaps that way we can have better control over each stat, and not worry about it either affecting different difficulties or breaking anything for one or the other.
I had also come across those two addresses when looking over the area of ROM with the stats. Not sure what they might do, yet. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Sun Aug 20, 2017 9:30 pm Post subject: |
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You're right on the accuracy and, what could be reaction speed, RAM locations. When I set them in the 21990 file, the other spots in RAM (02CE40 and 02CE4C) updated to match.
Agent Accuracy: 3A9B4 in 21990 file
Agent Reaction Speed: 3A9B8 in 21990 file
I was noticing something odd with the damage, however. It was like their first few hits were taking out the new amount I updated to (1.25 bars per shot by a standard weapon). But once my health got lower, into the slimmer bars, it was not having as big of impact. I tried messing around with the other float points in the area you found, and they do appear to affect it somehow. Nulling it out seemed to keep the damage more consistent. Was seven KF7 shots to die, rather than eight on 00 Agent. Maybe some kind of variable? Do you always take the same damage from each shot normally? Or is there are variable to make it feel more like they are hitting a different part of your body?
3A9AC and 3A9B0 I made zeroes.
With my current tests, it is "harder", but I could still beat Aztec, even without picking up the armour for added difficulty, and less ammo (seven round pickups instead of ten). Mind you, I did practice on that mission a lot with 007 mode before, ramping up their stats, so I don't have a lot of trouble with it anymore. I also found Jaws was weak, but I know a guard tossed a grenade in there, so it's possible that drained him a good amount. |
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