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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: 6153
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Posted: Sat Jan 25, 2025 8:38 am Post subject: |
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Err, I meant the 08 command, it has a value with it, 00, 01, 02, etc. The rest are all in editor. What are the different help scripts? |
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Morrigan Aensland-Hill Agent


Joined: 09 Mar 2021 Posts: 44 Location: Arlen, Texas  |
Posted: Mon Jan 27, 2025 5:53 am Post subject: |
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Ooh, sorry. My sister prompted me to compile a list of flags used for the Range. As to my extent, the name for flag 0B Goal Score Higher is in fact a grammatical error, so it shall be renamed to Set Score Multiplier. Anyway, here's the list of help scripts that appear when 08 is applied on a certain set:
Value 00:
Bronze
FIRING
Press Z Button to fire gun.
AUTO RELOAD
Release Z Button when out of ammo.
Silver
AUTO FIRE
Hold Z Button to repeatedly fire automatically.
Gold
FAST FIRE
Press Z Button quickly to fire faster.
Value 01:
Bronze
ALTER AIM
Press Up C Button or Down C Button to move sight up/down.
Silver
MANUAL RELOAD
Press B Button to reload early if magazine not full.
Value 02:
Bronze
ZOOM
Hold R Button to enter Zoom mode.
Silver
Aiming: Hold down R Button to enter Aim mode.
Use Control Stick to move aiming sight. _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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HackBond 007


Joined: 14 May 2009 Posts: 1361 Location: Scotland  |
Posted: Tue Jan 28, 2025 11:06 pm Post subject: |
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GE
I don't know if this is just a quirk of trying to rescale things at a very low scale (0.1 to 0.125) or what, but when I do rescale the stage/setup in Game Configuration, the majority of the setup is fine except for the Intro Cameras and 2E Cameras. They seem to be in wildly different places than they should be. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1719
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Posted: Wed Jan 29, 2025 10:52 am Post subject: |
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Pretty sure that's a result of scale.
They're fixed in a global system, like clipping. Stage geometry is relative. The cameras always shift to some degree, you just don't notice it unless they happen to move enough. As scale changes, you need more or fewer units change to notice its effect in the level.
Basically, it boils down to how important the ones place becomes. That also causes an issue with integers becoming more restrictive the more extreme the scale becomes.
That said, the editor probably could recalculate the position when the scale is applied so you don't see this problem, which is a very easy thing to write when you're not the person implementing it ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Thu Jan 30, 2025 9:54 am Post subject: |
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Yeah what Zoinkity said - that scale doesn't affect those objects, that's why they aren't affected. So those have to be manually adjusted if just changing scale level amount in Game Configuration. |
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HackBond 007


Joined: 14 May 2009 Posts: 1361 Location: Scotland  |
Posted: Thu Jan 30, 2025 11:56 am Post subject: |
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Thanks for the clarification Zoinkity and SubDrag, I figured I should ask just in case it wasn't the scale. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7225 Location: Ontario, Canada  |
Posted: Mon Feb 10, 2025 1:52 pm Post subject: |
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Is it safe to add sounds to empty slots in PD? I need to add a bunch of sounds from Train, which link together (like the Samedi laugh echoes), and if I go above sound 0xFF, they won't link correctly. They refer back to the first 0x01-0xFF, which gives some wacky results. My initial testing seems fine, but I don't want to go through this all and find out I broke something later, such as overwriting possible shared data. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7225 Location: Ontario, Canada  |
Posted: Fri Feb 14, 2025 9:36 pm Post subject: |
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Yeah, I'm not sure that it was. When I tested my most recent ROM build on console, which had sounds added into empty slots, it wouldn't get past the intro logos. Strangely, after I loaded in earlier working builds, I retried that one, and it did continue to the game correctly. I really don't trust it, as that's never happened with other tests. |
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HackBond 007


Joined: 14 May 2009 Posts: 1361 Location: Scotland  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Tue Mar 11, 2025 1:06 am Post subject: |
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Do you have something in particular in mind? It was quite a bit of effort on Goldeneye which is why not in PD mode. |
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HackBond 007


Joined: 14 May 2009 Posts: 1361 Location: Scotland  |
Posted: Tue Mar 11, 2025 6:27 am Post subject: |
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SubDrag wrote: | Do you have something in particular in mind? It was quite a bit of effort on Goldeneye which is why not in PD mode. |
Someone was asking about it on the N64Vault discord. They're planning to put them into Halo's Forge, and the method requires model file(s) of the level and setup. I was checking the GE side of the Editor and pointed them to the option that was there, not realising PD did not have it. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Tue Mar 11, 2025 4:10 pm Post subject: |
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Alright it's enabled. Hopefully works well enough, seemed ok on quick export, though doubt suitable for import into another game engine.
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HackBond 007


Joined: 14 May 2009 Posts: 1361 Location: Scotland  |
Posted: Wed Mar 12, 2025 9:41 am Post subject: |
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SubDrag wrote: | Alright it's enabled. Hopefully works well enough, seemed ok on quick export, though doubt suitable for import into another game engine. |
Thanks, they will most likely clean up the output from the editor. Either way, they appreciate the option being available. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7225 Location: Ontario, Canada  |
Posted: Sat Mar 15, 2025 5:22 pm Post subject: |
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Axdoomer had trouble trying to post this, so he asked me to add it here...
Hello,
I have a question about the display list ordering.
How does the setup editor orders display list triangle and quad rendering commands when exporting a level?
When reverse engineering the game, we discovered that GE draws rooms front to back (reverse of the painter's algorithm) in order to minimize overdraw because z-buffer writes are very expensive due to the N64's memory latency.
Because the game's environments are horizontal, the game would benefit from rendering the walls before it renders the floors because they occlude a lot. Further, if polygons are sorted by the texture they use, it would avoid tmem loads.
Every time the texture in the tmem changes, it takes about 32 microseconds to load (assuming 4K textures). As an example: If the walls are not ordered and the texture in tmem has to change 95 times when rendering the bg, it stacks up to 3 ms. Since wall polygons in a scene frequently use the same texture and floor polygons in a scene frequently use the same, then it makes sense to render the walls together and floors together.
This sort of thing could be achieved by grouping vertical polygons (walls) together while building the display lists, grouping those that use the same texture. Later in the display list, sloped walls, sloped floors and floors (polygons pointing horizontally) should be rendered. (while keeping commands for polys that use the same texture next to each other to avoid tmem loads)
I wonder if the display lists were built like this in the original game. Rare might have been aware of the impact of tmem loads. |
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