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Perfect Dark PAL Beta
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Dragonsbrethren
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 PostPosted: Tue May 07, 2013 11:02 pm    Post subject: Reply with quote Back to top

I noticed that too, just forgot to mention it in the excitement of finding that stuff in Facility. Never expected anything that major to have been done to the level period, much less so close to final.

The dumbwaiter on the middle level of Air Force One is missing its door. (Top level was already locked. That would have been such a nice shortcut...)
 
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 PostPosted: Wed May 08, 2013 2:27 am    Post subject: Reply with quote Back to top

Nice finds in Facility.
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Dragonsbrethren
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 PostPosted: Wed May 08, 2013 10:12 am    Post subject: Reply with quote Back to top

Here's a quick bg/setup files change reference I made myself, if anyone else wants to take a look.

Code:
BG:
ame        (Defection)
ame_pads
ame_tiles
ark_pads   (Extraction)
azt        (Crash Site)
azt_pads
azt_tiles
cave       (Air Base)
cave_tiles
dam        (Pelagic II)
depo_pads  (G5 Building)
depo_tiles
dish       (CI Training)
dish_pads
dish_tiles
eld        (Villa)
eld_pads
eld_tiles
lee        (Attack Ship)
lee_pads
lee_tiles
lip_pads   (Rescue)
lue        (Infiltration)
lue_pads
lue_tiles
mp9        (Ruins CS)
mp9_pads
mp9_tiles
mp10       (Sewers)
mp10_pads
mp10_tiles
mp11       (Felicity)
mp11_pads
mp11_tiles
mp13_tiles (Villa CS)
sev_pads   (Maian SOS)
sho_pads   (Skedar Ruins)
sho_tiles
stat_pads  (WAR!)
tra_pads   (Escape)
wax_pads   (Mr. Blonde's Revenge)

Setups:
ame  (Defection)
ark  (Extraction)
ate  (Duel)
azt  (Crash Site)
cave (Air Base)
dam  (Pelagic II)
depo (G5 Building)
dish (CI Training)
ear  (Investigation)
eld  (Villa)
imp  (Defense)
lee  (Attack Ship)
lip  (Rescue)
lue  (Infiltration)
pam  (Deep Sea)
pete (Chicago)
rit  (Air Force One)
sev  (Maian SOS)
sho  (Skedar Ruins)
stat (WAR!)
tra  (Escape)
wax  (Mr. Blonde's Revenge)

MP_Setups:
mp9   (Ruins)
mp11  (Felicity)
mp15  (Grid)
 
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SubDrag
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 PostPosted: Wed May 08, 2013 3:49 pm    Post subject: Reply with quote Back to top

Camera text in 30850 file, not present in retail PD!
0x1C8F0
01..01..POCKETCAMERA....GAMEBOYCAMERA...PerfDark....GAMEBOYCAMERA...............

NTSC Debug:

Turn on Man Pos (Debug position) - this is activated from menu normally
80078733 0001 (32-bits)

Turbo Mode
80078737 0001 (32-bits)

Psychadelic mode? Screen goes darker, and flashes colors when get hit and things. I'll have to test console. May be deleted feature of something supposed to be more.
80078720 0001

Mem Info On
800787AF 0001

Props
80078703 0000

Chr stats
800787E7 0001

Tiles (no noticable effect) - value is read though
8007876F 0001

Objectives Complete
8007873B 0001

Pads (no noticable effect) - value is not read (although is referenced, depends on other flags, can be read, still not figured out any effect)
80078773 0001

(Removed move mode, same as retail, just goes to nowhere since coords/control missing)
800786EB 0000 (0002 is normal)

Background off
800786FF 0000

PAL Debug:

PAL Debug ROM
8007815F 0001 debug coords enabled
7F120238 24020001 turns screen white
7F1203A4 24020001 darkens

Retail Released NTSC 1.1 (leftover MCM, previously was hardcoded not variable)
7F11ED7C 24020000 No Background Shown
7F11ED84 24020000 No Props Shown
7F11EE24 24020001 All Objectives Complete
7F11EE74 24020001 Slow movement
7F11EEDC 24020001 Slo mo effect as you move
 
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PaRaDoX
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 PostPosted: Wed May 08, 2013 6:32 pm    Post subject: Reply with quote Back to top

I fairly enjoyed the Char Stats option.
 
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Dragonsbrethren
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 PostPosted: Thu May 09, 2013 12:08 pm    Post subject: Reply with quote Back to top

Cool finds, Sub. I hope there's more cool stuff buried in here.

chr stats is interesting, kind of useless for large groups but nice for determining the actions of a single character. I'm a bit bummed it doesn't have any direct action block info, was hoping that might be where the debug comments came into play.

Can anyone who can run these on hardware confirm if they slow down more than retail PD? Seems like the NTSC beta does to me, might be because of the debug functions, but I'm also wondering if it's just some emulator speedhack not getting applied because the internal ROM name is different.
 
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 PostPosted: Thu May 09, 2013 2:08 pm    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
Cool finds, Sub. I hope there's more cool stuff buried in here.

chr stats is interesting, kind of useless for large groups but nice for determining the actions of a single character. I'm a bit bummed it doesn't have any direct action block info, was hoping that might be where the debug comments came into play.

Can anyone who can run these on hardware confirm if they slow down more than retail PD? Seems like the NTSC beta does to me, might be because of the debug functions, but I'm also wondering if it's just some emulator speedhack not getting applied because the internal ROM name is different.


Perfect Dark always felt slow to me so I cant really comment haha
 
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 PostPosted: Thu May 09, 2013 2:15 pm    Post subject: Reply with quote Back to top

I was trying to find the menu pointer which feeds off values and directs them to certain specific menus but I've had no luck....! (trying to find the PerfectHead Menu.). I've only found an address that takes you to the previous menu you visited.
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 PostPosted: Thu May 09, 2013 3:22 pm    Post subject: Reply with quote Back to top

Thanks for the release! Oh my, many many thanks!
Even if a lot of us can't contribute funds, we'll do our best to let you know what you have. It's great there's so many differences already.
(Shame it doesn't have the Area 51 BZ MP setup though ;*)

Thanks for including the little snippet on Rare's dongles. That's some handy info.

If you're looking for PerfectHead, decompress the TLB segment, then look for a pointer to one of the lines of text. There weren't any in retail.
(half of one really, since could call via ASM)
Without references, anything else could be dummied out. Typically, when a menu item is dummied out of code it's set to just return to a default value or have no function.

It's only running slower when doing debug actions. It's only really noticeable when doing something that normally causes frameskip in retail (like lots of bots, explosions, 2-4 players MP, etc.).
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SubDrag
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 PostPosted: Thu May 09, 2013 4:40 pm    Post subject: Reply with quote Back to top

On quick glance, I didn't see the menu for the Perfect Head in the 30850 file/menu section. But there was that extra text, so at the least, slightly more of it there.

From ASM Chunk, here's the list of chr actions. Not in retail, but the part after with exclamations of guards is (but doesn't seem used by this?) at end of TLB segment.
ACT_INIT
ACT_STAND
ACT_KNEEL
ACT_ANIM
ACT_DIE
ACT_DEAD
ACT_ARGH
ACT_PREARGH
ACT_ATTACK
ACT_ATTACKWALK
ACT_ATTACKROLL
ACT_SIDESTEP
ACT_JUMPOUT
ACT_RUNPOS
ACT_PATROL
ACT_GOPOS
ACT_SURRENDER
ACT_LOOKATTARGET
ACT_SURPRISED
ACT_STARTALARM
ACT_THROWGRENADE
ACT_TURNDIR
ACT_TEST
ACT_BONDINTRO
ACT_BONDDIE
ACT_BONDMULTI
ACT_NULL
ACT_BOT_ATTACKSTAND
ACT_BOT_ATTACKKNEEL
ACT_BOT_ATTACKSTRAFE
ACT_DRUGGEDDROP
ACT_DRUGGEDKO
ACT_DRUGGEDCOMINGUP
ACT_ATTACKAMOUNT
ACT_ROBOTATTACK
ACT_SKJUMP
ACT_PUNCH
ACT_CUTFIRE
NONE
NORMAL
COVERWAIT
GRENADEWAIT
WAITING
COVERGOTO
COVERBREAK
COVERSEEN
FLANKLEFT
FLANKRIGHT
DODGE
GRENADE
WAITSEEN
WITHDRAW
SHOOTING
SYNCSHOOT
WAITTIMEOUT
COVERTIMEOUT
TRACKING
RETREAT
SURRENDER
TALKING
LISTENING
GOTOALARM
BOTFRIENDFOLLOW
BOTHIDE
BOTPATH
BOTINJURED
BOTNORMAL
BOTSHOOTING
DRUGGED
PANIC
RUNFROMGRENADE
UNARMEDATTACK
MA_SKJUMP_START
MA_SKJUMP_AIR
MA_SKJUMP_LAND
MA_SKJUMP_LANDLOOP
MA_SKJUMP_SHOT
AIBOTDEADLIST
AIBOTINIT
AIBOTMAINLOOP
AIBOTGETITEM
AIBOTGOTOPOS
AIBOTGOTOPROP
AIBOTRUNAWAY
AIBOTDOWNLOAD
AIBOTATTACK
unused1
unused2
AIBOTFOLLOW
AIBOTDEFEND
FLANKBEST
FACING
PUNCHING
ACT_INIT
ACT_STAND
ACT_KNEEL
ACT_ANIM
ACT_DIE
ACT_DEAD
ACT_ARGH
ACT_PREARGH
ACT_ATTACK
ACT_ATTACKWALK
ACT_ATTACKROLL
ACT_SIDESTEP
ACT_JUMPOUT
ACT_RUNPOS
ACT_PATROL
ACT_GOPOS
ACT_SURRENDER
ACT_LOOKATTARGET
ACT_SURPRISED
ACT_STARTALARM
ACT_THROWGRENADE
ACT_TURNDIR
ACT_TEST
ACT_BONDINTRO
ACT_BONDDIE
ACT_BONDMULTI
ACT_NULL
ACT_BOT_ATTACKSTAND
ACT_BOT_ATTACKKNEEL
ACT_BOT_ATTACKSTRAFE
ACT_DRUGGEDDROP
ACT_DRUGGEDKO
ACT_DRUGGEDCOMINGUP
ACT_ATTACKAMOUNT
ACT_ROBOTATTACK
ACT_SKJUMP
NOTUSINGLIFT
WAITINGFORLIFT
ONLIFT
WAITINGONLIFT
 
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 PostPosted: Fri May 10, 2013 9:14 am    Post subject: Reply with quote Back to top

That's handy. It reveals what actions are specific MP and elevator actions, and that should help sort out specifics on what happens in those action blocks. (Potentially could rewrite with more intelligent behaviors.)

Gotta love this one: ACT_PREARGH before ACT_ARGH

I've always wondered why Rare named the dumpsters "PdumpsterZ". Isn't that an uncommon/nonexistent word in Britain?

Back on subject, I'll try to find a little time to do a full extract on the TLB and sift out any possible PerfectHead stuff. This has been the first real free time in what, two months now? It's a slim chance they compiled it in accidentally, but it isn't like they haven't done that sort of thing before ;*)
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Dragonsbrethren
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 PostPosted: Fri May 10, 2013 10:45 am    Post subject: Reply with quote Back to top

Looked at Defection's NTSC beta action blocks more in-depth rather than just skimming them. No real big changes (obvious from playing), but they migth help determine two of the unknown actions:

040F: 12xx is used for Cassandra's dialogue instead of 0Axx. Same lines, not sure why'd they change that.

0414: Ok. this one is interesting, it's used by the executive.

  • Loop 000291 tests if guard ID F6 is within 50 units of pad 007C with action 0054 in the beta. In the final, action 01DF is used with these exact same values. Could 01DF just be a minor variation of 0054 or even an exact duplicate?

  • The action used in the loop after that check is 00CD in the beta and 01D9 in the final. This is likely another variation on the action, although the final has more values and a different order for some of them:

    00CDF6FFFF81080400
    01D904638109FFFF0F0002

    With this comparison, it's a good bet that 01D9 has values for sound and text:

    01D9????sssstttt??????

    Other than this, the executive's lines are off by one in the beta (because of the missing saucerexp sound?).


0416: Outro block, added unset tags action in final: 00A8F200000400 Unset Tags for Guard ID# (Player 1 and Player 2) Hide Guard id (Show if Unset)

Value for the reload sound was also changed from 01D9 to 80F6.

0422, 0C00: An 0003 action was added to loop 00022C.

0424: Final unsets tags on the secretary: 00A82500000400 Unset Tags for Guard ID# (Secretary) Hide Guard id (Show if Unset)

1000, 1401: JALs to 0016 in beta instead of 0017.

1002: JALs to 0015 in beta instead of 0016. (Was a new built-in block inserted somewhere in the middle for final?)

1008: Controls the switch for Cassandra's door.

  • Some sort of guard check for current actor with action 01B3FD was added to loop 000204.

  • The door unlocked text is shown for both players rather than just player 1.


100E: Six 0003 actions were added at the start of the block.

1010: The values used by the 01D9 actions were changed. The value that is one less is probably because of the sounds being off by one in beta:

    01D900038110FFFF0F0000
    01D900038111FFFF0F0002

    01D901030004FFFF0F0000
    01D901048111FFFF0F0002
 
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Dragonsbrethren
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 PostPosted: Fri May 10, 2013 9:26 pm    Post subject: Reply with quote Back to top

So if Glide64's "original" resolution option is to be believed (I haven't had a reason to doubt it before, but this is strange), the PAL beta runs at lower resolution than final: 320x254 vs. 320x268. I wouldn't expect them to change something like that at the last minute.
 
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 PostPosted: Sat May 11, 2013 6:23 am    Post subject: Reply with quote Back to top

In Crash Site, two guards were yet to be put in around the area with the plane, respectively the NSA Guard (?) and a Mr. Blonde (cloned Skedar, not sure what else to call them). This was most likely done to fill in the empty space around the area.
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Dragonsbrethren
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 PostPosted: Sat May 11, 2013 10:41 am    Post subject: Reply with quote Back to top

Jonathan can shoot you in The Duel in the NTSC beta. They must've broken that at the last minute. Crosshair's still blue when aiming at him, so I wonder if this targeting difference applies to all allies? (You thought Elvis was annoying before, what if he could accidentally gun you down? Razz )
 
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