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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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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Wed Sep 04, 2013 11:25 pm Post subject: Goldeneye Co-op |
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Just wondering if anyone has tried to make a Co-op Goldeneye hack. I think it would be really cool.
Is there enough documentation to make this idea a reality?
As where Perfect Dark was harder on Co-op so that it wasn't too easy with two players, I would also like to implement that idea into the mod.
I'm also wondering if there would be anything I would have to do to keep it N64 compatible if I were to make it.
Specific suggestions as to what changes should be made in each level to make it more difficult. Just more enemy actor placements? or would raised damage values be appropriate?
If it would make it easier I would have no problem releasing a mod like this with the Co-op option replacing the Single Player story mode. _________________ http://heavyd139.wix.com/project-rebirth |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Thu Sep 05, 2013 8:46 am Post subject: |
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That's a fairly old idea actually. There are several complications with it, most of which are outlined in the otherwise useless "official" help file for previsual and just-then visual editor.
In fact, there's two patches, one just for making certain objects and enemies act react to the nearest character, and another to fix a crash bug for when you are shot to death by an NPC (not killed by explosions). Maybe these were combined--it's been a while.
Thought we did a demo patch of it too. That was years ago though. Totally feasible, just a lot more work.
I'd personally suggest cooperative events over more enemies, especially since "more enemies" hits a bottleneck first.
There's a bit of trickery and patching required to trigger things like the intro cameras, do rotating cameras correctly, make sure events work right, etc. By default, most of these features don't work with more than one player, but like I said there are patches to get around the biggest hickups.
Don't expect stat tracking though. You really can't easily get around it being an MP map in the eyes of the code. Plus, for room to track more stats we'd basically have to hack larger eeprom support. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Sat Sep 07, 2013 12:55 pm Post subject: |
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So if I use the patches then the only thing I will have to do assembly for is for the multiplayer in story code? or could I get around it and code it in the data via hex somehow?
I'm pretty good with a hex editor
is there any way I could hook code so that I can increase the damage values for the guns when they are only used by NPC's?
Or maybe just make it so that only the 00, and 007 difficulty's are selectable.
Not sure what kind of two player events I could implement in.
I've never made my own assembly code before to be honest, but I've done a lot of digging in assembly, and I've got tons of tutorials on how to do it....
Only for Zelda though.... not sure how different it would be for 007, I'm sure it's a lot.
Any assembly tutorials, or any other place I can go to learn as much as I can about the ROM? I've mainly seen GS codes here, and I don't know how to put GS codes permanently into the ROM data.
Not that experienced working with RAM.
I need tutorials, on top of tutorials, for all of the complicated stuff, to not so complicated stuff. Where what is stored where in hex, and anything about assembly I can get my hands on for it. _________________ http://heavyd139.wix.com/project-rebirth |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7248 Location: Ontario, Canada  |
Posted: Sat Sep 07, 2013 1:22 pm Post subject: |
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I'm not sure if you've ever used the GoldenEditor before, but it should allow you to do pretty much everything you're thinking of. You can set the accuracy, reaction speed and health of enemy characters by difficulty setting in each level setup. If you're familiar with the Aztec mission, you'll know just how dangerous you can make them. You could even add more guards or move them around, but I'd think most of us would be opposed to that radical change. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Sat Sep 07, 2013 1:46 pm Post subject: |
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Really? That's awesome. I had no idea it had that, I've only used the xdelta patching tools in the Goldeneye/perfect dark programs so far.
I wouldn't want to drastically change things at all either. My only plan is increased difficulty by damage values, or accuracy so it will be an appropriate difficulty with 2 players. If I do that there will be no worries for bottle necking going about it the alternate way by just adding more NPC's.
Maybe a few more, but not many.
I'm open to suggestions, I don't want to make a mod that people will be against.
Edited:
My only worry is that it wouldn't be worth playing because it would be too easy with 2 players. _________________ http://heavyd139.wix.com/project-rebirth |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sat Sep 07, 2013 6:17 pm Post subject: |
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Yeah, you should dig around in the 21990 modification under tools - you wouldn't believe the number of options you'll find in there. You can tweak just about anything. |
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Heavyz1390 Agent


Joined: 04 Sep 2013 Posts: 19 Location: Tennessee  |
Posted: Tue Sep 17, 2013 5:46 pm Post subject: |
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I won't lie, this hack may be impossible for me to do unless someone wouldn't mind doing some ASM work after I've gotten done with it. Still that won't keep me from doing other things. Making my own map pack is a lot more realistic with my current knowledge.
Heck if someone would rather do the whole thing themselves than help me do it then go ahead, I fully encourage it. _________________ http://heavyd139.wix.com/project-rebirth |
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