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Combat Simulator Unlock Flags...

 
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Wreck
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 PostPosted: Mon Nov 16, 2015 1:38 pm    Post subject: Combat Simulator Unlock Flags... Reply with quote Back to top

I grew interested in determining all the unlock flags for various things in the Combat Simulator. Between my old notes and my new Versus Books guide, I came up with the following. However, hopefully we can determine the actual logic behind these locks.

Not sure if any sites or guides do say this, as most I have seen claim you must unlock weapons by completing Challenges, but you can actually open them up by simply acquiring them in the mission campaign (starting with or collecting), or even the device training lab. There are two things you can't even unlock by beating every Challenge in the game: the Laser, and the X-Ray Scanner.

The Jonathan character is also never opened up for people to select. You can choose his head from the list, but the version of him you see in the character bio menu uses a lock value which does not open by anything in PD.

And one other note, though it needs to be confirmed. I think that Rare may have originally intended at one point to only have the first three Challenges unlocked from a new file. Three things which first make an appearance in Challenge 04 have unique locks: The K7 Avenger, the Shield, and the King of the Hill mode. But since Challenge 04 is already accessible, these three things are made available right away.

Combat Simulator Lock Flags 00-4F

Weapons
*note: +80 Has Gun Model
*note: Can be unlocked in mission campaign by adding to inventory once
example: Falcon 2 Silencer you start with in Mission 1, or X-Ray Scanner pickup from training

Nothing: 80 (00)
Falcon 2: 80 (00)
Falcon 2 Silencer: 85 (05)
Falcon 2 Scope: 86 (06)
MagSec 4: 80 (00)
Mauler: 87 (07)
Phoenix: 88 (08)
DY357 Magnum: 80 (00)
DY357-LX: 89 (09)
CMP150: 80 (00)
Cyclone: 80 (00)
Callisto NTG: 8A (0A)
RC-P120: 8D (0D)
Laptop Gun: 8B (0B)
Dragon: 80 (00)
K7 Avenger: 8C (0C)
AR34: 80 (00)
SuperDragon: 83 (03)
Shotgun: 8E (0E)
Reaper: 8F (0F)
Sniper Rifle: 80 (00)
FarSight XR-20: 81 (01)
Devastator: 90 (10)
Rocket Launcher: 80 (00)
Slayer: 84 (04)
Combat Knife: 80 (00)
Crossbow: 91 (11)
Tranquilizer: 82 (02)
Grenade: 00
N-Bomb: 12
Timed Mine: 00
Proximity Mine: 13
Remote Mine: 14
Laser: CF (4F)
X-Ray Scanner: 95 (15)
Cloaking Device: 97 (17)
Combat Boost: 98 (18)
Multiplayer Shield: 96 (16)
Disabled: 00

00: Available by Default
01: Open Challenge 05 OR Acquire in Mission Campaign (FarSight)
02: Open Challenge 11 OR Acquire in Mission Campaign (Tranq)
03: Open Challenge 08 OR Acquire in Mission Campaign (SuperDragon)
04: Open Challenge 17 OR Acquire in Mission Campaign (Slayer)
05: Open Challenge 07 OR Acquire in Mission Campaign (Falcon 2 Silencer)
06: Open Challenge 12 OR Acquire in Mission Campaign (Falcon 2 Scope)
07: Open Challenge 20 OR Acquire in Mission Campaign (Mauler)
08: Open Challenge 18 OR Acquire in Mission Campaign (Phoenix)
09: Open Challenge 24 OR Acquire in Mission Campaign (DY357-LX)
0A: Open Challenge 21 OR Acquire in Mission Campaign (Callisto NTG)
0B: Open Challenge 09 OR Acquire in Mission Campaign (Laptop Gun)
0C: Available by Default (K7 Avenger) [Open Challenge 04 OR Acquire?]
0D: Open Challenge 23 OR Acquire in Mission Campaign (RC-P120)
0E: Open Challenge 06 OR Acquire in Mission Campaign (Shotgun)
0F: Open Challenge 13 OR Acquire in Mission Campaign (Reaper)
10: Open Challenge 15 OR Acquire in Mission Campaign (Devastator)
11: Open Challenge 22 OR Acquire in Mission Campaign (Crossbow)
12: Open Challenge 25 OR Acquire in Mission Campaign (N-Bomb)
13: Open Challenge 16 OR Acquire in Mission Campaign (Proximity Mine)
14: Open Challenge 10 OR Acquire in Mission Campaign (Remote Mine)
15: Acquire in Mission Campaign or Device Training (X-Ray Scanner)
16: Available by Default (Multiplayer Shield) [Open Challenge 04?]
17: Open Challenge 14 OR Acquire in Mission Campaign (Cloaking Device)
18: Open Challenge 19 OR Acquire in Mission Campaign (Combat Boost)
4F: Acquire in Mission Campaign (Laser)

=============================================

Simulants

MeatSim: 00
EasySim: 00
NormalSim: 00
HardSim: 19
PerfectSim: 1A
DarkSim: 1C

00: Available by Default
19: Open Challenge 11 (HardSim)
1A: Open Challenge 16 (PerfectSim)
1B: .................
1C: Open Challenge 28 (DarkSim)

=============================================

Modes

Combat: 00
King of the Hill: 1F
Hold the Briefcase: 20
Capture the Briefcase: 21
Pop a Cap: 4D
Hacker Central: 4E

00: Available by Default
1F: Available by Default (King of the Hill) [Open Challenge 04?]
20: Open Challenge 06 (Hold the Briefcase)
21: Open Challenge 08 (Capture the Briefcase)
22: .................
4D: Complete any 12 Challenges (Pop a Cap) [Open Challenge 16?]
4E: Open Challenge 10 (Hacker Central)

=============================================

Levels

Skedar: 00
Pipes: 00
Ravine: 26
G5 Building: 28
Sewers: 2C
Warehouse: 25
Grid: 29
Ruins: 2D
Area 52: 00
Base: 2E
Fortress: 30
Villa: 2B
Car Park: 23
Temple: 27
Complex: 24
Felicity: 2A

00 Available by Default
23 Complete 17 Challenges (Car Park) [Open Challenge 21?]
24 Open Challenge 05 (Complex)
25 Open Challenge 07 (Warehouse)
26 Open Challenge 09 (Ravine)
27 Open Challenge 10 (Temple)
28 Open Challenge 13 (G5 Building)
29 Open Challenge 15 (Grid)
2A Open Challenge 16 (Felicity)
2B Open Challenge 18 (Villa)
2C Open Challenge 20 (Sewers)
2D Open Challenge 26 (Ruins)
2E Open Challenge 22 (Base)
2F .................
30 Open Challenge 24 (Fortress)
31 .................

=============================================

Characters

00: Available by Default
32: Open Challenge 05 (dD Female Guard, Female Enemy Heads 1 & 2
33: Open Challenge 06 (Office Suit & Office Casual)
34: Open Challenge 08 (dD Sniper Head, Joanna Negotiator, Negotiator & dD Sniper)
35: Open Challenge 09 (Trent Easton Head & Trent Easton)
36: Open Challenge 09 (NSA Lackey)
37: Open Challenge 10 (Joanna Leather, G5 Guard & G5 SWAT Guard)
38: Open Challenge 11 (Mr. Blonde Head & Mr. Blonde)
39: Open Challenge 13 (CIA Agent & FBI Agent)
3A: Open Challenge 14 (Jonathan Head, Area 51 Armoured Mask, Joanna Lab Tech, Area 51 Guard, Area 51 Trooper, Pilot & Overalls)
3B: Open Challenge 15 (Male Lab Technician, Female Lab Technician & dD Lab Technician)
3C: Open Challenge 16 (Biotechnician Head & Biotechnician)
3D: Open Challenge 18 (Elvis Head, Elvis Scuba Head, Maian Soldier Head, Elvis, Maian, Elvis w/ Vest & Maian Soldier)
3E: Open Challenge 21 (Alaskan Guard)
3F: Open Challenge 20 (Joanna Stewardess, Air Force One Pilot, Steward, Stewardess & Head Stewardess)
40: Open Challenge 11 (Dinner Jackets: Connery, Moore, Dalton & Brosnan)
41: Open Challenge 22 (President's Head, Joanna Frock Head, Joanna Party Frock, Joanna Frock (Ripped), Carrington Evening Wear & The President)
42: Open Challenge 23 (President's Clone)
43: Open Challenge 22 (Presidential Security)
44: Open Challenge 23 (NSA Bodyguard)
45: Open Challenge 28 (Joanna Scuba Head, Joanna Wet Suit, Joanna Aqualung & Pelagic II Guard)
46: Open Challenge 12 (Joanna Trench Coat)
47: .................
48: .................
49: .................
4A: Open Challenge 21 (Joanna Arctic Head & Joanna Arctic)
4B: .................
4C: Always Locked (Jonathan) [Used by Bio Menu]

=============================================

Options
*note: Unsure how lock is set

One-Hit Kills: Open Challenge 07
Slow Motion: Open Challenge 12

=============================================

Unused Locks

1B: .................
1D: .................
1E: .................
22: .................
2F: .................
31: .................
47: .................
48: .................
49: .................
4B: .................
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Last edited by Wreck on Tue Nov 17, 2015 10:07 am; edited 1 time in total
 
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Trevor
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 PostPosted: Tue Nov 17, 2015 2:44 am    Post subject: Reply with quote Back to top

Nice find.
Yet more customisation for GEX. now you can asign correct locks for things within GE based on how they were locked in PD.

Trev
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Wreck
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 PostPosted: Tue Nov 17, 2015 10:04 am    Post subject: Reply with quote Back to top

Sub and I spent some time last night looking into how the locks work, and it is quite a bit different (and simpler) than first thought. I will be posting more details today, after I mess around with a few more things.

But yeah, the main reason I really wanted to figure these out was for GoldenEye X. If we decide to have things unlock as you progress through the Assignments. Gives people an incentive to actually play the bloody things, too.
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 PostPosted: Tue Nov 17, 2015 11:37 am    Post subject: Reply with quote Back to top

Yeah, definatly agreed.

Trev
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Wreck
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 PostPosted: Sat Nov 21, 2015 8:24 pm    Post subject: Reply with quote Back to top

Guess I never explained how this stuff actually works. Well, better late than never...

The lock ID's are pretty much for whatever you want (with the small exception of a couple things that are hardcoded), and these things become unlocked as soon as a Challenge utilizing them becomes opened up.

For example, Challenge 04 has a few items that have unique lock numbers, yet are already open on a fresh file. Why? Because Challenge 04 is open by default. This means that when the game sees that the K7 Avenger weapon and King of the Hill modes are in use by a Challenge which has been opened up, they are unlocked.

Challenge 05 includes the Complex level, as well as the FarSight weapon. These unique lock values are read into RAM and placed within the Challenge listing within the 39850 file. If that Challenge is opened, all things associated with those lock numbers are made accessible.

In some case, they'll group a bunch of characters together sharing a certain lock value. This way, if you encounter even one of those characters (or heads) during a Challenge, all will unlock together (like the case of Area 51 related guards).

Some stuff is hardcoded, since not all are items used in Challenges, or at least not in the normal sense (like One-Hit Kill or Slow Motion options). Car Park never appears in a Challenge, and nor does the Pop a Cap game mode. The lock ID's they use are made available to players once they open up a range of Challenges (though first one is all you usually need). The Dinner Jackets and the ability to use up to eight simulants is also hardcoded (well, the lock value for them is). Even the Shield is hardcoded, strangely enough.

With the way things appear, SubDrag and I feel as though the way you unlocked items originally differed from how it ended up in the end. It was more like completing Challenges, or a range of them, that would have given you access to more stuff. Since beating the final Challenge gives you absolutely nothing extra, it feels like that may have been the case. Also, it could have only had three Challenges unlocked at the start of a new file, instead of four.
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 PostPosted: Sun Nov 22, 2015 5:07 am    Post subject: Reply with quote Back to top

Maybe GEX can only have 3 challenges unlocked from the start?
Also, nothing for the last challenge? thats an anti-climax... I think GEX should definetly have a big surprise after the final challenge.

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 PostPosted: Sun Nov 22, 2015 1:09 pm    Post subject: Reply with quote Back to top

With the way things work now, you could unlock something when you open Challenge 30. But that still means you only need to complete 26. We would need to change how unlocking works, and that is a task I am not sure anyone is up to.
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