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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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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
Posted: Sun Oct 25, 2015 2:51 am Post subject: |
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Thank you.
I deleted all action blocks and watched cinema.
I added only the following
Code: | 1001:
B543616D657261546573740D0D = CameraTest
01110138 Prerecorded camera: movement, rotation, and special fx info 0111 (0138)
000201 Resume if Return Value Loop Met 0002 (01)
0003 Leave the Routine, But When Return Continue from Spot
011302 If Prerecorded camera not finished, Return Value Loop 0113 (02)
000011 Go to Return Value 0000 (11)
000202 Resume if Return Value Loop Met 0002 (02)
000101 Go to Beginning, Then Return Value Loop 0001 (01)
000211 Resume if Return Value Loop Met 0002 (11)
00DD Switch Control to Joanna, Return from Camera
0005FD0000 Jal To Function 05? (Guard [whatever called it]) (JAL TO: 0000) Do Nothing (Ends Routine)
0004 Terminator |
Code: | 1002:
0003 Leave the Routine, But When Return Continue from Spot
010BF402 Make Guard Ally (10)/Foe (02) (Counter-operative [player 2])
0005FD0017 Jal To Function 05? (Guard [whatever called it]) (JAL TO: 0017) Guard/Simulant Initialization (0145/0146) and then end
0004 Terminator |
The rain effect (Chicago) and snow effect (Crash Site) is toggled via action blocks.
Chicago: Action Block#1416
Crach Site: Action Block#1011
Fade Out is set via action blocks. (#01CB)
White flash may be sunlight.
The zooming is set by prerecorded camera (changed field of view).
Motion Blur and Gas may be hardcoded.
https://youtu.be/E1KVq2yIfjw _________________ YouTube: https://www.youtube.com/user/jonaeru
NicoNico: https://www.nicovideo.jp/user/2033487
Twitter: https://twitter.com/jonaeru |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Oct 25, 2015 5:02 am Post subject: |
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I'm not sure about this, but testing before I accidentally caused motion blur by a messed up bit size on animation. Maybe it's just caused by the animation jumping around in position? |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sat Nov 28, 2015 5:44 am Post subject: |
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Wow that was great!! I really liked your camera angles. You are getting very very good at it. Haha, it's funny the guards at the end, didn't realize they moved positions as camera swapped. I wonder why they go through the floor at the end heh, or what causes that. I thought moving them was instantaneous.
That also seems to make me wonder, that if prerecorded fx is playing, and you skip it, it sets your position and angle to the last frame of the fx (well, that basically your position is based on prerecorded fx). I'm still wondering a little about that, but it's got to be something like that, especially since yours pointed a different angle, but Jo's doing same animation. |
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7199 Location: Ontario, Canada |
Posted: Sat Nov 28, 2015 2:23 pm Post subject: |
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I also noticed that, with Joanna's body facing the normal way, but the angle in which the player faces at the end of the camera fx matches the last frame, as SubDrag pointed out. We'd need to confirm that it's how player 1 is positioned. Player 2 is another story, as well. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sun Nov 29, 2015 6:45 am Post subject: |
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Yeah, It might explain why GE/PD always zoom into the back of the head, to set the camera up correctly.
Its funny to see the re-use of the same guard in 2 positions, although i noticed he falls through the floor and his shadow rises above him, how odd
Trev _________________
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Sun Nov 29, 2015 8:18 am Post subject: |
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Off-topic, but sort of related, is that Air Base appears to have a beta cut-scene, but all the animations are completely removed. Actually maybe just an alternate version of the final one, since it uses the normal guards. It's action block 0401. The prerecorded fx 016B, and all the animations (such as 0170, 016C, etc) are all empty, and long gone alas. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7199 Location: Ontario, Canada |
Posted: Fri Dec 25, 2015 12:47 pm Post subject: |
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Don't remember if it has been discussed before, but I found how Player 2 is positioned at the start of a coop mission. They use the start point pad assigned in the intro block. It's most obvious in levels such as Airbase and Villa. Even when P1 starts on the dock in Villa, Velvet begins at her regular place at the corner of the observatory. So it doesn't use some sort of proximity, like in Combat Simulator, to place a character who shares a start point with someone else. I didn't check into your simulant buddies, though.
When I changed the start pad in Airbase to another position inside the building, it had zero effect on Joanna either in the intro cinema or where the player begins. My guess is that the prerecorded fx camera, in a way, sort of is Player 1. Think of it like Bond Move in the debug options of GoldenEye. Wherever it ends up on the last frame, when you switch control to the player, is where you start.
At least now we can plan where P2 is at the start of a mission.
I will need to check, but this may also be the pad the counter-operative goes to when there is no other body to take over. |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Dec 25, 2015 2:13 pm Post subject: |
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Ah that's good to know, I had wondered that myself. Be good to know if computer simulants are the same spot, perhaps just placed next to spot if more than one by an offset. Perhaps it knows to place player 1 based on the block being 14XX or whatever it is? Or was it 0CXX? So it scans end of block to last frame of last prerecorded fx in there? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7199 Location: Ontario, Canada |
Posted: Fri Dec 25, 2015 3:06 pm Post subject: |
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The intro cinema used by the cinema menu uses the 0Cxx block, but the actual mission being played seems to use a bit of everything. 10xx types, and also 04xx types seem to be utilized. Not totally sure why the 14xx type exists in PD. Must be something they can do that maybe normal 10xx can't.
Yeah, I have a feeling the simulant partner may go to that position, and any additional will be placed in close proximity. So there would need to be enough open space around them to allow another body to spawn in. |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sat Dec 26, 2015 3:25 am Post subject: |
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But, remember that if you skip the cutscene or end it mid-scene you somehow end up at the start and not just floating over the ravine, so it must still use the start pad.
If you moved the start pad in facility so that P2 was 006 and started in the dark room (which isnt dark in-game and has 3 guards in it (Maybe have P2 in disguise so guards dont shoot)) then you would have to make sure P1 could not skip the intro, otherwise they will end up down there too.
Trev _________________
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7199 Location: Ontario, Canada |
Posted: Sat Dec 26, 2015 12:13 pm Post subject: |
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Hmm, I'm not so sure about that. I still think Player 1 (or Joanna) would begin where the final frame of the camera animation is set to. If not, by skipping the scene in Villa when Jo is in hostage disguise, she would wind up at the observatory instead of the dock. It will need more testing, of course.
I did confirm that the counter-operative, when no other body can be snatched, will spawn unarmed at the start point pad. Also, when I was testing coop in Egypt, P2 began directly in front of P1. Maybe because that was most roomy in relation to the start pad placement. There are pillars right near you, so left and right may be too tight. Aztec was the same, and that is an even tighter area.
I also wondered if you could use the Move Guard ID to Pad action to position P2 (Velvet) at the start of the mission. Worth a test. |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Tue Dec 29, 2015 6:44 am Post subject: |
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Ah, so it might not be the last played frame that sets the start, but last frame in animation... yeah, that makes sense for villa.
Yeah, that would work advantagously, being able to use the Start pad for P2 and camera for P1.
I guess you could quickly test that in the reveresed Airbase above, skip the scene and see where you land. Facing normal or reversed.
Trev _________________
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Jonaeru Secret Agent
Joined: 19 Jan 2013 Posts: 232 Location: Japan |
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