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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7257 Location: Ontario, Canada  |
Posted: Wed Jun 25, 2025 11:35 pm Post subject: |
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I've sent you a personal message here, SubDrag. It's an issue I am running into trying to move (and hopefully extend) a table in GoldenEye. This would be a really nice thing to include for my Tournament Edition mod, if possible. |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 14 Location: Canada  |
Posted: Thu Jul 10, 2025 8:41 pm Post subject: deleted comment |
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HackBond 007


Joined: 14 May 2009 Posts: 1380 Location: Scotland  |
Posted: Thu Jul 17, 2025 9:42 am Post subject: |
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I've discovered something that prevents the editor to run. Is it possible to add this information to the readme on the Github page? The program is called Revert8plus and it can install a Vista theme and various Vista apps which can prevent the Editor to run. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6182
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Posted: Thu Jul 17, 2025 9:53 am Post subject: |
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That's very specific hah. What are the specific details? Maybe try disabling styles via the ini config and see if it loads. Might be interfering. |
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HackBond 007


Joined: 14 May 2009 Posts: 1380 Location: Scotland  |
Posted: Thu Jul 17, 2025 11:30 am Post subject: |
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SubDrag wrote: | That's very specific hah. What are the specific details? Maybe try disabling styles via the ini config and see if it loads. Might be interfering. |
I was troubleshooting someone else who had the issue. They did get it the program to work by disabling Revert8plus/the theme. I'll ask them to try the disable styles and get back to you if that works or not. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 14 Location: Canada  |
Posted: Mon Jul 21, 2025 11:42 am Post subject: portal count |
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Hi Sub,
Do you know why the maximum portal limit is 200? Is there a way to increase it in the editor?
Everywhere I see portals being manipulated in the engine, the game processes them until it reaches a NULL entry. This means the game should be able to support an unlimited number of portals until it runs out of RAM.
Modders have reported that the 200th portal is glitchy and that 200 is the limit. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6182
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Posted: Mon Jul 21, 2025 3:08 pm Post subject: |
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It's an in-game issue not editor issue. We never overcame it. I assumed some kind of reservation of space. Didn't test non quads to know if a count or memory issue. |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 14 Location: Canada  |
Posted: Mon Jul 21, 2025 7:21 pm Post subject: portal limit |
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You're right. I searched the game engine -- I found that despite the fact that the array for portals is dynamically allocated, there are arrays to store the portals' on-screen bounding boxes, visibility bit and the direction of their normal that are statically allocated and are only large enough to accommodate 200 portals. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7257 Location: Ontario, Canada  |
Posted: Tue Aug 26, 2025 12:29 am Post subject: |
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I have a question about adding MP setups for levels in GE Game Configs. Let's say I go into the "Ump_setup" section of files, and I add in a "Ump_setupdamZ" entry. If I save the ROM and reload it, when I select the Dam level from the list, while it does now show that an MP setup exists for it, I cannot choose to edit the multi setup in Visual window.
A similar thing happens to level IDs that normally have no setup. Such as 16 - sho (ID 2A). If I inject legitimate files for this level, it still won't let me edit it in Visual.
Could this be updated to detect the files and allow them to be accessed in Visual? It would make it a lot easier for large projects that have added many new setups and support more level IDs. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6182
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Posted: Tue Aug 26, 2025 9:56 am Post subject: |
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I think been requested before, but the editor doesn't have an easy way to do that unfortunately, since is using the known list only. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6182
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Posted: Sun Aug 31, 2025 10:36 am Post subject: |
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It was noted to me that Control and Jungle had some kind of hardcode, that inexplicably had escaped us all these years. Turns out they were right. There are hardcodes in 21990 file at 00023A94 and 00023AA4. It's the level slot, and then pairs of Start to End portal #s until FF ends list. It's now in stage select, with the other hardcodes. I'm not 100% sure what it does, but it goes through portals, from Start to End in each group of two, and sets the flags (like Control went to 02). It seemed to be all the glass portals. Perhaps it gives them a tied to glass flag, when maybe there were rounding or issues where it wasn't working Jungle had them as well (not sure why) for all portals. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7257 Location: Ontario, Canada  |
Posted: Sun Aug 31, 2025 10:24 pm Post subject: |
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Excellent finds. This might be what is needed to help prevent custom levels from crashing or acting up in other ways when re-using these slots.
Jungle looks like it's set on the first and last portals. In both instances, there is geometry from one room spilling over into the other. The plane is part of room 0x01, but goes over well into room 0x02. As well, the dirt cave floor in front of the elevator all belongs to one room, even though the portal cuts through it.
Control is an absolute mess of portals, to begin with. Of the 14 portals listed there, four of them are aligned with glass on the bottom floor. The panes that are angled. The rest are all part of the same control room area, too. When I tried the level without these, it had trouble rendering various sections. |
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