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No Intro Code fix
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kcghost
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 PostPosted: Wed Mar 15, 2006 7:56 am    Post subject: No Intro Code fix Reply with quote Back to top

Houston, we have a problem.

Alright, im pretty sure No Intros is supposed to fix the problem that the game wont get past the intros if you use a code that involves the stage mod, right? I have tried the No Intors code, another version of the No Intros code, and the Standard Settings code, none get past that startup in 1964 emulator. This has only become a problem since in Kaillera, you cannot enable the codes again mid-game. That means no hacked out multi maps that are not based on Multi Maps already available, No Solo-Multis. I have tried save state, hard to get to work and crashes Kaillera 99% of the time. Does anybody have a working No Intros code or a solution to this problem? We need to get rid of those meddling Intros!
 
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GE MASTER
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 PostPosted: Wed Mar 15, 2006 9:15 am    Post subject: Reply with quote Back to top

ok, this is the only thing that work for me with 1964. I don't know if this resolves any online issues though. I have to start GoldenEye, then click on the enable cheat codes before the splash screens start. It's fine from that point. This is the only way I've been able to run codes on 1964.
 
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kcghost
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 PostPosted: Wed Mar 15, 2006 10:10 am    Post subject: Grrrrrrrr...... Reply with quote Back to top

I found a fix. Edit>ROM Properties>Self-Modifying Code>No Check. Dont need any No Intros code, the stage load mod Multi Maps work fine, goes throught the intro like nothing. In fact I think it plays better. Works fine on regular play. So does it work on Kaillera? No. Crashes like nothing was changed. Sooo Cloooose! Evil or Very Mad
 
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kcghost
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 PostPosted: Thu Mar 16, 2006 7:35 am    Post subject: Reply with quote Back to top

When a game is started in Kaillera, it only recognizes these fields:
Counter Factor, Assume 32bit, Register Caching, Floating Point Unit (DMA) , Expansion Pak, Save Type, Use TLB, EEPROM Size, Two-Pass compiler, RSP/RDP Timing, Link Code Blocks.

I found this by looking at the code in the chat box meant to be interpreted by the other emulators when a game is started, it looks like this:
!cf=1,32bit=1,reg=1,fpu=1,rdram=1,save=3,tlb=1,eeprom=2,2pass=1,rsp=2,link=1

Thats list does not include Self-Modifying code, which was my fix.

[/img]

It is understandable that Self-Modifying code would not be used, but why not Max V/I limit or Frame Buffer? Doesnt matter much, I doubt it, but maybe I can find another fix using the Kaillera fields.
 
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Wreck
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 PostPosted: Sat Mar 18, 2006 1:54 pm    Post subject: Reply with quote Back to top

Where does the game crash when using these? We use the "Skip Intro" code on the console because the codes for the stages effect the barrel walk sequence after the Nintendo and Rare symbols rotate on screen. To prevent it from freezing up, you simply skip over the introduction that occurs after the certification page. If it doesn't help with Emulation, you may need to isolate what code(s) cause the error and give them an activator. This would make the memory change only when asked to. Like when you are entering the stage, or viewing the multiplayer menu screen.

Have you tried the Facility Backzone v2.0? I've labelled everything seperately, or in groups. Try selecting only one at a time, like weapons or lab doors, and see what allows you to pass by the screen and what doesn't. That map was also hacked for 2, 3 & 4-Player modes, not just the Enable All Players version. I know you need the "Skip Intro" code on console for 4-Players (Enable All Players uses same codes as 4-P), otherwise it locks up. Maybe you could give 2-Player a go. Once you identify what is causing the problem, we should be able to correct it. Smile
 
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kcghost
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 PostPosted: Mon Mar 20, 2006 1:20 pm    Post subject: Reply with quote Back to top

Hmmm, it seems pretty much any part of the code besides "extra" stuff crashes it. Considering the evidence we have:
1. Crashes straight away (doesnt even show the first screen)
2. My fix involves the emulator NOT checking for the protection of memory.
3. Anything that rearranges any weapons or player positions crashes intro
4. Anything that modifies the intro in any way crashes it
5. Many other codes crash the intro - including the No Intros code

I think we have a special situation with Goldeneye in the first split-second loading in an emulator, I think GS codes are subject to modifying or corrupting the memory, (which btw, has happened to me, my fix works, but I think it can erase your game files, which doesnt matter to us because of other GS codes anyway, but it gives a clue to what is happening here). Using an activator may bypass it, but is there a way to create an activator that specifies how many of the next lines are to be used? Since there is no specific codes or type of codes that set this off, having an activator between every line is NOT practical.

We need some kind of delay, probrobly very slight, that delays modification of memory (GS codes) from being used until the split second loading sequence is over. Does anyone know of any other "special situation" activator Gamshark codes? Or a way to specify the lines? Or another solution, or theory? Im gonna check into what exactly causes this abit more, but it seems at this point nearly everything.
 
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Wreck
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 PostPosted: Mon Mar 20, 2006 3:08 pm    Post subject: Reply with quote Back to top

I'm pretty sure you need to use one activator at a time. There's no Serial Repeater activator that I'm aware of. It isn't practical, no. But if it is the only thing that will work, than it wouldn't hurt pasting it in before each line.

Try using the following code. It's a modified weapon placement code for the Facility Backzone in 2-Player mode. It'll reposition each weapon set into the backzone, so you may want to use Walk Through Doors along with it. I added an activator to it, just in case it needs it in order to bypass the introduction screens. Post back here after you've tried it out. Make sure that no other codes are on when you do.

"Weapon Placements"
D002A8F7 0022
811EA6B6 274F
D002A8F7 0022
811EA73E 2750
D002A8F7 0022
811EA7F2 0117
D002A8F7 0022
811EA8A6 00A3
D002A8F7 0022
811EA92E 009D
D002A8F7 0022
811EA9E2 00A4
D002A8F7 0022
811EAA96 00DA
D002A8F7 0022
811EAB1E 00DB
D002A8F7 0022
811EABD2 00DF
D002A8F7 0022
811EAC86 0130
D002A8F7 0022
811EAD0E 008D
D002A8F7 0022
811EADC2 012E
D002A8F7 0022
811EAE76 0111
D002A8F7 0022
811EAEFE 2740
D002A8F7 0022
811EAFB2 2741
D002A8F7 0022
811EB066 00A0
D002A8F7 0022
811EB0EE 009E
D002A8F7 0022
811EB1A2 009F
D002A8F7 0022
811EB256 00F1
D002A8F7 0022
811EB2DE 274A
D002A8F7 0022
811EB392 274C
D002A8F7 0022
811EB446 0131
D002A8F7 0022
811EB4CE 008E
D002A8F7 0022
811EB582 0132
"Walk Through Doors"
D002A8F7 0022
800364CB 0000

You could also try using the "A0" and "A1" code types.
I don't really know the difference, but changing the "8" into an "A" might do something.
 
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kcghost
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 PostPosted: Mon Mar 20, 2006 7:15 pm    Post subject: Reply with quote Back to top

I ended up using a different Facilty weapon set, the one you have here let me past the intro. (Holy Crap! Shocked I just noticed, I think only the 4-player codes crash the intro, yours is the two-player version, I used the 4-player, Ill have to look into that abit later) Anyway, without activators, crashed. With activators, worked great. I was surprised the activators worked too, many activator codes dont work on emulator or you have to use a different version, the one you supplied worked fine. Adding in activator codes is actually not too much of a pain, although with such a simple task, there might be an easier option. And of course if there is such a thing as a sort of Range Repeater code for an Activator.

Kcghost Out.
 
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Wreck
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 PostPosted: Tue Mar 21, 2006 12:09 am    Post subject: Reply with quote Back to top

Great to hear that they worked. I had a feeling that they would, since they wouldn't effect the memory in any way until the Facility stage was being loaded. Here are some more modified codes for the Fac bz, but 4-Player mode this time. Everything but the glass and bottling tanks are there, since they currently use Serial Repeaters. They'd be a lot longer otherwise, twice as long with the activators. If these do the trick, I'll complete the rest of the codes and figure out how to get the Enable All Players to work.

"Respawns"
D002A8F7 0022
811F2DEA 008B
D002A8F7 0022
811F2DF6 0043
D002A8F7 0022
811F2E02 0125
D002A8F7 0022
811F2E0E 00CC
D002A8F7 0022
811F2E1A 0134
D002A8F7 0022
811F2E26 0127
D002A8F7 0022
811F2E32 0048
D002A8F7 0022
811F2E3E 011C
"Weapon Placements"
D002A8F7 0022
811EFBB6 274F
D002A8F7 0022
811EFC3E 2750
D002A8F7 0022
811EFCF2 0117
D002A8F7 0022
811EFDA6 00A3
D002A8F7 0022
811EFE2E 009D
D002A8F7 0022
811EFEE2 00A4
D002A8F7 0022
811EFF96 00DA
D002A8F7 0022
811F001E 00DB
D002A8F7 0022
811F00D2 00DF
D002A8F7 0022
811F0186 0130
D002A8F7 0022
811F020E 008D
D002A8F7 0022
811F02C2 012E
D002A8F7 0022
811F0376 0111
D002A8F7 0022
811F03FE 2740
D002A8F7 0022
811F04B2 2741
D002A8F7 0022
811F0566 00A0
D002A8F7 0022
811F05EE 009E
D002A8F7 0022
811F06A2 009F
D002A8F7 0022
811F0756 00F1
D002A8F7 0022
811F07DE 274A
D002A8F7 0022
811F0892 274C
D002A8F7 0022
811F0946 0131
D002A8F7 0022
811F09CE 008E
D002A8F7 0022
811F0A82 0132
"Armour Placements"
D002A8F7 0022
811F0B36 00A1
D002A8F7 0022
811F0BBE 0119
"Flag Placement"
D002A8F7 0022
811EFB2E 0061
"Lab Doors"
D002A8F7 0022
801F1045 00A0
D002A8F7 0022
801F1145 00A0
D002A8F7 0022
801F1245 00A0
D002A8F7 0022
801F1345 00A0
D002A8F7 0022
801F1047 0075
D002A8F7 0022
801F1147 0076
D002A8F7 0022
801F1247 0077
D002A8F7 0022
801F1347 0078
D002A8F7 0022
801F10E7 0001
D002A8F7 0022
801F11E7 0001
D002A8F7 0022
801F12E7 0001
D002A8F7 0022
801F13E7 0001
D002A8F7 0022
801F1348 0060
"Exit Doors"
D002A8F7 0022
801F1F47 0085
D002A8F7 0022
801F2047 0086
"Electronic Doors"
D002A8F7 0022
801F1747 0071
D002A8F7 0022
801F2247 0072
D002A8F7 0022
801F2347 0074
D002A8F7 0022
801F2447 006B
D002A8F7 0022
801F2547 006C
D002A8F7 0022
801F2647 0079
D002A8F7 0022
801F2747 0083
D002A8F7 0022
801F2847 0084
D002A8F7 0022
801F17D9 0000
D002A8F7 0022
801F24DF 0001
D002A8F7 0022
801F28DF 0000

You could also check out the music code, too...

"bz Music (optional)"
D0024337 0007
80024337 001F

As well, you could see if this works...

"NGPA Extra: All Specials"
D11EFC30 F0FF
801EFC30 00F6
D11EFE20 F1FF
801EFE20 00F6
D11F0010 F2FF
801F0010 00F6
D11F0200 F3FF
801F0200 00F6
D11F03F0 F4FF
801F03F0 00F6
D11F05E0 F5FF
801F05E0 00F6

It already uses activators, so it should do'er. Smile
 
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kcghost
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 PostPosted: Tue Mar 21, 2006 5:56 am    Post subject: Reply with quote Back to top

Dont worry about Enable All Players Wreck, just tried it, doesnt crash and works properly. Again, activators works great. I removed the activator from the first line of each to see if they needed it one-by-one by section. One activator missing, it nearly always crashes. But something strange happened at Lab Doors: You can remove the first two activaotrs and it wont crash. Remove the third one though, it will. Maybe anything at or past 801F1245 crashes it? Besides that, every first line crashes. Also, that music and NGPA extras code worked, no crash.

Kcghost Out. Cool
 
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kcghost
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 PostPosted: Tue Mar 21, 2006 10:52 am    Post subject: Reply with quote Back to top

Im looking into some special type GS codes, I think it is possible to start at a different point and maybe bypass the problems. I found all the special ones listed in that Gamshark-Hacking document mrjeffguy posted a while ago. I believe I threw it in my Mast.Gameshark list too but im not sure, I just know I have it in there now.

Unfortunetly, there is no Enable Codes Delay for N64 Gamesharks, there is for Playstation. So instead im experimenting with different values with this code:

Enable Code

Tells the GameShark where the value "3C0880" is in the RAM. This type of code does not write a value to the given address. It sets the entry point which the GS will use to start the game. Games which require that code have a specific protection chip which will set the entry point upon booting the N64.
GS 1.08+


DEXXXXXX 0000


It looks to me so far that DE10000A 0000 is about the point at which it is supposed to be, since it doesnt crash. After that it usually crashes, before it produces strange results which im trying to see if I can take advatage of. Smile
 
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Wreck
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 PostPosted: Wed Mar 22, 2006 2:22 am    Post subject: Reply with quote Back to top

I'm hoping everything was where it should be, then? If so, I'll have to finish the rest of them tomorrow night for you. It's also good to see that the Enable All Players works, since that'll allow you to play with any amount of people while using just one set of codes. I threw a few more activators on to it before reading this, so I might as well post it anyway.

"Enable All Players"
D102B522 0002
81063BF0 8009
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF0 8009
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
D102B522 0004
81063BF2 E360

I read over that hacking FAQ once, back when I was learning about activators and serial repeaters. You might be able to find something new, but if it wasn't on that FAQ, chances are it might not be possible. Mad
 
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kcghost
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 PostPosted: Wed Mar 22, 2006 6:34 am    Post subject: Reply with quote Back to top

Quick Update: I put in the activator between EVERY code in a glass part. I did not think it would work, I thought the serial would end up modifying the activator, but it did work. It only worked for 2 glass panels though, so I did up the part 2. When both part 1 and part 2 are enabled, there are only two glass panels in the backzone, one in the frontzone where it shouldnt be, and all the doors are gone. I tried the original code (enabled it after stratup) and this did not happen, everything was fine. Damn! New Problem, I think we are running out of code space. EDIT: I sacrificed all the doors purposeley to get more code space back, but it had the same result, disregard my last sentence I must be formatting the glass wrong, im gonna try a couple more things. Putting an activator before each serial only gets a crash, after each one gets a different kind of crash (emulator exeption) and putting one bfore and after every line gets only two glass panels and other problems. I have no idea how to handle serials when trying to use activators. When I get the time, Im still testing out my "hopefully this will fix everything in one code" code.
Kcghost Out.
 
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Wreck
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 PostPosted: Wed Mar 22, 2006 2:44 pm    Post subject: Reply with quote Back to top

The N64 GameShark's version 3.3 allow up to an estimated 255 lines of code to be activated at one time. Serial Repeaters are counted by the amount of times they modify the memory. Even if it's only two lines to type, it could actually be a hundred. This was something we'd just proven back when I was working on the Bunker i Multi. Project64 is capable of using so much more it's almost ridiculous by comparison. I'm not sure if 1964 is the same or not. It's probably not the code space, but the fact that the glass and bottling tanks have been patched using Serial Repeaters. No save in space, it's only nicer to look at and easier to punch in by hand.

Over the next hour, I'll break the glass (get it?) codes down and assign activators to them. You'll have to give it a test and post your findings. If it does work, let me know. I'll then do the same for the bottling tanks.
 
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Wreck
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 PostPosted: Wed Mar 22, 2006 3:35 pm    Post subject: Reply with quote Back to top

I went over the memory and re-hacked all of the codes for the first part of the glass. Didn't bother with the second part, since I'm not even sure if this is going to work. Test it out for me and give the results. There should be eight glass panes in the backzone, if it loads.

"Glass P.1"
D002A8F7 0022
801F2943 002A
D002A8F7 0022
801F2947 008A
D002A8F7 0022
801F2949 0000
D002A8F7 0022
801F294D 0000

D002A8F7 0022
801F29D7 002A
D002A8F7 0022
801F29DB 008B
D002A8F7 0022
801F29DD 0000
D002A8F7 0022
801F29E1 0000

D002A8F7 0022
801F2A6B 002A
D002A8F7 0022
801F2A6F 008C
D002A8F7 0022
801F2A71 0000
D002A8F7 0022
801F2A75 0000

D002A8F7 0022
801F2AFF 002A
D002A8F7 0022
801F2B03 008D
D002A8F7 0022
801F2B05 0000
D002A8F7 0022
801F2B09 0000

D002A8F7 0022
801F2B93 002A
D002A8F7 0022
801F2B97 008E
D002A8F7 0022
801F2B99 0000
D002A8F7 0022
801F2B9D 0000

D002A8F7 0022
801F2C27 002A
D002A8F7 0022
801F2C2B 008F
D002A8F7 0022
801F2C2D 0000
D002A8F7 0022
801F2C31 0000

D002A8F7 0022
801F2CBB 002A
D002A8F7 0022
801F2CBF 007D
D002A8F7 0022
801F2CC1 0000
D002A8F7 0022
801F2CC5 0000

D002A8F7 0022
801F2D4F 002A
D002A8F7 0022
801F2D53 007E
D002A8F7 0022
801F2D55 0000
D002A8F7 0022
801F2D59 0000

As you can see, it's split up.
Reason being is that it was easier for me to type up that way.
Since I've never used 1964, I don't know how many lines you can have per code.
 
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