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MCM Discussion

 
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SubDrag
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Joined: 16 Aug 2006
Posts: 6125

 PostPosted: Sun Feb 25, 2007 9:50 pm    Post subject: MCM Discussion Reply with quote Back to top

I think there is more available here than what we have actually seen in action. (reference http://subdrag.netfirms.com/gebeta/mcm.htm)

For example, the fourth item down in the first column is "level". On disassembling, I notice that it checks the value 80036FFC, and if it's not equal to zero it does stuff. So I set it to 00000001 and it crashes sometimes on moving/switching modes. Just an example. Also there is definitely code for grabbing rgb and similar, but it might require the development kit. It still would be interesting to see this sort of thing, see if maybe some of these MCM commands actually just require some sort of value to be set or take parameters.

Also if you are playing with portals in the visual editor, you can use the MCM to see if they work by bond move mode.
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Mon Feb 26, 2007 9:42 am    Post subject: Reply with quote Back to top

The MCM reminds me of Ocarina of Time debug, I think I remember a very long time ago there was codes and stuff to bring you into a very glitchy and crashy debug menu/console screen. Later on, however, an actual debug cart was found - and all the debug menus were intact. The debug cart ROM is much bigger than a normal ROM, 65 megs. It might be possible to get some of the GE debug menu working again, but I think alot of that is stripped out before a games release.

The MCM probrobly went along with other debug menus and/or the dev kit attached to a computer or something to be able to give parameters and receive data.

Some of those commands would be really cool to see working, and if all that was needed was parameters given by external software originally, its probly possible to give those parameters through, well, external software, writing memory addresses on an emulator. Which would be awesome.

Some of the commands look like they record demos, grab screens, change level and scale, load new objects (during gameplay), change music and sounds, change gun position and animations, change fog and sky, all during gameplay it seems like.
 
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zoinkity
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Joined: 24 Nov 2005
Posts: 1688

 PostPosted: Fri Mar 09, 2007 7:28 am    Post subject: Reply with quote Back to top

Message to SubDrag wrote:

Remember the MCM? Some of the routines that are marked "useless" do execute code. In most cases the code does nothing or links to things that were moved/deleted. Those marked "does nothing" immediately return, and anything sent to 7F0901B0 loads and saves a value to itself.
However, one of those things that's a mere hair away from working is the movie capture routine.

DEBUG MENU Options: 800556FC
these trigger when you select an option from the menu

(standard return from these is 7F090E74)
(not listed) 7F090E74 move view
7F090778 stan view [JAL 7F0904C4]
7F090788 bond view [JAL 7F090508]
7F0907A8 level [JAL 7F0901B0; V0->80036F70] {7F0901B0: V0<80036F70>80036F70]
7F0907D0 scale [JAL 7F0901B0; V0->80036F70]
7F090A60 play title [JAL 70006950 (A0=5A)]
7F090A70 bond die [JAL 7F0897A8]
7F0907E4 select anim [JAL 7F0901B0; V0->80036F70]
7F0907F8 gun pos [JAL 7F0901B0; V0->80036F70]
7F09080C flash colour [JAL 7F0901B0; V0->80036F70]
7F090820 hit colour [JAL 7F0901B0; V0->80036F70]
7F09085C music [JAL 7F0901B0; V0->80036F70]
7F090888 sfx [JAL 7F0901B0; V0->80036F70]
7F09089C invincible [JAL 7F089F58; JAL 7F089F48 (SLTIU A0,V0,0001)]
7F0908B4 visible [JAL 7F089F74; JAL 7F089F68 (SLTIU A0,V0,0001)]
7F0908CC collisions [JAL 7F089F8C; JAL 7F089F80 (SLTIU A0,V0,0001)]
7F0908E4 all guns [JAL 7F09A464 (ret V0=#players);
loop: JAL 7F09B10C;
JAL 7F08C2AC;
JAL 7F08C29C;
JAL 7F09A464;]
7F090934 max ammo [JAL 7F09B150; JAL 7F09A464 (ret V0=#players);
loop: JAL 7F09B10C (fiddle with stats);
JAL 7F0692F0;
JAL 7F09A464 (ret V0=#players);
JAL 7F09B10C]
7F090990 display speed [toggle: 80036F74]
7F0909B8 background [toggle: 80036F78]
7F0909D0 props [toggle: 80036F7C] doesn't render objects but computes collisions
7F0909E8 stan hit [toggle: 80036F84]
7F090A00 stan region [toggle: 80036F88]
7F090A18 stan problems [toggle: 80036F8C]
7F090A30 print man pos [toggle: 80036F90]
7F090870 port close [toggle: 80036FD4]
7F090870 port inf [toggle: 80036FD4]
7F090870 port approx [toggle: 80036FD4]
7F090A80 pr room loads [toggle: 80036F94]
7F090A98 show mem use [JAL 70005FF4]
7F090AA8 show membars [JAL 70006004]
7F090AB8 grab rgb [1->80036FFC; JAL 7000E2D0 (A0=1); JAL 70003C10]
7F090ADC grab jpeg [1->80037000; JAL 7000E2D0 (A0=1); JAL 70003C10]
7F090B00 grab task [toggle: 80036FC4]
7F090E74 rnd walk does nothing
7F090B18 record ramrom [JAL 7F0C07BC (A0=0)]
7F090B28 record 1 [JAL 7F0C07BC (A0=1)]
7F090B38 record 2 [JAL 7F0C07BC (A0=2)]
7F090B48 record 3 [JAL 7F0C07BC (A0=3)]
7F090B58 replay ramrom [JAL 7F0C08A8]
7F090B68 save ramrom [JAL 7F0BFD60]
7F090B78 load ramrom [JAL 7F0BFE00]
7F090B88 auto y aim [JAL 7F07C580; JAL 7F07C570 (A0=V0<1)]
7F090BA0 auto x aim [JAL 7F07C668; JAL 7F07C658 (A0=V0<1>80036F70]
7F090848 screen pos [JAL 7F0901B0; V0->80036F70]
7F090C30 show patrols [JAL 7F01F568; JAL 7F01F55C (SLTIU A0,V0,0001)]
7F090C48 intro [JAL 7F07A9B8 (A0=3)]
7F090E64 intro edit [JAL 7F0901B0; V0->80036F70]
7F090C58 intro pos [if 80036F64=0, JAL 7F091618]
7F090C78 world pos [if 80036F64=0, JAL 7F09166C]
7F090C98 [JAL 7F089798]
7F090CA8 series of operations on floats at 80037004
7F090D18 chr key pos [JAL 7F0901B0; V0->80036F70]
7F090D44 vis cvc (line mode) [toggle: 80036FA8]
7F090D2C chr num [toggle: 80036FB8]
7F090DFC room blocks [JAL 7F03E698]
7F090E0C profile [Toggle: 80036FC0; JAL 7F090590 or JAL 7F090598]
7F090E44 obj load [JAL 7F001258]
7F090E54 weapon load [JAL 7F00140C]
7F090D5C joy2 sky edit [Toggle: 80036F98]
7F090D74 joy2 hits edit [Toggle: 80036F9C]
7F090D8C joy2 detail edit [Toggle: 80036FA0]
7F090DA4 explosion info [Toggle: 80036FA4]
7F090DBC magic fog [JAL 7F0901B0; V0->80036F70] (same as fog)
7F090DE4 gun watch pos [Toggle: 80036FBC]
7F090A48 testing man pos [Toggle: 80036FC8]
7F090DD0 fog (copies value from 36B70) [value: 80036F70]
7F090EB0
7F090EB0
7F090EB0
7F090EB0
7F090EB0

That's the full list. Notice how many of them have clear defined assigned functions? Most are useless - 7F0901B0 just pulls a value and saves it back to where it was pulled. The big ones are the 'ramrom' functions used to play the intro movies. Calling it from MCM usually isn't a good idea, but the 'replay ramrom' is the same routine used by the intro movies.

If we can just get the stupid thing to 'record ramrom' on it's own it will take a lot of work out. As for the commands 'start' begins the record and 'c-up + c-down' ends it. Just have to walk through the routine one day.
The A0 value for each record is the save slot recorded for the movie. I think this and most of the other debug features simply expect a pointer to a location to place their data at and can be made completely operational.

Oh, you *can't* have a multiplayer demo - unless you change 7F01D5F4 to store 1 or something.

Replay obviously tries to replay. It calls the major replay routine used for the intro movies: 7F0C081C
 
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