 |
 |
 |
 |
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Mon Oct 02, 2017 10:02 pm Post subject: |
 |
|
Very cool! If only a GE one would find its way out...
I've seen that center piece in Labyrinth in pictures before, but it was at least absent from N64 release. I'd really love to add it to GE-X version sometime. Gives a nicer look to that empty middle area. |
|
|
|
|
|
 |
 |
 |
 |
 |
Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
 |
Posted: Tue Oct 03, 2017 8:42 am Post subject: |
 |
|
Great! Thanks for letting us know, SubDrag.
On a tangent, I wish there was a central news site for N64 releases, be it hacks, prototypes, translations, anything really. Many releases only seem to get one announcement, often in an obscure (to most N64 gamers) website or forum, meaning that many potential users can easily miss out on the release. |
|
|
|
|
|
 |
 |
 |
 |
 |
Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
|
|
|
|
|
 |
 |
 |
 |
 |
Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Oct 05, 2017 3:33 pm Post subject: |
 |
|
Nice!
I see the cheat codes and cinematic menu are present in this version! I made an AR code to access these menus years ago, although they were buggy and incomplete!
Love the centrepiece in Labrinth! Wonder why it was removed?! |
|
|
|
|
|
 |
 |
 |
 |
 |
acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Thu Oct 05, 2017 4:47 pm Post subject: |
 |
|
This is awesome!! What's the build date? _________________
Rare wrote: | Perfect Dark Forever. |
|
|
|
|
|
|
 |
 |
 |
 |
 |
connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
 |
Posted: Thu Oct 05, 2017 8:31 pm Post subject: |
 |
|
Haven't had a chance to check this out yet. Is there a substantial amount of changes from the final build?
EDIT: Reading the comments on that page. Definitely need to check this out. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
|
|
|
|
|
 |
 |
 |
 |
 |
Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
 |
Posted: Thu Oct 05, 2017 9:53 pm Post subject: |
 |
|
Oooh ahhh, I definitely like the altar in Labyrinth. Is there anyway it can be obtained and somehow put in GE-X's version of Labyrinth? _________________ "The Eye of Thundera, give me sight beyond sight!" |
|
|
|
|
|
 |
 |
 |
 |
 |
CrashOveride Secret Agent


Joined: 24 Oct 2016 Posts: 339
 |
Posted: Fri Oct 06, 2017 5:46 am Post subject: |
 |
|
Thundera8589 wrote: | Oooh ahhh, I definitely like the altar in Labyrinth. Is there anyway it can be obtained and somehow put in GE-X's version of Labyrinth? |
Considering TWINE renders in rooms just like GE (at least from my experience ripping) we can technically splice the altar in by way of Lemmy's VRML. _________________ Playing old, low poly games since 2003 |
|
|
|
|
|
 |
 |
 |
 |
 |
zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
 |
Posted: Fri Oct 06, 2017 2:59 pm Post subject: |
 |
|
-Or you could change a couple lines in the extractor used to create the map, rebuild, then export it directly, properly.
In TWINE.h change:
Code: | #define CORRECT 0x54D910 /*correction value for ROM offsets*/
#define ROMTABLE 0xC1380 /*initial rom address of the rom table*/
#define IMGRAM 0x800C2740 /*initial rom address of the rom table*/ |
-to this for the proto:
Code: | #define CORRECT 0x523C20 /*correction value for ROM offsets*/
#define ROMTABLE 0xBCA80 /*initial rom address of the rom table*/
#define IMGRAM 0x800BDE10 /*initial rom address of the rom table*/ |
-or this for PAL:
Code: | #define CORRECT 0x54E8D0 /*correction value for ROM offsets*/
#define ROMTABLE 0xC1E70 /*initial rom address of the rom table*/
#define IMGRAM 0x800C3230 /*initial rom address of the rom table*/ |
_________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
|
|
|
|
|
 |
 |
 |
 |
 |
killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Oct 07, 2017 5:20 am Post subject: |
 |
|
I just wish I knew how to make an xdelta patch that makes all the multi characters "EVIL" so you could fight whomever you want against each other. |
|
|
|
|
|
 |
 |
 |
 |
 |
CrashOveride Secret Agent


Joined: 24 Oct 2016 Posts: 339
 |
Posted: Sat Oct 07, 2017 7:09 am Post subject: |
 |
|
killedbyurmom wrote: | I just wish I knew how to make an xdelta patch that makes all the multi characters "EVIL" so you could fight whomever you want against each other. |
there was a GS code for final but idk if it works here. _________________ Playing old, low poly games since 2003 |
|
|
|
|
|
 |
 |
 |
 |
 |
killedbyurmom Secret Agent

Joined: 04 Jan 2016 Posts: 208 Location: Kentucky  |
Posted: Sat Oct 07, 2017 7:34 am Post subject: |
 |
|
There is a code for the original game but unfortunately I can't use it on my Everdrive 64 The gameshark (actual console) has froze on me recently as well. That is the reason I was thinking a hack would work. Somehow putting the gameshark code into the ROM itself. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Oct 07, 2017 9:09 am Post subject: |
 |
|
Multi crashes in the prototype, after you try and respawn. |
|
|
|
|
|
 |
 |
 |
 |
 |
AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Oct 07, 2017 2:55 pm Post subject: |
 |
|
Awesome. Love these releases. Thanks for telling us.
If only we could have more betas of the most famouse games..... _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |