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[DEAD]Citadel mission back in progress!
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 PostPosted: Sun Mar 02, 2008 1:48 am    Post subject: Reply with quote Back to top

Hey Zoinkity, I was wondering why you enlarged Citadel's scale. The orginal I think was 0.7685228586. However you used 0.5763920546 and made the map bigger. Were some of the hallways too small or something? I took a look at Citadel in the visual editor at it's original scale and noticed that it was quite smaller. Most notably, however, was the size of the very bottom room with the bridge gap. It wasn't quite as huge.

I would really like to try it with Rare's scale. Could you PM me another unflipped Citadel patch with this tiny modification?

This is just curiosity. Maybe I'll use Rare's scale for the mission and see if I like it better.
 
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Wreck
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 PostPosted: Sun Mar 02, 2008 3:33 am    Post subject: Reply with quote Back to top

The reason why Zoinkity changed the Citadel's scale, was to account for Jaws in multiplayer. Considering he's quite a bit taller than the rest of the characters, his head would often stick through low ceilings. The only around that problem, was to increase the size of the map.

I'd suggest opening up the patched ROM in the 21990 Modifications menu. From there, you can change the scale back to the original specification Rare had once used. Just search through the levels in the Stage Options menu, until you locate the scale "0.5763920546". When you do, simply paste "0.7685228586" over it. That should reset the scale back to normal.
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 PostPosted: Sun Mar 02, 2008 9:16 pm    Post subject: Reply with quote Back to top

I scrolled thorugh the 21990 with that ROM opened and never saw that scale on any stage. I also looked in the image compression dialogue and noticed that the level select icon wasn't there either. Why wouldn't the setup editor register any changes? It doesn't make any sense that you couldn't modify the ROM and view the visible changes. Confused
 
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 PostPosted: Mon Mar 03, 2008 5:05 am    Post subject: Reply with quote Back to top

It does view the visible changes... Zoinkity prob used another level instead of Citadel to replace. I know he did some weird stuff there, files in files.
 
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 PostPosted: Tue Mar 04, 2008 12:22 am    Post subject: Reply with quote Back to top

He private messaged me and told me he used stage ID 15 which actually isn't in the 21990 editor. Citadel is complicated so I really don't know.

I really need to practice making solo stages. I hardly know how to do action blocks, but I guess I'm learning. I'd like to make several personal levels (and maybe release them) just to get used to doing full solo missions.
 
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 PostPosted: Tue Mar 04, 2008 12:28 am    Post subject: Reply with quote Back to top

Stage ID 15 was originally set to be Bunker i, I believe. It fell between Silo and Statue. It even had a stage info block and setup file. I can understand why he chose it, now.

Anyways, which IPS Patch are you using? Is it the newest one posted by Zoinkity that is both Emulator and Backup Device compatible? I'll give it a look and upload a modified version, if you'd like. Let me know.

Edit: Hmm, I thought he'd used Stage ID 30 for Citadel. Could you forward his PM to me, so that I can better understand what it is that he'd done?

Edit ii: Yeah, all signs point to Library, Stage ID 30. Unless you're using a different patch than the one most recently posted by Zoinkity himself.
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 PostPosted: Tue Mar 04, 2008 12:54 am    Post subject: Reply with quote Back to top

Sorry to take so long to get back to you. Someone emailed asking this be addressed. Been a tad busy lately...

The final patch sets Citadel's stage ID to 15. It falls between Silo and Statue (or something like that). The reason has to do with some data that isn't present on Citadel's usual ID, making it impossible to load normally. The music, sky, etc has all been ported to ID 15.

Since that ID is technically not used it isn't selectable in the editor. You could hack the 21990 directly, which is probably what I did. The editor barely runs at all on this minimalist machine ;*) I can't easily send a patch - on dialup it takes roughly 2 1/2 hours to send something around 4MB. Could send a patch for the patched rom though.

At 1.0 scale you're not just going to run into problems with Jaws. You're also going to stick through the paper-thin walls, barely fit on the ramps, and run into a few other issues where the clipping was a bit dicey to begin with.


The clipping job was terrible. It was the first grand experiment really, right after Silo, and took almost a year. Originally it was written with codes! There are plenty of problems and if you know where the trouble spots are expect to fall out of the stage every time.
Part of a bg hack is already done for the stage, finishing out a few rooms. The idea was to finish out the stage then do a final clipping revision. Trouble comes with the combiner modes. Some of the effects I'm dead-set on including aren't working as expected. Got the 'wall appears at a distance and fades to nothing when close' bit to work, but something as simple as partial transparency doesn't.
Don't expect a revised stage soon though. There's too much else on my plate at the moment. It's more a thing that's being done slowly between other, more important projects, like the blasted elevator thing...


That was what the PM read. It would nice to use Citadels default scale, but it looks like there might be a few problems according to Zoinkity's message. I was using the unflipped Citadel patch in the IPSPatches folder that is located in the GEEdit2 folder (it came with the setup editor). It probably wasn't the updated one.
 
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 PostPosted: Tue Mar 04, 2008 1:06 am    Post subject: Reply with quote Back to top

I recommend that you download the newest patch, which can be found in the Objectives: Completed forum. That appears to make Citadel use the Library's slot, Stage ID 30. To make a mission setup for it, simply upload your setup over one of the other missions in the 21990 Modifications menu, then rename it "UsetupameZ". Use a force load Stage ID 30 code, 8002A8F7 0030, to get it to play in one-player mode. That'll get you restarted.
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 PostPosted: Tue Mar 04, 2008 7:29 pm    Post subject: Reply with quote Back to top

Wreck wrote:
I just spent a bit of time looking into the Citadel patched ROM to see how it all works. Apparently, all you need to do is change the setup file that is being used by stage ID 30. Best bet would be to use the Jungle, as it's the biggest of the bunch. However, remembering that it still uses the language file designated to ID 30, which used to be the Library, I had to redirect it to another. I decided to go with the Statue, as it is also the largest of its kind. Now you'll have plenty of space to work with. When you make a briefing file, just replace the Egyptian. It's a bit awkward working with three different names, but that's how it's going to work. Here are the codes you'll need to use, for now, to get the stage to load...

8002425F 0030 --> Change Citadel's memory to stage ID 30
80024297 0028 --> Change Library's memory to stage ID 28
8002A8F7 0030 --> Force load stage ID 30, Citadel
810375A6 5960 --> Redirect stage ID 30's setup file to UsetupjunZ
80045B03 0030 --> Change Citadel's weather setup to stage ID 30
810484DE BAA0 --> Redirect stage ID 30's language file to LstatE
80044DD7 0000 --> (optional) Remove clouds from sky (emu fix)

Just remember, these are the three files you'll be modifying...

Setup file: UsetupjunZ.bin
Language file: LstatE.bin
Briefing file: UbriefcrypZ.bin



I could use this method to save time and just make the level finally, but I'd really like to sort this all out. I really want to eliminate the need of any GameShark codes for a pure IPS patch. I still want to use Statue's text and Jungle's setup. The briefing file only works with the corresponding text file, so it would need to be UbriefstatueZ instead of UbriefcrypZ. I want to have Library's ID swapped with Statue, that way it would be selectable in solo and I wouldn't have to force load. The 21990 editor doesn't let me Redirect stage ID 30's language file to LstatE. All you would really need to do is make Library use Statue's text file and swap the stage ID's in solo. I'd have plenty of space to work with using UsetupjunZ and LstatE, plus there would be no more GameShark codes involved. You could do this in a hex editor and send me a patch. I just want a pure IPS patch for the mission.
 
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 PostPosted: Wed Mar 05, 2008 5:21 am    Post subject: Reply with quote Back to top

Now that we have the 21990 editor you can just inject levels anywhere you like, including injecting the original Citadel bgfile to another location.
 
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 PostPosted: Wed Mar 05, 2008 5:47 am    Post subject: Reply with quote Back to top

Yes, we're no longer limited to using the largest of each file type, so that we have enough space to work with. Now we can just replace any file with one of a smaller or larger size, without worrying about exceeding the original. It's a wonderful ability.

I'd suggest replacing the Egyptian Temple's files with the Citadel. That way, it'll be the last stage in the mission folder, replacing only a bonus map that doesn't effect the rest of the storyline.
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 PostPosted: Wed Mar 05, 2008 11:37 am    Post subject: Reply with quote Back to top

Oh yeah. I haven't been on these forums in a while, so might as well address it here...

The BU-compatible Citadel patch did something editor-unfriendly. Citadel's own stage ID does not work. It's missing data needed to load. I didn't want to replace an existing stage or its data, so to get around the problem it was changed to ID 15. (Well, I think it was 15...) That's the space after Silo but before Statue, and no, it wasn't assigned to a stage.
ID 15 is a perfectly valid stage ID without an assigned stage. Citadel's sky, music, and data values were all set to the new value. The clipping replaced the existing clipping copy, but the setup might have replaced Statue's multi setup. Not certain on that point.

Anyway, that's why it doesn't show up. The editor is designed so it doesn't show ID values unused in the original game. Still though, you could set any stage's data to them, injecting it without replacing anything else...
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 PostPosted: Wed Mar 05, 2008 11:08 pm    Post subject: Reply with quote Back to top

Yeah I did see the injection tools, but I didn't want to mess with them yet. I guess it was paranoia. I'll try that feature and replace all of the Egyptian Temple's files. I still have that neat level icon to use.

I was wondering about objectives also. I'm not dead set on those fake ones from Destar and I do have alot of brainstormed ideas. The ones from Destar do sound pretty good though.

a. Locate Aston Martin
b. Crack code
c. Locate key
d. Protect civilians
e. Drive civilians out of complex

It is impossible to drive a car and the Aston Martin was never in GoldenEye. I modified those objectives a bit to a more practical matter:

a. Locate spy files
b. Crack code
c. Locate key
d. Protect civilians
e. Escort civilians out of complex

The first objective sounds like a nice replacement and the last one also. Instead of driving a car, you would only need to escort them out safely. I figured that you must locate and obtain a key in order to exit the building. I really like the objectives, but I sort of suck at doing briefing text because I don't know what any of them should say. Erm, maybe you could help me out Wreck. You seem to watch alot of 007 films.
I figured you could do it since you helped Dragonsbrethren with the briefing for Silo.

Anyway, peace out guys. Cool
 
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 PostPosted: Wed Mar 05, 2008 11:11 pm    Post subject: Reply with quote Back to top

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 PostPosted: Wed Mar 05, 2008 11:26 pm    Post subject: Reply with quote Back to top

Sure, I'll help write the stage text, if you'd like.
It's actually the part I enjoy most, when it comes to missions. Razz

There's a lot of data that would require changing in order to make another object "drivable" like the tank. Someone like Zoinkity could explain it better, and leave us scratching our heads blankly. But, yeah. It's pretty tough.

Isn't an Aston Martin a vehicle?
One of Bond's old signature cars from the older flicks?
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