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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: 6192
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Posted: Sat Nov 08, 2025 8:27 am Post subject: |
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The actual midi table is doable to resize - but the game has hardcoded tables for where it reads in the music data (compressed sizes, uncompressed, etc) which makes it not really feasible:
70006C60: 3C018006 LUI $at, 0x8006 #
70006C64: 3C038006 LUI $v1, 0x8006 #
70006C68: 3C048006 LUI $a0, 0x8006 #
70006C6C: 3C058006 LUI $a1, 0x8006 #
70006C70: 3C068006 LUI $a2, 0x8006 #
70006C74: AC2B3840 SW $t3, 0x3840($at) #(*STORE) 80063840
70006C78: 24C63836 ADDIU $a2, $a2, 0x3836 #(*CONSTANT) 80063836
70006C7C: 24A537B8 ADDIU $a1, $a1, 0x37B8 #(*CONSTANT) 800637B8
70006C80: 8C843734 LW $a0, 0x3734($a0) #(*LOAD) 80063734
70006C84: 24633738 ADDIU $v1, $v1, 0x3738 #(*CONSTANT) 80063738
70006C88: .XREF:70006CB4[D],
70006C88: 948C0008 LHU $t4, 0x0008($a0) #
70006C8C: 24840008 ADDIU $a0, $a0, 0x0008 #
70006C90: 24A50002 ADDIU $a1, $a1, 0x0002 #(*CONSTANT) 800637BA
70006C94: A46C0000 SH $t4, 0x0000($v1) #(*STORE) 80063738
Not sure the ramifications of moving/adjusting, but wasn't going to do so. |
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Manocheese Agent

Joined: 27 Dec 2012 Posts: 5
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Posted: Mon Dec 01, 2025 11:02 pm Post subject: |
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I don't know if this is a bug or if I've just misunderstood something, but the Setup Editor seems to show an extra guard in Caverns. He's at the bottom of the first stairway in the large catwalk area:
I checked the game and he isn't there. |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 340 Location: N.J.  |
Posted: Tue Dec 02, 2025 11:12 am Post subject: |
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| Manocheese wrote: | I don't know if this is a bug or if I've just misunderstood something, but the Setup Editor seems to show an extra guard in Caverns. He's at the bottom of the first stairway in the large catwalk area:
(img)
I checked the game and he isn't there. |
I think that's a vanilla game bug. The two guards are overlapping each other horizontally, so one overrides the other. A lot of the collision stuff is actually calculated in 2D. _________________
| Quote: | | 22 not happening nerds. forget about it. 23 til the day i die. |
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axdoom Agent


Joined: 28 Sep 2024 Posts: 18 Location: Canada  |
Posted: Tue Dec 02, 2025 12:33 pm Post subject: |
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Same on Aztec. These missing guards spawn on the new Xbox release. Seems it has a bug where every guard has a radius of zero, so the game doesn't despawn them when they're too close to other guards or walls.
I can see why they did that. While experimenting, I found that when a character spawns even slightly inside a wall (when its radius reaches out of the clipping tiles), it can crash the game due to math errors. |
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Manocheese Agent

Joined: 27 Dec 2012 Posts: 5
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Posted: Tue Dec 02, 2025 3:56 pm Post subject: |
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| Lazlo52 wrote: | | Manocheese wrote: | I don't know if this is a bug or if I've just misunderstood something, but the Setup Editor seems to show an extra guard in Caverns. He's at the bottom of the first stairway in the large catwalk area:
(img)
I checked the game and he isn't there. |
I think that's a vanilla game bug. The two guards are overlapping each other horizontally, so one overrides the other. A lot of the collision stuff is actually calculated in 2D. |
That would explain it. Thanks. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7268 Location: Ontario, Canada  |
Posted: Tue Dec 02, 2025 6:37 pm Post subject: |
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There is also an extra scientist in both Facility and Silo, but because they are positioned partially inside an object, they don't appear. Those two Aztec elites are just far enough off of valid clipping that they won't load in. Shifting them slightly fixes that.
Perfect Dark will act similarly, if a guard is close enough to wall clipping, especially angled architecture, such as cave geometry. |
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