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GoldenEye Setup Editor Feature Requests List/Bugs
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PeeMoldy
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Joined: 30 Nov 2023
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 PostPosted: Sun Dec 17, 2023 1:47 am    Post subject: Reply with quote Back to top

SubDrag wrote:
No, I have no plans to support anything decompile related. My only suggestion was for people to write additional convertor tools relating to editor outputs or inputs.


Ah I see, well that's OK, PerfectGold will always be legendary and I think there will be a decomp/PC Port editor soon after GE gets decomped and ported.
 
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dariusu
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 PostPosted: Fri Jan 19, 2024 9:24 am    Post subject: Reply with quote Back to top

Is this thread the appropriate place to ask questions about Obj2An8? I have been using it to get some model and animation data into Anim8or and I am having an issue with scaling the output.

I installed Goldeneye Setup Editor 4.3 and the FBX support as detailed on the GitHub page. I have a model with animations in Blender (v3.6). I export it to .fbx with file>export>FBX and then use ObjToAn8.exe to export to .an8.

When I open the file in Anim8or, the object (mesh) is a little strange looking. It is folded in on itself, but sequences (animations) look great. They are oriented correctly and the meshes look perfect and the animations look perfect. The only issue with the animations is that they are locked to the root bone, but that is an easy fix if I have to correct that manually.

My big issue is that the mesh and armature are tiny. Smaller than the default root bone size in Anim8or. I tried changing the export size of the .fbx, and when I re-import a .fbx that I exported at x10 size, it is huge in blender, but exactly the same size in Anim8or. If I export to .an8 in ObjToAn8.exe with the "Scale Vertices" increased, the object (mesh) comes out bigger, but the figure (armature) is still small and the mesh is warped due to the bone weights I guess.

Does anyone have any experience with converting .fbx files to .an8 and had similar issues?
 
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Trevor
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Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Tue Jan 23, 2024 4:13 am    Post subject: Reply with quote Back to top

I use an8, but I dont use blender and have never transfered between them.
Going from GE to An8 usually works great for me.

Trev
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Jonaeru
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Posts: 232
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 PostPosted: Fri Feb 09, 2024 11:18 pm    Post subject: Reply with quote Back to top

Is it possible to display the values of the following headers in the animation editor of the PD editor?
bytesperframe, headerlen, framelen

I could check numframes and flags.
These are useful for creating mods for PC ports.
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SubDrag
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 PostPosted: Sat Feb 10, 2024 10:28 am    Post subject: Reply with quote Back to top

Jonaeru wrote:
Is it possible to display the values of the following headers in the animation editor of the PD editor?
bytesperframe, headerlen, framelen

I could check numframes and flags.
These are useful for creating mods for PC ports.


Aren't bytesperframe and framelen the same?
I'm assuming just numberKeyframeBytes and numberInitialPositionBytes (header length). The other one, numberInitialPositionBitsPerEntry, I just set to 0xC every import so you can assume it's that for any new import.

Added showing them to beta.
 
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Jonaeru
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 PostPosted: Sat Feb 10, 2024 9:19 pm    Post subject: Reply with quote Back to top

Sorry, that is correct.
Thank you so much!
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HackBond
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 PostPosted: Thu Apr 04, 2024 11:38 pm    Post subject: Reply with quote Back to top

I decided to double check Alt 2 Tank again to ensure that the changes made in the changelog stuck and to update some documentation I had made, and for whatever reason it seems like it has went back to the old behavour of writing to 8005C5XX/0x3B7C0 instead of the new position 8005CCXX/0x3BEC0
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SubDrag
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 PostPosted: Fri Apr 05, 2024 10:28 am    Post subject: Reply with quote Back to top

It's the same, I just...did it wrong before. Let me fix
 
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SubDrag
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 PostPosted: Fri Apr 05, 2024 10:47 am    Post subject: Reply with quote Back to top

OK think I corrected it - did everything but did not adjust the asm of the jumped spot...

see if this + beta fixes it?

{
// Later adjusted 8005C5XX to 8005CCXX to avoid footsteps
//LW $t5, 0x6480($t5)
//BEQL $t5, $zero, 0x7F082C24 #
//LW $t5, 0x0000($s0)
//J 8005CC50
//LH T6, 4(A1)
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082AD8 & 0x00FFFFFF) + 0x34B30), 0x8DAD6480);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082ADC & 0x00FFFFFF) + 0x34B30), 0x51A00051);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082AE0 & 0x00FFFFFF) + 0x34B30), 0x8E0D0000);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082AE4 & 0x00FFFFFF) + 0x34B30), 0xAFA500EC);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082AE8 & 0x00FFFFFF) + 0x34B30), 0x08017314);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082AEC & 0x00FFFFFF) + 0x34B30), 0x84AE0004);

/*
8005CC50:
LUI T7, 8006
SH T6, CC2C(T7)

car:
ADDIU $at, $zero, 0120
BNE $t6, $at, van

ADDIU $at, $zero, 0042
SH $at, CC2E(T7)

ADDIU $at, $zero, 003E
SH $at, CC30(T7)

ADDIU $at, $zero, 00D5
SH $at, CC32(T7)

ADDIU $at, $zero, 0020
SW $at, CC34(T7)

LUI $at, 41A8
SW $at, CC38(T7)

LUI $at, 3F40
SW $at, CC3C(T7)

LW A0, CC34(T7)

JAL 0x7F08C488
SW $a1, 0x00EC($sp)

J 7F082AF0
NOP

van:
ADDIU $at, $zero, 011D
BNE $t6, $at, jetski

; Actually set to FFF and FFFF to match tank, for engine and end
ADDIU $at, $zero, 0043
SH $at, CC2E(T7)

ADDIU $at, $zero, 003F
SH $at, CC30(T7)

ADDIU $at, $zero, 00D6
SH $at, CC32(T7)

ADDIU $at, $zero, FFFF
SW $at, CC34(T7)

LUI $at, 41A0
SW $at, CC38(T7)

LUI $at, 3F40
SW $at, CC3C(T7)

J 7F082B00
NOP

jetski:
; Actually set to FFF and FFFF to match tank, for engine and end
ADDIU $at, $zero, 0044
SH $at, CC2E(T7)

ADDIU $at, $zero, 0040
SH $at, CC30(T7)

ADDIU $at, $zero, 00D7
SH $at, CC32(T7)

ADDIU $at, $zero, FFFF
SW $at, CC34(T7)

LUI $at, 4120
SW $at, CC38(T7)

LUI $at, 3F40
SW $at, CC3C(T7)

J 7F082B00
NOP
*/

parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEC0, 0x3C0F8006);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEC4, 0xA5EECC2C);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEC8, 0x24010120);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BECC, 0x142E0011);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BED0, 0x24010042);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BED4, 0xA5E1CC2E);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BED8, 0x2401003E);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEDC, 0xA5E1CC30);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEE0, 0x240100D5);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEE4, 0xA5E1CC32);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEE8, 0x24010020);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEEC, 0xADE1CC34);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEF0, 0x3C0141A8);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEF4, 0xADE1CC38);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEF8, 0x3C013F40);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BEFC, 0xADE1CC3C);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF00, 0x8DE4CC34);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF04, 0x0FC23122);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF08, 0xAFA500EC);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF0C, 0x0BC20ABC);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF10, 0x00000000);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF14, 0x2401011D);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF18, 0x142E000E);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF1C, 0x24010043);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF20, 0xA5E1CC2E);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF24, 0x2401003F);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF28, 0xA5E1CC30);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF2C, 0x240100D6);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF30, 0xA5E1CC32);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF34, 0x2401FFFF);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF38, 0xADE1CC34);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF3C, 0x3C0141A0);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF40, 0xADE1CC38);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF44, 0x3C013F40);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF48, 0xADE1CC3C);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF4C, 0x0BC20AC0);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF50, 0x00000000);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF54, 0x24010044);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF58, 0xA5E1CC2E);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF5C, 0x24010040);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF60, 0xA5E1CC30);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF64, 0x240100D7);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF68, 0xA5E1CC32);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF6C, 0x2401FFFF);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF70, 0xADE1CC34);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF74, 0x3C014120);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF78, 0xADE1CC38);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF7C, 0x3C013F40);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF80, 0xADE1CC3C);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF84, 0x0BC20AC0);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.setupInFileData, 0x0003BF88, 0x00000000);



//LHU $a1, CC2E(A0)
//LW $a0, 3720(A0)
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F085668 & 0x00FFFFFF) + 0x34B30), 0x9485CC2E);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F08566C & 0x00FFFFFF) + 0x34B30), 0x8C843720);

//LHU $a1, CC30(A0)
//LW $a0, 3720(A0)
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F08575C & 0x00FFFFFF) + 0x34B30), 0x9485CC30);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F085760 & 0x00FFFFFF) + 0x34B30), 0x8C843720);

//LHU $a1, CC32(A0)
//LW $a0, 3720(A0)
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F086824 & 0x00FFFFFF) + 0x34B30), 0x9485CC32);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F086828 & 0x00FFFFFF) + 0x34B30), 0x8C843720);

parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082F40 & 0x00FFFFFF) + 0x34B30), 0x1000000A);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082F58 & 0x00FFFFFF) + 0x34B30), 0x10000004);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082F60 & 0x00FFFFFF) + 0x34B30), 0x10000002);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082F6C & 0x00FFFFFF) + 0x34B30), 0x3C0F8006);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082FA0 & 0x00FFFFFF) + 0x34B30), 0x8DE1CC38);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082FAC & 0x00FFFFFF) + 0x34B30), 0x8DE1CC38);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F082FFC & 0x00FFFFFF) + 0x34B30), 0x3C0F8006);
parentFrame->mainSetup.WriteLongToBuffer(parentFrame->mainSetup.GEROM, ((0x7F083018 & 0x00FFFFFF) + 0x34B30), 0x8DE1CC3C);

mButtonAltTank2.ShowWindow(SW_HIDE);
mButtonAltTank.ShowWindow(SW_HIDE);
mButtonUndoAltTank.ShowWindow(SW_SHOW);
}
 
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HackBond
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Joined: 14 May 2009
Posts: 1352
Location: Scotland

 PostPosted: Fri Apr 05, 2024 2:12 pm    Post subject: Reply with quote Back to top

After doubling making sure my Editor was updating to beta (for some reason it was stuck on an older version, not checking beta on startup despite enabled), I reapplied Alt2Tank to a footsteps patched rom and it has appeared at 8005CC50 as expected

All good!
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Morrigan Aensland-Hill
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Joined: 09 Mar 2021
Posts: 40
Location: Arlen, Texas

 PostPosted: Sat Apr 20, 2024 8:29 am    Post subject: Reply with quote Back to top

Hey there, Subby. I was wondering if you would do the honours of adding in an option that skips the gunbarrel cutscene i.e. jumping right into the GoldenEye logo after the Rareware logo when enabled.

I also want to suggest another option that swaps the cymbal sound played when the Rareware logo appears for another sound of your choice.
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SubDrag
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Joined: 16 Aug 2006
Posts: 6145

 PostPosted: Sat Apr 20, 2024 8:32 am    Post subject: Reply with quote Back to top

I mean I don't know how to do that, is that known?
 
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Lazlo52
Secret Agent
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Joined: 18 Nov 2017
Posts: 336
Location: N.J.

 PostPosted: Sat Apr 20, 2024 10:24 am    Post subject: Reply with quote Back to top

SubDrag wrote:
I mean I don't know how to do that, is that known?

Uhhh, let me explain. It was something Johnny and Axdoomer discussed just last night in the Discord. Here, I'll paste over the information real quick so you can see if it's something you can fit in. The first part lets someone change out which song will play, the second part skips the gunbarrel sequence, and the third part fixes a single-frame visual glitch.


Here:
axdoomer wrote:
Search for 0fc023a08c84a9500c001b9f240400028fbf0014. You should find only one result. The 0002 part is the track ID. Currently it's 02, which is the intro music.

Search for afbf00140c00114d000020250fc025d10000000010400006 in the hex editor.
Replace the 10 40 00 06 part with zeros. This will skip the gun barrel sequence.

Then find afbf00140fc02495000000008fbf0014 and replace 0f c0 24 95 with 0f c2 2f 2e. This will prevent the circles from being visible during the single frame where the gun barrel sequence is live.

See you later!


Last edited by Lazlo52 on Sat Apr 20, 2024 10:27 am; edited 1 time in total
 
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Morrigan Aensland-Hill
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Joined: 09 Mar 2021
Posts: 40
Location: Arlen, Texas

 PostPosted: Sat Apr 20, 2024 10:26 am    Post subject: Reply with quote Back to top

Most definitely, laddie.

Typing over the second half of the 4-byte long string in 0x03FBB8 to a different number will change the SE played during the Rareware logo's appearance. The default number is 01 02.
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SubDrag
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Joined: 16 Aug 2006
Posts: 6145

 PostPosted: Sun Apr 21, 2024 10:19 am    Post subject: Reply with quote Back to top

Does its location shift? Is that why not providing addresses?
 
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