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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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bradmer12 Agent

Joined: 08 Jun 2026 Posts: 1
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Posted: Mon Jun 08, 2026 7:54 am Post subject: Mod where random items blow up? |
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| Is it possible to make a mod where a random object will blow up every 15 seconds or so? Maybe a new rom would need to be generated every time like a randomizer? |
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HackBond 007


Joined: 14 May 2009 Posts: 1395 Location: Scotland  |
Posted: Thu Jun 11, 2026 12:39 pm Post subject: Re: Mod where random items blow up? |
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| bradmer12 wrote: | | Is it possible to make a mod where a random object will blow up every 15 seconds or so? Maybe a new rom would need to be generated every time like a randomizer? |
Is it possible? Yes, probably. I think it would require some assembly hacks though. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1756
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Posted: Thu Jun 11, 2026 8:36 pm Post subject: |
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Obviously not random random or you could autofail instantly.
Without hacks? Sure.
When the game "makes explosions", they're usually invisible grenades set at the start. The lazy way to do this is a silly-long action with a slew of conditional triggers that detonate these after a given timeout.
Something with less overhead... Iirc there's dynamic presets in the 9000/2328 range, might be able to exploit those to avoid a massive conditional loop. They're how guards know where the nearest alarm is. |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 344 Location: N.J.  |
Posted: Fri Jun 12, 2026 9:34 am Post subject: |
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Oh yeah, since 10XX type Action Blocks can have a 2328 variable pad, then that could be changed around to make something dynamic. Prolly could be made more dynamic with memory poking. I don't got that kind of skill, though. _________________
| Quote: | | 22 not happening nerds. forget about it. 23 til the day i die. |
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