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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: Sat Dec 19, 2009 7:05 am Post subject: Never Say Never Again |
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Current version is 0.18i, updated Jan. 18th, 2010.
This is a tech-alpha! Read below for details.
+_+
The Never Say Never Again (NSNA) patch is a series of strange system modifications. Some aren't noticable, others affect gameplay, still others allow users more freedom to set settings, and most are geared toward editors to allow them more freedom in patch development. A full list of features is found in the following post and in the patch readmes.
Download links are in the second post.
Known glitches and remaining features list is in the third post.
+_+
Currently, this patch is a technical-alpha. That means functionality is still being added. It is being released for feedback on features, requested new features, as well as bug testing.
For that reason, the patch is being released to the community to test its various features. This will need full gameplay testing, solo and multiplayer, using as many different combinations of features as possible. In addition, whenever possible, test new user content, especially off-the-wall stuff like co-op.
Some features in this patch, such as particular weapon sets or animations, are not going to be in the final patch. They are only present to illustrate that certain features are editted or how certain features may work. This includes the jig animations in the character intros and the additional weapon sets in the MP menus.
It is known that the patch is not fully compatible with the GoldenEye Setup Editor, specifically some parts of the "21990 editor" feature. However, it isn't known how incompatible it is. Anyone willing to test the various features would be an absolute godsend.
Anyone willing to translate the rest of the japanese strings to english, please do so. I don't really know enough japanese to do it properly.
Due to the limitations of the forums, a text document listing the strings needing translating can be found here:
http://www.mediafire.com/?cfunywacdhiwn66
+_+
As of this moment, tools to edit many of the revised data tables are still being built. As they are completed, they will be released to the public in the post below.
+_+
This patch is specific to North American ROMs. Only apply to an uneditted, unbyteswapped NGEE ROM image. The patch has been tested to run on both real hardware and emulators. For best results, apply the patch using the "apply .ips" feature of the GoldenEye Setup Editor.
Bug reports, feature requests, etc. may be reported in this thread, PMed, or at worst emailed. Just keep in mind I don't get regular internet service, so it may be a while before your problem is addressed.
-Zoinkity
nefariousdogooder@yahoo.com _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
Last edited by zoinkity on Sat Sep 25, 2010 8:29 am; edited 2 times in total |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Dec 19, 2009 7:06 am Post subject: |
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Newest NSNA--version 0.18i. Updated Jan. 18th, 2010.
http://www.mediafire.com/?wdagplw6665zq1z
+_+
The Never Say Never Again patch adds in an array of extra functions and system modifications.
Features in this version of the patch.
Features new in this version will be highlighted in orange.
Gameplay:
- Random bodies and heads usable in below; use 0xFF as body or head code for either.
- Multiplayer select menu
- Character introductions
- Actions BD and BE in setup action block
- Object 09 in setup file
- Accounts for player perspective, in solo and multiplayer!
- Players may use sunglasses
- Press L or R on the multiplayer character select to activate in multiplayer.
- Press L or R in the 007 options menu to activate.
- Note this will only activate sunglasses on heads that have them built-in already.
- Eliminates need for the watch arm entry in body/head table
- Ammo collection:
- Revision of ammo obtained from clips and weapon pickups: TLB pointers replaced with table
- Revised weapon and ammo collection text. All types are accepted and english should use the proper articles.
- Ammo Clip sound effect block: up to 15 sounds allowed, and all types are indexed. Indices are 1 nibble each.
- Weapon tweaks:
- Timed mine MP timer set to 1 1/2 seconds (half original time)
- Blast increase for briefcase bomb (Thunderball) - maximum of 3
- Autogun revision:
- Autoguns can now be used in multiplayer. They single out the closest living player. Deaths are attributed as suicides, as with the co-op patch.
- Autoguns will now only fire at living players. This circumvents a bug that would reassign damage from a dead player to a living one.
- When no players are left alive, autoguns continue to fire at their last target. This ensures they will fire during solo death animations, when normally they would not fire at dead players.
Main Menus:
- Revised legal screen format. You can tack in a few lines, like patch ID
- Implemented selectable Bonds on main folder
- Highlight the portrait to change the selected Bond actor
- Press either A, d-right, c-right, or R for next entry
- Press either Z, d-left, c-left, or L for previous entry
- You'll need to either complete a stage or set a setting in the watch menu to make the change permanent
- Note: Bond suits and heads have not yet been implemented, but this does affect the 'selected Bond' cuff setting and F2 action command
- Character intro revisions:
- Halves the size of the intro block at 0xA870
- Intro animation block reduced to half the size
- Eliminates five TLB pointers from 21990 tied to Bond in intro
- Revision of random weapons in intro; see 21990 below
- Revision to cheat menu:
- Cheat menu availability testing now generic (note: location not finalized)
- Menu can now accept four times as many cheats, although these are not all selectable yet...
- New Menu Cheats:
- #05 Dr. No (No Body Armor) - finish Mission 1 on any difficulty (->Surface I)
- #07 Line Mode - finish Mission 7 on any difficulty (->Jungle)
- New Button Code Cheats:
- #06 Bond Phase
- #19 Debug Position - uses sequence from multiplayer invisibility (#16)
- #37 Unlock all Stages - 20 keys long
- Modified Cheats:
- #06 "Disable Invincibility [Multi]" is now "Bond Phase", allowing players to walk through objects. Collectable objects are still collected.
- #0A Invisibility - merged solo (#0A) and multiplayer (#16) invisibility cheats
- #0C DK Mode - full multiplayer support
- #0E Tiny Bond - full multiplayer support
- #16 (reserved for slow motion)
- #1B Fast Animations - multiplayer support
- #1C Slow Animations - multiplayer support
- #37 "Unlock Dam" is now "Unlock all Stages"
- Revision to mutliplayer menu:
- You can cycle the players, weapons, and aim settings both forward and backward
- Press either A, d-right, c-right, or R for next entry
- Press either Z, d-left, c-left, or L for previous entry
- Revised Scenario Menu
- You may select both a point and a time scenario.
- If a point or time scenario is used alone, your final score is based on its rules.
- If both a point and time scenario are used together, the point scenario will be used to end the match and the time scenario will determine the score in most cases.
- Stand-alone extra options may be toggled on and off in addition to any other multiplayer settings or scenarios.
- An option is activated when a checkmark appears next to it on the menu.
- Revised Team Select Menu
- Each player chooses their own team colour from a list of seven.
- New team select menu controls:
- Press left/right on control stick, c, or + pad to change colours.
- Press A, Z, or start to select the colour.
- After selecting a colour, you may press B to revise your selection.
- When all players are finished, you will be automatically returned to the scenario select menu.
- Revised Stage Select Menu
- Unlimitted number of MP stages in list. As of version 11, a temporary menu allows selecting stages above stage 12. Use the "NEXT" tab or press the R button to advance to the next page.
- Setup files no longer tied to stages, so more than one setup file can be made for a single stage.
- Allows the user to choose the text highlight colour on the menu.
- More control for locking stages.
- Stages can be unlocked under certain difficulty settings.
- Stages can be selectively turned off for certain numbers of players.
- Manually omit stages from random selection.
- Revised Game Length Selection
- Score may range from 0-100; time may range from 0-60. Set a value to 0 to ignore it in multiplayer; set both to zero for Unlimitted.
- New game length controls:
- Press A or Z to edit the game length. Your cursor will disappear.
- Press left or right on the control stick, c, or + pad to highlight either score or minutes
- Press up or down on the control stick, c, or + pad to change the value
- Press A, Z, or B when finished to return to the multiplayer menu.
- Revised Multiplayer Character Selection
- Players can choose the same character slot
- Press control stick up + select to randomly select an entry from the list
- Adds Random to character menu, pushing default # to 9
- Upon game completion on agent allows all characters multi; number dynamically set, so no need to update the value
- MP character select entries are half the size, allowing up to 128 entries
- Revised Handicap Selection
- Up to 128 handicaps supported (although there isn't room for that many)
- Set default handicap entry
- License to Kill added to index--must always be the first entry (0) to ensure the scenario works properly
Text Files:
- Language select screen:
- Press L+R on the legal screen to enter the language select screen
- The current language can be selected from a list of available ones. Press A to select a language from the list and exit the menu.
- If a controller is not in port one, each language is replaced with the no controller warning
- Text table updates:
- Japanese characters are valid in all languages
- All stage numbers now load a valid text bank - no more endless loops!
- Invalid text IDs no longer crash the game. Bad banks or entries now return "ERR".
- Text lookup table uses only one string for all regions
- Lookup names that end in "%c" search for a matching lanaguage file using the current lanaguage code letter.
- Other names that don't end in "%c" are generic for all regions.
- Text file updates:
(Details in NSNA readme file)
- title.txt update (japanese only): (9C)
- mpmenu.txt update: (A0)
- propobj.txt update: (A4)
- mpweapons.txt update: (A8)
- misc.txt update: (B0)
- nsna.txt added: (B4)
- contains no controller warnings (B400-B40F) and language names (B410-B41F)
Background File:
- Clipping can now parse stan tiles with up to 15 points and fewer than 3. (well, probably)
Setup File:
- Setup Intro block updates:
- 03 rotating intro cameras now work in multiplayer; note 06 cameras can't be used just yet (fading issue)
- Stage intro animations reduced to half the size
- 06 intro cameras no longer require a text entry
- Revised format for head/body/cuff sets for solo stages - no TLB pointers
- Use FE in any slot to use the corresponding selected Bond's data
- Use value FF for random bodies or heads.
- Customizable cuff slot FF - set and use the body, head, and cuff for a custom solo player.
- Action block command updates:
- Size lookup now uses table of values instead of TLB pointers.
- Following action block commands are now toggles; This will remain as such unless it is verified these break the original solo stages.
- EA Toggle Stage Time
- EC Toggle Player Pickups
- F6 Toggle Explosions
- F9 Toggle Automatic Stage Failure
- 2710+ preset support for characters:
- You can use 2710+ presets in object 09 characters
- Player spawns can use 2710+ presets; spawns may exceed 15
- Setup file objects:
- Now XORing respawn flag for objects in setup file.
- Disable an object from respawning MP by setting the respawn flag in the setup file.
- Monitor animations:
- Invalid types stop animation to prevent infinite looping.
- New types added:
- 10 - branch if rand < x
- 11 - jump to subroutine
- 12 - branch and link
- 13 - branch
- 14 - loop
- 15 - zoom proportionally
- Ammo box revisions:
- Ammo boxes can hold types 1-1A, up to 255 rounds each.
- Optional model overrides for ammo boxes based on available ammo type.
Multiplayer:
- MP weapon set revision
- Random weapon set added
- "Casino Royale!" - completely random set of 8 unique weapons
- Up to 100 weapon sets
- Body armor allowed in weapon set; use item # -1.
- Up to 16 different weapons in a set
- Ammo clips can be used in place of boxes
- Tank ammo reallocated to type 2 ammo to fit in ammo box
- Selectable gadgets in multiplayer. Note 'all guns' only makes items 1-20 available.
- Random multiplayer death table is half the size; half the size = x2 entries
- Multiplayer stage revisions:
- All stages recompiled to eliminate unused presets
- Temple: moved weapon and ammo box collection points to sensible places. Both the weapons and their ammo are located in the same room now ;*)
- Bunker II: Moved one spawn, locked doors, and added one more. A lock glitch was occuring when the outdoors were rendered simulataneous with certain other rooms when 16 weapons in play.
- Complex: Added walkway as seen in Perfect Dark.
- Citadel: Temporarily available. Unlocked by default. Body armor is part of weapon set and uses custom intro camera.
- Facility: Moved spawn out of vents, one weapon position to PD location.
- Statue: Available. Unlock by completing Bunker II on agent mode or above.
- Cradle: Available. Unlock by completing Water Caverns on agent mode or above.
- Wreck's Bunker I. Unlocked by completing Surface I on agent mode or above. Body armor is part of weapon set. Many thanks to Wreck for providing the setup file.
- Updated Multiplayer Scoring System
- Time and point limits may be set independantly.
- One scoring system for all scenarios. All scoring is combined; the game continues until either you meet the point or time requirement.
- Point limit is ignored when "You Only Live X" in use.
- Multiplayer Scenario Updates:
Point Scenarios:
- Man w/ the Golden X
- MwtGX now uses whatever weapon is assigned to F7 in the weapon set
- That means you can now play MwtGX with custom weapon sets; For correct operation, weapon F7 should be unique - one pickup - or multiple players will share the points.
- Kills made with the golden weapon net one point to the player and one to the weapon. One point is given to the weapon, regardless the number of players playing.
- Points made with the golden weapon stay with the weapon. When another player collects the item, they recieve all the points made with the item.
- You should be able to play the scenario with the 'all guns' cheat active. It tests for actual item ownership, not availability.
- Squashed bug when owner of golden weapon dies. They immediately lose ownership now.
Time Scenarios:
- The Living Daylights (Flag Tag)
- You can now switch to weapons while you have the flag, although you only gain time while the flag is drawn.
- You may set both points and time for game length. The match ends when either are met.
- If no player held the flag, final ranking is based on points. Points equal 1 millisecond each, so victory by points isn't feasible if the flag was held at all.
- New Scenario: Live and Let Die
- Winner is the player with the longest inning.
Other Options:
- You Only Live X
- Set as an independant option that may be combined with other scenarios or stand alone.
- You may not set a point limit for the match when using this scenario.
- You may now set the number of lives. Press 'A' to increment and 'Z' to decrement the value on the counter.
- The game ends regardless of scenario and limits when only one team left.
- When played outside of other scenarios, winner is the last player or team alive.
- Teams
- Teams now an independant option that may be combined with other scenarios.
- Team setup screen allows each player to select their team colour. There are seven possible team colours. 1-4 teams are allowed.
- License to Kill
- Set as an independant option that may be combined with other scenarios.
- New Scenario: A View to a Kill
- Disables sight and aim for all players.
- Multiplayer In-Game Menu Revisions:
- Score page uses player team colours when applicable.
- When a time scenario is in use, the score page displays a minutes/seconds value instead of an integer.
- Multiplayer statistics pages
- Use up and down on the awards page to display the player's statistics for that match.
- First page displays accuracy, shots fired, and longest inning.
- Second page displays head, body, limb, and other hits. Other hits include shots hitting weapons and hats.
Various:
- Integrated Patches:
- Reduced image format. Up to 4094 images can be loaded into ROM.
- SubDrag's updated Co-Op kill fix.
- "Detecto": if you forget to plug in controller one, you do not have to reset the game after doing so.
- "Intelliwatch": the solo watch menu now remembers more settings and returns to the page you were last on.
- "SmartSpawns": selectively disable spawn points, weapons, or ammo depending on #players or difficulty.
- "Tank!" patch allows you to select the weapon, speed, and sounds for 2D tank objects.
+_+
-Zoinkity
nefariousdogooder@yahoo.com _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
Last edited by zoinkity on Sat Sep 25, 2010 8:33 am; edited 3 times in total |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Dec 19, 2009 7:06 am Post subject: |
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Known Issues
Here's the colour code:
WHITE - not nasty, fix planned
BLACK - no biggie, no intended fix
RED - nasty glitch, can't fix easily
General List
- Some Japanese strings are not translated yet. Anyone who'd like to help is welcome to.
- The image list patch may cause occational corruption of main menu images. The cause of this is unknown. It corrects itself after playing a stage and reloading the table.
- The GoldenEye Setup Editor does not support most of the features in this patch. In particular, the 21990 file is incompatible. This will be corrected in a later revision.
- 4-player matches in certain stages with randomly-generated characters can overload memory and cause the game to crash. Then again, selecting the same characters under the same conditions would also do so. A necessary evil.
- Selecting a random body but using a fixed head does not check the head's gender, and special characters supercede the head selection.
- The terminating entry for the intro block can not use character bodies 0C-0F, 27, or 28. It is recommended to set all data in this final entry to 00 to ensure the best possible compression.
- Using a 2328 (volatile) preset as a player spawn location has never been supported and will cause errors.
- Casino Royale may generate random sets that place ammo-only items in slot F7. In a MwtGX game, this can be an issue because more than one player may have the item. I'll address this in a future revision.
- When "View to a Kill" is in use aim setting text does not reflect the setting. A future revision will replace this with individual player settings.
- Repeatedly entering the language menu may overrun the text buffer and trigger an infinite loop. This only happens after changing text banks four or more times, so the bug is concidered low priority.
- Radar monitor image ignoring alpha.
- Several cheats unlock in the wrong order.
Emulator-specific bugs, none of which will be fixed.
Emulator Specific
- Project 64 may erroneously believe the Casino Royale created an infinite loop and break out of it, so you may have duplicate weapons in weapon sets. This does not occur on console so no fix is planned. For best results, try using the "interpretter" RSP option.
- Line mode does not work properly under most graphics plugins.
- Glide does not display the language select menu text.
+_+
Feature Wish-List
Priority colour code:
WHITE - as soon as possible
BLACK - will get to it
RED - bloody difficult
In no particular order:
- Translate all text to Japanese
- Diminish movement animation tables - at least kill NULL entries
- MP in-game stats page
- MP menu hack - create options page, lump player attribs into page etc.
- Final update to multiplayer stage select menu
- Custom weapon set dialog
- Revision for cheat menu folder
- Slow motion cheat
- Revise existing cheats so some actually work correctly in both solo and multi
- Use PAL's fog storage system for NTSC and backpedal fog values when not found
- Sky override intro block type
- Grenade travel patch
- European font extension
- Guards: force detecting closest player as target
- Break 10 objective limit
- Occluded objectives
- Tank update: independant Tank! settings, multiplayer compatability
- Drivable vehicle object container that does not require a turret
- Elevators
- Double weapons in multiplayer
- Final ROM string lookup reduction--probably will be done last
- Teamkills added to "civilians killed" count
- Paintball explosions
- Inf.ammo no reloads cheat
- Cheat options for certain cheats
- Information shared b/w stages
Post if you'd like to see new features, or if you'd like to complain about the ones implemented ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
Last edited by zoinkity on Wed Jan 20, 2010 8:51 am; edited 1 time in total |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Dec 19, 2009 7:07 am Post subject: |
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Thar be dragons here
(reserved for future use) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Sat Dec 19, 2009 7:24 am Post subject: |
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Nice name, Ive seen NSNA before, its a good bond movie. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Sat Dec 19, 2009 7:34 am Post subject: |
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One sentence
Greatest
Patch
Ever! _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Sat Dec 19, 2009 7:36 am Post subject: |
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Sometimes I recieve FPS drops, either when there is a camera load/change or picking up a new weapon. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Dec 19, 2009 8:04 am Post subject: |
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Feature request which will probably go into your "bloody difficult" category:
Adding new objectives mid-mission. Basically, what I want to do is set up all of my objectives like normal, but flag certain ones to not show on the initial briefing screen or watch menu. Allow an action in the mission to toggle this objective on: this will display a "New objective:" string in the bottom left corner of the screen, the text set for that objective, and add it to the menu displays. Objectives that weren't toggled yet should also not appear on the final results screen, if Bond dies/aborts. |
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HackBond 007


Joined: 14 May 2009 Posts: 1368 Location: Scotland  |
Posted: Sat Dec 19, 2009 8:07 am Post subject: |
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Request:Fix Random Heads
Catagory: ???
Information: I heard from oxidice that he couldnt play any map with the NSNA patch. All he and E-S could see was blackscreen and music. They chose random chars, not cast chars. Cast Chars are fine. _________________ Also known as Spyster or Nyxem
[Youtube]
[Decoy] Antenna | Control | Silo | Escape
Last edited by HackBond on Sat Dec 19, 2009 8:33 am; edited 1 time in total |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Dec 19, 2009 8:19 am Post subject: |
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While it's a shame to hear it can't be used with Mupen, it's hardware compatible, so it's really the emulator that needs an update.
Bug report: First test, three random characters in Citadel, one guy was completely invisible. He was there, and could be collided with, take damage, etc. Just couldn't be seen.
Another feature request: I know Jaws's head sticks through in a few places, but I'd really like to see Citadel at its original scale. The stage plays a lot better when it's smaller. |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Sat Dec 19, 2009 8:25 am Post subject: |
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Actually, i play this occasionally online on kaillera. (i have a custom ini that i add all my roms to and occasionally the latest version of this one[because the bombcase is the best thing ever, imo]) . But, because there's an error with the random head select, we all have to play cast characters and cannot pick any supporting characters such as guards, lest the game freeze.
Also, i would appreciate it if you were to add a set with all random weapons, but the bombcase is always in slot number 7 |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Sat Dec 19, 2009 12:02 pm Post subject: |
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This an epic patch. Epic might be a little cliche but I can't think of any other word to describe a patch of this magnitude. _________________ 304 HP |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Tue Dec 22, 2009 10:40 am Post subject: |
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Sorry for not specifiying before, but could everyone mention if this was hardware or emulator, and what emulator it is.
Sucks about Mupen. Heck, I can't even run Mupen without it either restarting my machine or throwing a BSOD, so I can't even try to find a compatibility mode for it.
+_+
For those with problems with random heads, at least PJ64 users:
The "recompiler" RSP mode hates my randomizer schemes and tends to break out of them prematurely when they do their looping thing. I know this is the case, in fact, because the 16th weapon is always manually set to body armour to avoid a nasty glitch, but this is set on the function return. When item 16 isn't BA, I know the bugger jumped out of the loop.
So, if you're using PJ64, bite the bullet and set the RSP mode to "interpretter". This will likely suck down much more RAM, but it should be a lot more stable when randomizers are involved.
Hopefully this solves the problem, because I've never had an issue with the heads on hardware as of yet, especially after freeing up some of the rdram. The warning is just sort of copied from the old caveat attached to the "play all multiplayer stages 4-player" patch, since if certain player combos crash that then the same should still apply.
Graphics plugins have their own issues as well:
- Glide doesn't like the language select menu and it likely won't appear
- Jabo's plugins don't display the checkmarks when you select scenario options
- Jabo doesn't display the radar overlay correctly, so your team or pickup may not appear correctly.
+_+
Noticed that bug in Citadel. It's a clipping issue, actually, tied directly to one spawn. It means I shouldn't have put off finalizing its clipping file this whole time. Also, I should point out that most of the intro animation is skipped on 4-player. Honestly, Citadel is only there to show off certain stranger features and likely won't be in final release.
Also, "press start" will not appear after player 1 dies in a "you only live x" scenario. This will be remedied. In addition, ranking isn't correct for "Live and Let Die", and will always follow the 1,2,2,4 method for some reason. Times are listed, so for now you can tell who really was in what order, but this also will be fixed.
+_+
Dragonsbrethren wrote: | Adding new objectives mid-mission. Basically, what I want to do is set up all of my objectives like normal, but flag certain ones to not show on the initial briefing screen or watch menu. |
Concider it in, and actually it would be quite easy.
There's two possible ways to set this up though, and I'd like to know which you'd prefer.
To remain sorta-kinda backward-compatible, will use the fact they stored the difficulty settings for each objective as a 2-byte value. Lower byte will still be min difficulty, with additional flags to mask per difficulty. That should allow for Cetan-esque particular objectives on particular difficulties.
For the sake of argument, you don't actually need a special automated: "New Objective: blah", since this can be handled by action commands and you need them anyway to activate and deactivate objectives. Also, if you use existing commands to handle this, then again you make a stage that's backward compatible, plus you have the option of not necesarily informing the player about a task. Seriously, isn't it self-evident that you should free civilians, not offer them free craniosectomies?
If you insist though, it could be tacked in. The only trouble would be that as automated text you're liable to overwrite the current text on-screen, whcih would be bad if one objective being completed triggered the new objective. You'd have the completed text get overwritten almost immediately.
Method 1:
Option one is that the high byte will be a mask against the upper byte of the objective register, so you'll use the objective register to turn certain objectives on and off. This avoids writting new action commands, while still offering some chance of triggering the objective in non-hacked ROMs. Only trouble is you only have 8 unique flags... Could make a unique register, but then I'll need to write in that multi-byte action block hack sooner than expected.
Method 2:
Another possibility is to have a special register for occluded objectives, unlocked using a unique objective command that tests against the objective register. If set, unlocks objective. Could do more than 8 this way, but probably less compatible. Besides, would then lead to making a command to lock a particular objective as well, so an "alternate route" thing would be possible. The advantage is that it would be easier to code, but I'm almost certain the new types would break unhacked ROMs, unless the mask was 16-24 bits in the upper three bytes of the objective type itself... With a 24bit mask you'd be able to handle any theoretical future objective expansion.
Just let me know which one you'd prefer, or if there's a better method.
+_+
Also, really quick, you can change the scale for Citadel back. It was just the default 1.0 (3F800000). It does play better, but sadly, with player perspectives tied directly to their height, you can see through the roof of huts, bottom of ramps, and you'll appear through walls and be susceptible to gunfire. It caused a lot of issues. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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00action 00 Agent


Joined: 21 Feb 2007 Posts: 445 Location: UK  |
Posted: Tue Dec 22, 2009 11:16 am Post subject: |
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wow this patch is brilliant!
I loaded it on my dr v64 and found some bugs for you:
1. i turned the spectecles on in 007 mode and it didnt work, i tried loading dirfferent levels and i looked for heads that i know have glasses and they wasnt wearing them but it works perfectly in multiplayer.
2. when i shot the guards in bunker 2 they sounded like women instead of men.
3. when your curser is over bonds picture so you can select what bond picture you want you cant press b to go back a page, you have to move your curser off bonds picture then you can press b to go back (not so much a bug i know but thought i would mention it)
Now here is a Few things i would like to see in this patch
1. all characters in multiplayer be able to have there own selection picture instead of loads of question mark heads.
2. with the weapon sets you have random wich randomises between the preset weapon sets and then you have casino rayale wich is completely random weapons, with character select you only have completely random it would be nice if you could have random between the preset characters from the character list aswell.
3. modify the enemy rockets cheat to be just enemy weapon, and when you turn it on it gives you a list of all the guns to choose from.
4. same as above but for the single and double weapons cheats for bond.
5. have a unlimited ammo no reloads cheat like perfect dark.
6. in goldeneye you can change the RGB values of some objects so they glow different colours could you implement that to the multiplayer characters so they match the team colours like perfect dark.
7. have the paintball cheat as an option in the watch menu instead of a cheat.
if i find any other bugs il post them. thanx |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Dec 22, 2009 11:37 am Post subject: |
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zoinkity wrote: | Concider it in, and actually it would be quite easy.
There's two possible ways to set this up though, and I'd like to know which you'd prefer. |
Great! I'm glad it won't be too hard to add. This is the one thing I think TWINE had over GE. On one hand, it's nice to know everything you need to do beforehand, on the other, it's pretty silly to know things that you shouldn't possibly be able to at the beginning of the mission.
zoinkity wrote: | For the sake of argument, you don't actually need a special automated: "New Objective: blah", since this can be handled by action commands and you need them anyway to activate and deactivate objectives. Also, if you use existing commands to handle this, then again you make a stage that's backward compatible, plus you have the option of not necesarily informing the player about a task. Seriously, isn't it self-evident that you should free civilians, not offer them free craniosectomies?
If you insist though, it could be tacked in. The only trouble would be that as automated text you're liable to overwrite the current text on-screen, whcih would be bad if one objective being completed triggered the new objective. You'd have the completed text get overwritten almost immediately. |
I agree, I was actually thinking the same thing when I made my post, that the text could just be added manually. Personally, I wouldn't want to add objectives without alerting the player, but I could see doing that having its uses. So yeah, no need to worry about the message.
zoinkity wrote: |
Just let me know which one you'd prefer, or if there's a better method. |
Method 1 sounds like it would be good enough. I'd like to see the normal setups continue to work fine without modification, and 8 bits should be plenty (I question the sanity of anyone who would have eight hidden objectives in the first place, and more than that would just be ridiculous).
zoinkity wrote: | Also, really quick, you can change the scale for Citadel back. It was just the default 1.0 (3F800000). It does play better, but sadly, with player perspectives tied directly to their height, you can see through the roof of huts, bottom of ramps, and you'll appear through walls and be susceptible to gunfire. It caused a lot of issues. |
Ah, I didn't realize the perspective hack would cause more problems. I know back when I played Citadel online with Wreck, the only issues we noticed at the original scale was Jaws's head. I guess it's best to leave it as it is, then. |
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