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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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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 25, 2018 3:37 am Post subject: Footsteps Patch |
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Now that the vault is closed, I don't know where else to post this. If you use this mod, please credit Zoinkity for the expansion pak. Thank you!
Download
Last edited by pavarini on Fri Oct 05, 2018 9:40 pm; edited 1 time in total |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7247 Location: Ontario, Canada  |
Posted: Tue Sep 25, 2018 1:37 pm Post subject: |
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Not sure if you had received my latest e-mail, but I had included the FTP info that GE Master had setup for select people to use. If you had trouble connecting, I can upload a copy of your latest Footsteps patch there, so it will be backed up to another location.
Glad you took the time to implement the remove item command. I think some creative users can find good uses for it. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Tue Sep 25, 2018 3:36 pm Post subject: |
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00action wrote: | Thanx for posting this, its a very clever and useful patch with great fuctions. I'm currently using v16 for my first custom mission called "The Caves" it has mid level cut scenes and footsteps.
Any particular reason its the final version? :-( |
V16 is fine to continue using. The reason this is the last version is due to having all possible features. With the copy length range almost anything is possible with action blocks.
Wreck wrote: | Not sure if you had received my latest e-mail, but I had included the FTP info that GE Master had setup for select people to use. If you had trouble connecting, I can upload a copy of your latest Footsteps patch there, so it will be backed up to another location.
Glad you took the time to implement the remove item command. I think some creative users can find good uses for it. |
I wasn't sure where to upload it. I'd appreciate it if you can, thank you. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7247 Location: Ontario, Canada  |
Posted: Tue Sep 25, 2018 6:24 pm Post subject: |
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No prob. I added the alternate download link in your first post. If you need anything else backed up, just let me know.  |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
Posted: Thu Sep 27, 2018 8:24 am Post subject: |
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Can you write a single byte or 2 or 3?
if you have address and value
80077777: FFFFFFFF
and you use 2BFE command
80077777+C00000001
you get this at address
80077777: 00000001
is there a way to get
80077777: FFFFFF01
or
80077777: FFFF0001
or
80077777: FF000001
so if you have a string of values like this
FFFF 0002 0000 FFEF 0809 FFFF
and you only want to write to the 09? _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Thu Sep 27, 2018 8:26 am Post subject: |
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You can only read/write 4 byte aligned addresses. You can use the add argument to get the follow values, or manually set them with constant argument |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
Posted: Thu Sep 27, 2018 9:22 am Post subject: |
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I have no idea how hard it is to create these hacks you are doing and i hate to ask but is there any way you can add the ability to write 2 and 1 bytes? I think it would be very helpful?
maybe like this:
80070000+(4)C(00000000) = 4 bytes
80070000+(2)C0000(0000) = 2 bytes
80070000+(1)C000000(00) = 1 bytes
or
80070000+C00000000 = 4 bytes
80070000+C0000 = 2 bytes
80070000+C00 = 1 bytes
if you have two 2 byte or 1 byte values right next too each other that you would like to independently manipulate, only having a 4 byte write could be very tricky. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Thu Sep 27, 2018 3:44 pm Post subject: |
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ASCII parser was written to always assumes 4 byte, adding logic to detect argument length would further increase the complexity of 2BFE. I didn't bother to do this as the majority of stuff in GE can be manipulated with 4 bytes. If you need to do something custom it might be easier to add another extension to 2B via MIPS and set it that way. Check the notes by extracting asmhacks.tar from the file injector. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7247 Location: Ontario, Canada  |
Posted: Sun Oct 14, 2018 10:04 pm Post subject: |
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Now, I know you listed the newest release as "final", but I had a suggestion which could be useful for various scenarios. Anything to do with taking a picture is handled directly by the Objectives. However, it would be nice to actually have an "If Photographed 16 Tagged Object, Go To Return Value" action. This way, you could put up a notification text for each thing you photograph relating to an objective, and set an objective bit for the Objectives to use. If you have a series of things to photograph, are creating a tutorial mission, or want some kind of easter egg (such as snapping a pic of a toilet and Bond comments on imagining the look on Q's face when he sees it developed), this would definitely help that. Multi photographic objectives (this missile, that missile, these missiles, etc) can be tricky for players, and setting it up in this manner could make it less confusing for them. Just a thought! |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Mon Oct 15, 2018 5:38 am Post subject: |
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You can check for photograph status with 2BFE already - photographed status is a range of 0\1. Tagged objects must be set as photograph sub objectives for it to work - an example is having all photographable objects set to an objective description along the lines of 'photograph all nuclear weapons' and then display a top message upon each sub objective being complete [or anything else]. A empty bunker setup with 2 tagged objects, set as to photograph sub objectives will set 801CCC58/801CCC68 to 1 |
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Coockie1173 Agent


Joined: 03 Jun 2017 Posts: 58 Location: Belgium  |
Posted: Mon Oct 15, 2018 7:10 am Post subject: |
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or, which probably isn't the most recommended way, you can always use 2BFE to write custom asm in last MB from RAM (or the final part of ram anyways), and then run it through either 2BFE or adding a check somewhere else in RAM. _________________ swagging
------------------------------
Contact me:
discord: Coockie1173#8187 |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Thu Jan 17, 2019 7:25 am Post subject: |
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00action wrote: | I have no idea how hard it is to create these hacks you are doing and i hate to ask but is there any way you can add the ability to write 2 and 1 bytes? I think it would be very helpful?
maybe like this:
80070000+(4)C(00000000) = 4 bytes
80070000+(2)C0000(0000) = 2 bytes
80070000+(1)C000000(00) = 1 bytes
or
80070000+C00000000 = 4 bytes
80070000+C0000 = 2 bytes
80070000+C00 = 1 bytes
if you have two 2 byte or 1 byte values right next too each other that you would like to independently manipulate, only having a 4 byte write could be very tricky. |
You can do this already with copy command. If you have the value 0xFFFF0342, and want to compare just 0x0342 (a 2 byte short), copy that address to the empty scratchpad (80700120 and above) and align as a 4 byte address. Writing back would be another copy command, but swapped. This can work for 1 byte addresses as well. Another trick is multiplication, override the delta tickrate with the multiplication factor. First copy the original value to the scratchpad (80048374 for integer and 80048378 for float) then use 2BFE with T argument to multiply by delta tickrate and restore the delta tickrate back from your scratchpad. |
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