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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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Elieder Agent
Joined: 03 Jul 2023 Posts: 2
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Posted: Mon Jul 03, 2023 3:51 am Post subject: TWINE: Possibility to have up to 7 bots on multiplayer? |
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I written the same topic at gamefaqs, but I think there is nobody there to help me so...
Recently I taken the game into my list to decompile, and like any other game I started trying some memory changes using Cheat Engine. Looks like the devs plan was to make multiplayer up to 7 AI bots. I'm currently mapping hardcoded values and functions using IDA.
Anyone knows something about it?
Last edited by Elieder on Wed Jul 05, 2023 7:04 am; edited 1 time in total |
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Morrigan Aensland-Hill Agent
Joined: 09 Mar 2021 Posts: 40 Location: Arlen, Texas |
Posted: Mon Jul 03, 2023 7:28 pm Post subject: |
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Ah... At last, there is somebody here who knows much about modding TWINE. The only thing to mod easily for now is the text and dialogue, but I digress.
You know, I've been decompressing the ROM to figure out which .bin file is which since most of them contain data on textures and which level accepts them. Now which byte did you edit to increase the number of AI Bots to 7? _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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Elieder Agent
Joined: 03 Jul 2023 Posts: 2
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Posted: Wed Jul 05, 2023 6:55 am Post subject: |
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Morrigan Aensland-Hill wrote: | Now which byte did you edit to increase the number of AI Bots to 7? |
These are the GameShark codes to reproduce my prints:
81018D2C 2403
81018D2E 0008
81018D8C 3442
81018D8E 0007
Note that number in red must be the number in green minus 1.
They correspond these instructions:
The problem is that when changing these values, an exception is created (TBL Load/Fetch).
Despite being quite hard, I think that disassembling the rom can open the chance to modify the necessary memory spaces to increase the number of bots. I'm currently modifying weapon values, ROF and such things, in order to map all functions.
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Wed Jul 05, 2023 6:54 pm Post subject: |
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I had notes on reserve ammunition from playing around. If you don't already have those, I can share here. |
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Morrigan Aensland-Hill Agent
Joined: 09 Mar 2021 Posts: 40 Location: Arlen, Texas |
Posted: Sun Jul 16, 2023 7:58 am Post subject: |
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Sounds good enough for us. I don't mind about them being posted here. _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7215 Location: Ontario, Canada |
Posted: Tue Sep 05, 2023 12:28 am Post subject: |
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I'm not sure if you're still checking this forum, or are even playing around with TWINE64 as of right now, but I am currently dissecting the Courier level setup data. Everything from rooms, objects, characters, doors, items, etc. I have been learning and mapping it all out this last week or so. I have shared a few things so far on the N64 Vault Discord channel, and will be adding this info there, probably sometime this week.
Here is a pic of a quick model swap test (an exit sign for a light fixture)...
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
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