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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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Sogun General
Joined: 15 Dec 2010 Posts: 659 Location: Valencia, Spain |
Posted: Sun Mar 06, 2011 5:10 pm Post subject: |
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Thanks SubDrag, it works now.
Well, at least saving and replacing the characters. Tomorrow I'll edit some texts in the rom and see how it fits.
EDIT: I've been editing some texts with special characters and they display ingame, so everything is right. The only problem (mine, not a PD Editor problem) is that I have to figure out wich sets of characters are assigned to every text but I think I have that almost clear.
One more thing. Would it be possible for the Editor to support PAL roms? That way I can extract the special characters and passing texts more easly. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Tue Mar 08, 2011 11:52 am Post subject: |
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I opened up Defection setup, made level bare bones, saved it as a project then injected it into rom, the level loaded fine. Problem is if i do same thing but instead of saving as project and injecting, i save setup uncompressed and use the convert rom option the level never works i always get a crash. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Mar 08, 2011 1:44 pm Post subject: |
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00action wrote: | I opened up Defection setup, made level bare bones, saved it as a project then injected it into rom, the level loaded fine. Problem is if i do same thing but instead of saving as project and injecting, i save setup uncompressed and use the convert rom option the level never works i always get a crash. |
That's a PD problem, not an editor. It only really works if you inject, if you convert ROM it works sometimes but not all the time. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Fri Mar 11, 2011 8:50 am Post subject: |
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I fixed the problem i was having with the Defection lift:
Its the "13 Interlink Objects" thats the problem.
Subdrag: Open the setup i gave you in a hex editor and go to these adresses:
Address / Value - None Working Lift
4637 / 01
464B / 02
465F / 03
Address / Value - Working Lift
4673 / 00
4687 / 01
469B / 02
I just changed the values of the none woking lift to 0, 1, 2 instead of 1, 2, 3 and it worked, thats why the lift always came to the floor below.
You may also need to have a look at the door link values that are in the "30 Elevator lift" object, i have 6 different doors linked to my 2 lifts (3 each) but when you look at the values in a hex editor they don't seem to add up, bare in mind that the lifts do work fine but i thought ide mention it, here are the adresses and vales:
Address / Value - Lift 1
87 / 27
8B / 28
8F / 29
Address / Value - Lift 2
11B / 29
11F / 2A
123 / 2B _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Mar 11, 2011 12:22 pm Post subject: |
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That doesn't appear to be an editor bug, just was interlinking to the wrong door?
As for the doors, I believe they are relative to the object in the file, so they don't correspond directly to the number you see there, they are an offset. So I think all is good. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Fri Mar 11, 2011 2:07 pm Post subject: |
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Ive just had another look at it and i can definatly see whats going on:
NOTE: all values below are made up except the ones in brackets!
When i started with the left lift i had this in the setup:
Lift (Left) Working
13FFFFFFFCFFFFFF9A00000000000000(00) Interlinked to top door
13FFFFFFFCFFFFFF9B00000000000000(01) Interlinked to second door
13FFFFFFFCFFFFFF9C00000000000000(02) Interlinked to third door
13FFFFFFFCFFFFFF9D00000000000000(03) Interlinked to bottom door
When i deleted out the bottom door and made all nessasery changes i was left with this:
Lift (Left) Working
13FFFFFFFCFFFFFF9A00000000000000(00) Interlinked to top door
13FFFFFFFCFFFFFF9B00000000000000(01) Interlinked to second door
13FFFFFFFCFFFFFF9C00000000000000(02) Interlinked to third door
This worked fine because they were numbered correctly: 00, 01, 02
But when i started with the right lift i had this in my setup (notice they are in oposite order, bottom to top):
Lift (Right) not working
13FFFFFFFCFFFFFF9100000000000000(00) Interlinked to bottom door
13FFFFFFFCFFFFFF9200000000000000(01) Interlinked to third door
13FFFFFFFCFFFFFF9300000000000000(02) Interlinked to second door
13FFFFFFFCFFFFFF9400000000000000(03) Interlinked to top door
And when i deleted out the bottom door and made all nessasery changes i was left with this:
Lift (Right) not working
13FFFFFFFCFFFFFF9200000000000000(01) Interlinked to third door
13FFFFFFFCFFFFFF9300000000000000(02) Interlinked to second door
13FFFFFFFCFFFFFF9400000000000000(03) Interlinked to top door
The editor didn't automaticly re-orer the interlinks so they start from zero and theres no way to do that other than a hex editor, instead the
editor just leaves the values as they were: 01, 02, 03. and thats why we were having problems, so if you have multiple controlling objects linked to a single controlled object they need to be numbered 00, 01, 02... ect. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Mar 11, 2011 2:24 pm Post subject: |
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Great find! Hmm, well, I've fixed the beta editor to reoutput that value, so it corresponds to the object #. But uh, do you know how it works? Is it just a counter? How does it correspond to elevators, that number? |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Fri Mar 11, 2011 3:16 pm Post subject: |
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This is what it should look like with two lifts that have 3 doors each:
13FFFFFFFCFFFFFF9A00000000000000(00) lift 1 top door
13FFFFFFFCFFFFFF9B00000000000000(01) lift 1 second door
13FFFFFFFCFFFFFF9C00000000000000(02) lift 1 third door
13FFFFFFFCFFFFFF9200000000000000(00) lift 2 third door
13FFFFFFFCFFFFFF9300000000000000(01) lift 2 second door
13FFFFFFFCFFFFFF9400000000000000(02) lift 2 top door
The Beta editor you just uplaoded is doing this:
13FFFFFFFCFFFFFF9A00000000000000(00) lift 1 top door
13FFFFFFFCFFFFFF9B00000000000000(01) lift 1 second door
13FFFFFFFCFFFFFF9C00000000000000(02) lift 1 third door
13FFFFFFFCFFFFFF9200000000000000(03) lift 2 third door
13FFFFFFFCFFFFFF9300000000000000(04) lift 2 second door
13FFFFFFFCFFFFFF9400000000000000(05) lift 2 top door
The counter restarts at zero with a new controlled object.
Edit: i dont think it corresponds to the elevator at all i think its just a counter for the amount of controlling objects that are attached to a single controlled object _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Mar 11, 2011 4:24 pm Post subject: |
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So does my way work properly as well? Or should I have it reset, and put it in the GUI to edit? |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Fri Mar 11, 2011 4:52 pm Post subject: |
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No im afraid it dosn't work that way because the game thought that lift 1 had 6 doors attached to it, every contolled object has its own count starting from zero for the amount of controlling objects attached to it.
If every controlled object only had 1 controlling object attached to it they would all be zero. I dont think you need to make it editably by the user because there is only one way it can work so it would be best to have it automated. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Mar 11, 2011 7:08 pm Post subject: |
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Appreciate your help on this, now we've fixed elevators! Always wondered what happened when you changed 'em. It should be outputting properly now, check the latest beta, tracks the number by the controlled object. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
Posted: Sat Mar 12, 2011 7:15 am Post subject: |
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I wouldn't thank me to soon, i was wrong its not a count, good news is its much simpler than i first thought:
The value is the elevator stop that the elevator must go to when the door in that interlink object is activated:
elevartor stop 1 - value 0
elevartor stop 2 - value 1
elevartor stop 3 - value 2
elevartor stop 4 - value 3
so if your interlink object is this:
Contolling object Controlled object
#:01C P:064 / datadyne lift door #000 P:0C9 / datadyne lift
and this door is at door link 1 in the elevator object then the value would be 0 because this door is at elevator stop 1
if this door was at door link 2 in the elevator object then the value would be 1 because this door is at elevator stop 2 and so on....
sorry to keep messing you around with this but im very confident that this is right now. _________________ My YouTube Channel
https://www.youtube.com/channel/UCGWK44nRWYkQyNUcauIiIYQ
My Twitch Channel
https://www.twitch.tv/00action
Last edited by 00action on Sat Mar 12, 2011 7:16 am; edited 1 time in total |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Mar 12, 2011 7:15 am Post subject: |
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Sogun wrote: | One more thing. Would it be possible for the Editor to support PAL roms? That way I can extract the special characters and passing texts more easly. |
I'll see if fonts are the same mechanism. If so I'll try and support. |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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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
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