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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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kcghost Hacker


Joined: 18 Jan 2006 Posts: 551
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Posted: Fri Apr 21, 2006 7:03 am Post subject: Starting Gun Code? |
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Okay, two things. Is it feasible/possible to replace the slapper with another weapon (Nobody likes the slapper anyway )? Or is it possible to just start out with slapper and a weapon (I thought this might be possible based on one of Zoinkity's posts talking about changing a default ammo type to tank). I do not want to place starting weapons at player respawn positions, which would be the cheapest way of doing it. It would be awesome if both codes were possible, but I'm just asking if it has been done or is relatively easy to do here. Oh, I forgot to mention this would be for Multi, so it would likeley consist of four codes, one for each player. |
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PaD Agent

Joined: 20 Dec 2005 Posts: 72 Location: Datteln, Germany  |
Posted: Fri Apr 21, 2006 7:59 am Post subject: |
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starting with DD44 in 4P Facility:
801F2E4B 0006 (replace 06 with any weapon ID)
yes, this can be done using the info zoinkity posted.
the method is this:
go to 75D08, there's a pointer to the respawn data.
there, find the part that says
0000 0001 0000 0001 FFFF FFFF 0000 0000
the second "1" is for the slapper, change it to whatever.
zoinkity wrote: | 00000001 000000rr LLLLLLLL 0000000s
[R]ight handed weapon
[L]eft handed double, or FFFFFFFF for none
note: multiplayer must use ONLY right handed weapons
[s]et number |
the problem is of course that you don't have any ammo.
to add ammo, you either need to sacrifice a respawn point or expand the respawn data (by changing the pointer at 75D08).
both methods have their disadvantages:
sacrificing a respawn is generally a bad thing, moving the respawn data requires a bunch of code.
however, you'd give people ammo using this:
zoinkity wrote: | 00000002 000000aa ######## 0000000s
[a]mmo type
[#] of ammo
[s]et number |
s can simply be 0.
however, if you add multiple guns at startup (then you'd really need to move the data in order to have enough space), you'd probably have to increase s for every gun.
EXAMPLE CODE: Start with DD44 Dostovei and 100 ammo in Facility 4P
"gun"
801F2E4B 0006
"ammo"
801F2E5F 0002
811F2E60 0000
811F2E62 0001
811F2E64 0000
811F2E66 0064
"new end"
801F2E6F 0009
"repoint unused path stuff"
81075D06 2E80
note: this uses another method, I simply took the space of the unused path data and changed its pointer.
this should work fine  |
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kcghost Hacker


Joined: 18 Jan 2006 Posts: 551
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Posted: Fri Apr 21, 2006 11:16 am Post subject: |
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Thanks a million, Later on today you shall see why exactly I wanted this code. Too bad its level based, oh well, i'll just make a couple for the most popular maps, facility being one. |
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kcghost Hacker


Joined: 18 Jan 2006 Posts: 551
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Posted: Fri Apr 21, 2006 2:14 pm Post subject: |
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Didn't want to post a new thread, need another code. (This must make you be curious as to what sort of package of codes Im making ) Is it possible to a: Replace the model of one weapon for another, leaving the original weapon's power (Zoinkity's Model replacement doc does not include weapon models) ? Or b: Make a specific weapon more powerful?
Update: Nevermind, I know the latter is possible. I just have to dissect some code I found a long while ago (in the list) :
STINGER-select the DD44 Destovei
This is a silenced DD44, automatic, with a 35 round clip. It shoots through doors, and does as much damage as a Cougar Magnum. I also made text modifier codes, to complete the code.
Changes gun Gun pick-up text Watch menu text
80032755 0023
81032778 0000
8003275B 002E
80032788 0000 812AE7DF 0053
812AE7E2 5449
812AE7E4 4E47
812AE7E6 4552
812AE7E8 0A00 812ACB48 5354
812ACB4A 494E
812ACB4C 4745
812ACB4E 520A
812ACB50 0000
-----------------------------------------
Obviously makes some really cool changes to the gun. Im gonna try to figure out what does what, but if anybody already knows the formula, please post lol.
Update 2: The code above doesn't work right, at least in Emulator, probrobly not made for Multi. Only parts of it did, like the 35 round clip, but it caused all the other weapons to be dostevels! Wierd code. Well, anyway, is this possible for multi?  |
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PaD Agent

Joined: 20 Dec 2005 Posts: 72 Location: Datteln, Germany  |
Posted: Sat Apr 22, 2006 1:32 am Post subject: |
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weapon mods would be a really cool thing, I was trying to find out how to make unselectable weapons (like Plastique) selectable, I mean NOT using the watch.
this could make really cool things possible in multi
and I believe that's stored in the weapon data, if I knew where it was...
you don't know what the code above does? hm.
where did you get it from? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Apr 22, 2006 9:12 am Post subject: |
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I didn't bother posting it because it s so strikingly limited. You can also swap characters around. Don't have it with me, naturally; maybe next week.
The weapon thing... Forgot about that. It probably wouldn't be impossible to just copy the block that was loaded somewhere unused, and tag some extra weapons at the beginning. Be kinda neat. After this path stuff though. It's kicking the snot out of me. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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zerojett 00 Agent


Joined: 01 Feb 2006 Posts: 434 Location: Saskatchewan, Canada.  |
Posted: Sat Apr 22, 2006 10:02 am Post subject: |
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i got the STINGER to work in multi, well, in pj64 atleast. i just put in the stinger code from the Master Code List on, and went into a multi level with a set that had the DD44, and voila! The STINGER! try it with the Olga MK2 _________________ zerojett lives on! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Mon Apr 24, 2006 7:01 am Post subject: |
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Grr... Can't get to the other pages of this doc, so you'll have to wait on players.
Default model for weapons is a very poorly mapped grenade
Most of these can't be swapped with others. This list isn't broken down like the rest were, but it should be somewhat helpful.
Code: |
------------ Weapons Watch/Held Models
item # Weapon Name Internal Name
00 nothing (no pickup)
01 Unarmed GfistZ 00774a40 80059664
02 Hunting Knives GknifeZ 00781650 80059734
03 Throwing Knives GthrowknifeZ 00794e60 800598a4
04 PP7 GwppkZ 007a6fb0 80059974
05 PP7 (silenced) GwppksilZ 007a8c40 8005997c
06 DD44 Gtt33Z 0079a810 800598cc
07 Klobb GskorpionZ 0078f8d0 80059850
08 KF7 Gak47Z 0076bf70 800594d0
09 ZMG GuziZ 0079c330 800598d4
0A D5K Gmp5kZ 007860f0 800597a0
0B D5K (silenced) Gmp5ksilZ 00786cd0 800597a8
0C Phantom GspecterZ 00791b40 8005986c
0D AR33 Gm16Z 007845b0 80059760
0E RC-P90 Gfnp90Z 00776490 8005967c
0F Shotgun GshotgunZ 0078d090 80059834
10 Autoshotgun GautoshotZ 0076cd10 800594e4
11 Sniper Rifle GsniperrifleZ 00790ad0 8005985c
12 Cougar Magnum GrugerZ 0078ab70 80059818
13 Golden Gun PgoldengunZ 00778860 800596b0
14 Silver PP7 GsilverwppkZ 0078df70 80059840
15 Gold PP7 GgoldwppkZ 0077a040 800596bc
16 Moonraker Laser GlaserZ 00783120 8005973c
17 Watch Laser GwatchlaserZ 007a0b70 80059928
18 Grenade Launcher GgrenadelaunchZ 0077c3d0 800596d4
19 Rocket Launcher GrocketlaunchZ 00789950 80059808
1A Grenades GgrenadeZ 0077b9a0 800596c8
1B Timed Mines GtimedmineZ 00796950 800598b4
1C Proximity Mines GproximitymineZ 007887a0 800597e8
1D Remote Mines GremotemineZ 00788f90 800597f8
1E Detonator GtriggerZ 00797410 800598c0
1F Tazer GtaserZ 00793000 8005989c
20 Tank
21 Bombcase GbombcaseZ 0076ec20 8005950c
22 Plastique GplastiqueZ 00787ef0 800597c8
23 Flare Pistol GflarepistolZ 00776140 8005966c
24 Piton Gun GpitongunZ 007879d0 800597b4
25 Bungee GbungeeZ 00770df0 8005954c
26 Door Decoder GdoordecoderZ 007729e0 800595e8
27 Bomb Defuser GbombdefuserZ 0076f3b0 80059518
28 Camera GcameraZ 00771140 80059558
29 Lock Exploder GlockexploderZ 00784260 80059750
2A Door Exploder GdoorexploderZ 00772f60 800595f8
2B Briefcase GbriefcaseZ 0076f9a0 80059528
2C Weapon Case GweaponcaseZ 007a6820 80059964
2D Safecracker Case GsafecrackercaseZ 0078c900 80059820
2E Key Analyser GkeyanalysercaseZ 0077f650 800596fc
2F Bug GbugZ 00770130 80059534
30 Microcamera GmicrocameraZ 007850c0 80059770
31 Bug Detector GbugdetectorZ 00770aa0 8005953c
32 Explosive Floppy GexplosivefloppyZ 00773960 80059624
33 Polarized Glasses GpolarizedglassesZ 00788240 800597d4
34 Dark Glasses GdarkglassesZ 007723e0 800595c0
35 Credit Card GcreditcardZ 00772090 800595b0
36 Gas Keyring GgaskeyringZ 00777130 80059684
37 Datathief GdatathiefZ 00772730 800595d0
38 Watch Identifier GwatchidentifierZ 0079f710 80059914
39 Watch Communicator GwatchcommunicatorZ 0079ce50 800598e8
3A Watch Geiger Counter GwatchgeigercounterZ 0079e2b0 800598fc
3B Watch Magnet Repel GwatchmagnetrepelZ 007a53c0 80059950
3C Watch Magnet Attract GwatchmagnetattractZ 007a3f70 80059938
3D Goldeneye Key GgoldeneyekeyZ 00777eb0 800596a0
3E Black Box GblackboxZ 0076e520 800594f0
3F Circuitboard GcircuitboardZ 00771d60 80059594
40 Clipboard GclipboardZ 00771ea0 800595a4
41 Staff List GstafflistZ 00792e60 80059890
42 Red Dossier GdossierredZ 007732b0 80059608
43 Plans GplansZ 00787d20 800597c0
44 Spy File GspyfileZ 00792b10 80059884
45 Blueprints GblueprintsZ 0076eb20 800594fc
46 Map GmapZ 00784fd0 80059768
47 Audio Tape GaudiotapeZ 0076c980 800594d8
48 Video Tape GvideotapeZ 0079cc40 800598dc
49 DAT GdattapeZ 00772870 800595dc
4A Spool Tape GspooltapeZ 007927c0 80059878
4B Microfilm GmicrofilmZ 00785a50 8005978c
4C Microcode GmicrocodeZ 00785700 80059780
4D Lectre GlectreZ 00783f10 80059744
4E Money GmoneyZ 00785da0 80059798
4F Gold Bar GgoldbarZ 00777b60 80059694
50 Heroine (kinda funny) GheroinZ 0077d450 800596e4
51 Keycard GkeycardZ 007807d0 8005971c
52 Yale Key GkeyyaleZ 00780900 80059728
53 Bolt Key GkeyboltZ 0077fde0 80059710
54 Left Suit Hand
55 Joypad GjoypadZ 0077d7a0 800596f0
56 NULL
57 NULL
58 Flag (token)
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[edit] - apology for the mess above |
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