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GoldenEye Setup Editor Feature Requests List/Bugs
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Mon Sep 07, 2026 12:36 am    Post subject: Reply with quote Back to top

In USA 2DF can only contain data if loaded externally. Due to the way entries are created when walking the internal ROM table, the last file is always a dummy used to set the previous endpoint. No matter the length of the table, it stops reading things when the count hits 2E0 so you can't just push the dummy over the edge.

Loading externally 2DF can be used. That's because the size of the data is declared.
Pretty sure Japan fixed this. PAL is a whole other beast.

The editor's own handling of the table aside, the game does need an endpoint and that endpoint can't have its own endpoint.
 
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StupidMarioBros1Fan
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 PostPosted: Mon Sep 07, 2026 2:39 pm    Post subject: Reply with quote Back to top

Interesting that the different regions handled things differently. Do you mind explaining what you mean by "loaded externally" vs "loaded internally"?

I do take it that in short, leave "ob/ob_end.seg" alone as the last file to avoid issues which was what I expected. Thanks for explaining things. ?
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zoinkity
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 PostPosted: Mon Sep 07, 2026 5:29 pm    Post subject: Reply with quote Back to top

Loaded internally: pulled from the ROM
Loaded externally: sent via PC

Might seem like a footnote but a lot of the specifics of the behaviour depend on how/why it supports both.

NTSC versions of GE are one of several games with semi-to-fully active file servers. Eventually will do a full write-up in the "debug stuff" thread with an example, just not sure what/how that example will be just yet.
 
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StupidMarioBros1Fan
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 PostPosted: Thu Sep 17, 2026 6:53 pm    Post subject: Reply with quote Back to top

Would it be possible to add a new option to the Weapon Stats page where if the Editor reads a custom RAM address for the Multi Pickup, an option to see & change the address can be available? Or maybe have it be like the Setup File list where the dropdown options are updated with whatever is located within the 21990 rather than a premade list?

While I couldn't figure out a way to extend the option to other slots, Gun 00 - 1F have their own slots so it is extremely easy to give Weapons like the Taser their own pickup models through Hex editing, the Editor simply does the typical "blank" option.

Given that's a niche case and requires Hex editing to begin with in order to find free spots in the 21990 File, I understand if it'd be too much of a hassle or something to implement this. Again, the only real issue is that the option blanks when using a custom address like if you Hex Edit one of the Level Unlock Hardcodes to use 14 or higher. (Which I did to "disable" the Load Credits feature)

Figured I'd ask anyways.
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SubDrag
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 PostPosted: Sat Sep 19, 2026 3:26 am    Post subject: Reply with quote Back to top

I doubt I'd start adding all these custom manual move addresses around - but supporting custom address instead of hardcoded is probably quick. Can you give me the technical details of what you did / what address works and then give a sample patch?
 
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Manocheese
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 PostPosted: Sat Sep 19, 2026 11:39 am    Post subject: Reply with quote Back to top

There seems to be a bug in the action block editor for action C4 (play sound effect). The sound effect ID displayed in the dropdown and in the summary text is 1 less than the ID encoded in the action. For example, here's part of action block 1002 in Bunker 1, which plays a sound effect when you hack the mainframe:



Both the dropdown and the summary text indicate sound effect E2. But in the encoded action (C400E3FF), the sound effect ID is E3. I'm not sure which one is correct.
 
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StupidMarioBros1Fan
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 PostPosted: Sat Sep 19, 2026 1:26 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I doubt I'd start adding all these custom manual move addresses around - but supporting custom address instead of hardcoded is probably quick. Can you give me the technical details of what you did / what address works and then give a sample patch?


Here's an example file: https://drive.google.com/file/d/1Y4N6210G461SzXd7Z4GnhoNusihFVYLg/view

Besides being a standard GE rom after clicking "Delete Extra Debug Data" and "Delete Debug Data (and J text)"
the patch gives the Watch Laser and Taser custom addresses for Pickup Models (AR33 used for Watch Laser, KF7 used for Taser) and replaces the first two weapons in the "Slappers Only" MP weapon set. To be clear: The patch is meant for an unedited US rom, I was just specifying that the Debug Data had been deleted as part of the patch to make free space in the 21990 file.

The actual laser projectile is a bit funky because the Watch Laser clearly wasn't meant to be used in Multiplayer but otherwise the pickup models work as intended, including the KF7 prop not spawning the muzzle flash because it's being used for the Taser which does not spawn a muzzle flash.

Changes in the 21990 file:

Gun Details:
Gun 17: Watch Laser
Hex Address in 21990: 368F8
RAM Address: 80057688
Points to "80028590" in RAM.

Gun 1F: Taser
Hex Address in 21990: 36918
RAM Address: 800576A8
Points to "8005C190" in RAM.


New Pickup Model slot 1:
Hex Address in 21990: 7800
RAM Address: 80028590
Inserted "03E00008 240200BC"

New Pickup Model slot 2:
Hex Address in 21990: 3B400
RAM Address: 8005C190
Inserted "03E00008 240200B8"

As far as I can tell, it can be any valid RAM address besides pointing to the space after the last file name for files (ob/ob_end.seg), that's the spot reserved for renaming actual files and obviously shouldn't be messed with. I accidently tested that area when simply searching for the empty space left behind the removed Debug Data and wasn't paying attention. lol
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