 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
00Dark 007


Joined: 21 Nov 2006 Posts: 637
 |
Posted: Sun Apr 26, 2009 1:40 pm Post subject: [MULTIPLAYER]G5 Building - Reconnaissance |
 |
|
Open up the Perfect Dark Setup Editor and do Tools --> Convert ROM.
http://two.xthost.info/00dark/Ump_setupg5Z.bin
This map works for every scenario and is the only *good* setup I have made so far. The Case Respawns were all set at that same locations as start points, plus three extra ones that were independently placed. However, these don't work. Instead they appear on ammo box pads and replace them. Other than that, the level is flawless. I also fixed start points so that you'll spawn *inside* the stage. You will still spawn everywhere around the map and might even spawn at the other teams Capture the Case base. Everywhere.
For now here's the GameShark codes you'll need...
8107FF00 010B
80084BF9 001E
81084BFC 568F
81084C14 50FF
EDIT: Link updated. Please redownload. Thanks.
Last edited by 00Dark on Sat Sep 04, 2010 5:09 am; edited 13 times in total |
|
|
|
|
|
 |
 |
 |
 |
 |
The Extremist 007


Joined: 07 May 2006 Posts: 695 Location: Winnipeg, MB, Canada  |
Posted: Sun Apr 26, 2009 2:09 pm Post subject: |
 |
|
Glad to see some action in the PD hacking scene.  _________________ Pure hand-drawn goodness.  |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
 |
Posted: Sun Apr 26, 2009 6:42 pm Post subject: |
 |
|
Wow that's great! Do you think we can make a ROM patch so that we don't need any GS codes and can play it online? |
|
|
|
|
|
 |
 |
 |
 |
 |
Wreck Administrator


Joined: 14 Dec 2005 Posts: 7251 Location: Ontario, Canada  |
Posted: Sun Apr 26, 2009 6:48 pm Post subject: |
 |
|
Yeah, that is really coming along. My old efforts at trying to make a Combat Simulator setup in the G5 Building never went over. GameShark codes that were supposed to change an items pad wouldn't work, and emulation wasn't going over too well, either. I actually created a map of the stage and labelled nearly all of the pad positions, and then accidentally deleted it. That sucked huge. I also remember the sims not knowing how to navigate the level, as I was using another maps data.
Anyway, it's great to see some progress on this. I look forward to seeing where it goes.
Sub: Have we extracted the index from PD that contains the level setup data in it? If we have, we could get this online via Mupen64K. If not, then without GameShark codes, we're S.O.L...  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
|
|
|
|
|
 |
 |
 |
 |
 |
00Dark 007


Joined: 21 Nov 2006 Posts: 637
 |
Posted: Sun Apr 26, 2009 7:08 pm Post subject: |
 |
|
I am going to try change player spawns and tell you how it goes. I think it's B.S. that I spawned several times outside of the fire escape on the ground and had to fall out of the level just to respawn. Simulants will spawn out there too and not know how to get themselves out of that terrible situation. I am going to set them on path presets so that they're used.
Hopefully when I modify each entry it doesn't cause simulants to not load up on each location (since they're changed). And yeah, please make a ROM patch for the final release.
Next I am going to try to make setup versions of Krijy's maps. This might take a bit of work. I will especally do Villa (Solo) or Carrington Villa.
I also had another plan to make WAR! in Deep Sea as a setup file, but since creating action blocks isn't even possible (because they're not labeled) I would have to follow Krijy's method of GameShark coded programming for the objectives to be completed. I have no idea how to do GoldenEye action blocks, so PD would be a hellish nightmare.  |
|
|
|
|
|
 |
 |
 |
 |
 |
00Dark 007


Joined: 21 Nov 2006 Posts: 637
 |
Posted: Sun Apr 26, 2009 8:13 pm Post subject: |
 |
|
FINISHED! Just redownload from both links for the final release.
BTW, I was able to have my own spawn locations and simulants work too. I placed each Case Respawn on the same pads as player start locations, but they still ended up replacing ammo boxes on they're own pads instead. You might want to take note that an ammo box could determine where a Case in Hold the Briefcase goes. You named them as Ammo Crate (Combat Sim) in the PD Editor. Should rename them as Ammo Crate (Case Respawn).
Please make a ROM patch so we can play this online. I like to do all shotguns with One Hit Kills. That way spread shots determine how wide a mortal wound hit range can be! The danger of getting hit is even greater with All Reapers and One Hit Kills.  |
|
|
|
|
|
 |
 |
 |
 |
 |
radorn 007


Joined: 23 Sep 2007 Posts: 1424
 |
Posted: Sun Apr 26, 2009 8:40 pm Post subject: |
 |
|
Fantastic work, 00dark! |
|
|
|
|
|
 |
 |
 |
 |
 |
fantsu 007

Joined: 30 Apr 2007 Posts: 1003
 |
Posted: Mon Apr 27, 2009 5:49 am Post subject: |
 |
|
00dark, YOU ARE THE NEXT KRIJY!
THANK YOU!
GREAT WORK!
AWESOME!
chicago next? air force one? base? |
|
|
|
|
|
 |
 |
 |
 |
 |
fantsu 007

Joined: 30 Apr 2007 Posts: 1003
 |
Posted: Mon Apr 27, 2009 6:46 am Post subject: |
 |
|
Just tried it for the first time, great.
I was waiting some doors too, but I think it is OK.
The room with the big safe, that doorway is little bit glitchy without doors, but otherwise this level is flawless. |
|
|
|
|
|
 |
 |
 |
 |
 |
fantsu 007

Joined: 30 Apr 2007 Posts: 1003
 |
Posted: Tue Apr 28, 2009 12:54 pm Post subject: |
 |
|
OK, so I played it in multiplayer today, 3 players.
Main action seems to happen a lot in room with laser grids, that room is like a choke point.
Sometimes it is very boring to spawn upstairs near the fire escape outside. It would be maybe better if that part of the level would be shut off limits, this way the map is quite long, if you know what I mean.
We also tried capture the case: Only few matches, with 2 bases it is fun, if the bases aren't too far away from each other. With 3 bases one of the bases is always weakest, but yeah, that can be said from many other levels too.
All three of us liked this map quite much, and all of us were interested to try it. Maybe we play it again some day, and try "king of the hill"...
 |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
 |
Posted: Wed Apr 29, 2009 3:24 pm Post subject: |
 |
|
I am not thrilled with XDelta so far, but here is the patch that will allow you to get G5 Multiplayer for PD, from 00dark.
Nevertheless,
To "undelta", do:
xdelta3.0u.x86-32.exe -d -s Perfect_Dark.v64 "PDG5Multi[00dark].xdelta" output.rom
where all the files are in the same folder and the ROMs are input name and output
http://www.battlefieldforever.com/hackers/pd/pdg5multi%5b00dark%5d.xdelta
(patch updated to latest version) |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
Posted: Wed Apr 29, 2009 7:32 pm Post subject: |
 |
|
There's a GUI tool for applying xdelta patches here, for anyone who doesn't like using the command line. The description says it's a frontend, but everything you need is included in that archive, so you don't need to download anything else to use it.
---
Just played a match in the map against sims, and it plays very well. This is just proof that (at least some of) the solo stages could've been used in CS instead of the "arena" versions. |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
 |