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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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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Thu Jan 09, 2014 1:58 pm Post subject: Help, can someone apply this code to a rom for me, please? |
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First of all, this isn't a Goldeneye related request, but it is a code related request for The World is Not Enough, so sorry if it's in the wrong forum, but I couldn't decide which forum was the best for it (feel free to move it to somewhere better, of course).
Anyway, I am 99.9% certain that I once saw a code for an N64 first person shooter that allowed the game to make four bots fight each other, with each bot having a quarter view of the screen, as though four humans were playing. I've never been able to find the code again, and I'm not sure which game it was (I thought it was probably Turok 3, Turok: Rage Wars, or The World is Not Enough), and earlier today Dlevere posted up a link to;
http://web.archive.org/web/20080508203242/http://www.bond-station.netfirms.com/bs/game/twine/gsindex.shtml
(in his post at http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5921&postdays=0&postorder=asc&start=15) and on the page;
http://web.archive.org/web/20080510084536/http://www.bond-station.netfirms.com/bs/game/twine/gs_mp_misc.shtml
there is a code
Watch 4 AIBots Fight
801002BF 0004
801002C3 0004
801002BB 0000
which might be what I (vaguely) remember. But I don't have my Equaliser here (I'm working away from home), so if possible can someone please apply the above codes to a rom file of the game (or rather provide a rom patch, since I think it's against the terms of this site to provide rom downloads), preferably PAL if possible.
Thanks for any answers. |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Thu Jan 09, 2014 4:29 pm Post subject: |
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Kerr Avon,
Traced the addresses back to the pointers in it's uncompressed ASM code and did modifications from there and seems to work good with out issues.
RAR (Contains XDELTA): http://68.56.140.154/TWINE_4PL_BOT_MOD.rar
Have fun and feel free to message me if there are any problems -- I will try my best to correct them. _________________
Rare wrote: | Perfect Dark Forever. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Fri Jan 10, 2014 10:45 am Post subject: |
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Thanks for the patch, but I can't get it to work, sorry. I've just pm'd you, but for some reason it's not showing up as sent, just in the 'outbox' (do you have to do anything further to send a pm, or is it sent after a given amount of time?). Anyway, I'll repeat the pm here, if you don't mind.
I've copied the working TWINE rom into the directory, and run unpack.bat, but the resulting file just locks up when I select mutiplayer on the main menu, on my N64 + Everdrive 64. I've tried several rom files with unpack.bat, and most give "Checksum error - this might be the wrong input file" type messages, except one (the "(U) [!]" file) but this is the one that, when patched and run on my N64 + ED64, just locks up when I select multiplayer (it doesn't even get to the multiplayer screen, just locks up as soon as I press A over the 'multiplayer' menu option.
I've uploaded my patched rom at;
http://www.putlocker.com/file/BB88245D015F1D18
please compare it to yours and see if I've done something wrong via the patching or if I used the wrong rom file as input for unpack.bat
I don't think the problem is that the file in NTSC and my N64 is PAL, as the PAL N64 + PAL ED 64 works with all PAL games as far as I know (certainly with all I've tried, including NTSC TWINE) - when there is a problem with NTSC roms on my N64 + ED64 then it's that my TV can't display some NTSC resolutions, but this just results in a black screen (though my other TV displays all NTSC games fine on the N64 + ED64) whereas this is a lock up - the screen display stays on but non-changing.
Apologies if I've done something stupid! |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Fri Jan 10, 2014 11:21 am Post subject: |
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Thanks for your reply, KA. The 'Outbox' means I have not yet read your message. Once I read it, your subject will be shown in the Sentbox.
I do not think it is something that you've done. Since I do not own a backup device, I am unaware of how the ROM will playback on the console. If I had owned a device and knew your original intention was to be used on one, I would have ran tests on the console but because I do not, debugging becomes much, much harder. I can confirm this patch works on several emulators (PJ64 and Nemu64 to name a few) so I cannot understand why it would not work properly through your EverDrive and I am not aware of any changes that need to be made to your newly patched ROM to make it backup compatible with modifications.
I have tested what you had put in your ZIP and it seems to work fine on the emulator I ran it on. Again, I'm not sure about backup compatibility, so I'm sorry about that. I had actually encountered a similar issue while doing the modifications via RAM and, worst case, there is an inconsistancy with how the memory is setup between console and emulator and it's reading a bad address into the registers. (This issue may have been avoided if I had hacked it a different way, thinking back. A way I hadn't initially thought of while starting, yet again I'm only amateur.) _________________
Rare wrote: | Perfect Dark Forever. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Fri Jan 10, 2014 12:48 pm Post subject: |
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I know nothing of the technical side of the N64, of course, so I can't offer any suggestions (other than to say that everything Gameshark-related on the N64 seems to be temperamental - even the real Gameshark units only work when they want to, and the codes seem to be hit and miss. N64 Gamesharks are the least reliable video gaming related hardware I've ever experienced).
Still, it's not like this code is something I desperately want, and if it can't be made to work as part of a rom file, then fair enough, and I'm grateful you tried, it's people like you who make the (sadly very small) N64 community so pleasant, so thanks again for trying. |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Fri Jan 10, 2014 12:50 pm Post subject: |
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It was my pleasure, it allows me to gain experience. _________________
Rare wrote: | Perfect Dark Forever. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Jan 10, 2014 2:03 pm Post subject: |
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Here ya go, this one works console.
http://goldeneyevault.com/priv/TWINE4AIBots.ips
ac67, what was your asm code?
This was mine:
8002D024
addiu $v0, $zero, 4
8002D02C
sd $v0, 2B8(AT)
8002D040
addiu $v0, $zero, 4
8002D048
sw $zero, 2C0(AT)
80018D44
addiu $a0, $zero, 4 |
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acceptable67 007


Joined: 16 Jan 2010 Posts: 1738 Location: US  |
Posted: Fri Jan 10, 2014 2:28 pm Post subject: |
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SubDrag wrote: | Here ya go, this one works console.
http://goldeneyevault.com/priv/TWINE4AIBots.ips
ac67, what was your asm code?
This was mine:
8002D024
addiu $v0, $zero, 4
8002D02C
sd $v0, 2B8(AT)
8002D040
addiu $v0, $zero, 4
8002D048
sw $zero, 2C0(AT)
80018D44
addiu $a0, $zero, 4 |
My 'alternative method' which would have been smarter was going to modify the SW procedure as you did in your code, but instead I modified the LW procedures to read from different addresses. This proved to be extremely inefficient as there were multiple checks for all 3 addresses upon menu load and level load.
An example:
80065C8C LW V0, 0x02B8->80065C8C LW, V0 0x03B8 (now it reads from an address that contains a null '0' value, as 80100310 thru 801005AF are just nulled bytes. This would have been an example of address #3. It's just the inverse of the store word, but while it functions it wasn't the most perfect and can be susceptible to crash if the console ever loads a value into one of the addresses assigned.) _________________
Rare wrote: | Perfect Dark Forever. |
Last edited by acceptable67 on Fri Jan 10, 2014 2:32 pm; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Fri Jan 10, 2014 2:32 pm Post subject: |
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Ok cool. I started down the LW route, but there were too many accesses of the value. So the SW seemed the simpler way. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Fri Jan 10, 2014 3:26 pm Post subject: |
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That's great, works fine, thanks (hope I didn't drag you away from Goldeneye X, though!).
Now I'll have to unlock the levels and weapon sets again, as I only have the PAL version unlocked (I'm not complaining of course, it's a great game so I don't mind replaying it!). |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Sat Jan 11, 2014 6:59 am Post subject: |
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Brilliant! Many thanks indeed, mate! |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 917
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Posted: Sun Jan 12, 2014 8:08 am Post subject: |
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Sorry, but I have to ask - is there any chance at all of anyone making such a code for the Perfect Dark rom? Watching four sims hunting each other and fighting would be brilliant! |
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