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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Sat Apr 04, 2020 3:59 am Post subject: |
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OK I found the notes:
Change 0xF17A3 to C4
And then editor will let you go up to 2E0 files. Hopefully there wasn't more needed.
I made the editor automatically do that if you exceed now. I probably was skittish because it's somewhat untested and I'm still not sure if that is all that is needed. But I can't find any other notes about anything more to do. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sat Apr 04, 2020 9:19 pm Post subject: |
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Hmmm, I can sort of see what is going on. At 800888B0 in RAM, it is storing the data for each file, with a 0x14 sized block per entry. It has file sizes (compressed and decompressed), and something else, perhaps if it is currently loaded someplace? There is enough space, it appears, to reach 02DF being your final file...
However, the last entry (which by default is a 0x0 sized file [ob/ob_end.seg]) is giving a different value. With 0x2DF being my last file shown in Editor, it reads "FF70XXXX". And other tests with 0x2DE being the last file, it is giving "00000848" or "00000840". This should be zeroes, as the file is so?
My final used file (not the end empty file) is now "LtraE". However, Train is crashing immediately when going to load the text at the folders. I'm not sure why. Well, it seems to be happening even in early slots, too... [EDIT: Turns out I somehow had either a corrupted LtraE file, or it could have been even the Japanese version, and that was causing the crash! The text file in later slot is loading fine.]
Also, I just loaded up the GF64 ROM I have, and it looks like the last file is still 02D6? Maybe something went bad with it, and you had to reduce it back down? But the change you mentioned is present (changing address pointer at F17A3 from 88B0 to 88C4).
Anyway, it appears to work, but I am confused with the final entry, which should be zeroes, but is giving out different values. Not tried console.
I just tried switching that 88C4 updated address back to 88B0 (at F17A3), and it still seems to work alright. In fact, I'm not even getting the weird final file size value like I was previously. I'm a bit confused on why that change was made to begin with?... |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Sun Apr 05, 2020 11:35 am Post subject: |
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Not certain but I believe Zoinkity believe that fix was needed. I didn't investigate further. I think Gf64 just had more heads planned but never made it, so I had reserved some files that never got used and deleted unused ones. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sun Apr 05, 2020 6:48 pm Post subject: |
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I noticed there are many references to 800888B0 and 800888C4 in that area of ROM. 88B0 would be the start of the file list in RAM, for file 000. Or, I imagine it would be. 88C4 is file 001, anyway. From my limited testing so far, changing that address didn't seem to make any real difference. In fact, the only thing I found different, was the game appeared to somehow think the final empty file had size (or was writing something at that spot) when updating the address. It might need to have it, I really don't know. Everything seemed to play fine remaining at 88B0. |
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gc_artuso87 Agent

Joined: 23 Nov 2019 Posts: 21
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Posted: Wed Apr 08, 2020 5:12 am Post subject: |
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Not sure if this is possible to add in the editor. How about adding a feature to adjust the speed of the Tank (or a drive-able vehicle) to make it faster.
In the TSWLM64 mod as an example, we're trying to work out on how to adjust the speed of a modelled Lotus Esprit car, which replaces the tank. We are aware there's a patch for it, but I've heard this has to be applied to a original ROM first, and then everything else has to be compiled on top. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Wed Apr 08, 2020 3:13 pm Post subject: |
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I was told by Zoinkity not to use his Tank! patch as it had issues.
These are I believe what values I had noted from the main game (probably used Zoinkity's patch to learn them somewhat) and the GF64 ASM patch for tank and aston, which you could use.
http://www.goldeneyevault.com/priv/gf64tankpatch.txt |
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Coockie1173 Agent


Joined: 03 Jun 2017 Posts: 58 Location: Belgium  |
Posted: Thu Apr 09, 2020 9:41 am Post subject: |
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instruments cannot be properly removed _________________ swagging
------------------------------
Contact me:
discord: Coockie1173#8187 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Fri Apr 10, 2020 3:11 am Post subject: |
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Coockie1173 wrote: | instruments cannot be properly removed |
?
Explicit recreation steps, what game, what goes wrong. It seemed ok on quick test. |
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Coockie1173 Agent


Joined: 03 Jun 2017 Posts: 58 Location: Belgium  |
Posted: Fri Apr 10, 2020 3:24 am Post subject: |
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SubDrag wrote: | Coockie1173 wrote: | instruments cannot be properly removed |
?
Explicit recreation steps, what game, what goes wrong. It seemed ok on quick test. |
I added an instrument (4B) and added a sound sample. I then removed the sample and then the instrument. Saved the rom and re-opened the ROM in the game config. The instrument was still there along with the sample. _________________ swagging
------------------------------
Contact me:
discord: Coockie1173#8187 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6172
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Posted: Fri Apr 10, 2020 8:31 am Post subject: |
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OK, thanks, I think that's fixed now. |
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Coockie1173 Agent


Joined: 03 Jun 2017 Posts: 58 Location: Belgium  |
Posted: Fri Apr 10, 2020 9:08 am Post subject: |
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SubDrag wrote: | OK, thanks, I think that's fixed now. |
Cheers! _________________ swagging
------------------------------
Contact me:
discord: Coockie1173#8187 |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sun Apr 12, 2020 10:09 pm Post subject: |
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I noticed something while going to update some Compilation Pack setups. The "Completes Upon Exit or Death" checkbox is not appearing until after you choose to add a new objective, regardless if there are already existing ones. If you close the window and open it again, the checkbox will be missing once more. |
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gc_artuso87 Agent

Joined: 23 Nov 2019 Posts: 21
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Posted: Sun Apr 12, 2020 10:59 pm Post subject: |
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Is it possible to add a feature where we can add or modify a mission chapter for a level? I've been reading some of last year's post about it via N64vault's Discord channel that it is hard coded. I'm doing this on the upcoming "The Living Daylights" mod.
I've seen this in Goldfinger 64 that extra chapters are added or shifted only. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Mon Apr 13, 2020 9:19 pm Post subject: |
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The trouble is that the mission table only has enough room for 9 "missions" and 20 "parts" total. They rely on RAM addresses to use briefing file, mission number, and part number. It's probably not an easy thing to arrange in the Editor. These are a pretty customized operation. I've helped with two other projects, as well as my own. I could offer my service, if you guys know exactly what you want. But you can't have more than 9 "missions" at this time, due to table size restraints. |
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gc_artuso87 Agent

Joined: 23 Nov 2019 Posts: 21
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Posted: Tue Apr 14, 2020 4:13 am Post subject: |
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Thanks for the reply Wreck. We'll ask you when we're ready.
You don't mind sharing the step by step process on how to do this. I'm aware there's no advance guides for this as this cannot be achieved with the editor. I do have a hex editor installed in case I need it to view the 21990 file. The hex editor program I have is HxD.
Maybe a guide for this would be great to added to the N64vault site. |
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