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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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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Jul 10, 2009 6:36 am Post subject: Amazing debug display trick |
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Debug menu is more interesting than you'd think. It has a display buffer that can be used at any time for any purpose. That's 0x42A0-5880 in the 21990, or 80025030-80026610 in memory.
You can write ASCII messages to it one character at a time. Format is:
0x0 1 text character to write
0x1 1 color index. 0 is nothing, up to 30 (0x1F)
Oddly, each sequential entry goes down a column. Each column has 0x23 entries, so just add 0x46 to the previous write to display the next character in the string. Actual size is 0x50 x 0x23.
Colors are indexed at 80026610 and 80026710, up to 0x20 entries in each table. The first table defines the foreground or text color, and the second table the background. You can set the background invisible or to some other color for easier visibility.
Guess you could make a memory editor display with this, or write debug messages to screen. Heck, turn it into an IF interpretter ;*) Feed a string A0 to 7000B1E8 to display it. Remember debug does not need to be active to do this!
+_+
What's all this without an example?
You'll probably want to try this on an emulator, since TVs might cut off the edge of the screen. Here's an infamous message, showing the power and glory of this amazing feature:
81025030 4101
81025032 4101
81025034 4201
81025076 4C01
81025078 5201
8102507A 4501
810250BC 4C01
810250BE 4501
810250C0 4C01
81025106 4F01
81025148 5901
8102514C 4E01
8102518E 4F01
81025192 4701
810251D4 5501
8102521A 5201
8102521E 5401
81025264 4F01
810252A6 4201
810252EC 4101
810252F0 5501
81025332 5301
81025336 5301
81025378 4501
-Zoinkity
PS: It's in the upper left corner. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Fri Jul 10, 2009 6:37 am Post subject: |
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I feel bad as I do not own a Gameshark and Never had one
really want to try all these great codes... _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Fri Jul 10, 2009 12:51 pm Post subject: |
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Oh my that's a classic. I can think of a lot of cool uses for it, ex disp # of guards left alive, etc |
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DK25 00 Agent

Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO  |
Posted: Sat Jul 11, 2009 2:10 pm Post subject: |
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What does it say? im blind. even with full screen.
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Jul 13, 2009 7:06 am Post subject: |
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Time for radorn's WILD and probably unrealizable dreams.
We have an inventory for weapons and gadgets. What about a similar thing for targets?
For example, in a mission, you could be given orders to locate/kill/protect/whatever a certain NPC (which would have to be made to have a certain distinguishable look, of course). It could be used as a means for MI6's intel to give you the look of that character.
I don't know how character animation works in the game, or if it would be possible to use animable objects within the watch, so, maybe you could use just the head.
Just throwing ideas in. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Jul 13, 2009 9:11 am Post subject: |
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radorn wrote: | Time for radorn's WILD and probably unrealizable dreams.
We have an inventory for weapons and gadgets. What about a similar thing for targets?
For example, in a mission, you could be given orders to locate/kill/protect/whatever a certain NPC (which would have to be made to have a certain distinguishable look, of course). It could be used as a means for MI6's intel to give you the look of that character.
I don't know how character animation works in the game, or if it would be possible to use animable objects within the watch, so, maybe you could use just the head.
Just throwing ideas in. |
Wasn't there a time in the BETA where Connery was with two ZMG's in the watch? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Jul 13, 2009 9:22 am Post subject: |
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Kode-Z wrote: | Wasn't there a time in the BETA where Connery was with two ZMG's in the watch? |
That shot was actually a combination of two press release shots (I think both are on Sub's new beta page). They simply cropped Connery from the one and pasted him into the watch menu for whatever reason. The screenshot also has "walther ppk" "greened out" (but silenced ppk and tt33 are still plainly visible) for some reason. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Mon Jul 13, 2009 11:06 am Post subject: |
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Heh, I didn't think of that image, but yeah, it's nothing like what I'm talking about.
The same connery in whute tuxedo used in that "official 'shop" (to call it something) with a ZMG is also available out there, so it's definitelly not a shot of an actual feature. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Mon Jul 13, 2009 11:41 pm Post subject: |
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hahahaha. nice msg. cool feature |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Jul 14, 2009 2:25 am Post subject: |
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I'm afraid I goofed and posted all that stuff about the menu with faces and all that in the wrong thread.
I intended to post it in the thread about the 6th tab of the watch, not this
I apologize, guys
Would it be possible to move it there? |
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