|
|
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
|
|
|
|
|
|
|
|
|
|
SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
|
Posted: Fri Dec 15, 2017 4:32 pm Post subject: |
|
|
Go for it, help is appreciated. |
|
|
|
|
|
|
|
|
|
|
Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Fri Dec 15, 2017 9:04 pm Post subject: |
|
|
SubDrag wrote: | Go for it, help is appreciated. |
Cool. I'll just ask a little question now and, tomorrow, I'll fetch the latest INI files so I'm up to date and ready to start from there.
What I want to ask is about the "Leave the Routine" and "Terminate" descriptions. They're simply "iterate" and "terminate." While that's mostly fine for the latter, it's just too vague for the former. It's especially bad because "Leave the Routine" is vital for making a functional action block. After I listened to Mr. White Goose's interview with Dr. Doak, I gained a much clearer understanding of what it means to leave the routine and iterate.
So, I plan on expanding those a bit to be less vague. Unless you have a special attachment to those short descriptions? _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
|
|
|
|
|
|
|
|
|
|
|
SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
|
Posted: Sat Dec 16, 2017 3:21 am Post subject: |
|
|
I'm used to that syntax, but I guess I'll see what you come up with. |
|
|
|
|
|
|
|
|
|
|
Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Wed Dec 20, 2017 5:48 pm Post subject: |
|
|
Mister Subdrag, I have just e-mailed actions.ini in a zip file to your Goldeneyevault address. It took a little longer than I thought, but I can get to work on PD now. I tested a lot of the actions to be sure of things, so I have some stuff to report that go beyond the INI file.
Here's what I'd like to bring up:
Like we discussed, I made some changes to 03, 04, and 05 to make things more clear for the end user.
I fleshed out 18 & 19's X values.
1B isn't set up at all in the Action Block Editor. It needs prop model, gun ID, and return value.
2C's title in the editor renders the numbers as a Preset when it should be a Guard ID and return value.
2D's title is fine, but should render as a Guard ID.
2E's title isn't set up as a coloured return value.
49 & 4A test Bond's CCW rotation, not distance. Here's what I wrote in the INI for quick knowledge:
Code: | 49.XX.RR If guard is within X degrees of Bond's counter-clockwise yaw rotation, return RR.
Examples:
80 = guard on Bond's left-side
40 = guard within Bond's 9:00 to 12:00 angles
FF = full rotation, always passes except for a tiny degree |
61 (Kill Guard ID) didn't do anything for me in my testing environment.
BD & BE (Spawn & Respawn guard) always froze on my end, so I couldn't test flags. Is it because I used a 04XX block? I remember having similar issues in PD.
BE is also not set up in the editor. Missing guard body, head, guardID#, and action block.
F2 is called Match Selected Bond, but uses guard ID, and didn't pass when I matched his model?
It's also not set up as a coloured return value. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
|
|
|
|
|
|
|
|
|
|
|
pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
|
Posted: Wed Dec 20, 2017 8:09 pm Post subject: |
|
|
Please use the macro __DATE__ for the about page. Currently it shows Dec 9 2016. And I found a UI bug related to text, it shouldn't have guard ID show up.
Last edited by pavarini on Wed Dec 20, 2017 8:42 pm; edited 1 time in total |
|
|
|
|
|
|
|
|
|
|
connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
|
Posted: Wed Dec 20, 2017 8:25 pm Post subject: |
|
|
I believe Zoinkity told me F2 has to do with the character portrait on the menu dossier screen. It was going to modify the Bond model in the extra missions based off the portrait on the main menu. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
|
|
|
|
|
|
|
|
|
|
SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6121
|
Posted: Thu Dec 21, 2017 1:21 pm Post subject: |
|
|
Think updated with what you guys found, and __DATE__.
One note - I think 03 is better named Yield Action Block. That better matches programming terminology than Iterate.
It seems like there was some question on command 0x1B.
1B.XXXX.##.RR Drop weapon model [X] of inventory ID #, return RR if success.
Are you sure XXXX is prop?
I'm not sure about action 0x61, maybe it meant, mark guard id as killed?
Was F2 confirmed as folder Bond?
BE/BF you do need a valid action block, as the guard is assigned it (a 00XX or 04XX one). |
|
|
|
|
|
|
|
|
|
|
Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Thu Dec 21, 2017 8:41 pm Post subject: |
|
|
SubDrag wrote: | It seems like there was some question on command 0x1B.
1B.XXXX.##.RR Drop weapon model [X] of inventory ID #, return RR if success.
Are you sure XXXX is prop? |
For sure. I just now set a guard to drop knives with the KF7 model, and set up the block to repeat that until 1B fails to return. There were loads of rifles coming out of the guy's pockets and all of them picked up as knives. I'm confident those are the correct definitions.
SubDrag wrote: | I'm not sure about action 0x61, maybe it meant, mark guard id as killed? |
That sounds like it'd belong in PD, not GE. Regardless, testing for that just now, the specific guard ID did not add to the end-game kill count, nor did he disappear when going a few rooms away and returning. His health was not affected by the command. He did count as a kill when shooting him dead, but that's normal.
SubDrag wrote: | Was F2 confirmed as folder Bond? |
I wouldn't know how to check. Anyone else?
SubDrag wrote: | BE/BF you do need a valid action block, as the guard is assigned it (a 00XX or 04XX one). |
You meant BD and BE, right? Anyway, I was indeed using an 04XX block on a guard, but once the check passed (line of sight), the game froze when it tried to spawn. Hm... Okay, okay, so BD didn't crash once I tried a preset inside a different room. The game just can't spawn a guard in a loaded room, I guess. BE is probably the same way, and is likely why there are three commands for checking if a guard is loaded. ... I'll see if I can figure the flags tomorrow, though what's already listed doesn't match up with the only other list of guard flags, and that worries me.
I guess I'm definitely gonna send a second actions.ini, but since working on PD's helped me catch some errors, I'll wait until both are ready.
Also, before I forget, can you make a search checkbox for case sensitivity? The search function would be ever-so easier to use if we could toggle case sensitivity. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
|
|
|
|
|
|
|
|
|
|
|
connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
|
Posted: Thu Dec 21, 2017 9:48 pm Post subject: |
|
|
One of Zoinkity's responses when I had trouble getting his Bond Menu patch to work on console:
"What it's doing is using a value written into the save file for each folder indicating which Bond was "selected" to be used with that folder. This same value is checked when the "selected Bond cuffs" are used in a stage, and would have changed the character model as well (though in final all entries are the same tux suit and head)." _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
|
|
|
|
|
|
|
|
|
|
pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
|
Posted: Fri Dec 22, 2017 12:03 am Post subject: |
|
|
Lazlo52 wrote: | You meant BD and BE, right? Anyway, I was indeed using an 04XX block on a guard, but once the check passed (line of sight), the game froze when it tried to spawn. Hm... Okay, okay, so BD didn't crash once I tried a preset inside a different room. The game just can't spawn a guard in a loaded room, I guess. BE is probably the same way, and is likely why there are three commands for checking if a guard is loaded. ... I'll see if I can figure the flags tomorrow, though what's already listed doesn't match up with the only other list of guard flags, and that worries me. |
The command will fail if the player can see the preset used for the spawn location. Ensure your block is able to safely fail and try again (check alarm spawner by Dragonsbrethren). |
|
|
|
|
|
|
|
|
|
|
Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 331 Location: N.J. |
Posted: Fri Dec 22, 2017 2:09 pm Post subject: |
|
|
connery as bond wrote: | One of Zoinkity's responses when I had trouble getting his Bond Menu patch to work on console:
"What it's doing is using a value written into the save file for each folder indicating which Bond was "selected" to be used with that folder. This same value is checked when the "selected Bond cuffs" are used in a stage, and would have changed the character model as well (though in final all entries are the same tux suit and head)." |
I've messed around with F2, and this is what I've concluded:
Code: | F2.XX.RR Check current folder Bond, return RR if match.
Checks for a byte in the current save folder originally intended to set which Bond to play as.
In un-modified game, all folders use 00.
00 = Brosnan
01 = -
02 = -
03 = - |
It always passed true when I used 00, no matter which folder or Bond cuff I used. Likewise, it was always false when using a different number. I assume it could be utilized in a patch where the byte Zoinkity spoke of is different for each folder. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
|
|
|
|
|
|
|
|
|
|
|
connery as bond Secret Agent
Joined: 21 Jun 2007 Posts: 340
|
Posted: Fri Dec 22, 2017 11:42 pm Post subject: |
|
|
I would assume that bytes 01, 02, and 03 correspond with the portrait number for the multi select. I think Moore is 01, Dalton is 02 and Connery is 03. Those correspond with cuffs 05-08. _________________ Missions:
- Return to Arkhangelsk
- Q-Lab VR
- Mt. Hochkonig
- TBA |
|
|
|
|
|
|
|
|
|
|
pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
|
Posted: Sat Dec 23, 2017 2:14 am Post subject: |
|
|
It reads 8002A8E8 @ 7F01D57C, but it appears to be set to always return 0. |
|
|
|
|
|
|
|
|
|
|
00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Wed Dec 27, 2017 10:52 am Post subject: |
|
|
Would it be possible to have the "Edit Model" window size adjustable? even if it means using a scroll bar? the reason i ask is that the window dose not fit on my desktop and goes of the bottom of the screen so I'm unable to use any functions that are at the bottom (import/export Model Template etc.) thanx. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
|
|
|
|
|
|
|
|
|
|
CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
|
Posted: Wed Dec 27, 2017 12:07 pm Post subject: |
|
|
00action wrote: | Would it be possible to have the "Edit Model" window size adjustable? even if it means using a scroll bar? the reason i ask is that the window dose not fit on my desktop and goes of the bottom of the screen so I'm unable to use any functions that are at the bottom (import/export Model Template etc.) thanx. |
I support this. It scales 2x on my PC. _________________ Playing old, low poly games since 2003 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|