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"Official Release" PD Game Selector

 
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MultiplayerX
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Joined: 29 Jan 2006
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Location: USA

 PostPosted: Sun Mar 10, 2013 11:11 am    Post subject: "Official Release" PD Game Selector Reply with quote Back to top

This is an ALL IN ONE collection of xdelta patches that will completely modify all combat simulator levels with all solo mission levels playable in multiplayer as well as unlock all levels and cheats without beating the game.

Details:
Patch 1 unlocks all SOLO mission levels ONLY with NO CHEATS.
Patch 2 unlocks all SOLO mission levels with ALL CHEATS and CHALLENGES.
Patch 3 unlocks all SOLO mission levels with ALL CHEATS and CHALLENGES *PLUS 00Darks All Solos in Multi in combat simulator.

It became EXCRUCIATINGLY painful copying and pasting gameshark codes so I decided to make this. 100% credit to 00Dark for hacking EVERY Solo-Multi level in combat simulator. I unlocked all cheats and levels and made several changes to the menu for a more PERFECT look Wink. There will be an update to this patch once I'm finished hacking out Deep Sea with working teleports in multi. Wink Enjoy Cool

DOWNLOAD:


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Kerr Avon
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 PostPosted: Mon Mar 11, 2013 2:30 pm    Post subject: Reply with quote Back to top

Thanks for this it's great, although it doesn't work on some levels (on a real PAL N64 + expansion pak + Everdrive 64).

I was using (of course) patch 3, the file "03 All_Solos_in_combat_simulator_and_ALL CHEATS.xdelta", with Perfect Dark v1.1 (U), with no cheats enabled by me. The levels that don't work are;

Crash Site (won't load, the screen just stays black),
Deep Sea (won't load, the screen just stays black),
Area 51 (loads, but crashed mid game),
Carrington Villa (loads, but crashed mid game).

All other levels have been OK, during the short time I've tested them.

I've used the other patch (http://www.goldeneyevault.com/viewfile.php?id=240) and this also refuses to load Crash Site or Deep Sea. There were no crashes in other levels when I tried it (Carrington Villa and Area 51 didn't crash), but I didn't test it for long, so unless that patch is radically different from yours then I'd imagine it would crash on these levels given time.

I tried to replicate the crashes/refusal to load on your build of Project 64, but with no success (or rather, no failure!), as PJ64 loaded up Deep Sea and Crash Site, and didn't crash on any level.

Regarding the problem of PD crashing with Deep Sea, and your problem of making the teleport spots work in multiplayer, how about if you instead only used part of Deep Sea? Say you only use the part of the level up until the first teleport, and don't load the rest of the level into memory at all. Also, don't include the doors (so all doors/doorways are always open). This would take up less of the N64's RAM during gameplay, and might result in the game loading on a real N64, plus would make the game more interesting in that people would spend less time looking for opponents (as they do when a map is too big or long). You could do this with Datadyne Research, too, and others.

Ideally, if you could divide a map up (if the map is large enough to need this, so Chicago Stealth, for example, would stay as one map as it's small enough already), then if you could make both parts available for selection in the Combat Simulator setup menu then that would be fantastic. I.e., instead of 'Deep Sea', you'd have "Deep Sea - first part" and "Deep Sea - second part" as two separately selectable maps. Of course the weapons and ammo pickup placements would need to be re-thought out, but this could be very good, if it's possible.
 
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MultiplayerX
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 PostPosted: Mon Mar 11, 2013 8:21 pm    Post subject: Reply with quote Back to top

It's a sims issue I bet Wink There are like 16 sim placements and leftover paths in 00Darks stuff. I may need to remove them because they are not necessary. Wink I'll send you a test one tomorrow. MultiplayerX
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