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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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G14Classified Agent

Joined: 05 Oct 2012 Posts: 101
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Posted: Thu Oct 27, 2022 7:38 pm Post subject: |
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@Hackbond, thanks for the find, definitely something to keep an eye on.
Is there a video posted somewhere showing off the muzzle flash? Thanks. |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Mon Oct 31, 2022 5:31 am Post subject: |
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G14Classified wrote: | @Hackbond, thanks for the find, definitely something to keep an eye on.
Is there a video posted somewhere showing off the muzzle flash? Thanks. |
I posted some unlisted videos on Discord, I'll link all my experiment videos here as I put them in a public playlist.
https://www.youtube.com/watch?v=H7ajBl0jIE0&list=PLPw4HhCrs_uTTsDFrfk7MM3UcXlnQ6EPu
I've also implemented a slider for the FoV in the settings. I haven't tested if it saves properly yet. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Tue Nov 01, 2022 10:27 pm Post subject: |
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If done and corrected in time, can those intermittent muzzle flashes be implemented into GoldenEye X before this year's end release? _________________ "The Eye of Thundera, give me sight beyond sight!" |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Wed Nov 02, 2022 6:07 am Post subject: |
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Thundera8589 wrote: | If done and corrected in time, can those intermittent muzzle flashes be implemented into GoldenEye X before this year's end release? |
GE-X predates the decompile so unless I can find the ASM in the ROM for it, I'm not sure. Plus I compiled it without piracy checks or the original compiler for the games so there are probably differences there. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Wed Nov 02, 2022 2:34 pm Post subject: |
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I mentioned this on a stream but it would be awesome to have an AA toggle in the settings menu that doesn't require a gameshark code or patch. _________________
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Wed Nov 02, 2022 5:54 pm Post subject: |
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The Renegadist wrote: | I mentioned this on a stream but it would be awesome to have an AA toggle in the settings menu that doesn't require a gameshark code or patch. |
I've implemented an FOV slider in the menus so I might be able to add that in. I'm just not exactly familiar on how to remove AA properly at the moment. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Wed Nov 02, 2022 6:45 pm Post subject: |
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Yeah, there is debate over what really is AA in Perfect Dark. The current setup may not do exactly what GE did. That can be a difference between games, as well as additional graphics stuff done to PD. There's been discussion on N64 Vault Discord about it. |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Thu Nov 03, 2022 9:12 am Post subject: |
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HackBond wrote: | Thundera8589 wrote: | If done and corrected in time, can those intermittent muzzle flashes be implemented into GoldenEye X before this year's end release? |
GE-X predates the decompile so unless I can find the ASM in the ROM for it, I'm not sure. Plus I compiled it without piracy checks or the original compiler for the games so there are probably differences there. |
Well then I guess the only person who can give me a firm true answer to this question is Ryan Dwyer himself. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Thu Nov 03, 2022 4:01 pm Post subject: |
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I highly doubt an ASM mod will cut it, especially if it is an option in a menu. That would likely require decomp to fully support in that fashion. We'll be going down that path at some point, anyway. |
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The Renegadist Secret Agent


Joined: 10 Feb 2016 Posts: 382 Location: Facility Vents  |
Posted: Fri Nov 04, 2022 5:36 pm Post subject: |
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Wreck wrote: | ...There's been discussion on N64 Vault Discord about it. |
It would be nice if some of that discussion was had here as well considering I was banned by some children a few years ago for being a big meanie  _________________
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Sat Nov 05, 2022 6:54 am Post subject: |
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Personally, I don't like Discord at all. Forums are (to me, at least) much better to use. |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Sun Nov 06, 2022 6:53 am Post subject: |
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Questions:
-Will it be possible to create an xdelta patch from a recompiled rom (with changes) and apply it to the original rom?
-If possible, would it be legal to distribute those patches or there's some license involved that mandates you have to recompile the rom? (Then only the files that add things to the recompiled rom could be distributed).
-How do you recompile the rom? Can it be done in Windows or do you need Linux?
I would like to test the current improvements myself, even if it's just the antialising toggle. |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Sun Nov 06, 2022 3:50 pm Post subject: |
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Sogun wrote: | Questions:
-Will it be possible to create an xdelta patch from a recompiled rom (with changes) and apply it to the original rom? |
Yes.
Sogun wrote: | -If possible, would it be legal to distribute those patches or there's some license involved that mandates you have to recompile the rom? (Then only the files that add things to the recompiled rom could be distributed). |
it'll probably be more legal to send the xdeltas, also easier for most people.
Sogun wrote: |
-How do you recompile the rom? Can it be done in Windows or do you need Linux? |
You need Linux, and preferably some experience with Command Line Interfaces and Linux commands. The readme on the gitlab repo gives you some direction but if you're not familiar with Linux then you'll probably ask some questions
Sogun wrote: |
I would like to test the current improvements myself, even if it's just the antialising toggle. |
I can create xdeltas of my personal changes but I can't guarantee my changes will be stable or work properly. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Tue Dec 27, 2022 9:09 am Post subject: |
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Hello. Has there been any progress with decomp?
The only thing besides the features already posted in this topic are some videos from Jonaeru with 100 simulant in Combat simulator.
https://www.youtube.com/watch?v=vPgEZvAkDOI
Is someone else working/experimenting with the decomp project?
Can someone compile the PDHP rom and post a patch? I'll really like to try it since it seemsit has several performance and image quality improvements compared to vanilla. Thanks.
https://gitlab.com/ryandwyer/perfect-dark/-/tree/mods/performance |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 336 Location: N.J.  |
Posted: Tue Dec 27, 2022 11:25 am Post subject: |
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From what I recall, activity has slowed down a bit. Ryan made the 100 simulants patch and added a few things to the performance branch, but is currently on break until the new year. Beyond that, Jonaeru has started porting and making things for the Japanese version, one new thing being a sim healthbar viewer in multi.
https://gitlab.com/Jonaeru/perfect-dark/-/tree/mods/sim-health-bar
Oh yeah, there is also someone working on getting decomp to work with the mouse injector.
https://www.youtube.com/watch?v=rgKAnsVVdq4 _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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