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Game Shark: Co-Op Buddy Codes and Misc.

 
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Shy Guy
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Joined: 17 May 2018
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 PostPosted: Thu May 24, 2018 1:55 pm    Post subject: Game Shark: Co-Op Buddy Codes and Misc. Reply with quote Back to top

Hi, I'll just make a quick introduction here. I've been lurking the past few weeks here and saw a lot of game shark codes to have fun with on Perfect Dark, and finally decided to join. I'm new to this perfect dark modding stuff so it's nice to have some fun with a game I grew up with. So enough of that, lets begin:

Thanks to the discovery of codes that allow you to modifiy Co-Op buddies (and a few other codes), I did some experimenting with them (because I enjoy using them a lot. ^_^) and got some pretty good outcome.

And now I love to share them and see if they work properly for others!

Perfect Buddy Codes:

Pugilist Active
802DEEA3 0002

Hotshot Active
802DF18F 0002

Hotshot Head Modifier
802DF21B 00xx
I believe this might be the actual code that modifies Hotshot's head. The one I used that was discovered by Lazlo52, I couldn't get it to work. I've been using this and so far, it's been pretty friendly to me.
Please refer to Lazlo's thread to find the value of heads.

Hit and Run Active
802DF00F 0002

Alien Active
802DF327 0002

And if you don't want to have them individually, here's the full code that puts them all together.

All Unlockable Co-Op Buddies active.
802DEEA3 0002
802DF18F 0002
802DF00F 0002
802DF327 0002

Unlockable Co-Op Buddies Active (No Pugilist)
802DEEA3 0045
802DF18F 0002
802DF00F 0002
802DF327 0002
This disables Pugilist from spawning. Mainly for Emulator users such as myself who were previously using all buddies active, and wish to swap codes during mid-play so it removes Pugilist in the next mission without having people restart the game. In order for it to work, you must close the Perfect Menu (after the scene Joanna boots up her laptop), then you'll be able to swap codes via cheat menu on the Emulator.


These codes are pretty similar to the one that allow you to have all your Co-Op buddies active. But you weren't able to select Velvet Dark in the Cheat Menu. How these work is that it spawns the unlockable buddies when you start a mission without having to choose who you want in the buddy menu. It takes no effect if you have (for example) Hotshot Active code on, and select Hotshot as your buddy, as he's already active. And for the best part, what happens if you use all of these at once and then select Velvet Dark as your Co-Op Buddy?
You know it! Now you can have all buddies active at once. Just make sure you keep Velvet checked in the Buddies menu if you want all of them attend the mission.

At last, the whole gang's here!




Now for some fun I'd like to share with Lazlo's Co-Op Buddy modifiers, and some miscellaneous:

Now you can successfully have the Antagonists in your team! (with 2 other Bonuses, and Cassandra finally using female voices for her character.)


Jonathan & The CI Technicians:


On an interesting note, Jonathan's head is unique it because his character doesn't (and should not) use any voice lines that's applied on the Co-Op buddy you place him over, but will still have the male sound effects when he gets hurt. Meaning you can safely place him over Velvet without hearing female lines for him! I think it also applies the same for Elvis.

Miscellaneous:

Jonathan Replaces Velvet Dark (AI Controlled Buddy only)
802DEDA3 0092
802DEDA7 0028
802DEE8F 0008
812DEE8A 00F8
812DED92 4010
- For the separate code.

Jonathan & CI Technician Buddies
802DEDA3 0092
802DEDA7 0028
802DEE8F 0008
812DEE8A 00F8
812DED92 4010
802DEF13 008E
802DEF2B 0012
812DEF0E 4010
802DF203 008E
802DF21B 0013
802DF313 0000
812DF30E 012F
802DF2FF 0002
812DF2FA 00F5
812DF1FE 4010
802DF07F 008E
802DF097 001A
802DF17F 0002
812DF17A 00F5
812DF07A 4010
802DF397 008E
802DF3AF 0018
802DF48F 0002
812DF48A 00F5
812DF392 4010
Velvet Dark - Jonathan
Pugilist - Grimshaw
Hotshot - Foster (Left hand is set to Nothing. Uses Combat Boost for Weapon Model for transparency display)
Hit and Run - Calvin (Red hair)
Alien - Potts (Ponytail)

Antagonist Buddies
802DEDA3 0066
802DEDA7 000E
802DEE8F 0002
812DEE8A 00F5
812DED92 4010
802DEF13 0085
802DEF2B 003D
812DEF0E 4010
802DF203 0060
802DF21B 0011
802DF313 0000
812DF30E 012F
802DF2FF 000B
812DF2FA 0102
812DF1FE 4010
802DF07F 005B
802DF097 0008
802DF17F 0006
812DF17A 00F7
802DF397 005D
802DF3AF 0009
802DF48F 0009
812DF48A 00F9
Velvet Dark - Cassandra De Vries
Pugilist - President's Clone
Hotshot - Trent's NSA Bodyguard (Left hand is set to Nothing. Uses Combat Boost for Weapon Model for transparency display)
Hit and Run - Mr. Blonde
Alien - Trent Easton


Enemies don't spill blood.
8107F8A8 4180
8107F8B0 4534
8107F8B8 4358
8007F8A0 0000
8007F8A4 0000
8007F8B4 0000
This is the Perfect Blood code but the value is set to 0. No blood is spilled when enemies die, but will still having blood spots after being shot. Similar to how it is in Golden Eye.
 
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Lazlo52
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Joined: 18 Nov 2017
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 PostPosted: Thu May 24, 2018 9:26 pm    Post subject: Reply with quote Back to top

It's always great to hear people getting use out of what I find! But, it's very peculiar about the Hotshot head code. At the time I found my code and even just tonight, it definitely sets Hotshot's head and Pugilist's Action Block in US 1.0 and 1.1. When I tried yours, it either gave me an opcode error or hung up the game when he was supposed to spawn. Everything seemed fine at first when I used your pre-built Buddy codes, but Hotshot's head was still his default for "Antagonists" instead of being Enemy Jon. Hm...


In other news that's still related to Hotshot, did you post the wrong addresses for "Hotshot Active?" He wasn't spawning, so I did some math in the RAM... Did you intend to post 802DF193 in your codes instead?


Everything else seems to be in order, though. Nice work!
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Shy Guy
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 PostPosted: Fri May 25, 2018 10:44 am    Post subject: Reply with quote Back to top

Thanks! And it's great to hear that majority of them have worked well. Interesting for Hotshot though. He's always been a strange case for me. The codes I posted for him (being active and his head modifier) was intended and they always work when I run them in my emulator.

It's still a bit strange for his head modifier. I just messed around by using the same build for Golden Eye X and got what I was asking for in replacing all buddies with the Antagonists in the game. Jaws is the bonus replacing Hotshot:




And when I tested your head modifier for Hotshot, I got the problem you encountered with mine. Jaws' head remains as Cheadjoe2Z (Joe)'s. I rebooted my game before loading the codes again just to be safe. Sometimes the models don't swap if I tried doing it in mid-play and I've only encountered that problem in GE: X


If you're interested, each character's modifier starts after the code that gives previous character the fixed height.

Antagonists GE: X
802DEDA3 005B - Xenia
802DEDA7 000E
802DEE8F 000D
812DEE8A 0105
812DED92 4010
802DEF13 005F - Boris
802DEF2B 000B
812DEF0E 4010
802DF203 0090 - Jaws
802DEC9B 000D
802DF313 000C
812DF30E 0103
802DF2FF 000C
812DF2FA 0103
812DF1FE 4010
802DF07F 005D - Ouromov
802DF097 004B
802DF17F 0005
812DF17A 00FC
812DF1FE 4010
802DF397 005A - Trevelyan
802DF3AF 0008
802DF48F 0009
812DF48A 00F9

Antagonists GE: X (with my hotshot head modifier)
802DEDA3 005B
802DEDA7 000E
802DEE8F 000D
812DEE8A 0105
812DED92 4010
802DEF13 005F
802DEF2B 000B
812DEF0E 4010
802DF203 0090
802DF21B 000D
802DF313 000C
812DF30E 0103
802DF2FF 000C
812DF2FA 0103
812DF1FE 4010
802DF07F 005D
802DF097 004B
802DF17F 0005
812DF17A 00FC
812DF1FE 4010
802DF397 005A
802DF3AF 0008
802DF48F 0009
812DF48A 00F9


I also tested the Hotshot Active you gave me and it works flawless for me as well, so that's also a nice find you did there! Very Happy
 
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Lazlo52
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 PostPosted: Fri May 25, 2018 3:12 pm    Post subject: Reply with quote Back to top

All right, then. What emulator are you using? Because your Hotshot Head works on GoldenEye-X and other modded versions of Perfect Dark, but not on vanilla Perfect Dark. Looks like there's some hardcoded stuff PJ64 1.6 uses on PD that's messing with this particular code.

I'll have to update my thread on this, since the real head code is yours.
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Shy Guy
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 PostPosted: Sat May 26, 2018 9:16 am    Post subject: Reply with quote Back to top

Ah, it could be that. I'm running Project 64 as well, but on version 2.3, so it probably fixes the issue.
Could be the reason I found it odd because most of Hotshot's modifiers lie within the 802DFxxx range, so it be a bit suspicious to see one code floating away somewhere at a different range compared to the rest. Well, I wasn't so sure of this, but it seemed like it would make sense for me. Razz
 
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sfGBCG
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Posts: 20

 PostPosted: Fri Jun 01, 2018 1:57 pm    Post subject: Game Shark: Co-Op Buddy Codes and Misc. Reply with quote Back to top

Are your codes for US v1.0 or 1.1? You forgot to mention that in the first post.

Last edited by sfGBCG on Fri Jun 01, 2018 2:52 pm; edited 1 time in total
 
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Lazlo52
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Joined: 18 Nov 2017
Posts: 331
Location: N.J.

 PostPosted: Fri Jun 01, 2018 2:45 pm    Post subject: Re: Game Shark: Co-Op Buddy Codes and Misc. Reply with quote Back to top

sfGBCG wrote:
Are your codes for v1.0 or 1.1? You forgot to mention that in the first post.

In most cases, Perfect Dark NTSC-U codes work for both 1.0 and 1.1. I just checked now, these codes work on both US versions.

But, you're right, no one really specified the region. I just assumed NTSC-U because he mentioned my codes.
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sfGBCG
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 PostPosted: Fri Jun 01, 2018 3:09 pm    Post subject: Re: Game Shark: Co-Op Buddy Codes and Misc. Reply with quote Back to top

Lazlo52 wrote:
In most cases, Perfect Dark NTSC-U codes work for both 1.0 and 1.1. I just checked now, these codes work on both US versions.

I didn't know that. Surprised That's pretty cool. It's not often you find N64 games that can do that.

Lazlo52 wrote:
But, you're right, no one really specified the region. I just assumed NTSC-U because he mentioned my codes.

I assumed it'll be the US version too.
 
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Cataztara
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 PostPosted: Mon Sep 16, 2019 11:45 pm    Post subject: Reply with quote Back to top

The characters look old-fashioned.
 
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