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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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MultiplayerX 007
Joined: 29 Jan 2006 Posts: 1210 Location: USA |
Posted: Fri May 19, 2006 1:55 pm Post subject: [GAMESHARK MULTI] StreetsWObjects (Tanks,Trucks,Cars) |
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Finally finished typing up the bastard. Enjoy!!!
Streets W Objects (Vehicles and Tanks)
Gameshark 3.30 NTSC ONLY! (NO Uploader required)
Load: Stack (Press A 3 times at Nintendo logo)
Weapon Set: Rockets
Infinite Ammo Cheat ON
Hacked by: MultiplayerX
Stage load
8002A8F7 001D
8103755A 59D0
80079C6B 0005
801D2C23 0030
81075D1C 801D
81075D1E 1720
81166350 0012
81166352 1D68
8002B07B 0003
8002B07F 001D
8102B074 9C89
8102B076 9C89
8102A932 0000
5 Respawn locations
811D0638 C49E (Solo start area)
811D0640 C528
811D0660 801B
811D0662 E2E0
811D0664 45C7 (room - back corner)
811D066C 4524
811D068C 801B
811D068E CF58
811D0690 C504 (other side of bridge in corner)
811D0698 4587
811D06B8 801B
811D06BA F318
811D06BC 4515 (courtyard)
811D06C4 C520
811D06E4 801B
811D06E6 E2A0
811D06E8 45C4 (closet)
811D06F0 4546
811D0710 801B
811D0712 CDD8
Vehicles and Tanks (10 Total)
(FLAG write then every OTHER preset)
First 5 rows represent object write: size, type, image, explosive or destructive, tag. Second 4 rows represent object placement: x, y, z, and room pointer.
Preset Start at #3C (wall)
811D1728 0300
801D172B 0003
811D172C 00AA
801D1731 0003
811D1732 0501
811D1088 C56B
811D1090 4597
811D10B0 801B
811D10B2 F800
811D1838 0150
801D183B 002D
811D183C 0120
801D1841 0003
811D1842 0501
811D08F8 448A
811D0900 44E7
811D0920 801B
811D0922 FB00
811D1948 0100
801D194B 0003
811D194C 014E
801D1951 0003
811D1952 0501
811D0924 4410
811D092C 4493
811D094C 801B
811D094E F980
811D1AB0 0100
801D1AB3 0003
811D1AB4 014E
801D1AB9 0003
811D1ABA 0501
811D0874 44CA
811D087C 4496
811D089C 801B
811D089E F980
811D1BEC 0600
801D1BEF 0003
811D1BF0 012D
801D1BF4 0002
811D1BF6 0101
811D0C10 44D9
811D0C18 452B
811D0C38 801B
811D0C3A FB40
811D1D28 0300
801D1D2B 0003
811D1D2C 0130
801D1D32 0005
801D1D36 0040
811D097C C39F
811D0984 4546
811D09A4 801B
811D09A6 EF08
811D1E90 0300
801D1E93 0027
811D1E94 0131
801D1E99 0003
811D1E9A 0101
811D08A0 45A0
811D08A8 45A2
811D08C8 801B
811D08CA C440
811D1FCC 0300
801D1FCF 0003
811D1FD0 012E
801D1FD6 0005
801D1FDA 0040
811D0C68 4522
811D0C70 454C
811D0C90 801B
811D0C92 EAD8
811D2108 0100
801D210B 0027
811D210C 0117
801D2112 0005
801D2116 0040
811D09D4 44F2
811D09DC C4BB
811D09FC 801B
811D09FE E260
811D2270 0150
801D2273 0027
811D2274 0118
801D227A 0005
801D227E 0040
811D0798 C4DB
811D07A0 456D
811D07C0 801B
811D07C2 F208
811D23AC 0100
801D23AF 0027
811D23B0 0117
801D23B6 0005
801D23BA 0040
811D0A58 C504
811D0A60 4554
811D0A80 801B
811D0A82 F860
811D24E8 0100
801D24EB 0003
811D24EC 014E
801D24F1 0003
811D24F2 0501
811D0A84 C4D5
811D0A8C 4550
811D0AAC 801B
811D0AAE F208
811D2650 0100
801D2653 0027
811D2654 0117
801D265A 0005
801D265E 0040
811D07F0 448F
811D07F8 C501
811D0818 801B
811D081A E240
WEAPONS - RCP-90(Solo start - courtyard), AR-33(sidewalk - buildings), Sniper Rifle(outside alley doorway), Tank Round(alleyway corner).
811D2084 00C5
801D2100 000E
811D076C C381
811D0774 C49A
811D0794 801B
811D0796 DFD0
811D2464 00BC
801D24E0 000D
811D07C4 C3A7
811D07CC 4589
811D07EC 801B
811D07EE ECC8
811D2844 00D2
801D28C0 0011
811D081C 45B4
811D0824 457A
811D0844 801B
811D0846 D928
811D2A34 00CA
801D2AB0 0020
811D0848 4562
811D0850 C3FA
811D0870 801B
811D0872 DE08
SOLO Weather Mod
81044FDE 00E5
D102B523 0003
81044FDE 0149
D102B523 0004
81044FDE 01AD
Special thanks to Zoinkity for the BETA weather code for this level and Wreck for his continued assistance. MultiplayerX _________________ http://codelegends.proboards.com/ |
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kcghost Hacker
Joined: 18 Jan 2006 Posts: 551
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Posted: Fri May 19, 2006 2:23 pm Post subject: |
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I just tried it, doesn't run for me. It plays the music, then the music stops. Pausing an unpausing boought back the music abit. Then it goes to a point where everything slows down to 1 Vi per second, with tiny bits of music, but still no video. Pause unpause and I get 60 vis back, no sound, no video. . Tried it with Respawns and Stage load only too, no luck. I just realized, I should really get back to working on my map, but I went for a thousand other projects. |
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MultiplayerX 007
Joined: 29 Jan 2006 Posts: 1210 Location: USA |
Posted: Fri May 19, 2006 5:07 pm Post subject: |
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Yeah, damn emulators. Consoles always work best. This works perfect on gameshark but is a no go on PJ64. Hell, CONTROL W OBJECTS won't even load in PJ64 go figure. It's purely an emulator issue. I was lucky to even get a damn picture with PJ64. Sorry MultiplayerX _________________ http://codelegends.proboards.com/ |
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Gold_N_Eye Secret Agent
Joined: 07 Mar 2006 Posts: 215 Location: Ottawa, Ontario, Canada |
Posted: Fri May 19, 2006 6:37 pm Post subject: |
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Wow, that is amazing! Thank god I bought a gameshark recently! I am going to go and try it now! _________________
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MultiplayerX 007
Joined: 29 Jan 2006 Posts: 1210 Location: USA |
Posted: Sat May 20, 2006 4:56 am Post subject: |
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Thanks. I'm starting Silo next right after I finish my incomplete FRIGATE. Zoink's been busy and hasn't had time to run me down on computer animations yet WHICH I really want to see in Silo. The computer rooms are just flat out neat near the end of the Silo level and in the captain's quarter's in Frigate. Peace _________________ http://codelegends.proboards.com/ |
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ptb Secret Agent
Joined: 29 Apr 2006 Posts: 289 Location: C.T. |
Posted: Sat May 20, 2006 5:35 am Post subject: |
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I use pj64 and I got it to work perfectly the first time. A few times of slow framerate but it wasn't bad. Lowest was 40 VI a sec. Nicly done multiX! _________________ .+*"*+..+*"*+..+*"*+..+*"*+..+*"*+..+*"*+.
Sit down, shut up, and toak!
I'm in the hauhhhhhhh!!!!!!!
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Sat May 20, 2006 7:38 am Post subject: re: PJ64 |
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Yeah, be sure if you are using PJ64 to download v1.6 as it fixed a lot of bugs on v.1.5 |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Sat May 20, 2006 10:47 am Post subject: pj64 |
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I just tested it on PJ64 v1.6 and it ran fine, though it ran pretty slow on my slow computer. I imagine you'd need at least an XP2800 or a P4 2.2+ ghz processor to get it to run smoothly.
But all objects and weapons seemed to appear fine and there were no blackout issues to speak of. |
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kcghost Hacker
Joined: 18 Jan 2006 Posts: 551
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Posted: Sat May 20, 2006 1:38 pm Post subject: |
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I just tested it on PJ64 1.6. (I had tried it at first with 1964) No load 2 players with all players nor without all players on 4-player or 2-player. How did you guys get it to work? Did you have enable all players on? How many people? Any other codes on? This just might drive me nuts.
Good luck on those maps MultiX. |
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ptb Secret Agent
Joined: 29 Apr 2006 Posts: 289 Location: C.T. |
Posted: Sat May 20, 2006 1:48 pm Post subject: |
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Honestly KC I had nothing on. I just put the check mark next to the code and loaded it, let me try loading it again to see if I did anything diffrent. _________________ .+*"*+..+*"*+..+*"*+..+*"*+..+*"*+..+*"*+.
Sit down, shut up, and toak!
I'm in the hauhhhhhhh!!!!!!!
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ptb Secret Agent
Joined: 29 Apr 2006 Posts: 289 Location: C.T. |
Posted: Sat May 20, 2006 1:51 pm Post subject: |
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Loaded again just fine, slightly slower VI. It didn't slow down in the stage load at all. I am using PJ64 v 1.6, try it again KC! _________________ .+*"*+..+*"*+..+*"*+..+*"*+..+*"*+..+*"*+.
Sit down, shut up, and toak!
I'm in the hauhhhhhhh!!!!!!!
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MultiplayerX 007
Joined: 29 Jan 2006 Posts: 1210 Location: USA |
Posted: Sat May 20, 2006 3:06 pm Post subject: |
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Yeah , I think PJ64 likes some computers and others it acts like a bitch. Depends on how much POWER you have. My Emachines won't render any skies properly. Bloody charleton. _________________ http://codelegends.proboards.com/ |
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kcghost Hacker
Joined: 18 Jan 2006 Posts: 551
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Posted: Sat May 20, 2006 3:11 pm Post subject: |
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2-Player, no all players, PJ64, loaded. Very nice map, MultiX. I like the wall, howd you get that there? Its a pretty cool barrier. |
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MultiplayerX 007
Joined: 29 Jan 2006 Posts: 1210 Location: USA |
Posted: Sat May 20, 2006 5:13 pm Post subject: |
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Pretty simple really. Just moved Bond, wrote the co-ordinates down, and plugged them into an object write formula. The size VALUE is the KEY. Thought about making the level just a WEE bit bigger for a 4 player version later on. You can attach Street pieces you'll just have NO clipping on the walls and be able to walk through them. _________________ http://codelegends.proboards.com/ |
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ptb Secret Agent
Joined: 29 Apr 2006 Posts: 289 Location: C.T. |
Posted: Sun May 21, 2006 11:55 am Post subject: |
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Yo multi, 2 things. First, the Ouroumov's black car is great!!! I was using it for cover WWII trench style! Got about 12 kills because of it. But uh, the white car near the tank didn't work so good, it blew up in my face after 3 shots... _________________ .+*"*+..+*"*+..+*"*+..+*"*+..+*"*+..+*"*+.
Sit down, shut up, and toak!
I'm in the hauhhhhhhh!!!!!!!
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