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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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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Mon Nov 16, 2020 9:35 am Post subject: |
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Have you tried clearing EEPROM save? |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Tue Nov 17, 2020 11:07 am Post subject: |
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In Perfect Dark is it possible to set the editor camera to one of the positions along a camera path? I'd like to get static camera locations into the engine somehow for a clipscene I'm working on.
Cheers! _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Tue Nov 17, 2020 5:12 pm Post subject: |
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MRKane wrote: | In Perfect Dark is it possible to set the editor camera to one of the positions along a camera path? I'd like to get static camera locations into the engine somehow for a clipscene I'm working on.
Cheers! |
What? A 2E camera from a prerecorded fx route? I don't think there was ever any features like that. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Tue Nov 17, 2020 11:14 pm Post subject: |
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I think I'd be the only person in the world to use it actually. I'm trying to get some precise camera locations for an ending animation for the mod I'm working on in PD. I guess the other thing I could do is as what the conversion from obj space/rotation into PD space is and if there's a tool for that inside the editor somewhere (again, very very edge case, so I'd also accept an explanation ) _________________ No Mr. Bond, I expect you to be re-coded! |
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elfor Agent

Joined: 28 Oct 2020 Posts: 7
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Posted: Wed Nov 18, 2020 4:59 am Post subject: |
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Carnivorous wrote: | Have you tried clearing EEPROM save? |
Never mind, i figured it out! And made a patch from it:
GoldenEye Unlock Everything
http://www.romhacking.net/hacks/5541/ |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Nov 18, 2020 11:46 am Post subject: |
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Object editor for drone guns have a invalid preset entry titled 'FFFF 360 Degrees'. This should be placed at the bottom of the target preset combo box instead of the object's parent preset combo box. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Wed Nov 18, 2020 12:47 pm Post subject: |
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Carnivorous wrote: | Object editor for drone guns have a invalid preset entry titled 'FFFF 360 Degrees'. This should be placed at the bottom of the target preset combo box instead of the object's parent preset combo box. |
I can remove from preset. The Preset Centered on already has FFFFFFFF, does that work? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Wed Nov 18, 2020 12:50 pm Post subject: |
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MRKane wrote: | I think I'd be the only person in the world to use it actually. I'm trying to get some precise camera locations for an ending animation for the mod I'm working on in PD. I guess the other thing I could do is as what the conversion from obj space/rotation into PD space is and if there's a tool for that inside the editor somewhere (again, very very edge case, so I'd also accept an explanation ) |
The math is probably non-trivial so not sure I'm even able to do this, but I don't really understand the use. The pre-recorded fx can do this - just have your end scene have the camera stay in the same spot through many frames. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Nov 18, 2020 1:04 pm Post subject: |
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SubDrag wrote: | Carnivorous wrote: | Object editor for drone guns have a invalid preset entry titled 'FFFF 360 Degrees'. This should be placed at the bottom of the target preset combo box instead of the object's parent preset combo box. |
I can remove from preset. The Preset Centered on already has FFFFFFFF, does that work? |
Can you replace target preset FFFFFFFF with 'FFFF 360 Degrees' instead? I believe I put that manual preset in the wrong combobox last year. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Wed Nov 18, 2020 2:45 pm Post subject: |
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OK that's changed. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Wed Nov 18, 2020 4:22 pm Post subject: |
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Thank you. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Thu Nov 19, 2020 8:58 pm Post subject: |
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More stupid questions! So I'm working on a clip-scene for the mod I'm doing at the moment and struck upon the bright idea to save animation time with sequenced 2E camera object switches using the 00DF command. Thing is they don't have the "clip scene edging" on the top and bottom.
I'm guessing there's no way around this and the only solution is to have one giant camera action?
Cheers! _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Nov 20, 2020 6:08 am Post subject: |
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MRKane wrote: | More stupid questions! So I'm working on a clip-scene for the mod I'm doing at the moment and struck upon the bright idea to save animation time with sequenced 2E camera object switches using the 00DF command. Thing is they don't have the "clip scene edging" on the top and bottom.
I'm guessing there's no way around this and the only solution is to have one giant camera action?
Cheers! |
2E cameras in PD were just for promo shots. Pre-recorded fx is the correct way to go, unless trying to reproduce GoldenEye's method. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Fri Nov 20, 2020 12:20 pm Post subject: |
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Bummer. I hope there's enough room in the rom for some of these shots.
One last question: Do you know if cutting an animated camera short by another animate camera command will work? I'm trying to think of other ways to fix this and using the same angle over again would be one such way
I guess what I'm worried about is running out of room for new Animations. I know Carn shifted everything but can't help but feel that I'll hit my head on the ceiling (as my plans are too ambitious!) _________________ No Mr. Bond, I expect you to be re-coded! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Sat Nov 21, 2020 1:54 pm Post subject: |
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You can still delete a ton of Skedar too if not using them. Also, the animations are fairly efficient. They are per keyframe but only the amount of bits absolutely necessary. We can revisit if you hit the limit?
You have to test prerecorded fx, but I think Rare does switch them at times, but you will notice the "cut". |
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