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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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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Apr 26, 2008 4:17 am Post subject: explosions behavior |
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Hi:
Since I live in Spain my copy of goldeneye is PAL.
When I use mines in excess of the limit of 6, the remaining mines stay in place and explode later.
But emulating the NTSC version I have noticed that if you place more than 6 mines, the exceeding ones just disappear when the first 6 detonate. Of course I also emulated my own PAL ROM to verify it behaved the same as in hardware and that it wasn't an emulation issue.
I'm not exactly sure which behavior I prefer, but I was wondering if it was possible to hack the PAL behavior into the NTSC game, just to have that option. Also wondering if there's a way to raise the limit of charges exploding at once. This could be too much for console but not so much for an emulator, I'm guessing. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Apr 26, 2008 5:40 am Post subject: |
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Is that really true? I actually never heard of that before. I thought they all just detonate, not just the ones you see? |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Apr 26, 2008 6:23 am Post subject: |
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Try this:
Find a long wall like the tunnel at the start area of Dam, and place more than 6 mines along it with some separation so that you can notice how many explode each time.
On NTSC the first 6 will explode and the rest just disappear without explosion, not even a "paper explosion". They just vanish.
On PAL, the first 6 will explode and then the next 6, and so on; although under certain circumstances of very high load some mines may end up being skipped, and maybe, if you place way too many mines, the game just will give up and stop after a few of these "batches" of 6.
I guess they just updated that behavior a bit for the PAL derivative. I can't really say which one is superior, but I guess it would be interesting to be able to tweak them. |
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GERage 00 Agent
Joined: 18 Nov 2007 Posts: 471 Location: Facility vents |
Posted: Sat Apr 26, 2008 8:00 am Post subject: |
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They do disappear like that on my NTSC cart. Mines disappear if you place or explode too many at once. I've known about that for a while. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Apr 26, 2008 9:13 am Post subject: |
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I just never realized PAL fixed that. |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Apr 26, 2008 11:39 am Post subject: |
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Yeah, mines also disappear in PAL eventually if you place too many (haven't counted them but you can build quite a nice tower before that xD), although the game will slowdown to a crawl before that happens, at least on console. But, anyway, you get (almost) all of them to explode... in batches of 6, that is.
When I played NTSC on emulator and planted more than 6 and didn't hear the second batch explode, I had a "WTF" moment xD |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Apr 27, 2008 4:27 am Post subject: |
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Ah, so it works like PD. That's pretty cool.
Edit: Anyone know how the Japanese version behaves? If not I'll probably download the ROM later to find out. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Apr 27, 2008 11:40 am Post subject: |
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The Japanese version is different as well, only your first six mines detonate but your others don't disappear like the US version and you can detonate them by pressing the buttons again. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Apr 27, 2008 11:42 am Post subject: |
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What the heck? How did no one realize this before? It sounds like NTSC got screwed. |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Apr 27, 2008 11:46 am Post subject: |
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We traded the cool remote mine behavior to get the game first. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Apr 27, 2008 12:57 pm Post subject: |
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And the Master Control Menu! They must've coded that stuff in a week or two. Don't know how they tested it. Wasn't it released only a couple weeks later? |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Apr 27, 2008 2:27 pm Post subject: |
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Dragonsbrethren wrote: | The Japanese version is different as well, only your first six mines detonate but your others don't disappear like the US version and you can detonate them by pressing the buttons again. |
Pressing again eh?
They don't just explode sequentially by themselves? do you have to keep triggering detonations manually? |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Apr 27, 2008 2:50 pm Post subject: |
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radorn wrote: | do you have to keep triggering detonations manually? |
Yes. I actually didn't check to see what happened if I tried detonating them when the first set was going off, I'll have to give that a try later. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Sun Apr 27, 2008 3:02 pm Post subject: |
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Hmm... If that's the case, then 'E' is most likely failing to resort the temp object list after removing elements. It might just be as simple as forcing an ownership test on every object within the entire temp list. Of course, the fun bit would be to lift the search value from 6 to something much higher, at risk of murdering the game in-play.
Guess I can look at it. Gives me something to do besides appending every blasted long value with an 'l' in every program I've ever written. Curse you Borland ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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radorn 007
Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Apr 28, 2008 8:48 am Post subject: |
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10 or so would be quite nice, and i guess emulation could sustain it, but not so sure of how a real n64 would feel about it xD.
EDIT:
Okay. So, I'm researching a bit, through pure gameplay (I don't have hacking skills yet), about this.
I'm not aware how much of this is already known, so don't bite me if I say something obvious xD.
I decided to look into how many mines you can plant at once without the game wiping them out. Seems the allowed quantity differs between levels (I'm talking about SOLO, not multi, as I haven't tested that).
For now I got numbers for Dam and Facility, and also have noticed some strange phenomenons, but it's too early to jump into conclusions.
Anyway:
-Dam 42
-Facility 33
the limit of 6 explosions at a time sems to apply in both, and I'm talking about detonations here, not necesarily mines. If you have, for example, 6 mines planted and you detonate them by launching a rocket or a tank bullet(?) at them, only 5 mines will detonate, and the 6th one will explode later.
This is PAL and on hardware. |
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