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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Fri Sep 07, 2012 3:17 pm Post subject: |
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What an honor for Mr GoldenEye himself to post!
I have a couple of questions:
1) As a musician, I've always been inspired and intrigued by GE's soundtrack. Were there any more tracks that were made for the game that didn't make it to the final game?
2) Was the idea of having the Monte Carlo Casino ever conceived to appear in the game?
3) Were voices ever used at one point during development? I ask this because on IMDB, Kevin Bayliss is credited as the voice of James Bond on the N64 version. http://www.imdb.com/title/tt0205973/
4) Did Q, M or Jack Wade ever have character models?
"GoldenEye" has always been a big part of my life, and I still play it today! Thanks for the best game of all time! Would love to see it being released on XBox Live! |
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walecs Agent

Joined: 07 Sep 2012 Posts: 7
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Posted: Sat Sep 08, 2012 7:49 am Post subject: |
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I doubt there's any kind of "beta music" for the game, because Kirkhope would have posted them on his website. Anyway, if there are, I'd like to hear them. |
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EagleEye Agent

Joined: 06 Sep 2012 Posts: 3
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Posted: Sat Sep 08, 2012 9:41 am Post subject: |
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Just wondering: Why did you leave Rare? Were there any problems with the work environment, or perhaps conflicts with other companies that seemed to threaten the success of Rare? Did Nintendo have any conflicts with Rare that you know of? How did you feel when you heard that Microsoft bought Rare? What was your opinion on Free Radical Design back then? What's your opinion on the current state of mainstream and indie gaming? If you could change anything about GoldenEye, what would it be? Was GoldenEye programmed in C, C++, or Assembly? Coke or Pepsi? |
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goldengreg007 Agent

Joined: 04 Mar 2010 Posts: 47
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Posted: Sat Sep 08, 2012 9:51 pm Post subject: |
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Wow, I'm incredibly starstruck to see you here, Martin. As others have said, thank you for Goldeneye. It is my all time favorite videogame, and has had a huge impact on my life.
I'll stray from any technical questions since most of mine would probably be able to be answered by the brilliant members of this community, but are you aware of one of the other major Goldeneye communities - The Elite? I think the fact that both of our communities have stuck around as long as they have is a real testament to how great this game truly is. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sun Sep 09, 2012 7:47 pm Post subject: |
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Hang on...I didn't know about the Elite...guess I'm just a hacker at heart! I'm seriously honored here to have mr Hollis as one of our members. My only questions would be: what are your feelings about what we've done to your game? Does all the modified content (from new levels to characters and vehicles) add to or "degrade" the game in your eyes?
And what did you always wish were there that could be put in now? _________________ No Mr. Bond, I expect you to be re-coded! |
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martinhollis Director


Joined: 06 Sep 2012 Posts: 2
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Posted: Mon Sep 10, 2012 2:39 am Post subject: |
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Oh wow. I've read all your questions but I can see I have a lot of work to do to answer them all! Thank you for the thank yous. It is a pleasure and a point of pride to have been involved with such a great team that created such a fabulous, enduring game.
I'll answer questions in order, with no guarantees to hit every one! Zoinkity first. I shall get to many more questions, but probably not today.
@zoinkity -
SKY
Ah I see the sky is handled by Glide. Yes the standard microcode needed to be fed two half RDP commands so the RSP would assemble and pass on. It is pretty cool to see people working these things out from the other end, as it were.
TEXTURE LOD
About the LOD debug mode, I don't think I understand, or at least your terminology is unfamiliar. As I recall, on N64 you had to construct a set of references, one for each mipmap tile that would specify dimensions and point to the tile in TMEM. These did not necessarily have to be powers of two, but likely were. In addition you could control max and min LOD generated, so you could have only 3 levels for a 32x32 texture, say. On top there were detail textures - I think we added some on GoldenEye very late. All this strikes me as potentially troublesome to emulate. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Mon Sep 10, 2012 9:34 am Post subject: |
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I have noticed that some of the overlapping textures, for things like decals and wall damage, do not render correctly with some emulator plugins. Some won't show at all, while others disappear within close proximity. Glide does quite well, but I think many of us have become accustomed to Jabo's. It looks good and runs well on most computers. I think the newest version also supports the sky. There really is no substitute for the real N64, though. With the release of multiple different flashcarts within the past year or so, we're able to play our custom GE and PD ROMs the way they should be played. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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mistamontiel 007


Joined: 17 Apr 2011 Posts: 849 Location: Miami, FL, CUBA  |
Posted: Mon Sep 10, 2012 3:25 pm Post subject: |
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^ Indeed you're correct
Welcome aboard, Director |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Wed Sep 12, 2012 7:50 pm Post subject: |
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Oh, I do actually have a question for you, Mr. Hollis...
Many years ago, I was able to find a way to modify the type of impacts made on characters and their size. Normally, when a bullet connects with a body part, it makes a spark. Changing the value to another, I found what appeared to be blood. However, it wasn't the same as what seemed to be blood on the back of the GoldenEye retail box.
What I'd like to know, is why the blood was removed from the game, and if you guys had taken steps to make it seem less dramatic and realistic? The current blood is very bright and vibrant, making it almost cartoony. Was that in an attempt to maintain the T for Teen rating? Just curious about that, and not sure if you've been asked about it before.
Here is a screenshot of how it looks in the retail version...
 _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Sep 16, 2012 8:08 pm Post subject: |
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I'm not even sure what to say, it's just an honor to have one of the creators of a game that has kept me entertained for so many years register here. I don't really have any questions, I just want to express my gratitude towards you and the rest of the GoldenEye team for making such a great game.
Also, it's really cool to see my mission in the presentation, even if it was only used to show off the monitor image. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Sep 17, 2012 3:45 pm Post subject: |
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Welcome aboard!
I can only think of one question that I have, and that is, was the Library designed right from the start as a multiplayer-only stage, or was there ever a mission in the works for it? |
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