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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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phillies037 Agent

Joined: 05 Jun 2011 Posts: 21
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Posted: Mon Oct 22, 2012 7:03 am Post subject: How to use Gameshark cheats in editor |
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Where can I go in the editor to find the Gameshark codes to use for modified levels? I have tried going into the main level menu-> help -> code list. But it is confusing. I have tried using the whole list of codes provided but it does not work. Any help? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Oct 22, 2012 7:36 am Post subject: |
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What are you trying to do? Make gs codes permanent? |
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phillies037 Agent

Joined: 05 Jun 2011 Posts: 21
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Posted: Mon Oct 22, 2012 7:46 am Post subject: |
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For example I want to modify facility multiplayer level, I want to take Gameshark generated codes from the modification and place them into Project64 and play the modifyied level with the Gameshark codes.
Can the editor not populate Gameshark codes? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Oct 22, 2012 7:54 am Post subject: |
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It can't due to regenerating full set up files, etc. Instead it makes roms you load in pj64 |
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phillies037 Agent

Joined: 05 Jun 2011 Posts: 21
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Posted: Mon Oct 22, 2012 7:58 am Post subject: |
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Do you know what the code list in the help menu is utilized for? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Oct 22, 2012 8:12 am Post subject: |
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Just for console game shark uploading to console. |
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phillies037 Agent

Joined: 05 Jun 2011 Posts: 21
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1730
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Posted: Mon Oct 22, 2012 4:05 pm Post subject: |
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That was done "the 'ol fashioned way".
Before the editor we used to work out where the setup files load at runtime and move existing presets around.
For instance, the "regeneration" section consists of preset location changes. What we'd do is look at which presets are used by a setup file as respawn locations, then change the values. For instance, the first four codes move the first spawn:
Code: | 811E6554 45E4 # x position (upper)
811E6558 43D5 # y position (upper)
811E655C C5A7 # z position (upper)
811E657C 801C # pad pointer (upper)
811E657E 6774 # pad pointer (lower)
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Positions use floating point numbers, which are actually four bytes, not two. However, the only important part of them is held in the upper 1 1/2 bytes so we only bother changing that.
Pad pointers are pointers used to change what tile you're standing on. There's a seperate thing called clipping that uses tiles to determine where you can stand and a few other things. Those are pointers to a specific tile that happens to be located at that position.
We were finding positions with one of two methods. First, and often easiest, was to either use the debug menu's 'man pos' option to print it. The other is to look up the player's instance at the end of the object position list and copy them from there. Occationally you have to tweak things, but either method works well.
The weapons, flag, and armour placements are changed by finding the object in the setup file's object list and changing the preset it uses. It saves a lot of codes if you use a position that's already in the list instead of making up your own.
Switching object models is just as simple. There's a model list with all the values you'd use, and you just switch one for another. There's a few limitation, like super-complicated ones might exceed memory and incredibly large trees in small rooms might crash the game, but otherwise it's quite libertine.
I'm not going to go into the glass though. That's much more complicated since it involves making different kinds of objects from other objects. Better to start off small.
There used to be a few writups with the specifics, but I'll have to go back through my floppies to find them. MultiplayerX, if he's around, has a collection of GS-related tutorials.
+_+
The editor can't autogenerate codes like that, or even properly come up with a differential list due to a difference in how the files are compiled. Even though emulators can accept disproportionately large codelists (each code has a limit, but you can have as many on as you want) you'd still be talking thousands--with the added benefit of having to toggle them on and off at specific times.
Citadel was originally written that way, and it required codes to stop the stage from loading so you could toggle on codes, then additional codes to stop until the setup is loaded, then when you turn on that batch you have to stop again to deactivate them before gameplay. It was a nightmare and never worked right.
+_+
I should note that codelist is very old. There hasn't been a need to make individual codelists for each set of players since Krijy made a switcher that keeps 2-4 players all at the same memory location. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Mon Oct 22, 2012 4:18 pm Post subject: |
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Were fun times, but it's a lot easier and more powerful now. If you're using an emulator anyways, just write the ROM! |
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