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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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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Sun Jul 22, 2007 4:24 pm    Post subject: Preventing room models from loading? | 
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											I'm back to work on my dam frontzone and I seem to recall zoinkity had a code for killing off the background mountains.
 
 
They're all part of several rooms (such as room 1 and room 76) which are NOT connected visually to the level through portals.  So obviously they're visibile for some other reason.  Plus they slow down framerate because they're loaded into the level no matter where you're standing (I confirmed this by killing off other portals and you can still see the mountains way beyond the killed portals.
 
 
So how do these visual connections work if not through portals?  And how do I go about making the rooms not load in the first place? (via gameshark codes, of course) | 
										 
									 
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								SubDrag Administrator
  
 
  Joined: 16 Aug 2006 Posts: 6189
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											  Posted: Sun Jul 22, 2007 7:05 pm    Post subject:  | 
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											I'm having trouble finding the document, but since Zoinkity knows how that extra block of forced visibility causes rooms to appear, you should look in the bgfile and probably adjust which rooms are loaded when what is stepped on.  You could either kill all those extra visibilities by the terminator, or search the hex values for the rooms and try and disable them by using probably invalid rooms or something.  This terminates:
 
0001000000000000
 
 
Not all levels have this block, most just terminate with the above.
 
 
 
I don't know the specifics completely of the blocks, nor did I ever really find a way to do it in the editor, so it's unsupported.
 
 
They're part of that other portals block that is unsupported by the editor. | 
										 
									 
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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Sun Jul 22, 2007 8:12 pm    Post subject:  | 
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											| Where at in the memory will I find dam's bg data actually loaded?  Or at least where can I find a pointer to dam's bg data? | 
										 
									 
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								SubDrag Administrator
  
 
  Joined: 16 Aug 2006 Posts: 6189
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											  Posted: Sun Jul 22, 2007 8:43 pm    Post subject:  | 
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											| hmm, that's a good point, it might just get expanded and written to other spots.  I'm not quite sure.  Have to wait for Zoinkity to respond.  Unless you have his code handy. | 
										 
									 
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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Sun Jul 22, 2007 9:11 pm    Post subject:  | 
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											Ok after doing a little searching through the forum I tracked down the line of code.  Its a one-liner that appears to be the termination code you mentioned above.
 
 
However it deleted more bg stuff than I want deleted so I guess I'll have to go through and figure out exactly what I want terminated.  The visual editor makes locating the rooms a breeze!
 
 
EDIT -hmmm.....even after killing all the extra connections, framerates did not improve AT ALL, at least on PJ64.  They stayed the same within 1 FPS. | 
										 
									 
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								SubDrag Administrator
  
 
  Joined: 16 Aug 2006 Posts: 6189
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											  Posted: Sun Jul 22, 2007 10:01 pm    Post subject:  | 
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											Oh of course, that makes sense, the visibility would need to be there after loading.  
 
 
Eek, no improvement at all.   1 fps is crazy, I've definited played Dam in multiplayer, and it the fps was fine.  I wonder what's going wrong.  Wait, what are you doing differently here? | 
										 
									 
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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Sun Jul 22, 2007 11:52 pm    Post subject:  | 
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											I'm not doing anything differently - I used zoinkity's code and the mountains did indeed disappear.  But framerates are virtually identical.
 
 
They bottom out at 39-40 FPS on my computer - my experience tells me thats borderline as to how well it will perform on console (I like to see 42+ on emulator).  It may be fine, I won't know until I test it on console. | 
										 
									 
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								connery as bond Secret Agent
  
  
  Joined: 21 Jun 2007 Posts: 340
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											  Posted: Mon Jul 23, 2007 5:31 am    Post subject:  | 
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											Please Make this code have a button to play on the console, like where you can select it from the main menu, and not have it automatic. 
 
 
And anyone know where I can get an emulator version of the Dam fullzone codes? _________________ Missions:
 
- Return to Arkhangelsk
 
- Q-Lab VR
 
- Mt. Hochkonig
 
- TBA | 
										 
									 
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								SubDrag Administrator
  
 
  Joined: 16 Aug 2006 Posts: 6189
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											  Posted: Mon Jul 23, 2007 9:00 am    Post subject:  | 
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											| Oh 39-40 fps is fine I believe. | 
										 
									 
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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Mon Jul 23, 2007 10:16 am    Post subject:  | 
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											re: fps - these vary greatly depending on your computer's specs - I get a perfect 60 on my faster computer.  But my slower computer makes a good guage for determining how well a level will play on the console.
 
 
re: dam full zone - I have the codes for this as well as zoinkity's dam back zone (which I believe is ONLY playable on emulator) but I'm gonna wait to post these until I finish my visibility mod - dam suffers from, even when using its own native weather/sky, visibility issues insofar as when you stand close to any object, you can see right through it, and that gets bloody annoying in a hurry.  But after playing around with the weather blocks I have tracked down the area which controls this.  I'll post the fix for both the full zone and backzone (plus when I finish my front zone I'll post that as well)
 
 
Oh, and as for a menu mod - its possible to make but it consumes roughly 10 lines of code which is why I don't normally include menu mods with my hacks (because I use nearly the entire 251 lines of available code) | 
										 
									 
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								connery as bond Secret Agent
  
  
  Joined: 21 Jun 2007 Posts: 340
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											  Posted: Mon Jul 23, 2007 11:12 am    Post subject:  | 
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											 	  | bmw wrote: | 	 		  | its possible to make but it consumes roughly 10 lines of code which is why I don't normally include menu mods with my hacks (because I use nearly the entire 251 lines of available code) | 	  
 
 
Well, couldn't you make a version without the random grenades and instead put in the menu mod? | 
										 
									 
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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Tue Jul 24, 2007 9:38 am    Post subject:  | 
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											I COULD, but won't.  The grenades have become my trademark.
 
 
Plus, I don't think having a menu mod is that big of a deal because for one, you have to choose the codes on the gameshark before you even start the game, and once the codes are selected, whatever level you are playing becomes the only level that is playable as all other levels won't load anyways.  So I don't think the automatic level load is a big deal. | 
										 
									 
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								zoinkity 007
  
  
  Joined: 24 Nov 2005 Posts: 1740
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											  Posted: Tue Jul 24, 2007 7:55 pm    Post subject:  | 
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											Uh...  No.  Dam was definately built for console.  I played it last week.  It works fine, and though it does run a little crappy on console, it certainly doesn't run that bad.
 
 
  Global visibility isn't really global.  It is another layer of pseudocode used to selectively activate rooms when certain conditions are met.  You can select a room to be activated when a player looks through a portal, is in a room, or within a range of rooms.  It should all be in the docs, but since nobody reads those half the time, here's an excerpt:
 
 	  | Code: | 	 		  Global Visibility Commands
 
 
  Global visibility commands are used to activate and deactivate rooms and portals through triggered events.  They are used, among other times, to render the cliff faces around the Dam, the roof in the lower storage area of Archives, and the gas containers in two of the bottling rooms of Facility.
 
  The pseudocode is built from 32bit values and begins at the offset given at 0xC in the bg_file.  Commands are processed until a terminator is reached, command 00010000 00000000.  Most commands are container classes that contain lists of other command types.
 
 
Basic Commands:
 
00010000 00000000   terminator
 
21010000 00000000   starts a block of visibility commands, ending any previous blocks
 
 
Containers:
 
14030000 00000000   activated rooms are visible from every room between room #1 to room #2
 
   expects:   65000000 000000#1 65000000 000000#2 5A010000 00000000
 
5A010000 00000000   end 14 list
 
1E010000 00000000   activated rooms are visible without portals
 
   expects:   5C010000 00000000
 
1F020000 00000000   activated rooms are visible through the following portals
 
   expects:   64000000 0F###### ...
 
   further entries   22020000 00000000 64000000 0F######
 
   end list   5C010000 00000000
 
5C010000 00000000   end 1E or 1F list
 
20020000 00000000   following rooms (65 commands) are activated
 
   expects:   65000000 000000#1
 
   further entries   65000000 000000#n
 
 
Sub-Commands (always within containers):
 
22020000 00000000   AND statement linking multiple 64 commands when listed
 
64000000 0Fxxxxxx   offset within file, typically to portal data (0F relates scope)
 
65000000 000000xx   room number.  multiple entries do not require 2202 commands
 
 
  This is not as complex as it seems.  To make a single room visible when a player is within one of four sequential rooms, this code would apply.
 
21010000 00000000      \\start block
 
14030000 00000000      \\room is visible from following rooms
 
   65000000 0000001C   \\from room 1C...
 
   65000000 0000001F   \\...to room 1F
 
   5A010000 00000000   \\end list
 
1E010000 00000000      \\activated room doesn't need portals to any of the above rooms
 
   5C010000 00000000   \\end command
 
20020000 00000000      \\room to be activated
 
   65000000 00000010   \\room 10 is activated when in rooms 1C, 1D, 1E, or 1F
 
00010000 00000000      \\end global visibility
 
 
  Lets assume though you want to make the room visible not just when you are standing inside of rooms 18-1F, bt also when you look in the windows to the room.  This just requires a 1F command.
 
21010000 00000000      \\start block
 
14030000 00000000      \\room is visible from following rooms
 
   65000000 00000018   \\from room 18...
 
   65000000 0000001F   \\...to room 1F
 
   5A010000 00000000   \\end list
 
1E010000 00000000      \\activated room doesn't need portals to any of the above rooms
 
   5C010000 00000000   \\end command
 
1F020000 00000000      \\activate room when looking in the following portals
 
   64000000 0F00148C   \\portal at offset 0x148C
 
   22020000 00000000   \\and...
 
   64000000 0F001374   \\portal at offset 0x1374
 
   22020000 00000000   \\and...
 
   64000000 0F0014C0   \\portal at offset 0x14C0
 
   22020000 00000000   \\and...
 
   64000000 0F0014F4   \\portal at offset 0x14FC
 
   5C010000 00000000   \\end list of portals
 
20020000 00000000      \\rooms to be activated
 
   65000000 00000010   \\room 10 is activated in all the above
 
00010000 00000000      \\end global visibility
 
 
  Also, multiple rooms can be activated at one time by adding for 65 commands...
 
...
 
20020000 00000000      \\rooms to be activated
 
   65000000 00000010   \\room 10
 
   65000000 00000011   \\room 11
 
 
  2101 commands end one list and start another. Only use the 0001 to end the entire global visibility block.
 
21010000 00000000      \\start FIRST block
 
14030000 00000000      \\room is visible from following rooms
 
   65000000 0000001C   \\from room 1C...
 
   65000000 0000001F   \\...to room 1F
 
   5A010000 00000000   \\end list
 
1E010000 00000000      \\activated room doesn't need portals to any of the above rooms
 
   5C010000 00000000   \\end command
 
20020000 00000000      \\room to be activated
 
   65000000 00000010   \\room 10 is activated when in rooms 1C, 1D, 1E, or 1F
 
21010000 00000000      \\start SECOND block, ending FIRST
 
14030000 00000000      \\room is visible from following rooms
 
   65000000 00000020   \\from room 20...
 
   65000000 00000023   \\...to room 23
 
   5A010000 00000000   \\end list
 
1E010000 00000000      \\activated room doesn't need portals to any of the above rooms
 
   5C010000 00000000   \\end command
 
20020000 00000000      \\room to be activated
 
   65000000 00000011   \\room 11 is activated when in rooms 20, 21, 22, or 23
 
 
 | 	  
 
 
  Incidentally, GE on console doesn't run usually above 25fps.  Dedicated hardware is actually a little better about running stuff than the rather fudged method of HLE plugins.  When disabling the mountains (the code is in with the console MP set) you get normal 2pl play and slightly finicky 3-4 pl action.  You can tell it is skipping when you rotate quickly left and right.  Explosives can make it noticably buggy 4pl, at least if you use them the way we do.
 
  The GS, depending on what it is doing, can make a noticable difference.  Dam runs better on a backup device than on a GS.  Not by a lot, but you don't skip about too badly on 3pl.
 
 
-Zoinkity _________________ (\_/) Beware
 
(O.o)   ze
 
(> <)      Hoppentruppen! | 
										 
									 
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								bmw Hacker
  
  
  Joined: 04 Jan 2006 Posts: 1369 Location: Michigan                     | 
								
									
										
											  Posted: Tue Jul 24, 2007 10:19 pm    Post subject:  | 
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											Your dam is playable on console?  Maybe I don't have the most recent version of your backzone.  Here is what I have, and by my count, it far exceeds 251 lines of code (because of the serial repeaters)
 
 
Latest:
 
Latest, Greatest -DAM 2pl. multi 251 lines
 
 
-things to change:
 
The weapons weren't shifted when the doors
 
were. Reposition these and bottom respawns.
 
8 lines to be dropped from doors.  Remove the
 
first rotation factor.  This requires setting
 
the other rotation factor very low to
 
compensate, and a slight shift.  A lot of
 
work, but it will free 8 lines from sliding
 
and shutters.  (can't be done on swinging -
 
screws up axis of rotation)
 
 
codes, tested on PJ64 (literally taken from
 
my codelist in the order they were entered)
 
 
 
2710 preset fix + pointers(13)
 
50000644 0000
 
811E3694 801D
 
50001044 0000
 
811E382C 801C
 
50001044 0000
 
811E382E 3C28
 
811E3696 0998
 
811E36DA 0C60
 
811E371E 05D8
 
811E3762 2028
 
811E37A6 1308
 
811E3C2A D958
 
811E3BE6 C168
 
 
 
5 Glass (24)
 
50000344 0000
 
811E369C C2F0
 
811E366C 43A0
 
50000544 0000
 
811E3670 C393
 
811E3674 C586
 
811E3680 C300
 
811E36F4 45AF
 
811E36FC C544
 
811E3708 4030
 
811E36B0 C5AE
 
811E36B8 C545
 
811E36C4 C030
 
801E5389 0002
 
801E5309 0002
 
811E5384 00B4
 
811E5304 00B4
 
811E3738 45B6
 
811E3740 C511
 
811E374C BEF0
 
811E377C C5B6
 
811E3784 C512
 
811E3788 4014
 
801D0E08 00FF
 
 
 
3 Sliders (30)
 
811E5C84 00B2
 
811E5D84 00B2
 
811E5E84 00B2
 
811E3B78 45AE
 
811E3B80 C545
 
811E3BA2 F388
 
811E3B34 C326
 
811E3B3C C586
 
811E3B5E ED48
 
811E3AF0 C5AE
 
50000344 0000
 
811E3AF4 C22B
 
811E3AF8 C545
 
811E3B1A E6B8
 
50000580 0000
 
801E5D1B 0003
 
811E3B84 BF70
 
811E3B8C BEB0
 
811E3B40 BF80
 
811E3B48 B7A7
 
811E3AFC 3F80
 
811E3B04 BEB0
 
50000544 0000
 
811E3B1C C14D
 
50000544 0000
 
811E3B20 4089
 
50000544 0000
 
811E3B28 42CD
 
50000544 0000
 
811E3B30 431A
 
 
 
Flag, BA, serial (9)
 
811E35E8 C133
 
811E35F0 C548
 
811E3612 1C68
 
811E2E2C 45B0
 
811E2E34 C54D
 
811E2E56 F488
 
811E2E58 C5B0
 
811E2E60 C550
 
811E2E82 ECC8
 
 
 
load + no intro (6)
 
(thanks to Krijy!)
 
8002A8F7 0021
 
8103756A 59D0
 
8102A932 0000
 
8102A93A 0000
 
8102A92E 0000
 
8102A92D 0000
 
 
00 preset serials ( 
 
811E2BC0 801D
 
50003B2C 0000
 
811E2BEC 801C
 
5000032C 0000
 
811E2D20 801D
 
5000062C 0000
 
811E2FB4 801D
 
811E3610 801D
 
 
5 Respawn (15)
 
(minus serials)
 
811E2B98 42C2
 
811E2BA0 C566
 
811E2BC2 19C8
 
811E2BC4 45B2
 
811E2BCC C550
 
811E2BEE F408
 
811E2BF0 4539
 
811E2BF8 C54D
 
811E2C1A B320
 
811E2C1C 4488
 
811E2C24 C5CB
 
811E2C46 FCF8
 
811E2C48 C5B0
 
811E2C50 C54C
 
811E2C72 DAB8
 
 
 
5 New Shutters (35)
 
(is T2 twisted?)
 
801E581F 0001
 
8103B022 8C30
 
8103B026 64FC
 
50000D80 0000
 
801E5927 0004
 
811E399C 45CA
 
811E39A4 C508
 
811E39A8 BE97
 
811E39C6 9C00
 
811E39E0 4478
 
811E39E8 C566
 
811E39EC 0000
 
811E3A0A B7E8
 
811E3A24 4598
 
811E3A2C C52D
 
811E3A30 BE97
 
811E3A4E A500
 
811E3A68 C420
 
811E3A70 C566
 
811E3A74 0000
 
811E3A92 BE28
 
811E3AAC C58D
 
811E3AB4 C535
 
811E3AB8 3E80
 
811E3AD6 D4D0
 
50000544 0000
 
811E39A0 C419
 
50000544 0000
 
811E39B0 3F4E
 
50000544 0000
 
811E39D4 4360
 
50000544 0000
 
811E39DC 4353
 
50000544 0000
 
811E39CC 4100
 
 
 
10 weapons + ammo (90)
 
(to drop weapons, don't position them!)
 
811E2C74 C5A8
 
811E2C7C C51C
 
811E2C9E D870
 
811E2E84 C5AF
 
811E2E8C C518
 
811E2EAE D850
 
811E2EB0 C5AA
 
811E2EB8 C532
 
811E2EDA D8D0
 
811E2DD4 C607
 
811E2DDC C57C
 
811E2DFE FFB8
 
811E3144 C607
 
811E314C C51C
 
811E316E FFB8
 
811E3170 C607
 
811E3178 C53B
 
811E319A FFB8
 
811E2CA0 44EE
 
811E2CA8 C55A
 
811E2CCA B508
 
811E2EDC 44D8
 
811E2EE4 C553
 
811E2F06 B448
 
811E2F08 4503
 
811E2F10 C562
 
811E2F32 B488
 
811E2E00 458A
 
811E2E08 C538
 
811E2E2A A3A0
 
811E319C 4592
 
811E31A4 C52B
 
811E31C6 A4A0
 
811E31C8 4580
 
811E31D0 C542
 
811E31F2 B100
 
811E2CCC C511
 
811E2CD4 C552
 
811E2CF6 CE68
 
811E2F34 C4D7
 
811E2F3C C55F
 
811E2F5E CE48
 
811E2F60 C533
 
811E2F68 C546
 
811E2F8A D048
 
811E2CF8 4523
 
811E2D00 C54C
 
811E2D22 1B68
 
811E2F8C 454C
 
811E2F94 C543
 
811E2FB6 1B68
 
811E2FB8 4504
 
811E2FC0 C550
 
811E2FE2 1AE8
 
811E2D24 45AD
 
811E2D2C C51D
 
811E2D4E 2028
 
811E2FE4 45B6
 
811E2FEC C535
 
811E300E 0498
 
811E3010 45AC
 
811E3018 C53D
 
811E303A 0598
 
811E2D50 C55A
 
811E2D58 C53E
 
811E2D7A 1828
 
811E303C C530
 
811E3044 C548
 
811E3066 1828
 
811E3068 C585
 
811E3070 C534
 
811E3092 17E8
 
811E2D7C C332
 
811E2D84 C58C
 
811E2DA6 EEE8
 
811E3094 436D
 
811E309C C58A
 
811E30BE F148
 
811E30C0 436B
 
811E30C8 C58F
 
811E30EA F288
 
811E2DA8 4487
 
811E2DB0 C58F
 
811E2DD2 FAD8
 
811E30EC 44D9
 
811E30F4 C58F
 
811E3116 FB78
 
811E3118 4487
 
811E3120 C5A8
 
811E3142 FD18
 
 
 
optional:
 
Swinging doors (14)
 
(recommended)
 
use slider transforms
 
8103AAB6 64EC
 
8103AAB2 8C10
 
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Sky + water
 
Thanks to Wreck!
 
(some emus don't like this)
 
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								connery as bond Secret Agent
  
  
  Joined: 21 Jun 2007 Posts: 340
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											  Posted: Wed Jul 25, 2007 5:46 am    Post subject:  | 
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											 	  | bmw wrote: | 	 		  | I COULD, but won't.  The grenades have become my trademark. | 	  
 
 
I get what you mean, but how hard is it to make levels for multiplayer? What do I need to do? | 
										 
									 
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