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GoldenEye Setup Editor Feature Requests List/Bugs
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SubDrag
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 PostPosted: Sun Sep 07, 2025 4:57 pm    Post subject: Reply with quote Back to top

It seems this has always been a bug. It seems like in GF64 it would not have read the later head hat table entries, which is bizarre. I might've just made all head/hats the same, for simplicity, and the heads all the same...so why I never noticed you couldn't edit it (since when I extended made them all the same).

Fixed in beta.
 
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Wreck
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 PostPosted: Mon Sep 08, 2025 2:19 am    Post subject: Reply with quote Back to top

Excellent. That didn't have any trouble with it. I tried setting both the start and end to 00, and it seemed fine. Gives the full chunk of space to use. Thanks!

I also realized the data following it is the button sequences for cheats. And since I am only keeping the unlock extra characters one in, I got a bunch more free space there, as well. Between the two, probably more than I'll ever really need, but good to have.
 
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Wreck
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 PostPosted: Tue Sep 30, 2025 10:24 pm    Post subject: Reply with quote Back to top

I have noticed this the odd time in the past, but hadn't really tried too much with it. It seems as though setting a texture ID in the screen banks (hit texture, level picture, character photo, monitor, etc) above 0xBB8 will result in a garbled, corrupted looking image, which can also crash console. I don't know if this is just something with the original game, or maybe something with the image extension played into this.

Also, I wanted to point out that the PD side of Image Tools will allow you to import a large 16 colour image (zero mipmaps), though it gives you a warning, while the GE side will do something to reduce the colour palette to 14, thus losing a bit of the original quality. I've exported the 16 colour versions from PD as raw, edited the compression header, and imported into GE, and there have been no issues, even on console. That has been my workaround thus far for the TWINE ports.
 
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SubDrag
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 PostPosted: Wed Oct 01, 2025 1:11 pm    Post subject: Reply with quote Back to top

Wreck wrote:
I have noticed this the odd time in the past, but hadn't really tried too much with it. It seems as though setting a texture ID in the screen banks (hit texture, level picture, character photo, monitor, etc) above 0xBB8 will result in a garbled, corrupted looking image, which can also crash console. I don't know if this is just something with the original game, or maybe something with the image extension played into this.

Also, I wanted to point out that the PD side of Image Tools will allow you to import a large 16 colour image (zero mipmaps), though it gives you a warning, while the GE side will do something to reduce the colour palette to 14, thus losing a bit of the original quality. I've exported the 16 colour versions from PD as raw, edited the compression header, and imported into GE, and there have been no issues, even on console. That has been my workaround thus far for the TWINE ports.



The color thing is a real problem in GE - above 15 and the game has errors. I hit this in GF64, had some weird issues, caused by this. At least that is what I diagnosed it with at the time, which is why this was done. Original GE I believe it also limited to 15 colors, none exist as PD has (16 colors), which is how I figured it out. I don't recommend it - maybe it works sometimes, but it may bite you in the future.

OK there is a weird explicit check for 0xBB9 (who the heck knows why!?):
7F076E48 2C410BB9 SLTIU $at, $v0, 0x0BB9

ROM: 000AB978


It seems that was missed before - apparently we already had other BB8 -> FFF checks 467F2, 46812, 46832, 46852 already moved to 0FFF, but likely missed code checks. And a BB9 in code at 7F00CBE98: 29C10BB9 SLTI $at, $t6, 0x0BB9 # which I had found before.

I guess change to be 0x1000, since +1 of the BB8. I put that in beta editor as well.
 
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