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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: 6189
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Posted: Sun Sep 07, 2025 4:57 pm Post subject: |
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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 Administrator


Joined: 14 Dec 2005 Posts: 7266 Location: Ontario, Canada  |
Posted: Mon Sep 08, 2025 2:19 am Post subject: |
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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 Administrator


Joined: 14 Dec 2005 Posts: 7266 Location: Ontario, Canada  |
Posted: Tue Sep 30, 2025 10:24 pm Post subject: |
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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 Administrator

Joined: 16 Aug 2006 Posts: 6189
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Posted: Wed Oct 01, 2025 1:11 pm Post subject: |
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| 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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7266 Location: Ontario, Canada  |
Posted: Wed Oct 22, 2025 1:06 am Post subject: |
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| Finally got around to adding a slew of new level select images onto the ROM, and that update appears to have gotten them to show up without any problems. Thanks. |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 17 Location: Canada  |
Posted: Thu Oct 23, 2025 5:48 pm Post subject: |
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| SubDrag wrote: | | 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. |
That's indeed what it is.
It sets special bits on portals while loading the BG from the file. These bits are control bits. Bit 0 has an unknown purpose, bit 1 turns off the portal, bit 2 which is set via this hardcode has an unknown purpose.
| Code: |
//D:80044824
s_specialportal specialportalarray[] = {
{0x03, // LEVEL_INDEX_CONTROL
{0x2C,0x2E,0x32, 0x37,0x3E,0x3F,0x4E, 0x56,0x59,0x5D,0x72, 0x76,0x79,0x7A,0xFF}},
{0x11, // LEVEL_INDEX_JUN
{0x00,0x3A,0xFF}}
};
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If you want to find out what it does, patch out the hardcode replacing "0FC2CDFB" at 7F0B4794 with "00000000".
Last edited by axdoom on Thu Oct 23, 2025 6:15 pm; edited 2 times in total |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 17 Location: Canada  |
Posted: Thu Oct 23, 2025 5:56 pm Post subject: |
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Sub, I have a request.
I made a hack that increases the portal limit from 200 to 280 for a mod (it hit the limit), but the maps are already into the ROM and I want to edit some portals and create new rooms.
The current workflow for creating new rooms from existing rooms in the editor is convoluted.
Could you add a new window or dialog to create a new room? It would be helpful to be able to create a new one from an existing one as often the need to create new rooms comes from having to split existing ones into smaller ones.
EDIT: fixed typos |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1740
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Posted: Fri Oct 24, 2025 8:01 am Post subject: |
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| In Control and Jungle? Should be for the glass walls. Don't remember being able to see through those until they're destroyed. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6189
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Posted: Fri Oct 24, 2025 9:59 am Post subject: |
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| It's something maybe can add one day, but it's a bit tricky in the editor - isn't the approach you export to room positions, add a new room to text file, export, then move tris to that new room? |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7266 Location: Ontario, Canada  |
Posted: Fri Oct 24, 2025 7:06 pm Post subject: |
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That is how I have done it. I think you can just do the export room positions, open text file, copy the line of the room you want to split into another, add it onto the end. You can set the vertices file as null.bin, and you probably make a simple dummy display list for it.
E7000000 00000000 B8000000 00000000
When you export full background file using that updated room positions text, it will have another room on the end. Then you can click on the polygons of the room you are splitting and set them to the new room ID. When done, you can export that room, as well as the one you took from, then update your room positions text with those file names, and export background file again. A few steps, but not bad when you get used to it. The other issue is room centering and coords, but that's another ordeal which may not matter in all situations. |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 17 Location: Canada  |
Posted: Fri Oct 24, 2025 9:37 pm Post subject: |
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| zoinkity wrote: | | In Control and Jungle? Should be for the glass walls. Don't remember being able to see through those until they're destroyed. |
Making it impossible to see through a window is a flag on the prop. The flag says "can't see behind door". Further, a window's opacity can be configured so the player needs to have his face in it before you can see through, or can be configured so the window isn't opaque from far away.
There are no windows on Jungle.
It hard to say why it even exists on that map. Maybe Jungle was an entirely different map before.
| Wreck wrote: | That is how I have done it. I think you can just do the export room positions, open text file, copy the line of the room you want to split into another, add it onto the end. You can set the vertices file as null.bin, and you probably make a simple dummy display list for it.
E7000000 00000000 B8000000 00000000
When you export full background file using that updated room positions text, it will have another room on the end. Then you can click on the polygons of the room you are splitting and set them to the new room ID. When done, you can export that room, as well as the one you took from, then update your room positions text with those file names, and export background file again. A few steps, but not bad when you get used to it. The other issue is room centering and coords, but that's another ordeal which may not matter in all situations. |
That's a really painful workflow. I've done it before. Surely, it mustn't be too difficult to make it so that we can add a room id at the end of the rooms list which has a dummy display list so that I can start moving polys to it. I can only imagine the editor's source code is crippling with technical debt if that's tricky. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6189
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Posted: Sat Oct 25, 2025 11:44 am Post subject: |
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| Alright...fine, I added it under Room Positions - Move/Scale/Rotate Room. Specify your center (you can change later in menu option near it, I think). It'll just add to end, then you can move triangles to it. |
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Atari-Dude1 Agent

Joined: 23 May 2025 Posts: 8
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Posted: Tue Oct 28, 2025 3:55 am Post subject: |
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| SubDrag wrote: | | Alright...fine, I added it under Room Positions - Move/Scale/Rotate Room. Specify your center (you can change later in menu option near it, I think). It'll just add to end, then you can move triangles to it. |
This sounds like a useful/nice user-friendly addition. Hopefully this will aid me in bringing Sogun's Bomberman 64 'Blue Resort' GE map to PD AIO on the PC port, maybe other maps too. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7266 Location: Ontario, Canada  |
Posted: Tue Oct 28, 2025 3:25 pm Post subject: |
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| Just a minor Game Configs menu issue. The new special portal settings by level that were added have selection boxes in overlapping areas. One actually seems impossible to click on, as another is in the same spot. |
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