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[PAL AR] My ancient PAL AR GoldenEye codes...

 
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Kode-Z
Hacker
Hacker


Joined: 09 Nov 2007
Posts: 1142
Location: London, England

 PostPosted: Mon Dec 10, 2007 12:58 pm    Post subject: [PAL AR] My ancient PAL AR GoldenEye codes... Reply with quote Back to top

Right, please allow me to introduce my self properly!

In a three year period between 1999-2002, I spent a lot of my school days making AR codes, especially for GE. During this time, I discovered ARHQ, and was a regular poster on the Bulletin Board, and had many codes featured on the main site.

When ARHQ disappeard, so did my codes (and obviously the thousands of codes of many others! Very Happy ).
Anyway, I have blown the dust of a few of my codes that I have kept archived in a folder that I forgot that I had. So here are the codes I made way back then! These are, in my opinion, a few of my best ones!

Please bear in mind that these codes are for PAL, and would obviously require porting if you were to use it for NTSC. Saying that, I would presume you all knew that! Very Happy . LOL!

----------------------------------------------------------
Change the Spinning Nintendo logo at game start:
81035A7A XXXX
81035A7E XXXX

Replace XXXX with:
GoldenEye Logo:
44CC
C1B8

White Gas Tank:
32DC
B7A4

Metal Cube:
3FC4
BED0

------------------------------------------------------------
The Texture code (as used by the God that is SubDrag to aid in extracting textures from GoldenEye!) Call it an exclusive from the creator, moi!
D00572D1 0020
81073B0C XXXX

Replace XXXX
8017: Jungle
8018: Facility and Silo
8019: Archives, Train, Control and Caverns
801A: Dam, Surface 1, Bunker 1, Bunker 2, Streets and Egypt
801B: Runway, Frigate, Surface 2, Statue, Sepot, Cradle and Aztec

Just simply enter code for corresponding level, then press 'L' to watch the textures muddle up! A bit of fun, but will crash the game after a couple of minutes.

I did make a Streets remote controlled car code, which I worked on with The Mole (an old ARHQ hacker, ah the memories!), which I don't recall being made for NTSC, unless I did port it for GSCentral - I can't remember!

Anyway, I have got plenty more, but plan to put those on a new site that I'll be making. I will also port my codes to NTSC. Hope you like them! Very Happy
 
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SubDrag
Administrator
Administrator


Joined: 16 Aug 2006
Posts: 6125

 PostPosted: Mon Dec 10, 2007 4:15 pm    Post subject: Reply with quote Back to top

Yep, that texture code started it all. It was really awesome as well, seeing the programmer's faces and things.
 
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Kode-Z
Hacker
Hacker


Joined: 09 Nov 2007
Posts: 1142
Location: London, England

 PostPosted: Fri Dec 14, 2007 9:51 am    Post subject: Reply with quote Back to top

Out of interest, SubDrag, how did my code enable you to do this? Did you use a GS, or was it on the PC?
 
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SubDrag
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Joined: 16 Aug 2006
Posts: 6125

 PostPosted: Fri Dec 14, 2007 6:44 pm    Post subject: Reply with quote Back to top

Your code indexed the entire image set loaded for a given map at a given time. Based on that table, I was able to figure out the image formats. At some point, based on knowing the image formats, I was able to breakpoint and figure out some compression (finished off by Mr HtFord). That let the setup files be decompressed, and etc.
 
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zoinkity
007
007


Joined: 24 Nov 2005
Posts: 1687

 PostPosted: Fri Dec 14, 2007 9:21 pm    Post subject: Reply with quote Back to top

Ah, the good old days of image hacking. I remember trying to write the little identities for each one. It took forever, wasn't finished, and it's all moot anyway since the setup editor doesn't use them anyway ;*) Hah!

Here's a remote-controlled car code for NTSC. -or, I think it's NTSC... It was definately copied from gscentral, and the annotations were added at some time. Pretty neat really. BTW, it helped quite a bit when figuring out vehicle motion for the editor.

"Remote Control Car"
D1064F30 0820
811C9188 3FD3 - W
D1064F30 0820
811C918A 4290 - W
D1064F30 0120
811C9188 3096 - N
D1064F30 0120
811C918A 4404 - N
D1064F30 0420
811C9188 4096 - E
D1064F30 0420
811C918A 4404 - E
D1064F30 0220
811C9188 4046 - S
D1064F30 0220
811C918A 4517 - S
D0064F31 0018
811C9170 40A0 - speed

811C90E8 0300
811C90EC 0131

D0064F31 0014 - negate forward motion
811C9170 0000
D0064F31 0014
811C9172 0000

Face the car and press R Up to start moving car.
Its the first jeep
R + c down to stop car.
_________________
(\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
 
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SubDrag
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Administrator


Joined: 16 Aug 2006
Posts: 6125

 PostPosted: Sat Dec 15, 2007 6:55 am    Post subject: Reply with quote Back to top

I suppose indexing the images was shortsighted on our part, since the image editor now shows you what goes with what model (but who would've thought we'd actually have made it to the setup editor!).

The remote control was quite a brilliant code. Basically set your speed, and control which direction you're facing.
 
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mcbrainlegend
Agent
Agent


Joined: 20 Oct 2007
Posts: 79

 PostPosted: Tue Jan 01, 2008 11:08 am    Post subject: Reply with quote Back to top

thanks for the AR codes!!
 
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