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GoldenEye Setup Editor Feature Requests List/Bugs
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Morrigan Aensland-Hill
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 PostPosted: Sat Oct 10, 2026 10:39 am    Post subject: Reply with quote Back to top

SubDrag wrote:
What are you asking for? Visual editor right click a couple more options on animation? Can you be specific on exactly what looking for and what flags to set or unset on each.

The crashing I can't reproduce so not sure about that.


For the Animations on the DKR Object Editor, there needs to be a few options added on the Properties/Details like switching between types, setting the speed and transitions.

Here is the list of screen transitions used when making a course intro cutscene before the race starts:
Code:
7F Fade Fullscreen
80 Fade Out From White
81 Barndoor Horizontal
82 Barndoor Vertical
83 Fade Circle
84 Waves (unused)
85 Barndoor Diagonal


In the meantime, I'll do some more testing around with the animations. I'll keep you posted with what else I've discovered and documented.
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StupidMarioBros1Fan
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 PostPosted: Mon Oct 12, 2026 7:18 pm    Post subject: Reply with quote Back to top

I don't know the inner works of the Model Editor but the "UnreferencedGun" section for GoldenEye is exclusively the models used for the Ejected Casings feature and the slots only change when that feature has been messed with like in the previously shared example patch where I added a fifth Ejected Casings model.



Actually unreferenced gun files like "GdynamiteZ" or "GexplosivepenZ" aren't viewable unless the 21990 file is edited to use them.



Would it be possible to have the editor recognize that the files exist in the rom and then if there is nothing pointing to them like the other categories, they get added a new fifth category that actually is "UnreferencedGun" while the old one is renamed to "EjectedCasings" or something along those lines? Presumbly requiring the file start with "G" so it doesn't just grab every other kind of file, maybe also check if there are any "C" and "P" files that are unused for additional categories like Perfect Dark has. I'm unsure how the Perfect Dark version handles this but it does add/remove files based on if they're referenced, but I know that aspect is handled differently (and much easier) compared to GoldenEye but might be helpful in this regard?

I should specify that those unused gun files are bad, they're either broken or use outdated formats because the textures have bad IDs, the Model Parts section is always blank and sometimes the Editor crashes when trying to view them. This can be solved with replacing it with a different file or using a Model Template but maybe that could be another way of checking? I don't know if there's anything special found in the rest of the gun files but if there is & that stuff is missing from those files (or maybe they're just a mess in general to the point of the editor identifying that something is wrong?) then the editor could have a popup recommending the file is replaced through the Game Configurations' "Inject File" feature.

This got a bit more complicated that I originally intended to suggest.
To be clear, I was suggesting two things:

1. Renaming the existing "UnreferencedGun" section so it's clear that it's just the models used for the EjectedCasings table.
2. An additional category that includes gun files that are actually aren't referenced, with a failsafe for when the detected file is broken to avoid the Editor crashing.
(depending on if normal gun files have special stuff the Editor could reliably look for)

I just wanted to bring it up since I've been looking into Gun stuff recently as well as searching for unused files I could delete and found that there were a handful of gun files that were only found through the Games Configurations' File Managment section.
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SubDrag
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 PostPosted: Fri Oct 16, 2026 8:58 am    Post subject: Reply with quote Back to top

I think I knew this, but said a while ago if you are doing something so crazy, just export your gun and manually import/fix the 05/image counts etc. Like you know what you're doing. I can think about it, but the crashing/needing a warning seems a bit confusing for the average user looking into it.
 
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StupidMarioBros1Fan
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 PostPosted: Mon Oct 19, 2026 10:56 pm    Post subject: Reply with quote Back to top

I looked further into the Gun models to see if there would be any easy way to avoid loading the broken files, turns out that it's just GextinguisherZ that is broken and has the possibility of crashing.

GdynamiteZ, GexplosivepenZ, GfingergunZ, GwristdartZ use the exact same placeholder model that various unused Guns and Gadgets use, they simply aren't referenced internally and don't show up in the Editor without hex editing.

Instead I've thought of a better idea which is making use of the internal list that the Editor uses since it typically has "official" names next to the file names. Could just include a note that like this:



So rather than jumping through hoops to avoid isolating the broken GextinguisherZ file, the Editor simply checks whether or not a file with the "G" prefix is properly used like usual, then if not it gets stored in the UnreferencedGun section. This way the files are still accessible/viewable and there's a notice that one of them doesn't work as expected so users know to expect a possible crash when trying to look at that file.

In addition, the "Gcart" files can be named like this:
GcardblueZ (Rifle Casing Alt)
GcartridgeZ (Pistol Casing)
GcartrifleZ (Rifle Casing)
GcartshellZ (Shotgun Shell)


And then the recognized custom slots simply list the existing filename without a premade name, the existing system as it were since the Model Editor already properly updates file names across the board.
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StupidMarioBros1Fan
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 PostPosted: Mon Oct 19, 2026 11:28 pm    Post subject: Reply with quote Back to top

Oh wait a second, I just remembered that there are no addition slots for the Model Details (Number of Images, Matrices, etc) and that I had to do Hex Editing to duplicate that stuff in order to mess around with loading in those extra Gun files.

You probably can't make the Editor simply load the addition files because of that, can you? My bad, I got too caught up with messing around with the unused files that I forgot how much was missing in a default rom.

When Hex Editing slots like Gun 56 or Gun 57 to utilize a model, the Editor updates things as expected, so I guess the only real change that could be made would be renaming stuff regarding the Gcart files if you feel like it's worth doing so.
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HackBond
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 PostPosted: Fri Oct 23, 2026 2:09 am    Post subject: Reply with quote Back to top

I've decided to get the same rocket sound from GE in 4.2 for you to compare.

PerfectGold 4.2, standard GE ROM
https://files.catbox.moe/gpzvc7.wav

PerfectGold 4.3 current beta, standard GE ROM
https://files.catbox.moe/qu5pdp.wav

All sounds are like this for me and several others in the current beta.
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SubDrag
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 PostPosted: Sat Oct 24, 2026 3:49 am    Post subject: Reply with quote Back to top

OK so what it is - the sound frequency is adjusted by key base (in 2.0), but not in 3.0. Is that what we want?

Like the sound data is correct in 3.0, but then the game plays it back at a different speed due to key base.

All the games kind of do it differently, which is why there are always issues (some ignore key base, play back different key base...).

I guess since editor is primarily GE I can put back - probably just on import primary use key base 3C for simplicity though.
 
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Lazlo52
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 PostPosted: Sat Oct 24, 2026 9:56 am    Post subject: Reply with quote Back to top

Why was the key base adjust removed in the first place? I read that you had gotten rid of it years ago, but if PD uses it to change pitch, then I can't think of a reason. Is there something we're missing?
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SubDrag
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 PostPosted: Sat Oct 24, 2026 5:49 pm    Post subject: Reply with quote Back to top

I made it 2.0 style for now at least, adjusted by key base. Most games kind of ignore key base, but I guess GE/PD use it. I think the other ones don't.
 
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