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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Jul 10, 2009 6:25 am Post subject: Weapon Sets and Weapon Data in NPDE v1.1 |
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Weapon Sets and Weapon Data in NPDE v1.1
This takes a lot of the stupidity out of modifying MP weapon sets. All this stuff is present dual-res, so you can even set up your stuff lo-res using memory editor.
These addresses are specific to v1.1, but you can look for the data in the other ROMs to find their addresses. Keep in mind PAL uses different text values.
80087268: MP item data Code: |
format: 0xA each entry; 0x27 entries
0x0 1 weapon type
0x1 1 ammo type 1
0x2 1 ammo amount 1
0x3 1 ammo type 2
0x4 1 ammo amount 2
0x5 1 flags
80 weapon present
7F lock byte
0x6 2 weapon model #
0x8 2 scale
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800873F0: weapon sets Code: |
format: 0x12 each entry; 0xC entries
0x0 2 text ID
0x2 1 weapon 0
0x3 1 weapon 1
0x4 1 weapon 2
0x5 1 weapon 3
0x6 1 weapon 4
0x7 1 weapon 5
0x8 1 weapon lock test 1
0x9 1 weapon lock test 2
0xA 1 weapon lock test 3
0xB 1 weapon lock test 4
0xC 1 alternate weapon 0
0xD 1 alternate weapon 1
0xE 1 alternate weapon 2
0xF 1 alternate weapon 3
0x10 1 alternate weapon 4
0x11 1 alternate weapon 5
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@_@
First, lets cover MP item data. These are the guys that determine what weapon each slot corresponds to, the amount of ammo on box collection, the model for the weapon, and if a pickup is present. It also contains a lock value that is tested to ensure you unlocked the thing.
The items in this table are used by the weapon sets to retrieve the weapons used in play. If, for instance, you alter the shield to some other item, any weapon set that used the shield will use that item instead. However, this change does not affect solo stages.
These are the default MP items. Note that the default weapon from GE (DD44) just happens to be set as the default model for "nothing". Just interesting.
Code: | 00 0000 0000 80 0118 0100 nothing
02 0150 0000 80 00F5 0100 Falcon 2
03 0150 0000 85 00FB 0100 Falcon 2 (silenced)
04 0150 0000 86 00FC 0100 Falcon 2 (scope)
05 0150 0000 80 00F6 0100 Magsec 4
06 015C 0000 87 00F7 0100 Mauler
07 0140 0000 88 00FA 0100 Phoenix
08 0A32 0000 80 00F8 0100 DY357 Magnum
09 0A32 0000 89 00F9 0100 DY357-LX
0A 0264 0000 80 00FD 0100 CMP150
0B 0296 0000 80 0102 0100 Cyclone
0C 0296 0000 8A 0103 0100 Callisto NTG
0D 0296 0000 8D 0104 0100 RC-P120
0E 0296 0000 8B 0105 0100 Laptop Gun
0F 0496 0000 80 00FF 0100 Dragon
10 0496 0000 8C 0101 0100 K7 Avenger
11 0464 0000 80 00FE 0100 AR34
12 0496 0B10 83 0100 0100 SuperDragon
13 0510 0000 8E 0106 0100 Shotgun
14 0FC8 0000 8F 0107 0100 Reaper
15 0432 0000 80 010C 0100 Sniper Rifle
16 060A 0000 81 010B 0100 Farsight XR-20
17 0B10 0000 90 0109 0100 Devastator
18 0803 0000 80 0108 0100 Rocket Launcher
19 0803 0000 84 010A 0100 Slayer
1A 0905 0000 80 010F 0100 Combat Knife
1B 030A 0000 91 010D 0100 Crossbow
1C 1332 0000 82 010E 0100 Tranquilizer
1E 0705 0000 00 0112 0100 Grenade
1F 1203 0000 12 0110 0100 N-Bomb
20 0E05 0000 00 0113 0180 Timed Mine
21 0D05 0000 13 0114 0180 Proximity Mine
22 0C05 0000 14 0115 0180 Remote Mine
1D 0000 0000 CF 0195 0200 Laser
2F 0000 0000 95 00F3 0100 X-ray Scanner
31 0000 0000 97 012E 0100 Cloaking Device
23 0000 0000 98 012F 0100 Combat Boost
5B 0000 0000 96 00F4 0100 Shield
5C 0000 0000 00 0000 0000 Disabled |
The GE weapons are not in this list, but they would be the following, in case you want to replace something from above ;*) Please note that as-is, simulants can not use these items.
Code: | 24 0150 0000 80 0117 0100 PP9i
25 0150 0000 80 0118 0100 CC13
26 0264 0000 80 0119 0100 KLO1313
27 0464 0000 80 011A 0100 KF7 Special
28 0264 0000 80 011B 0100 ZZT
29 0296 0000 80 011C 0100 DMC
2A 0496 0000 80 011D 0100 AR33
2B 0296 0000 80 011E 0100 RC-P45 |
Locks will be covered below.
@_@
Now weapon sets. Each weapon set is actually two sets. The first is the set most of you are likely familiar with, and the second is an alternate set when all the weapons within the set haven't been unlocked. It should be noted that if the first value of an alternate set is 0x5C (disabled), the entire alternate set is ignored.
These are the original weapon sets:
Code: | 5437 02 05 07 06 5B 5C 08 07 00 00 02 05 02 08 5B 5C Pistols
5436 02 0A 0E 11 5B 5C 0B 00 00 00 02 0A 0F 11 5B 5C Automatics
5435 05 08 13 0D 5B 5C 0E 0D 00 00 05 08 0F 11 5B 5C Power
5434 07 0B 0C 16 5B 5C 01 0A 00 00 5C 5C 5C 5C 5C 5C Farsight
5433 02 0A 0F 1C 5B 5C 02 00 00 00 5C 5C 5C 5C 5C 5C Tranquilliser
5432 06 10 14 12 5B 5C 03 07 0C 0F 5C 5C 5C 5C 5C 5C Heavy
5431 03 1E 0A 09 5B 5C 05 09 00 00 5C 5C 5C 5C 5C 5C Golden Magnum
5430 17 17 12 12 5B 5C 03 10 00 00 5C 5C 5C 5C 5C 5C Explosive
542F 05 0A 11 17 5B 5C 10 00 00 00 5C 5C 5C 5C 5C 5C Grenade Launcher
542E 06 0B 0F 18 5B 5C 07 00 00 00 02 0B 0F 18 5B 5C Rocket Launcher
542D 05 0E 10 21 5B 5C 0B 0C 13 00 5C 5C 5C 5C 5C 5C Proximity mine
542C 1A 1A 20 1B 5B 5C 11 00 00 00 1A 1A 20 20 5B 5C Close Combat |
It isn't difficult to write your own sets. The weapon values correspond to the MP item data in the section above. You could write up your own GE sets as well. 5075 (NTSC) is "Classic".
@_@
Locks look up a value in a table to determine if MP settings have been unlocked. A more complete copy is found in the documentation, but this should be enough for your own purposes. You can find this table at 800ACCC8.
Code: | 00 always returns 1 (unlocked)
01 Farsight XR-20
02 Tranquilizer
03 SuperDragon
04 Slayer
05 Falcon 2 (Silencer)
06 Falcon 2 (Scope)
07 Mauler
08 Phoenix
09 DY357-LX
0A Callisto NTG
0B Laptop Gun
0C K7 Avenger 1 from start of game
0D RC-P120
0E Shotgun
0F Laser, Reaper
10 Devastator
11 Crossbow
12 N-Bomb
13 Proximity Mine
14 Remote Mine
15 X-Ray Scanner
16 Body Armour 1 from start of game
17 Cloaking Device
18 Combat Boost
19 HardSim
1A PerfectSim
1C DarkSim
1F King Of The Hill 1 from start of game
20 Hold The Briefcase
21 Capture The Case
23 Car Park
24 Complex
25 Warehouse
26 Ravine
27 Temple
28 G5 Building (MP)
29 Grid
2A Felicity
2B Villa (MP)
2C Sewers
2D Ruins
2E Base
2F
30 Fortress |
[url="http://two.xthost.info/zoinkity/PerfectDark/MPext.rar"]+_+[/url]
As for extending the table via ROM hacking, it is stupidly convoluted. Not impossible or even impractical, but just requiring a lot of work--unless we move the MP weapons to a different memory location.
Ideally the weapon set data would be reduced by removing the test values. Instead, it would teast each weapon in series and have replacement values for each. Since each set also uses only five slots, fifth set to shield, we could just get away with a four-slot format. That would amount to 10 bytes each entry, so every GE weapon could be fit into the custom select menu with space for an additional weapon or set entry.
The only trouble is that it would require rewritting the weapon set copier, both set lookup routines, as well as minor edits to both weapon lookup routines.
+_+
Documentation of some newer stuff:
http://two.xthost.info/zoinkity/PerfectDark/PD%20Documentation.7z _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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