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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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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
Posted: Sun Apr 21, 2024 10:43 am Post subject: |
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Address of the music change in intro:
0x3FCA6
where 0002 is the music, in this case, the 02 the 007 Main Theme, if you change it for example to 31, it shows the Credits theme, so it uses the same numbers of when you replace the music midis
Address of Skip Gunbarrel Sequence:
0x3FCF8
where 10400006 is the numbers of the Gunbarrel sequence, changing these numbers with 00000000, the gunbarrel sequence gets skipped
0x3FD70
where 0FC02495 it's the cicles of the gunbarrel sequence, changing these numbers with 0FC22F2E, the circles stops being visible during the single frame of the gunbarrel sequence
i hope this can be helpful _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Apr 22, 2024 1:29 am Post subject: |
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Thanks. Was the intent the last two are together on a single button to disable gunbarrel? Or intentionally separate. |
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Johnny Thunder 00 Agent


Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico  |
Posted: Mon Apr 22, 2024 12:03 pm Post subject: |
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well, knowing that the purpose is to deactivate the gunbarrel, they would be united in a single button _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Fri Apr 26, 2024 7:46 am Post subject: |
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It should be updated now, thanks, on model details page |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Thu Jun 13, 2024 1:17 pm Post subject: |
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I know this might be a big ask, but... it would be really nice to have. Part of the task is already handled by the Editor, so it might not be too horrible to set up. Well, here goes...
Background file template (even if just for GE mode). A way to export a level BG from one ROM, and import easily into another. With custom textures and all. This would make putting together compilations so much easier. Dealing with the textures is a time consuming task. I have a partnership with ZKA, where he creates missions, I help polish them up for individual release, then I compile all from that campaign story into one ROM. It's a big job, but templates for props, characters and weapons cut down the time a ton. If BG files could also be supported, that would be absolutely magnificent. His new story is lengthy, and that has me scared.  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Jun 16, 2024 3:11 am Post subject: |
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What were you thinking?
1) Bgfiles
2) Setup
3) Clipping
4) Textures
5) Stage parameters
Anything else? Some like skies might be a bit too much of a reach with the levels having or not having, though could be added. Cheat times. Probably are a lot more like that. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sun Jun 16, 2024 8:44 am Post subject: |
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That's more than I was even thinking, since you can easily save out level specific files (setup, clipping, text, briefing) from one ROM and import them to another. Sky/fog, memory allocations, target times, etc, are simple to copy yourself, too.
The most important part is the background itself. Mainly having all the textures get saved out, so you can easily import them and have the image IDs get updated to match. When people use custom textures, it is a lot more effort to identify them, save them all out, import to new ROM, and update the display lists. That being handled automatically would be great.
I mean, if you want to do a full level template, with the extra files, that would be good, but not necessary. Just remember that the text bank ID requires updating when putting to another level ID, so that is one more kink in the works for a bigger scale import/export system. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Jun 17, 2024 3:08 pm Post subject: |
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Ah yeah, I forgot you have to update every last text bank spot (objectives, actions, etc).
I suppose for this quick incarnation whenever I get some time, it would just make sense to be bgfile + textures, and potentially stage options. Those don't require anything too sophisticated that doesn't already exist. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Fri Jun 21, 2024 12:24 pm Post subject: |
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That was way harder than I'd hoped, so probably not doing PD. It basically exports background + textures only, then imports similar to object templates, adding textures to end of ROM, then importing bgfile and adjust texture #s.
Give it a try in beta. A Goldfinger level worked at least (but be aware you need to adjust everything post-import, scale, allocations, etc). |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Jun 22, 2024 8:43 am Post subject: |
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That sounds great. This deals with the biggest issue of the textures, so anything else can be dealt with easily enough by the user. I will try to test this out over the weekend. Thank you! Don't worry about PD mode. There isn't a lot of custom content for it, anyway. |
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HackBond 007


Joined: 14 May 2009 Posts: 1377 Location: Scotland  |
Posted: Fri Jun 28, 2024 11:52 am Post subject: |
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Hey Sub, do you have any idea why when I go into the Bounding Box editor for a guard, that the bounding boxes are coloured the same as the background sky? Here is an image. It's like this in both GE and PD. I am on the latest beta.
 _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Sat Jun 29, 2024 11:33 am Post subject: |
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By comparison, mine has unselected boxes showing green, and the selected box is red. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Jun 30, 2024 3:09 am Post subject: |
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My test as well shows green/red. Can you provide exact recreation steps, from starting up editor? |
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HackBond 007


Joined: 14 May 2009 Posts: 1377 Location: Scotland  |
Posted: Sun Jun 30, 2024 11:35 pm Post subject: |
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SubDrag wrote: | My test as well shows green/red. Can you provide exact recreation steps, from starting up editor? |
Sure. I'll provide specs too in case it is a hardware/driver issue. I had green/red before but I've replaced my GPU since then.
AMD Ryzen 7800X3D
AMD Radeon RX 7900 GRE
Launch runwaysetupeditor.exe
Ensure Tools > Preferences has a stock US GoldenEye ROM as the Quick Convert ROM
Launch Tools > Model Editor
Select Guard 00 CcamguardZ and Edit (any guard will do)
Edit Visual
Right click any triangle > Move/Scale/Rotate Room > Open Bounding Box Editor
All Bounding box lines are sky coloured. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7254 Location: Ontario, Canada  |
Posted: Tue Jul 09, 2024 12:03 am Post subject: |
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I only just got around to testing the BG template system. I've attempted to export a BG from Sogun's Golden Nintendo Maps mod as a test, and when I import it to a different ROM (modded or vanilla) and click save as new ROM, the Editor crashes. |
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