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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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HalfShelter1 Agent

Joined: 19 Jan 2014 Posts: 12
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Posted: Wed Feb 12, 2014 6:08 pm Post subject: Question: putting codes in by hand? |
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hey guys, question. Im putting in my second large multiplayer code on the game shark by hand. I put in the first page of the surface ( a little past the first "surface day pt 2" .off. It won't let me fill in any more code. should I start a second file part two and fill the rest of the code then when I go to play the Surface turn all three cheats on? Any help would be great! Thanks! |
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HalfShelter1 Agent

Joined: 19 Jan 2014 Posts: 12
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Posted: Thu Feb 13, 2014 10:55 am Post subject: |
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*bump* : ) |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Thu Feb 13, 2014 11:01 am Post subject: |
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It's been so long, I honestly can't remember perfectly. I think there was a max # of codes, maybe it was around 250 with expansion pak, but each code entry had a maximum, so you had to split it up into multiple. I think it used to crash if your list from PC, went past that limit per name, as you scrolled down. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Thu Feb 13, 2014 3:32 pm Post subject: |
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Please don't take offence with the following spiel if it's anything you've tried before - I'm just trying to be through here
From experience I've found that large code entries in the GS can be a bit touchy sometimes (ie. that "limit" is often lower than you'd think). It frequently helps to break the codes down into bunches that apply a particular effect, and then activate them separately as individual "cheats" (I hope that makes sense). Doing it this way also helps you debug issues in your code (as one large chunk that fails doesn't really give any indication of where the issue is happening).
I spent ages with a PAL unit and a standard GS and to be totally honest I found I got so frustrated with things not working properly - but I do also know that the success of the GS can really depend on the version, the game, the region and sometimes the condition of your system (feel free to correct me if that's wrong...I am a little superstitious with my equipment).
From a development angle: Do try breaking your codes up in an emulator and applying them there before struggling with the console - it can save you a lot of time and hassle and is generally a good indicator also.
Generally Goldeneye is a very flexible and forgiving game to work with, and I had miles of fun with my GS and Doctor 64 (both of which have got more use than any other console in my house!). I hope that helps! _________________ No Mr. Bond, I expect you to be re-coded! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Feb 14, 2014 7:10 am Post subject: |
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Yes, you should start a second "part 2" section, and if it calls for a part 3 another section after that. Be sure that when you run the game all the parts are on.
The physical limit in each code entry is roundabout 63 codes, though I think the menus prevent you from going past 60. The reason is that the value used to register the number of codes is also used for flags, like the ".off" flag when they aren't selected.
Depending on the types of codes used and if you have an 8MB expansion pak, you can have upward of 255 codes running. In actuallity the number is lower, but the F* type codes don't count toward this limit (they have their own limit though). _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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