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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: 6237
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Posted: Fri Sep 25, 2026 4:25 am Post subject: |
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| Sorry about that - should be fixed now |
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StupidMarioBros1Fan Agent


Joined: 07 Dec 2017 Posts: 57
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Posted: Fri Sep 25, 2026 10:26 am Post subject: |
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Thanks, works perfectly now.
Would it possible to make this change to the Ejected Casings table as well? I made a separate thread a week or so ago documenting the testing I did regarding extending that table, long-story short it is currently possible to add exactly one extra option by having the "00000000 None" option pushed into the next section which is Gun 00's Gun Block Details (Muzzle Flash Extension and first In-game Pos which are unused due to the lack of first-person model and Gun 00 being the No Weapon option in general)
The editor runs into the same situation of reading the custom addresses but not knowing how to display it due to not being part of the expected list.
Here's an example patch:
https://drive.google.com/file/d/1Feid82xxPHe2qeay6sVg5fvUVlzy4BHa/view
It is built on the previous example patch so the extra Multi Pickup slots should still function as well.
Changes I made to the 21990 File:
"Extended" the Ejected Casings table:
Hex Address in 21990: 116FC - 1170C
RAM Address: 8003248C - 8003249C
Changed: "00000000 80053790 3F800000 00000000" into "8005C1C0 8005C1F0 00000000 80053790" (which gets automatically turned into "8005C1C0 8005C1F0 00000000 80000000" because the last two are read as Floats)
New Ejected Casings data:
Hex Address in 21990: 3B430
RAM Address: 8005C1C0
Inserted "00000000 8003C728 00000000 00000001 41620FA8 00000002 00000000 00000000" (copy of Pistol Casing data)
New Ejected Casings file name:
Hex Address in 21990: 3B460
RAM Address: 8005C1F0
Inserted "GcartextraZ"
PP7 (Silenced) uses New Ejected Casing:
Hex Address in 21990: 1195C
RAM Address: 800326EC
Changed "8003CB60" into "8005C1C0"
Added "GcartextraZ" as a new file, it's a blue shotgun shell model. The Model Editor already adds it to the list of UnreferencedGun models, I'm assuming because of the "G_Z" naming convention.
Because of how the Editor reads the data, the "00000000 None" functions as normal despite the different spot (works for the others too) so what I'm asking for is the custom stuff to be included as extra options like you've successfully done with the Multi Pickup options.
Theoretically this would still work in the future after any sort proper table moving has been figured out since the current issue with extending the table is having the game look at a new spot, I couldn't figure out on my own where the game says to look at the table's current ram address.
And to be transparent, I don't have any other examples of custom stuff for the lists. Well, other than the Load Credits over in the Level Unlock Hardcodes which I had changed to 14 in other to disable automatically switching to the Credits after Cradle. That one though is left as a blank option that doesn't get automatically changed like the Multi Pickup and Ejected Casing options do, so currently no difficulties with the Editor failing to show that custom option. (Using the built in Recalculate Checksum option made the 14 work ingame) _________________ Stupid Mario Brothers is a YouTube series, get asked about my username a lot. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6237
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Posted: Fri Sep 25, 2026 5:55 pm Post subject: |
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| Thought I added it to latest beta, but I don't see it tripped? Where is it in editor? |
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StupidMarioBros1Fan Agent


Joined: 07 Dec 2017 Posts: 57
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Posted: Sat Sep 26, 2026 2:33 pm Post subject: |
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If you're refering to the Multi Pickup list, the Custom slots are only appearing after scrolling through the Guns. So in the example patch, have to go to Gun 17 Watch Laser to see "80028590 CUSTOM" and Gun 1F Taser to see "8005C190 CUSTOM" before they appear in the list, but they do appear and are functioning correctly.
I will admit that I'd prefer having the options visible as soon as the rom is loaded but since I don't know anything about actually coding the Editor, I didn't want to come off as nagging or rude for asking that since you did make the actual suggestion I asked for.
If you were asking about the Ejected Casings stuff I was talking about, that was me asking for that list to be updated with what you did for the Multi Pickup list and giving you a new example patch alongside the technical information like before. _________________ Stupid Mario Brothers is a YouTube series, get asked about my username a lot. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6237
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Posted: Sat Sep 26, 2026 2:48 pm Post subject: |
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| Which weapon used that in patch? I tried to add but didn't see it hit a custom. Unless I'm missing which spot of editor it shows at. |
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StupidMarioBros1Fan Agent


Joined: 07 Dec 2017 Posts: 57
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Posted: Sat Sep 26, 2026 3:18 pm Post subject: |
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The PP7 Silenced, if you export the 21990 file (without messing around in the Gun Details first) then you should see the custom stuff at the addresses I listed in the other reply. _________________ Stupid Mario Brothers is a YouTube series, get asked about my username a lot. |
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