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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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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Wed Nov 28, 2007 3:27 pm Post subject: Surface 1 guard face glitch - remember it? |
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Does anyone remember the Surface 1 guard glitch, where if you set the alarm off, the spawned guards would have messed up faces? I've seen tons of pics on the net, but strangely enough, I could never get it to work, no matter how many times I tried.
I don't know if it was removed from the PAL version... |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Nov 28, 2007 3:57 pm Post subject: |
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I've never gotten it to work either, I've got the US version. |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Wed Nov 28, 2007 5:41 pm Post subject: |
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I've had it happen a few times on the NTSC version, but I think it's random. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7249 Location: Ontario, Canada  |
Posted: Fri Dec 21, 2007 6:10 am Post subject: |
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You know, I used to be able to pull this off all the time, but haven't done it successfully in any of my more recent attempts. I remember having Tiny Bond, All Guns and Infinite Ammo on. I'd basically blow up as much stuff as I could, and fire at the satellite building from a fair distance. Once you set the alarm at the helipad off, the spawned-in guards would have really messed up heads. Sometimes they'd be a "Circus Freak" type thing, with multiple faces, while other times they'd look like aliens. It was very cool.
But the best part, was that your mines would camouflage into their surroundings. Fuel barrels were sick. The mine would have the skull and crossbones symbol on it. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Fri Dec 21, 2007 8:23 am Post subject: |
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Whenever I do the glitch, I just complete all the objectives and hit the alarm w/ All Guns and Infinite Ammo on. I rarely ever get the 4-faced guards doing that though, instead I get the blue band-faced guards, white lasers, messed-up mines/grenades/rockets, and screwed up bullet holes. |
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steelman16 Secret Agent


Joined: 09 Apr 2007 Posts: 242 Location: Ohio  |
Posted: Thu Jan 10, 2008 12:48 pm Post subject: |
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When I was young around 9 or 10 years old I used to pull that glitch all the time (which I did not have the expansion pack for the N64) but after I put the expansion pack in my N64 all the basic glitchs in Goldeneye began to stop and I was not able to do that glitch anymore. Does the expansion pack have any affect on game glitching? |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Thu Jan 10, 2008 3:22 pm Post subject: |
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It seems to, but I'm assuming only for the graphical glitches. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Thu Jan 10, 2008 6:33 pm Post subject: |
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Ahh... Never had that happen in Surface, but it does happen in Runway rather easily. If you don't mind getting the editor involved or using codes, set the spawned guards to have many different kinds of weapons or use the more detailed characters like Jaws, Mayday, etc. It shouldn't take long for the weapons, faces, and other textures to start going schitz.
Another sure-fire way is to use the all weapons button code in-game and start throwing as many different throwable weapons as possible. Switch weapons quickly. Then blow a couple things up. Should do it.
The reason has to do with memory allocation. We've already seen that some stages have more memory allocated than others. Runway happens to have less texture memory than many other stages. Surfaces use one of the more complex guards, the snowsuit guy with the fused head, as well as snowsuit bond and a few other random guards. Characters eat more out of the texture bank than anything else, with good reason, and there's very little shared between these bozos.
An interesting thing has to do with usig all-weapons during play instead of the cheat. The amount of memory dedicated to bond's inventory stuff - models, textures, etc - is allocated seperately from everything else. When all-weapons is used as a selectable cheat, it allocates a larger portion than normal. However, when you use the button codes you now have the whole index but the same smaller amount of memory. The result is usually odd textures on the hands after flipping weapons rapidly. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Thu Jan 10, 2008 6:43 pm Post subject: |
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Very interesting... I think i'll try it out! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Thu Jan 10, 2008 7:25 pm Post subject: |
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Games just aren't programmed this way anymore Hehe, fun times, this N64 era. The perfect mix of hack-programming / talent. |
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