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Library Maze Mod Multi Version 2
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ryanoasis
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 PostPosted: Sat Dec 20, 2008 3:54 pm    Post subject: Library Maze Mod Multi Version 2 Reply with quote Back to top

Hey people.

I posted a video of my version 2 library maze mod (with action blocks for warping,trapping, and random breakable glass) on youtube:

http://www.youtube.com/watch?v=I7xa-utOVak

I want to release to GE vault but still have to do more testing and fix a few things. I also will probably try to do 2 ips versions (you will probably see why).

Feedback and criticism appreciated.


I have just got back to this the past few weeks after several months without touching it.

Thanks!
 
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ryanoasis
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 PostPosted: Sun Feb 08, 2009 9:42 am    Post subject: Reply with quote Back to top

Just wanted to post proof/update that I am not done but will come to a point where the time required to do things i dont know how to do will be greater than i want.



Last edited by ryanoasis on Sun Feb 15, 2009 7:55 pm; edited 1 time in total
 
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Wreck
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 PostPosted: Sun Feb 08, 2009 1:04 pm    Post subject: Reply with quote Back to top

I remember watching that video and being impressed at seeing players warp in multi. Shame that you don't have better control over who is warping, but it's still very neat.

Looks like you're doing some texture replacing, as well? Keep us updated on your progress.
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radorn
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 PostPosted: Sun Feb 08, 2009 2:30 pm    Post subject: Reply with quote Back to top

Great.

Could you find a way to get rid of the teleportation randomness?
 
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ryanoasis
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 PostPosted: Sun Feb 08, 2009 8:32 pm    Post subject: Reply with quote Back to top

Wreck,

Yeah thanks I know. I wish there was a way to detect. How it is now I guess it makes it interesting but not how it should be.

Yeah I mostly did the texture replacing because I got sick of looking at the EXACT same level each time I worked on it Very Happy

Also Flopper explained to me how to break the level apart so I should be able to have the basement and stack with the proper objects too.

Radorn,
I do not see a way but perhaps someone would someday find a good way to detect different players. As it is now every player is essentially bond.
I might mess with it a little bit but I do want to finish too.
 
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ryanoasis
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 PostPosted: Sat Feb 14, 2009 8:53 am    Post subject: Reply with quote Back to top

Well I started with KCGHost's warp bond action block and slightly modified it to be on the activation of an object, which gave me this:

Code:

1000:
AD20426173656D656E7420546F20626173656D656E742057617270 =  Basement To basement Warp
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
5C6804 Go Into Return Value Loop If 16 Object # Activated  (Bomb Defuser)
0100 Go To Beginning, Then Return Value Loop
0204 Resume If Return Value Loop Met
B5 Show Timer
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
03 Leave The Routine, But When Return Continue From Spot
B6 Hide Timer (Silent Countdown!)
BC000105 Detect If Timer Above Certain Point (Return Value Loop If So) BC (0001)
D56900020000 Go To Camera Position  D5 (6900020000)
D9F8005436 Guard ID Moved To Preset (Return Loop If Successful)  (Bond [self])
0205 Resume If Return Value Loop Met
C3B03E Display Text Preset  - 2x Hunting Knife
0100 Go To Beginning, Then Return Value Loop
0236 Resume If Return Value Loop Met
C3B03D Display Text Preset  - 2x Throwing Knife
D3 Return From Camera Scene
AD7265736574203330207365636F6E647320656163682077617270 = reset 30 seconds each warp
B7001E Set Timer X Seconds  (Doesn't Show Timer Yet)  B7 (001E)
B9 Start Timer
0100 Go To Beginning, Then Return Value Loop
04 Terminator


Then I have been reading quite a bit of Zoinkity's help file about multiplayer options and it does say you cant make a distinction between players. Nevertheless I still tried to see if it could be doable with just action blocks. This fails, I am sure it has to do with current guard really to be meant for 40xx action blocks or sending the changed guard id to a diff preset, but it was as far as I could get:

Code:

1095:
AD546F7020436F727269646F72203220426173656D656E742057617270 = Top Corridor 2 Basement Warp
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
5C5F04 Go Into Return Value Loop If 16 Object # Activated  (Bomb Defuser)
0100 Go To Beginning, Then Return Value Loop
0204 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
B5 Show Timer
B6 Hide Timer (Silent Countdown!)
BC000105 Detect If Timer Above Certain Point (Return Value Loop If So) BC (0001)
A9F8 Sets To Guard ID Fc Current Guard  A9 (F8)
A2FC0000000111 Check Guard Bits, If Same Return Value Loop  (Writable Actor ID Value)
A2FC0000000222 Check Guard Bits, If Same Return Value Loop  (Writable Actor ID Value)
A2FC0000002033 Check Guard Bits, If Same Return Value Loop  (Writable Actor ID Value)
A2FC0000004044 Check Guard Bits, If Same Return Value Loop  (Writable Actor ID Value)
F20340 If Guard ID Loaded, Return Value Loop  (Spawned Guard) Path from Block [1095]
F20230 If Guard ID Loaded, Return Value Loop  (Spawned Guard) Path from Block [1095]
F20120 If Guard ID Loaded, Return Value Loop  (Spawned Guard) Path from Block [1095]
0010 Return Value Loop
0210 Resume If Return Value Loop Met
8E01 Change Guard ID  (01)
A00100000001 Set Guard ID Bits  (Spawned Guard) Path from Block [1095]
0011 Return Value Loop
0220 Resume If Return Value Loop Met
8E02 Change Guard ID  (02)
A00200000002 Set Guard ID Bits  (Spawned Guard) Path from Block [1095]
0022 Return Value Loop
0230 Resume If Return Value Loop Met
8E03 Change Guard ID  (03)
A00300000020 Set Guard ID Bits  (Spawned Guard) Path from Block [1095]
0033 Return Value Loop
0240 Resume If Return Value Loop Met
8E04 Change Guard ID  (04)
A00400000040 Set Guard ID Bits  (Spawned Guard) Path from Block [1095]
0044 Return Value Loop
0211 Resume If Return Value Loop Met
C3B03F Display Text Preset  - 2x Laser
D55E00020000 Go To Camera Position  D5 (5E00020000)
D901004E36 Guard ID Moved To Preset (Return Loop If Successful)  (Spawned Guard) Path from Block [1095]
0222 Resume If Return Value Loop Met
C3B040 Display Text Preset  - Turbo Mode
D55E00020000 Go To Camera Position  D5 (5E00020000)
D902004E36 Guard ID Moved To Preset (Return Loop If Successful)  (Spawned Guard) Path from Block [1095]
0233 Resume If Return Value Loop Met
C3B041 Display Text Preset  - Fast Animation
D55E00020000 Go To Camera Position  D5 (5E00020000)
D903004E36 Guard ID Moved To Preset (Return Loop If Successful)  (Spawned Guard) Path from Block [1095]
0244 Resume If Return Value Loop Met
C3B042 Display Text Preset  - Slow Animation
D55E00020000 Go To Camera Position  D5 (5E00020000)
D904004E36 Guard ID Moved To Preset (Return Loop If Successful)  (Spawned Guard) Path from Block [1095]
0205 Resume If Return Value Loop Met
C3B03E Display Text Preset  - 2x Hunting Knife
0100 Go To Beginning, Then Return Value Loop
0236 Resume If Return Value Loop Met
C3B03D Display Text Preset  - 2x Throwing Knife
D3 Return From Camera Scene
AD207365742074696D6572203330207365636F6E647320 =  set timer 30 seconds
B7001E Set Timer X Seconds  (Doesn't Show Timer Yet)  B7 (001E)
B9 Start Timer
0100 Go To Beginning, Then Return Value Loop
04 Terminator


By the way here is what I used to set and unset one of the traps:
Code:

1096:
AD5365742074726170 = Set trap
0200 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
5C6004 Go Into Return Value Loop If 16 Object # Activated  (Door Decoder)
0002 Return Value Loop
0204 Resume If Return Value Loop Met
B1 Enable Cycle Counter
AD50726576656E74205370616D6D696E67202D203230736563 = Prevent Spamming - 20sec
B400001405 If Cycle Counter > Value, Return Value Loop B4 (000014)
0002 Return Value Loop
0205 Resume If Return Value Loop Met
B1 Enable Cycle Counter
C3B03A Display Text Preset  - 2x Rocket L.
6A6203 Set Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
6A6A03 Set Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
6A6B03 Set Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
6A6C03 Set Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
AF Reset Cycle Counter
68620102 Check Door Status, Return Value Loop If Met  (Archives Moving Wall (Dark))
6762 Close Door  (Archives Moving Wall (Dark))
686A0102 Check Door Status, Return Value Loop If Met  (Archives Moving Wall (Dark))
676A Close Door  (Archives Moving Wall (Dark))
686B0102 Check Door Status, Return Value Loop If Met  (Archives Moving Wall (Dark))
676B Close Door  (Archives Moving Wall (Dark))
686C0102 Check Door Status, Return Value Loop If Met  (Archives Moving Wall (Dark))
676C Close Door  (Archives Moving Wall (Dark))
0002 Return Value Loop
0202 Resume If Return Value Loop Met
0100 Go To Beginning, Then Return Value Loop
04 Terminator


1097:
AD20556E736574205472617020426F74746F6D =  Unset Trap Bottom
0202 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
5C6103 Go Into Return Value Loop If 16 Object # Activated  (Alarm)
5C6D03 Go Into Return Value Loop If 16 Object # Activated  (Alarm)
5C6E03 Go Into Return Value Loop If 16 Object # Activated  (Alarm)
5C6F03 Go Into Return Value Loop If 16 Object # Activated  (Alarm)
5C7003 Go Into Return Value Loop If 16 Object # Activated  (Alarm)
5C7103 Go Into Return Value Loop If 16 Object # Activated  (Alarm)
0001 Return Value Loop
0203 Resume If Return Value Loop Met
03 Leave The Routine, But When Return Continue From Spot
AD20696620746F67676C656420756E736574206C6F636B =  if toggled unset lock
6C620304 If Tagged Locked Door 16 Objects Toggled, Return Value Loop  (Archives Moving Wall (Dark))
0001 Return Value Loop
0204 Resume If Return Value Loop Met
6B6203 Unset Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
6B6A03 Unset Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
6B6B03 Unset Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
6B6C03 Unset Bits To Lock On Type 16 Door  (Archives Moving Wall (Dark))
AD536F20646F6F7220646F65736E74206B656570206F70656E696E67 = So door doesnt keep opening
68620201 Check Door Status, Return Value Loop If Met  (Archives Moving Wall (Dark))
6662 Open Door  (Archives Moving Wall (Dark))
666A Open Door  (Archives Moving Wall (Dark))
666B Open Door  (Archives Moving Wall (Dark))
666C Open Door  (Archives Moving Wall (Dark))
C3B03B Display Text Preset  - 2x Grenade L.
0001 Return Value Loop
0201 Resume If Return Value Loop Met
0102 Go To Beginning, Then Return Value Loop
04 Terminator


Im sure these all could be improved in some ways.

Will post any new updates.

Btw is there a way to change the texture of the stack walls?
I could change some in the basement...
I didn't see them in the image editor when I filter to visual editor loaded.
 
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ryanoasis
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 PostPosted: Sun Feb 15, 2009 6:55 pm    Post subject: Reply with quote Back to top

I think somewhat better floor textures. and messing with making gold bars

 
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radorn
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 PostPosted: Sun Feb 15, 2009 11:38 pm    Post subject: Reply with quote Back to top

haha, gold, cool. pass a couple of those over here, rich man!
 
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Kode-Z
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 PostPosted: Mon Feb 16, 2009 6:15 am    Post subject: Reply with quote Back to top

Loving the Gold Bars!!! Wink
 
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Dragonsbrethren
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 PostPosted: Mon Feb 16, 2009 6:54 am    Post subject: Reply with quote Back to top

Yeah, those look great.
 
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TAKA Michinoku9.1
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 PostPosted: Mon Feb 16, 2009 8:13 am    Post subject: Reply with quote Back to top

Awesome Gold Bars Very Happy
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Wreck
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 PostPosted: Mon Feb 16, 2009 6:37 pm    Post subject: Reply with quote Back to top

Is that the Bollard object (Solid Stone Cairn) with modified textures?
Whatever it is, it looks fantastic. Your new flooring looks much better than the previous incarnation, as well. Very nice work. Smile
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ryanoasis
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 PostPosted: Mon Feb 16, 2009 8:19 pm    Post subject: Reply with quote Back to top

Yeah that's the one 0125. It was the only object that really seemed to be able to match the basic shape.
 
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radorn
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 PostPosted: Mon Feb 16, 2009 8:30 pm    Post subject: Reply with quote Back to top

just reread Wreck's first reply where he says "I remember watching that video and being impressed at seeing players warp in multi"
Does that imply that you can also do warping in solo? I guess it does since multi is just a "mod" of solo.
 
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ryanoasis
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 PostPosted: Tue Feb 17, 2009 9:26 pm    Post subject: Reply with quote Back to top

radorn - Yes you can do warping in single player
there is KCGHost's warp bond action block on goldeneyevault

Also if you look above ^ at my post with the code you can see how I tweaked his to be on activation of an object and only allow based on a timer.

ALSO you can see my attempt to get it to work only for the player that activates it. But it appears to be beyond the capabilities of JUST using action blocks. Can someone correct me if I am wrong?
 
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