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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Thu May 17, 2018 1:42 pm Post subject: Setting "Final" Level / end credits... |
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I noticed in Johnny Thunder's current mod project, that the number of missions is fewer than the original campaign. His has 16, while GE had 20. What was done to prevent the player from accessing anything from 17-20, and so the end credits map would load after completing said final mission?
By the way, when fixing the crashing issue with the Egypt mission on console for Johnny's mod, I broke part of it [level ID related, I assume]. After beating the mission, it instead goes to the next (Caverns), and not the credits. The Caverns remains inaccessible afterward, though. So his needs fixing, and I'd like to know how I'd go about doing the same things with the Vault Compilation Pack. Please do me a favour and explain it like I don't understand any ASM coding.  |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Thu May 17, 2018 2:25 pm Post subject: |
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Here is the terrible ASM hack used for johnny's mod.
Edit: Removed because it's shit
Last edited by pavarini on Mon Jul 16, 2018 12:02 pm; edited 1 time in total |
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connery as bond Secret Agent


Joined: 21 Jun 2007 Posts: 340
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Posted: Thu May 17, 2018 3:41 pm Post subject: |
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I was looking to have this done for my mod as well. Would absolutely love for slot 15 (Jungle) to trigger the ending credits. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Thu May 17, 2018 7:50 pm Post subject: |
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Thanks much. Does this edit the current data, or does it write over unnecessary debug data in the ROM? I am still a touch confused, but I am sure if I look at Johnny's mod I can get an even better idea.
I suppose the next question might be how you disable the special unlocks for Aztec and Egypt? Maybe some easy change, like just look for Agent mode completion, rather than Secret for Aztec, and 00 for Egypt. That way they would unlock more naturally. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Thu May 17, 2018 10:46 pm Post subject: |
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I haven't researched that part of the interface code yet, zoinkity would know more about that. As for the area in ROM, it overwrites the zx emulator. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Fri May 18, 2018 12:03 pm Post subject: |
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Excellent. I corrected the issue I introduced into Johnny's mod, and set this up for the Compilation Pack. There are only 11 missions in thus far (one requires an update from the original author), so I can edit the slot number and stage ID for credits as I progress.
Now, this may seem like a picky question, but I noticed that once you return to the menu from the end credits, that you are hovering over the 18th slot (Cradle). Any way to change those coordinates so it hovers over your new "final" slot? Maybe it just uses the slot 0x12 value? |
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