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Lazlo52
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 PostPosted: Wed Dec 20, 2017 3:28 pm    Post subject: Reply with quote Back to top

Regarding your level swapping, Egypt was placed over a previously unused level. Thus, it's likely using entirely different RAM addresses. I wouldn't know how to find those.

I know Frigate is over A51-Infiltration, though. Not sure if there's a code for that, but I bet it wouldn't work well because it has more objects than Egypt does.
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SATURN_81
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 PostPosted: Wed Dec 20, 2017 4:32 pm    Post subject: Reply with quote Back to top

I think I will not need objects of another level, besides the rest of empty levels of GE-X have almost all objects such as boxes, chairs, tables. I simply seek to transport the guards from one level to another, for example the guards of Egyptian to the Surface 1 and 2, Streets or Jungle levels. I want to say that I do not seek to complete the objectives of one level on another level.

It seems that the reasoning that there was to transport objects from one level to another through codes, is that you find a larger level, that is, so that all the objects enter, because you have more space in that larger level. But it can be understood what I want to say

Joana combat Head Modifier
8107CF56 ????

01BD Elivs Mask

This is a code for the combat simulator, I gave this name to the value because it is the head of Elvis with a flat texture of a gray face in it that looks like a mask. I'm giving names to that list of values. I have to keep trying other values ​​that are not on the Kriji's list just in case I find some strange head.
 
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SATURN_81
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 PostPosted: Sun Dec 24, 2017 9:02 am    Post subject: Reply with quote Back to top

hello first of all I want to wish happy Christmas. and here I bring some new codes to celebrate it. enjoy.

Egyptian & Silo Guards are Mini Skedar
8107D904 0DA8
8107D906 0240
8107D90C 3F12
8107D90E A10D
81062C5A 0029
81062C5E 0029
81062C62 0029
81062C66 0029

they have a little strange animations, some textures that do not correspond with them but that look great. I had to adjust the height to the 3F12 value which is the height of Elvis, since with other values ​​they float in the air. So with this code you finally have the smallest character so far in GE-X.

Egyptian & Silo Guards use Special bodies:
8107D904 0DA8
8107D906 ???? this code modifies special and non-special bodies.
8107D90C 3F8D
8107D90E A10D
81062C5A 0005
81062C5E 0005
81062C62 0005
81062C66 0005

0053 Skedar (Do not use as player)
They have strange animations and textures and there's no sign of Skedar roar for them at the moment, unless someone finds a code to do that.

0055 Test body (Do not use as player)
the body of the guards is invisible with this value, besides you can hardly shoot them because their body does not exist, it is like a soul wandering with his weapon and only the explosions affect him to kill them.

0048 Dr. Caroll (Do not use as player)
the enemies will be unarmed with this value and can only hit you with kicks and punches.

0236 G5 Sentry Bot (Do not use as player)
This is similar to Dr. Caroll but is much more harmless and is not even able to hit us.

0240 Mini Skedar (Do not use as player)
This is already explained for the main code.

050B Skedar King (Do not use as player)
It is almost the same as the normal Skedar, but with the body of Skedar King.
 
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SATURN_81
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 PostPosted: Sat Dec 30, 2017 4:23 pm    Post subject: Reply with quote Back to top

hello to all. To say goodbye to the year I have some new codes to share. I got part of those codes I was looking for some time, they are codes that replace one level for another, but still retains all the guards of the original level, so now you can play the 2 of the 3 missions of GE-X and different levels. we are lucky not to have to resort to MoonJump codes. Some of these missions can not be completed, but there are others that can be completed. some codes I have not published because there are levels that do not get to load, other levels are missing perhaps because they moved their original location as all levels that share address or values ​​with dataDyne and Area51 levels can not be loaded so I can not find the following levels: Runway, Bunker I, Frigate, Bunker II, Statue, Streets, Train, Jungle, Caverns, Cradle, Aztec, Egyptian. Other codes have been discarded because there are objects like the battery of Frigate missiles that block the gap of a door and does not let advance to the rest of the level, therefore it would be ideal to find a code that eliminated the doors. I would like to find a code of the same type for the Egyptian level.

the symbol of an asterisk * next to a code means that the level goes with enough lag, slowness or low fps, maybe it is due to the amount of objects or guards together, this is frequent in outdoor or outdoor levels. Here are the codes:



Frigate is in Archives
810802B0 001D
810802B2 0180
810802B4 017F

Frigate is in Depot *
810802B0 000E
810802B2 0160
810802B4 015F

Frigate is in Facility
810802B0 001F
810802B2 0168
810802B4 0167

playable although you will find the helicopter blocking access to Facility Back Zone.

Frigate is in Surface I
810802B0 0018
810802B2 016A
810802B4 0169

the great majority of the guards are in the booths, you must calculate the distances to avoid the execution of hostages since the guards know of your presence from far away.

Silo is in Archives
8107FEF8 001D
8107FEFA 0180
8107FEFC 017F

Silo is in Control
8107FEF8 0020
8107FEFA 0170
8107FEFC 016F

Silo is in Depot *
8107FEF8 000E
8107FEFA 0160
8107FEFC 015F

The mission in Depot is achievable in agent mode. The level is finished by entering the train.

Silo is in Facility
8107FEF8 001F
8107FEFA 0168
8107FEFC 0167

in this level you have to see the movie scene that you can not jump and in which you will be shooting Bond and subtracting enough health, as soon as you finish the movie scene you will land in an area where there are more or less 15 or 20 guards who do not stop firing, so flee to a safe area from which to shoot.
Juagble although some boxes and computers do not let you access the Back zone zone.

Silo is in Surface I *
8107FEF8 0018
8107FEFA 016A
8107FEFC 0169

the vast majority of the guards are in the booths, a very crippling level due to the low fsp, but playable.


Happy New Year 2018 to all
 
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Lazlo52
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 PostPosted: Sat Dec 30, 2017 6:33 pm    Post subject: Reply with quote Back to top

Nice job finding those. I'm busy with the INI files and action blocks, so it's good that you're coming up with stuff.
Depot appears to be poorly optimized, currently. It has bad stutters in places even without guards.
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 PostPosted: Tue Jan 02, 2018 5:04 pm    Post subject: Reply with quote Back to top

Hello. I have finally found the codes that allow you to modify the Egyiptian level by another level so that you can play the mission at any other level and you can only complete the first objective, but the second one is unlikely because you will not know where they are located the tiles to access the Golden Gun. I have a list taken from the Kriji's Guide, where I have changed most of the names of the addresses and values ​​of PD by the GEX, however I have not yet found 4 levels of the missions: Runway, Bunker II, Jungle and Cradle, So I need help to complete this list and find the 4 levels plus a few levels of Multiplayer. some values ​​of this list can work in some levels and in others, for example the most loaded levels of objects and guards like Silo do not work with all the values ​​and the emulator will stop. however, if you use the address of the level Defeccion (Dam) in most cases the emulator will not stop and I think this is because this level is empty for now, so this is the best level to test all values, at least if you die you can know that there is something in that level, anyway I do not have time to see what is there and the bad thing is that I do not have a code Moonjump to avoid it in this last GEX patch. Below I will show this list and some codes that can serve as an example to know how to search and make your own level.

a question mark? next to the level means that you will not differentiate if you are using the Solo Mission or Multiplayer level. MP means Muliplayer.

GE-X NTSC Level List Codes:
----------------------
Value - Bgdata - Tiles - Pads - Setup - Mp_setup - Name

09 8107FCC8 8107FCCA 8107FCCC 8107FCCE 8107FCD0 Maian SOS
14 8107FD00 8107FD02 8107FD04 8107FD06 8107FD08 Temple
16 8107FD38 8107FD3A 8107FD3C 8107FD3E 8107FD40 WAR!
17 8107FD70 8107FD72 8107FD74 8107FD76 8107FD78 Frigate MP GEX
18 8107FDA8 8107FDAA 8107FDAC 8107FDAE 8107FDB0
19 8107FDE0 8107FDE2 8107FDE4 8107FDE6 8107FDE8 Escape
1A 8107FE18 8107FE1A 8107FE1C 8107FE1E 8107FE20 Egyptian
1B 8107FE50 8107FE52 8107FE54 8107FE56 8107FE58 Retaking the CI
1C 8107FE88 8107FE8A 8107FE8C 8107FE8E 8107FE90 Streets
1D 8107FEC0 8107FEC2 8107FEC4 8107FEC6 8107FEC8 Bunker I
1E 8107FEF8 8107FEFA 8107FEFC 8107FEFE 8107FF00 Silo
1F 8107FF30 8107FF32 8107FF34 8107FF36 8107FF38 Complex
20 8107FF68 8107FF6A 8107FF6C 8107FF6E 8107FF70 Glitched Level
21 8107FFA0 8107FFA2 8107FFA4 8107FFA6 8107FFA8 Depot
22 8107FFD8 8107FFDA 8107FFDC 8107FFDE 8107FFE0 Extraction
23 81080010 81080012 81080014 81080016 81080018 Train
24 81080048 8108004A 8108004C 8108004E 81080050
25 81080080 81080082 81080084 81080086 81080088 Temple PD (crash emulator in GEX)
26 810800B8 810800BA 810800BC 810800BE 810800C0 CI Training
27 810800F0 810800F2 810800F4 810800F6 810800F8 Statue
28 81080128 8108012A 8108012C 8108012E 81080130
29 81080160 81080162 81080164 81080166 81080168 Aztec MP
2A 81080198 8108019A 8108019C 8108019E 810801A0 Caverns?
2B 810801D0 810801D2 810801D4 810801D6 810801D8
2C 81080208 8108020A 8108020C 8108020E 81080210 Surface
2D 81080240 81080242 81080244 81080246 81080248 Defense
2E 81080278 8108027A 8108027C 8108027E 81080280 Aztec
2F 810802B0 810802B2 810802B4 810802B6 810802B8 Frigate
30 810802E8 810802EA 810802EC 810802EE 810802F0 Defection
31 81080320 81080322 81080324 81080326 81080328 Archives
32 81080358 8108035A 8108035C 8108035E 81080360 Temple
33 81080390 81080392 81080394 81080396 81080398 Facility
34 810803C8 810803CA 810803CC 810803CE 810803D0 Control
35 81080400 81080402 81080404 81080406 81080408 Frigate
36 81080438 8108043A 8108043C 8108043E 81080440
37 81080470 81080472 81080474 81080476 81080478 Black Level
38 810804A8 810804AA 810804AC 810804AE 810804B0 Deep Sea
4D 810804E0 810804E2 810804E4 810804E6 810804E8
4E 81080518 8108051A 8108051C 8108051E 81080520
4F 81080550 81080552 81080554 81080556 81080558 Duel
50 81080588 8108058A 8108058C 8108058E 81080590
39 810805C0 810805C2 810805C4 810805C6 810805C8 Skedar MP
3A 810805F8 810805FA 810805FC 810805FE 81080600 Icicle Piramyd
3B 81080630 81080632 81080634 81080636 81080638 Caves
3C 81080668 8108066A 8108066C 8108066E 81080670 Library
3D 810806A0 810806A2 810806A4 810806A6 810806A8 Facility MP?
3E 810806D8 810806DA 810806DC 810806DE 810806E0 Glitched Level
3F 81080710 81080712 81080714 81080716 81080718
40 81080748 8108074A 8108074C 8108074E 81080750 Archives with green tint on floors and walls
41 81080780 81080782 81080784 81080786 81080788 Caverns MP?
42 810807B8 810807BA 810807BC 810807BE 810807C0 Basement?
43 810807F0 810807F2 810807F4 810807F6 810807F8 Egyptian MP?
44 81080828 8108082A 8108082C 8108082E 81080830 Stack?
45 81080860 81080862 81080864 81080866 81080868 Villa (Mp)
46 81080898 8108089A 8108089C 8108089E 810808A0 Black Level
47 810808D0 810808D2 810808D4 810808D6 810808D8 Grid
48 81080908 8108090A 8108090C 8108090E 81080910 Archives 1F
49 81080940 81080942 81080944 81080946 81080948
4A 81080978 8108097A 8108097C 8108097E 81080980 Cradle MP
4B 810809B0 810809B2 810809B4 810809B6 810809B8 Labyrinth
4C 810809E8 810809EA 810809EC 810809EE 810809F0 Citadel


VALUES:
Level Bgdata Tiles Pads Setup Mp_setup Codename Level Name

09 001B 0176 0183 0142 011E sev Maian SOS
14 001E 0178 0177 0147 0122 silo Temple
16 0017 018E 018D 0148 0123 stat WAR!
17 0004 0150 014F 0128 0104 arec Frigate MP GEX
18 0005 014E 014D 0127 0103 arch
19 001B 0176 018F 0149 0124 tra Escape
1A 0007 0164 0163 0132 010E dest Egyptian
1B 0013 0166 0185 0143 011F sevb Retaking the Institute
1C 0009 0156 0155 012B 0107 azt Streets
1D 000A 017C 017B 013E 011A pete Bunker I
1E 000B 0162 0161 0131 010D depo Silo
1F 000C 017E 017D 013F 011B ref Complex
20 000D 015E 015D 012F 010B cryp Glitched Level
21 000E 0160 015F 0130 010C dam Depot
22 001C 014C 0151 0129 0105 ark Extraction
23 0010 0182 0181 0141 011D run Train
24 0011 0188 0187 0144 0120 sevx
25 0012 016E 016D 0137 0113 jun Temple PD (crash emulator in GEX)
26 0013 0166 0165 0133 010F dish CI Training
27 0014 015A 0159 012D 0109 cave Statue
28 0015 0158 0157 012C 0108 cat
29 0016 015C 015B 012E 010A crad Aztec MP
2A 0017 018A 0189 0146 0121 sho Caverns?
2B 0011 0188 0187 0144 0120 sevx
2C 0018 016A 0169 0135 0111 eld Surface
2D 0013 0166 016B 0136 0112 imp Defense
2E 001A 0154 0153 012A 0106 ash Aztec
2F 001B 0176 0175 013B 0117 lue Frigate
30 001C 014C 014B 0126 0102 ame Defection
31 001D 0180 017F 0140 011C rit Archives
32 001E 0178 0177 013C 0118 oat Temple
33 001F 0168 0167 0134 0110 ear Facility
34 0020 0170 016F 0138 0114 lee Control
35 001B 0176 0173 013A 0116 lip Frigate
36 0022 0172 0171 0139 0115 len
37 001C 014C 014B 014A 0125 wax Black Level
38 0024 017A 0179 013D 0119 pam Deep Sea
4D 0025 01D4 01D3 01D1 01D2 uff
4E 0026 01D8 01D7 01D5 01D6 old
4F 0013 0166 01DB 01D9 01DA ate Duel
50 0028 01E0 01DF 01DD 01DE lam
39 0029 01E4 01E3 01E1 01E2 mp1 Skedar MP
3A 002A 01E8 01E7 01E5 01E6 mp2 Icicle Piramyd
3B 002B 01EC 01EB 01E9 01EA mp3 Caves
3C 002C 01F0 01EF 01ED 01EE mp4 Library
3D 002D 01F4 01F3 01F1 01F2 mp5 Facility MP?
3E 002E 01F8 01F7 01F5 01F6 mp6 Glitched level
3F 002F 01FC 01FB 01F9 01FA mp7
40 0030 0200 01FF 01FD 01FE mp8 Archives with green tint on floors and walls
41 0031 0204 0203 0201 0202 mp9 Caverns MP?
42 0032 0208 0207 0205 0206 mp10 Basement?
43 0033 020C 020B 0209 020A mp11 Egyptian MP?
44 0034 0210 020F 020D 020E mp12 Stack?
45 0035 0214 0213 0211 0212 mp13 Villa (Mp)
46 0036 0218 0217 0215 0216 mp14 Black Level
47 0037 021C 021B 0219 021A mp15 Grid
48 0038 0220 021F 021D 021E mp16 Archives 1F
49 0039 0224 0223 0221 0222 mp17
4A 003A 0228 0227 0225 0226 mp18 Cradle MP
4B 003B 022C 022B 0229 022A mp19 Labyrinth
4C 003C 0230 022F 022D 022E mp20 Citadel

a continuacion unos codigos con una breve descripcion. tengo muchos mas codigos pero no voy a publicarlos por que pueden ocupar mucho espacio, ademas cualquiera puede crearlos con esta lista.

Egyptian is in CI Training
8107FE18 0013
8107FE1A 0166
8107FE1C 0165

in this level you have to see the movie scene that you can not jump and in which you will be shooting Bond and subtracting enough health, so flee to a safe area from which to shoot.

Egyptian is in Facility
8107FE18 001F
8107FE1A 0168
8107FE1C 0167

Most of the guards are in the bottling room.

Egyptian is in Library
8107FE18 002C
8107FE1A 01F0
8107FE1C 01EF

in this level you have to see the movie scene that you can not jump and in which you will be shooting Bond and subtracting enough health, so flee to a safe area from which to shoot.


Egyptian is in Skedar MP
8107FE18 0029
8107FE1A 01E4
8107FE1C 01E3

something that I did not expect one of the best Multiplayer levels of PD level.

Egyptian is in Surface
8107FE18 0018
8107FE1A 016A
8107FE1C 0169

When you start it's day, so kill Baron Samedi 2 times to see how the night falls. incredible this effect in some levels.

Frigate is in Icicle Pyramid
810802B0 002A
810802B2 01E8
810802B4 01E7

fantastic level, but in this slot or level it seems that the clipping or something does not let you walk smoothly in some areas.

Frigate is in Labyrinth
810802B0 003B
810802B2 022C
810802B4 022B

pretty fluid level in this case unlike the previous one. It hurts that it does not work for the addresses of Silo and Egyptian.
 
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Lazlo52
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 PostPosted: Tue Jan 02, 2018 8:36 pm    Post subject: Reply with quote Back to top

SATURN_81 wrote:
...however I have not yet found 4 levels of the missions: Runway, Bunker II, Jungle and Cradle...

Here's what I gathered regarding those:
Runway uses the slot for dD Extraction, ID 22.
Bunker II uses the slot for A51 Escape, ID 19.
Jungle uses the slot for CI Defense, ID 2D.
Cradle is in a new slot, ID 2B.


SATURN_81 wrote:
...but in this slot or level it seems that the clipping or something does not let you walk smoothly in some areas.

That sounds like Perfect Dark's clipping glitch. I bet it's because a guard or object spawned somewhere invalid, causing the clipping of its room to break. It can also happen if an object doesn't like the pad it's placed on. There's nothing much we can do about it, in this context.
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SATURN_81
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 PostPosted: Wed Jan 03, 2018 4:50 am    Post subject: Reply with quote Back to top

hello Lazlo52. First of all how do you know the IDs of these levels? have you managed to load these levels in some other level of GEX? I have only tried all the values ​​in the levels, Defection (Dam), Frigate, Silo and Egyptian. it's a pity that all the values ​​can not be loaded at all levels, Egyptian is a bit strange because it does not accept the vast majority of Multiplayer levels. I hope you can find a solution to load some values ​​or that Bond does not die because he falls into the void in the levels that remain, especially the levels with the last ID that you found. A solution can be found when you find a valid Moonjump code for this version of the GE-X patch. another solution may be although I have no idea or any guide for this, would be to know how to modify the position in which a JO mission starts in PD or Bond in GE-X, for example that Bond starts the Facility level in the room of bottling instead of in the vents, with this idea it will be possible to place Bond in a place where he does not go to the vacuum when loading a level.

the truth is that despite reading the guide Kriji's there are things that I do not understand and that only half done, I do not understand what they are or how to use correctly the Bgdata - Tiles - Pads - Setup - Mp_setup, I am sure if he knew how to use them he would have located a suitable Pad to be able to use it with the levels that are affected because a guard or object spawned somewhere invalid, causing the clipping of his room to break.

Something I have noticed is that the levels that suffer the effect of low FSP, slowing down that are due to a large number of guards in the same place or location, is that it lowers that low FSP as the guards are disappearing.
 
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Lazlo52
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 PostPosted: Wed Jan 03, 2018 11:20 pm    Post subject: Reply with quote Back to top

SATURN_81 wrote:
hello Lazlo52. First of all how do you know the IDs of these levels? have you managed to load these levels in some other level of GEX? I have only tried all the values ​​in the levels, Defection (Dam), Frigate, Silo and Egyptian.

Oh, I used the Perfect Gold editor to find them. I didn't try using a code with them, but I know those values line up with the editor.


SATURN_81 wrote:
another solution may be although I have no idea or any guide for this, would be to know how to modify the position in which a JO mission starts in PD or Bond in GE-X, for example that Bond starts the Facility level in the room of bottling instead of in the vents, with this idea it will be possible to place Bond in a place where he does not go to the vacuum when loading a level.

I guess it's theoretically possible, but since that information comes from the Setup file, and since we're changing which files load with these codes, I worry the task would be too difficult for me. I can only find the simplest codes. I'm also still busy with the INI files, so I might not be able to jump on it as soon as I'd like.

SATURN_81 wrote:
the truth is that despite reading the guide Kriji's there are things that I do not understand and that only half done, I do not understand what they are or how to use correctly the Bgdata - Tiles - Pads - Setup - Mp_setup, I am sure if he knew how to use them he would have located a suitable Pad to be able to use it with the levels that are affected because a guard or object spawned somewhere invalid, causing the clipping of his room to break.

I think I can explain those terms. The Bgdata is the visual level you play in. The Tiles refer to the walkable collision. The Pads are where objects and guards will appear. The Setups are the single-player and multiplayer mission data that specify what objects to place onto which pads.
Basically, the Bgdata, Tiles, and Pads should all match the level.


As for the glitchiness of the Icicle Pyramid code... No, I don't think changing the Pads file will help. Different Pads files could place things in drastically different areas, so it's unlikely to be that simple.
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SATURN_81
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 PostPosted: Sat Jan 06, 2018 1:41 pm    Post subject: Reply with quote Back to top

on the directions of the Jungle level it seems that the level values can not be loaded or reproduced. nor can Jungle level values be loaded on almost any level.

in the directions of the Duel level the values of some levels can be loaded, but it is useless since nothing else to start the level Bond will walk and will not stop walking, besides you can not use any button Start, A, B, Z, R or the C buttons.

On the other hand, I can not change Baron Samedi for any other character in the Egypt level. does this mean that Baron Samedi uses some value or special direction at this level? I would like to be able to replace it with any other character in this level.
 
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Lazlo52
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 PostPosted: Sun Jan 07, 2018 1:00 am    Post subject: Reply with quote Back to top

SATURN_81 wrote:
On the other hand, I can not change Baron Samedi for any other character in the Egypt level. does this mean that Baron Samedi uses some value or special direction at this level? I would like to be able to replace it with any other character in this level.

Baron Samedi? He is using body 8C (dataDyne Sniper) and head 1C (Enemy head Duncan). When I look at the level, I do not see anything special about Samedi. He is placed like any other guard at first. Then, the same body and head are spawned elsewhere when he dies.
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Lazlo52
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 PostPosted: Wed Feb 28, 2018 1:21 pm    Post subject: Reply with quote Back to top

I spent a couple afternoons searching memory patterns and found the rest of the cheat menu stuff I'm capable of finding! Here's over fifty basic codes to allow you to enter a solo mission with your own custom loadout, as well as to modify your Perfect Buddies!

Please tell me if anything's missing or incorrect or just seems odd. I can judge whether it's a mistake on my end or if it's how the game is. I already confirmed the codes for 1.1 and fair guess for 1.0, but organizing all this could have caused some copy-paste tedium errors.


Classic Sight Modifier
802D1FAF 00??
Can be changed mid-mission.
00 Normal / No Zoom Range
01 GoldenEye
02 GoldenEye
03 Square Sight / No Zoom Range
04 Skedar
05 Normal
06 Maian
07 None

Cloaking Device Ammo Amount
81231D0A ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

Cloaking Device Ammo Type
80231D03 00??
Refer to the Ammo Type table at the bottom of this post for values.

Cloaking Device Gun ID
80231CFF 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Night Vision ID
80231D23 00??
From "Perfect Darkness". Refer to the Gun ID (Players) table at the bottom of this post for values.


X-Ray Scanner ID
80231D9B 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


R-Tracker ID
80231D3B 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Rocket Launcher Ammo Amount
81231D5E ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

Rocket Launcher Ammo Type
80231D57 00??
Refer to the Ammo Type table at the bottom of this post for values.

Rocket Launcher Gun ID
80231D53 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Sniper Rifle Ammo Amount
81231D82 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

Sniper Rifle Ammo Type
80231D7B 00??
Refer to the Ammo Type table at the bottom of this post for values.

Sniper Rifle Gun ID
80231D77 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


SuperDragon Ammo Amount 1
81231DBE ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

SuperDragon Ammo Amount 2
81231DCA ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

SuperDragon Ammo Type 1
80231DB7 00??
Refer to the Ammo Type table at the bottom of this post for values.

SuperDragon Ammo Type 2
80231DC3 00??
Refer to the Ammo Type table at the bottom of this post for values.

SuperDragon Gun ID
80231DB3 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Laptop Ammo Amount
81231DEE ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

Laptop Ammo Type
80231DE7 00??
Refer to the Ammo Type table at the bottom of this post for values.

Laptop Gun ID
80231DE3 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Phoenix Ammo Amount
81231E12 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

Phoenix Ammo Type
80231E0B 00??
Refer to the Ammo Type table at the bottom of this post for values.

Phoenix Gun ID
80231E07 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Psychosis Gun ID
80231E53 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Trent's Magnum Ammo Amount
81231CC2 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

Trent's Magnum Ammo Type
80231CBB 00??
Refer to the Ammo Type table at the bottom of this post for values.

Trent's Magnum Gun ID
80231CB7 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


FarSight Ammo Amount
81231CE6 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

FarSight Ammo Type
80231CDF 00??
Refer to the Ammo Type table at the bottom of this post for values.

FarSight Gun ID
80231CDB 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


PP9i Ammo Amount
81231E76 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

PP9i Ammo Type
80231E6F 00??
Refer to the Ammo Type table at the bottom of this post for values.

PP9i Gun ID
80231E6B 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


CC13 Ammo Amount
81231E9A ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

CC13 Ammo Type
80231E93 00??
Refer to the Ammo Type table at the bottom of this post for values.

CC13 Gun ID
80231E8F 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


KLO1313 Ammo Amount
81231EBE ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

KLO1313 Ammo Type
80231EB7 00??
Refer to the Ammo Type table at the bottom of this post for values.

KLO1313 Gun ID
80231EB3 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


KF7 Special Ammo Amount
81231EE2 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

KF7 Special Ammo Type
80231EDB 00??
Refer to the Ammo Type table at the bottom of this post for values.

KF7 Special Gun ID
80231ED7 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


ZZT Ammo Amount
81231F06 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

ZZT Ammo Type
80231EFF 00??
Refer to the Ammo Type table at the bottom of this post for values.

ZZT Gun ID
80231EFB 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


DMC Ammo Amount
81231F2A ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

DMC Ammo Type
80231F23 00??
Refer to the Ammo Type table at the bottom of this post for values.

DMC Gun ID
80231F1F 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


AR53 Ammo Amount
81231F4E ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

AR53 Ammo Type
80231F47 00??
Refer to the Ammo Type table at the bottom of this post for values.

AR53 Gun ID
80231F43 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


RC-P45 Ammo Amount
81231F72 ????
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.

RC-P45 Ammo Type
80231F6B 00??
Refer to the Ammo Type table at the bottom of this post for values.

RC-P45 Gun ID
80231F67 00??
Refer to the Gun ID (Players) table at the bottom of this post for values.


Perfect Buddy Codes
If you want to use skedar for the following codes, make sure the head is a human and not a maian. Maian pain sounds override the skedar's.

Alien Action Block
812DF38A ????
0012 Buddy Setup (default)
0013 Buddy Setup Pugilist (fast run)

Alien Body
802DF397 00??
Refer to the Bodies table for values.

Alien Head
802DF3AF 00??
Uses male voice lines if not a maian head. Refer to the Heads table for values.

Alien Spawn Flags
812DF392 ????
0010 Default
0011 Sunglasses
0012 Sunglasses Randomly
4010 Fixed Height
4011 Fixed Height/Sunglasses
4012 Fixed Height/Sunglasses Randomly

Alien Weapon ID
802DF48F 00??
Refer to the Gun ID (Characters) table for values.

Alien Weapon Model
812DF48A ????
Refer to the Weapon Model table for values.


Hit and Run Action Block
812DF072 ????
0012 Buddy Setup (default)
0013 Buddy Setup Pugilist (fast run)

Hit and Run Body
802DF07F 00??
Refer to the Bodies table for values.

Hit and Run Head
802DF097 00??
Uses male voice lines. Refer to the Heads table for values.

Hit and Run Spawn Flags
812DF07A ????
0010 Default
0011 Sunglasses
0012 Sunglasses Randomly
4010 Fixed Height
4011 Fixed Height/Sunglasses
4012 Fixed Height/Sunglasses Randomly

Hit and Run Weapon ID
802DF17F 00??
Refer to the Gun ID (Characters) table for values.

Hit and Run Weapon Model
812DF17A ????
Refer to the Weapon Model table for values.


Hotshot Action Block
812DF1F6 ????
0012 Buddy Setup (default)
0013 Buddy Setup Pugilist (fast run)

Hotshot Body
802DF203 00??
Refer to the Bodies table for values.

Hotshot Head
802DEC9B 00??
Somehow, this is both Hotshot's head and Pugilist's action block. Hotshot uses male voice lines.

Hotshot Spawn Flags
812DF1FE ????
0010 Default
0011 Sunglasses
0012 Sunglasses Randomly
4010 Fixed Height
4011 Fixed Height/Sunglasses
4012 Fixed Height/Sunglasses Randomly

Hotshot Weapon Left ID
802DF313 00??
Refer to the Gun ID (Characters) table for values.

Hotshot Weapon Left Model
812DF30E ????
Refer to the Weapon Model table for values.

Hotshot Weapon Right ID
802DF2FF 00??
Refer to the Gun ID (Characters) table for values.

Hotshot Weapon Right Model
812DF2FA ????
Refer to the Weapon Model table for values.


Pugilist Action Block
802DEC9B 00??
Somehow, this is both Hotshot's head and Pugilist's action block.
12 Buddy Setup (default)
13 Buddy Setup Pugilist (fast run)

Pugilist Body
802DEF13 00??
Refer to the Bodies table for values.

Pugilist Head
802DEF2B 00??
Uses male voice lines. Refer to the Heads table for values.

Pugilist Spawn Flags
812DEF0E ????
0010 Default
0011 Sunglasses
0012 Sunglasses Randomly
4010 Fixed Height
4011 Fixed Height/Sunglasses
4012 Fixed Height/Sunglasses Randomly


Velvet Action Block
812DED7A ????
0012 Buddy Setup (default)
0013 Buddy Setup Pugilist (fast run)

Velvet Body
802DEDA3 00??
Refer to the Bodies table for values.

Velvet Head
802DEDA7 00??
Uses female voice lines. Refer to the Heads table for values.

Velvet Spawn Flags
812DED92 ????
0010 Default
0011 Sunglasses
0012 Sunglasses Randomly
4010 Fixed Height
4011 Fixed Height/Sunglasses
4012 Fixed Height/Sunglasses Randomly

Velvet Weapon ID
802DEE8F 00??
Refer to the Gun ID (Characters) table for values.

Velvet Weapon Model
812DEE8A ????
Refer to the Weapon Model table for values.



Ammo Amount Table
Code:
0001
0002
0003
0004
0008
000A (10)
000C (12)
0014 (20)
0064 (100)
00C8 (200)
0190 (400)
0320 (800)
1C20 Cloak Default 120
4618 Cloak Max 300
7FFF Max


Ammo Type Table
Code:
01 Pistol Ammo
02 SMG Ammo
03 Crossbow Bolts
04 Assault Rifle Ammo
05 Shotgun Cartridges
06 Farsight Orbs
07 Grenades
08 Rockets
09 Combat Knives
0A Magnum Bullets
0B Devastator Grenades
0C Remote Mines
0D Proximity Mines
0E Timed Mines
0F Reaper Ammo
10 unused homing rockets
11 unused darts?
12 N-Bombs
13 Sedatives
14 Cloak
15 Combat Boost Pills
16 Psychosis Rounds
18 Tracer Comms Amplifier Bugs
19 unused micro cameras?
1A unused plastique?
1E Token?
20 ECM Mines


Gun ID (Players) Table (parentheses are ammo type)
Code:
00 Nothing
01 Unarmed
02 Falcon 2 (pistol)
03 Falcon 2 Silenced (pistol)
04 Falcon 2 Scope (pistol)
05 Magsec 4 (pistol)
06 Mauler (pistol)
07 Phoenix (pistol)
08 DY357 (magnum)
09 DY357-LX (magnum)
0A CMP150 (smg)
0B Cyclone (smg)
0C Callisto NTG (smg)
0D RCP-120 (smg)
0E Laptop Gun (smg)
0F Dragon (rifle)
10 K7 Avenger (rifle)
11 AR34 (rifle)
12 SuperDragon (rifle) (devastator)
13 Shotgun (cartridges)
14 Reaper (reaper)
15 Sniper Rifle (rifle)
16 Farsight XR-20 (orbs)
17 Devastator (devastator)
18 Rocket Launcher (rockets)
19 Slayer (rockets)
1A Combat Knife (knives)
1B Crossbow (bolts)
1C Tranquilizer (sedatives)
1D Laser
1E Grenade (grenades)
1F N-Bomb (n-bombs)
20 Timed Mine (timed mines)
21 Proximity Mine (proxy mines)
22 Remote Mine (remote mines)
23 Combat Boost (pills)
24 PP9i (pistol)
25 CC13 (pistol)
26 KLO1313 (smg)
27 KF7 Special (rifle)
28 ZZT (smg)
29 DMC (smg)
2A AR53 (rifle)
2B RC-P45 (smg)
2C Psychosis Gun (psychosis rounds)
2D Nightvision Goggles
2E Camspy (Doesn't load right)
2F X-Ray Scanner
30 IR-Scanner
31 Cloaking Device (cloak)
32 Horizon Scanner
33 Tester (pistol)
34 King Scepter (rockets)
35 ECM Mine (ecm mines)
36 Data Uplink
37 R-Tracker
38 President Scanner
3D Comms Rider (tracker bug)
3E Tracer Bug (tracker bug)
3F Target Amplifier (tracker bug)
40 Disguise
4D Suitcase
59 6ee30 (smg)
5A G5 Bot's Weapon Data (smg)
5D Suicide Pill


The other tables can be found in the first post.
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