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								Lazlo52 Secret Agent
  
  
  Joined: 18 Nov 2017 Posts: 339 Location: N.J.                     | 
								
									
										
											  Posted: Wed Nov 29, 2017 6:52 pm    Post subject: Lazlo's Freshly Found GameShark Codes | 
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											Here's a load of codes I've found myself, mostly pertaining to the Cheats menu. They are confirmed working for Perfect Dark NTSC-U 1.0 and 1.1, as well as mods based off those versions. With the codes listed here, you can play as any character, with any non-akimbo weapon loadout, with any partner, and with any weapon sight!
 
 
Categories for Ctrl-F:
 
Enemy Rockets Modifiers
 
Weapons for Jo in Solo
 
Perfect Buddy Codes
 
 
Difficulty Modifier
 
80084023 00??
 
Can be changed mid-mission. Affects objectives, damage, accuracy, auto-aim, etc. The Perfect Dark mode's multipliers still apply (100% is normal for all difficulties). I'm aware this code has been found already in the past. Oh, well. It was a good starting point for me, at least.
 
00 Agent
 
01 Secret Agent
 
02 Perfect Agent
 
 
Classic Sight Modifier
 
802D1FAF 00??
 
Can be changed mid-mission.
 
00 Normal / No Zoom Range
 
01 GoldenEye
 
02 GoldenEye
 
03 Square Sight / No Zoom Range
 
04 Skedar
 
05 Normal
 
06 Maian
 
07 None
 
 
Play as Elvis Body Modifier
 
802D88CB 00??
 
Hands refresh with weapon switch. Refresh body and height mid-mission with CamSpy or cinema.
 
Refer to the Bodies table for values.
 
 
Play as Elvis Head Modifier
 
802D88D3 00??
 
Refresh head and voice mid-mission with CamSpy or cinema. Doesn't seem to apply head vertical alignment at all, which only affects third-person model.
 
Refer to the Heads table for values.
 
 
 
Enemy Rockets Modifiers
 
These codes replace the rocket launchers with the weapons of your choice. For some reason, there are several addresses used for different situations a guard can be given a weapon in.
 
Refer to the Gun ID (Characters) table and the Weapon Model table for values.
 
 
Placed ID
 
8022D757 00??
 
Weapons attached to a guard from the start of the mission.
 
 
Placed Model
 
8122D75A ????
 
Weapons attached to a guard from the start of the mission.
 
 
Spawned ID
 
8022D787 00??
 
Weapons given to a guard who spawns mid-mission.
 
 
Spawned Model
 
8122D7A2 ????
 
Weapons given to a guard who spawns mid-mission.
 
 
Pull Out ID
 
8027593F 00??
 
Weapons that a guard pulls out or otherwise gives himself.
 
 
Pull Out Model
 
81275936 ????
 
Weapons that a guard pulls out or otherwise gives himself.
 
 
Spawned 2 ID
 
802759A3 00??
 
Weapons given to the respawning guards who run at Elvis in Crash Site.
 
 
Spawned 2 Model
 
8127599A ????
 
Weapons given to the respawning guards who run at Elvis in Crash Site.
 
 
Unknown ID
 
8022D79F 00??
 
This is located between Spawned ID and Spawned Model. This address looks like it should be the spawned id, but it isn't used as far as I've seen.
 
 
Weapons for Jo in Solo
 
 
Cloaking Device Ammo Amount
 
81231D0A ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
Cloaking Device Ammo Type
 
80231D03 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
Cloaking Device Gun ID
 
80231CFF 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Night Vision ID
 
80231D23 00??
 
From "Perfect Darkness". Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
X-Ray Scanner ID
 
80231D9B 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
R-Tracker ID
 
80231D3B 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Rocket Launcher Ammo Amount
 
81231D5E ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
Rocket Launcher Ammo Type
 
80231D57 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
Rocket Launcher Gun ID
 
80231D53 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Sniper Rifle Ammo Amount
 
81231D82 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
Sniper Rifle Ammo Type
 
80231D7B 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
Sniper Rifle Gun ID
 
80231D77 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
SuperDragon Ammo Amount 1
 
81231DBE ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
SuperDragon Ammo Amount 2
 
81231DCA ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
SuperDragon Ammo Type 1
 
80231DB7 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
SuperDragon Ammo Type 2
 
80231DC3 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
SuperDragon Gun ID
 
80231DB3 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Laptop Ammo Amount
 
81231DEE ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
Laptop Ammo Type
 
80231DE7 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
Laptop Gun ID
 
80231DE3 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Phoenix Ammo Amount
 
81231E12 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
Phoenix Ammo Type
 
80231E0B 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
Phoenix Gun ID
 
80231E07 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Psychosis Gun ID
 
80231E53 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
Trent's Magnum Ammo Amount
 
81231CC2 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
Trent's Magnum Ammo Type
 
80231CBB 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
Trent's Magnum Gun ID
 
80231CB7 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
FarSight Ammo Amount
 
81231CE6 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
FarSight Ammo Type
 
80231CDF 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
FarSight Gun ID
 
80231CDB 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
PP9i Ammo Amount
 
81231E76 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
PP9i Ammo Type
 
80231E6F 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
PP9i Gun ID
 
80231E6B 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
CC13 Ammo Amount
 
81231E9A ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
CC13 Ammo Type
 
80231E93 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
CC13 Gun ID
 
80231E8F 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
KLO1313 Ammo Amount
 
81231EBE ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
KLO1313 Ammo Type
 
80231EB7 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
KLO1313 Gun ID
 
80231EB3 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
KF7 Special Ammo Amount
 
81231EE2 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
KF7 Special Ammo Type
 
80231EDB 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
KF7 Special Gun ID
 
80231ED7 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
ZZT Ammo Amount
 
81231F06 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
ZZT Ammo Type
 
80231EFF 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
ZZT Gun ID
 
80231EFB 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
DMC Ammo Amount
 
81231F2A ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
DMC Ammo Type
 
80231F23 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
DMC Gun ID
 
80231F1F 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
AR53 Ammo Amount
 
81231F4E ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
AR53 Ammo Type
 
80231F47 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
AR53 Gun ID
 
80231F43 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
 
RC-P45 Ammo Amount
 
81231F72 ????
 
Signed integer. For quick reference, please refer to the Ammo Amount table at the bottom of this post. If you just want max, use 7FFF.
 
 
RC-P45 Ammo Type
 
80231F6B 00??
 
Refer to the Ammo Type table at the bottom of this post for values.
 
 
RC-P45 Gun ID
 
80231F67 00??
 
Refer to the Gun ID (Players) table at the bottom of this post for values.
 
 
Perfect Buddy Codes
 
If you want to use skedar for the following codes, make sure the head is a human and not a maian. Maian pain sounds override the skedar's.
 
If you want to spawn in all Buddies at once or to choose specific ones, check out this thread.
 
 
Alien Action Block
 
812DF38A ????
 
0012 Buddy Setup (default)
 
0013 Buddy Setup Pugilist (fast run)
 
 
Alien Body
 
802DF397 00??
 
Refer to the Bodies table for values.
 
 
Alien Head
 
802DF3AF 00??
 
Uses male voice lines if not a maian head. Refer to the Heads table for values.
 
 
Alien Spawn Flags
 
812DF392 ????
 
0010 Default
 
0011 Sunglasses
 
0012 Sunglasses Randomly
 
4010 Fixed Height
 
4011 Fixed Height/Sunglasses
 
4012 Fixed Height/Sunglasses Randomly
 
 
Alien Weapon ID
 
802DF48F 00??
 
Refer to the Gun ID (Characters) table for values.
 
 
Alien Weapon Model
 
812DF48A ????
 
Refer to the Weapon Model table for values.
 
 
 
Hit and Run Action Block
 
812DF072 ????
 
0012 Buddy Setup (default)
 
0013 Buddy Setup Pugilist (fast run)
 
 
Hit and Run Body
 
802DF07F 00??
 
Refer to the Bodies table for values.
 
 
Hit and Run Head
 
802DF097 00??
 
Uses male voice lines. Refer to the Heads table for values.
 
 
Hit and Run Spawn Flags
 
812DF07A ????
 
0010 Default
 
0011 Sunglasses
 
0012 Sunglasses Randomly
 
4010 Fixed Height
 
4011 Fixed Height/Sunglasses
 
4012 Fixed Height/Sunglasses Randomly
 
 
Hit and Run Weapon ID
 
802DF17F 00??
 
Refer to the Gun ID (Characters) table for values.
 
 
Hit and Run Weapon Model
 
812DF17A ????
 
Refer to the Weapon Model table for values.
 
 
 
Hotshot Action Block
 
812DF1F6 ????
 
0012 Buddy Setup (default)
 
0013 Buddy Setup Pugilist (fast run)
 
 
Hotshot Body
 
802DF203 00??
 
Refer to the Bodies table for values.
 
 
Hotshot Head [Shy Guy]
 
802DF21B 00??
 
Found by Shy Guy, this is the real address for Hotshot's head. Certain emulators don't work with this code for some reason, so try the one below if this doesn't work. Hotshot uses male voice lines.
 
 
Hotshot Head / Pugilist Action Block
 
802DEC9B 00??
 
Somehow, this is both Hotshot's head and Pugilist's action block in certain emulators. Use this if the real code doesn't work. Hotshot uses male voice lines.
 
 
Hotshot Spawn Flags
 
812DF1FE ????
 
0010 Default
 
0011 Sunglasses
 
0012 Sunglasses Randomly
 
4010 Fixed Height
 
4011 Fixed Height/Sunglasses
 
4012 Fixed Height/Sunglasses Randomly
 
 
Hotshot Weapon Left ID
 
802DF313 00??
 
Refer to the Gun ID (Characters) table for values.
 
 
Hotshot Weapon Left Model
 
812DF30E ????
 
Refer to the Weapon Model table for values.
 
 
Hotshot Weapon Right ID
 
802DF2FF 00??
 
Refer to the Gun ID (Characters) table for values.
 
 
Hotshot Weapon Right Model
 
812DF2FA ????
 
Refer to the Weapon Model table for values.
 
 
 
Pugilist Action Block
 
802DEC9B 00??
 
Somehow, this is both Hotshot's head and Pugilist's action block in certain emulators.
 
12 Buddy Setup (default)
 
13 Buddy Setup Pugilist (fast run)
 
 
Pugilist Body
 
802DEF13 00??
 
Refer to the Bodies table for values.
 
 
Pugilist Head
 
802DEF2B 00??
 
Uses male voice lines. Refer to the Heads table for values.
 
 
Pugilist Spawn Flags
 
812DEF0E ????
 
0010 Default
 
0011 Sunglasses
 
0012 Sunglasses Randomly
 
4010 Fixed Height
 
4011 Fixed Height/Sunglasses
 
4012 Fixed Height/Sunglasses Randomly
 
 
 
Velvet Action Block
 
812DED7A ????
 
0012 Buddy Setup (default)
 
0013 Buddy Setup Pugilist (fast run)
 
 
Velvet Body
 
802DEDA3 00??
 
Refer to the Bodies table for values.
 
 
Velvet Head
 
802DEDA7 00??
 
Uses female voice lines. Refer to the Heads table for values.
 
 
Velvet Spawn Flags
 
812DED92 ????
 
0010 Default
 
0011 Sunglasses
 
0012 Sunglasses Randomly
 
4010 Fixed Height
 
4011 Fixed Height/Sunglasses
 
4012 Fixed Height/Sunglasses Randomly
 
 
Velvet Weapon ID
 
802DEE8F 00??
 
Refer to the Gun ID (Characters) table for values.
 
 
Velvet Weapon Model
 
812DEE8A ????
 
Refer to the Weapon Model table for values.
 
 
Bodies Table
 
 	  | Code: | 	 		  00 Dinner Jacket Brosnan
 
01 Dinner Jacket Connery
 
02 Dinner Jacket Dalton
 
03 Dinner Jacket Moore
 
56 Joanna Combat
 
57 Maian
 
58 A51 Guard (Orange)
 
59 Overalls (Brown)
 
5A Daniel Carrington
 
5B Mr. Blonde
 
5C Skedar (Don't use)
 
5D Trent Easton
 
5E dD Trooper (Blue)
 
5F Male Lab Technician
 
60 NSA Bodyguard
 
61 Joanna Party Frock
 
62 Joanna Trench Coat
 
63 Office Casual
 
64 Office Suit
 
65 Negotiator
 
66 Cassandra DeVries
 
67 Elvis
 
68 dD Female Guard
 
69 dD Lab Technician
 
6A dD Security (Suit)
 
6B Dr. Caroll (Don't use)
 
6C CamSpy (Don't Use)
 
6D Joanna Frock Ripped
 
6E dD Infantry (Defection)
 
6F dD Trooper (Green)
 
70 Test body (Don't use)
 
71 Biotechnician
 
72 FBI Agent
 
73 CIA Agent
 
74 A51 Trooper (Tan)
 
75 A51 Security (Blue)
 
76 G5 Bot (Don't use)
 
77 Steward
 
78 Stewardess
 
79 The President
 
7A Head Stewardess
 
7B Mini Skedar (Don't use)
 
7C NSA Lackey
 
7D Presidential Security
 
7E Secretary
 
7F G5 Guard
 
80 Pelagic II Overalls
 
81 G5 SWAT
 
82 Alaskan Guard
 
83 Maian (Lighter feet. red blood)
 
84 President's Clone (Unused)
 
85 President's Clone (Used)
 
86 Joanna Stewardess
 
87 Joanna Wet Suit
 
88 Joanna Aqualung (Gear)
 
89 Joanna Arctic
 
8A Female Lab Technician
 
8B Joanna Lab Tech
 
8C dD Sniper
 
8D Air Force One Pilot
 
8E CI Male Technician
 
8F CI Female Technician
 
90 Carrington Evening Wear
 
91 Jonathan (copy of 58)
 
92 CI Soldier
 
93 Skedar King (Don't use)
 
94 Elvis America Outfit
 
95 Joanna Leather
 
96 Joanna Negotiator | 	  
 
 
Heads Table
 
 	  | Code: | 	 		  04 Joanna Combat
 
05 Elvis
 
06 Enemy Ross
 
07 Daniel Carrington
 
08 Mr. Blonde
 
09 Trent Easton
 
0A Shock Trooper Mask
 
0B Enemy Graham
 
0C Joanna Frock
 
0D Female Secretary
 
0E Cassandra de Vries
 
0F Maian
 
10 Female Enemy
 
11 Enemy Jon
 
12 Grimshaw
 
13 Foster
 
14 Enemy Russ
 
15 Unused "Grey"
 
16 Enemy Darling
 
17 Enemy Robert
 
18 Enemy Beau
 
19 Female Enemy 2
 
1A Enemy Brian
 
1B Enemy Jamie
 
1C Enemy Duncan
 
1D Biotechnician Mask
 
1E Enemy Neil
 
1F Enemy Ed McG
 
20 Female Anka
 
21 Female Leslie
 
22 Enemy Matt
 
23 Enemy Peer
 
24 Female Eileen
 
25 Enemy Andy
 
26 Enemy Ben
 
27 Enemy Steve
 
28 Jonathan
 
29 Maian Soldier
 
2A Enemy Shaun
 
2B Enemy Beau
 
2C Female Eileen
 
2D Enemy Scott
 
2E Enemy Sanchez
 
2F Joanna Scuba
 
30 Sniper Mask
 
31 Enemy Beau
 
32 Enemy Baeu
 
33 Enemy Baue
 
34 Enemy Boe
 
35 Enemy Griffey
 
36 Miyamoto
 
37 Enemy Keith
 
38 Contest Winner
 
39 A51 Mask
 
3A Elvis Scuba
 
3B Enemy Steve M
 
3C Joanna Arctic
 
3D The President
 
3E Velvet Dark
 
3F Enemy Ken
 
40 Enemy Joel
 
41 Enemy Tim
 
42 Enemy Grant
 
43 Enemy Penny
 
44 Enemy Robin
 
45 Female Alex
 
46 Female Julianne
 
47 Female Laura
 
48 Enemy Dave C
 
49 Enemy Cook
 
4A Enemy Pryce
 
4B Enemy Silke
 
4C Enemy Smith
 
4D Enemy Gareth
 
4E Enemy Murchie
 
4F Enemy Wong
 
50 Enemy Carter
 
51 Enemy Tintin
 
52 Enemy Munton
 
53 Enemy Stamper
 
54 Enemy Jones
 
55 Enemy Phelps | 	  
 
 
Gun ID (Players) Table (parentheses are ammo type)
 
 	  | Code: | 	 		  00 Nothing
 
01 Unarmed
 
02 Falcon 2 (pistol)
 
03 Falcon 2 Silenced (pistol)
 
04 Falcon 2 Scope (pistol)
 
05 Magsec 4 (pistol)
 
06 Mauler (pistol)
 
07 Phoenix (pistol)
 
08 DY357 (magnum)
 
09 DY357-LX (magnum)
 
0A CMP150 (smg)
 
0B Cyclone (smg)
 
0C Callisto NTG (smg)
 
0D RCP-120 (smg)
 
0E Laptop Gun (smg)
 
0F Dragon (rifle)
 
10 K7 Avenger (rifle)
 
11 AR34 (rifle)
 
12 SuperDragon (rifle) (devastator)
 
13 Shotgun (cartridges)
 
14 Reaper (reaper)
 
15 Sniper Rifle (rifle)
 
16 Farsight XR-20 (orbs)
 
17 Devastator (devastator)
 
18 Rocket Launcher (rockets)
 
19 Slayer (rockets)
 
1A Combat Knife (knives)
 
1B Crossbow (bolts)
 
1C Tranquilizer (sedatives)
 
1D Laser
 
1E Grenade (grenades)
 
1F N-Bomb (n-bombs)
 
20 Timed Mine (timed mines)
 
21 Proximity Mine (proxy mines)
 
22 Remote Mine (remote mines)
 
23 Combat Boost (pills)
 
24 PP9i (pistol)
 
25 CC13 (pistol)
 
26 KLO1313 (smg)
 
27 KF7 Special (rifle)
 
28 ZZT (smg)
 
29 DMC (smg)
 
2A AR53 (rifle)
 
2B RC-P45 (smg)
 
2C Psychosis Gun (psychosis rounds)
 
2D Nightvision Goggles
 
2E Camspy (Doesn't load right)
 
2F X-Ray Scanner
 
30 IR-Scanner
 
31 Cloaking Device (cloak)
 
32 Horizon Scanner
 
33 Tester (pistol)
 
34 King Scepter (rockets)
 
35 ECM Mine (ecm mines)
 
36 Data Uplink
 
37 R-Tracker
 
38 President Scanner
 
3D Comms Rider (tracker bug)
 
3E Tracer Bug (tracker bug)
 
3F Target Amplifier (tracker bug)
 
40 Disguise
 
4D Suitcase
 
59 6ee30 (smg)
 
5A G5 Bot's Weapon Data (smg)
 
5D Suicide Pill | 	  
 
 
Ammo Amount Table
 
 	  | Code: | 	 		  0001
 
0002
 
0003
 
0004
 
0008
 
000A (10)
 
000C (12)
 
0014 (20)
 
0064 (100)
 
00C8 (200)
 
0190 (400)
 
0320 (800)
 
1C20 Cloak Default 120
 
4618 Cloak Max 300
 
7FFF Max | 	  
 
 
Ammo Type Table
 
 	  | Code: | 	 		  01 Pistol Ammo
 
02 SMG Ammo
 
03 Crossbow Bolts
 
04 Assault Rifle Ammo
 
05 Shotgun Cartridges
 
06 Farsight Orbs
 
07 Grenades
 
08 Rockets
 
09 Combat Knives
 
0A Magnum Bullets
 
0B Devastator Grenades
 
0C Remote Mines
 
0D Proximity Mines
 
0E Timed Mines
 
0F Reaper Ammo
 
10 unused homing rockets
 
11 unused darts?
 
12 N-Bombs
 
13 Sedatives
 
14 Cloak
 
15 Combat Boost Pills
 
16 Psychosis Rounds
 
18 Tracer Comms Amplifier Bugs
 
19 unused micro cameras?
 
1A unused plastique?
 
1E Token?
 
20 ECM Mines | 	  
 
 
Gun ID (Characters) Table
 
 	  | Code: | 	 		  00 Nothing (can't fire weapon)
 
01 Unarmed (fired like a gun)
 
02 Falcon 2
 
03 Falcon 2 Silenced
 
04 Falcon 2 Scope
 
05 Magsec 4
 
06 Mauler
 
07 Phoenix
 
08 DY357
 
09 DY357-LX
 
0A CMP150
 
0B Cyclone
 
0C Callisto NTG
 
0D RCP-120
 
0E Laptop Gun
 
0F Dragon
 
10 K7 Avenger
 
11 AR34
 
12 SuperDragon
 
13 Shotgun
 
14 Reaper
 
15 Sniper Rifle
 
16 Farsight XR-20
 
17 Devastator
 
18 Rocket Launcher
 
19 Slayer
 
1A Combat Knife (fired like a gun. instant-kill from behind)
 
1B Crossbow (fires crossbow bolts!)
 
1C Tranquilizer
 
1D Laser
 
1E Grenade (fired like a gun. can be tossed)
 
1F N-Bomb (fired like a gun. can be tossed)
 
20 Timed Mine (fired like a gun)
 
21 Proximity Mine (fired like a gun)
 
22 Remote Mine (fired like a gun)
 
24 PP9i
 
25 CC13
 
26 KLO1313
 
27 KF7 Special
 
28 ZZT
 
29 DMC
 
2A AR53
 
2B RC-P45
 
2C Psychosis Gun
 
33 Tester
 
34 Skedar King Scepter | 	  
 
 
Weapon Model Table
 
 	  | Code: | 	 		  0011 Briefcase
 
0016 Flag Token
 
00F5 Falcon 2
 
00F6 Magsec 4
 
00F7 Mauler
 
00F8 DY357
 
00F9 DY357-LX
 
00FA Phoenix
 
00FB Falcon 2 Silenced
 
00FC Falcon 2 Scope
 
00FD CMP150
 
00FE AR34
 
00FF Dragon
 
0100 SuperDragon
 
0101 K7 Avenger
 
0102 Cyclone
 
0103 Callisto NTG
 
0104 RC-P120
 
0105 Laptop Gun
 
0106 Shotgun
 
0107 Reaper
 
0108 Rocket Launcher
 
0109 Devastator
 
010A Slayer
 
010B Farsight XR-20
 
010C Sniper Rifle
 
010D Crossbow
 
010E Tranquilizer
 
010F Combat Knife
 
0110 N-Bomb
 
0111 GE Grenade
 
0112 Grenade
 
0113 Timed Mine
 
0114 Proximity Mine
 
0115 Remote Mine
 
0116 ECM Mine
 
0117 PP9i
 
0118 CC13
 
0119 KLO1313
 
011A KF7 Special
 
011B ZZT
 
011C DMC
 
011D AR53
 
011E RC-P45
 
012F Combat Boost
 
015A Skedar King Scepter
 
0195 Laser | 	  
 
 
 
As requested, here are the weapons and models for GoldenEye X 5e.
 
 
GE-X Gun ID (Players) Table (parentheses are ammo type)
 
 	  | Code: | 	 		  00 Nothing
 
01 Unarmed
 
02 Knife (knives)
 
03 PP7 (pistol)
 
04 PP7 Silenced (pistol)
 
05 DD44 (pistol)
 
06 Klobb (smg)
 
07 KF7 (rifle)
 
08 ZMG (smg)
 
09 D5K (smg)
 
0A D5K Silenced (smg)
 
0B Phantom (smg)
 
0C AR33 (rifle)
 
0D RC-P90 (smg)
 
0E Shotgun (cartridges)
 
0F Auto Shotgun (cartridges)
 
10 Sniper Rifle (rifle)
 
11 Cougar Magnum (magnum)
 
12 Golden Gun (homing rockets)
 
13 Silver PP7 (pistol)
 
14 Gold PP7 (pistol)
 
15 Moonraker Laser
 
16 Watch Laser (reaper)
 
17 Grenade Launcher (devastator)
 
18 Rocket Launcher (rockets)
 
19 Seeker/Slayer (crossbow bolts)
 
1A Grenade (grenades)
 
1B Timed Mine (timed mines)
 
1C Proximity Mine (proxy mines)
 
1D Remote Mine (remote mines)
 
1E Taser
 
1F Combat Boost (pills)
 
20 Eagle-5 (pistol)
 
21 Tri-9 (pistol)
 
22 PMC170 (smg)
 
23 RC-P60 (smg)
 
24 K7 Aggressor (rifle)
 
25 AR54 (rifle)
 
26 OpTech 20 (farsight orbs)
 
27 Platinum Gun (pistol)
 
28 Rudolph (pistol)
 
29 -
 
2A -
 
2B -
 
2C Hallucinogun (psychosis rounds)
 
2D Nightvision Goggles
 
2E Q-Cam (Doesn't load right)
 
2F X-Ray Scanner
 
30 IR-Scanner
 
31 Cloaking Device (cloak)
 
32 Horizon Scanner
 
33 Auto-Turret
 
34 -
 
35 Plastique (ecm mines)
 
36 Data Uplink / GoldenEye Key
 
37 R-Tracker
 
38 President Scanner
 
3D Covert Modem (tracker bug)
 
3E Tracker Bug (tracker bug)
 
3F GoldenEye Key / Turret plant like bug (tracker bug)
 
40 Disguise
 
4D CCTV Video Tape
 
5A G5 Bot's Weapon Data / Platinum Gun (pistol)
 
5D Suicide Pill | 	  
 
 
GE-X Gun ID (Characters) Table
 
 	  | Code: | 	 		  00 nothing (can't fire weapon)
 
01 unarmed (fired like a gun)
 
02 knives (fired like a gun. instant kill from behind)
 
03 pp7
 
04 pp7 silenced
 
05 dd44
 
06 klobb
 
07 kf7
 
08 zmg
 
09 d5k
 
0A d5k silenced
 
0B phantom
 
0C ar33
 
0D rc-p90
 
0E shotgun
 
0F auto shotgun
 
10 sniper rifle
 
11 cougar magnum
 
12 golden gun
 
13 silver pp7
 
14 gold pp7
 
15 moonraker laser
 
16 watch laser (rapidfire laser)
 
17 grenade launcher
 
18 rocket launcher
 
19 slayer
 
1A grenade (fired like a gun)
 
1B timed mine (fired like a gun)
 
1C proxy mine (fired like a gun)
 
1D remote mine (fired like a gun)
 
1E taser (disarms!)
 
20 eagle 5
 
21 tri-9
 
22 pmc170
 
23 rc-p120
 
24 k7 agressor
 
25 ar54
 
26 optech 20 railgun
 
27 platinum gun
 
28 rudolph
 
2C halucinogun | 	  
 
 
GE-X Weapon Model Table
 
 	  | Code: | 	 		  041 pp7 (black)
 
0F5 pp7 (red)
 
0F6 klobb
 
0F7 kf7
 
0F8 zmg
 
0F9 d5k
 
0FA cougar magnum
 
0FB pp7 silenced
 
0FC dd44
 
0FD d5k silenced
 
0FE rudolph
 
0FF platinum gun
 
100 rudolph dupe
 
101 golden gun
 
102 phantom
 
103 ar33
 
104 auto shotgun
 
105 rc-p90
 
106 shotgun
 
107 ar54 (pd)
 
108 rocket launcher
 
109 grenade launcher
 
10A slayer
 
10B optech20 (pd)
 
10C sniper rifle
 
10D crossbow
 
10E halucinogun
 
10F throwing knife
 
110 n-bomb
 
111 pd grenade
 
112 grenade
 
113 timed mine
 
114 proxy mine
 
115 remote mine
 
117 eagle 5 (pd)
 
118 tri-9 (pd)
 
119 pmc170 (pd)
 
11A kf7
 
11B pp7 silenced
 
11C rc-p120 (pd)
 
11D k7 aggressor (pd)
 
11E dragon
 
195 laser
 
197 silver pp7
 
198 gold pp7 | 	 
  _________________
  	  | Quote: | 	 		  | 22 not happening nerds. forget about it. 23 til the day i die. | 	 
 
  Last edited by Lazlo52 on Sat May 26, 2018 10:16 am; edited 5 times in total | 
										 
									 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Fri Dec 01, 2017 8:10 am    Post subject:  | 
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											I'm happy that there are people creating Gameshark codes today. I hope that this or another thread can be used so that people can contribute their own codes and get the largest collection of GS codes, since some of the codes are usually unknown because they are not published on official sites or known or reliable code pages.
 
 
Lazlo52:
 
 
I think those codes can be variations of old codes to get their own codes, is not it?
 
 
Play as Elvis Body Modifier and Play as Elvis Head Modifier:
 
 
I really love playing with the body and head of Mr.Blonde. however I do not remember what the codes were to change the height of the characters. Well what I get now is a Mr.blonde with a smaller body and height.
 
 
Difficulty Modifier:
 
 
This is a code that I did not know and with which I was entertained yesterday. I tested it on the Deep Sea level, started a mission at the Agent level, then changed with the GS code to the Perfect Agent before crossing the first portal, that made it enter the next Perfect Agent area, the result that comes with enough ammunition of the Agent level.
 
 
but my real intention was to be able to cross the portals several times and you can access all the areas of the Agent, Special Agent and Perfect Agent levels without having to leave the level or the game, something that I have not achieved at the moment.
 
 
Does anyone know of any code to replace the enemies of the levels by skedar? | 
										 
									 
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								acceptable67 007
  
  
  Joined: 16 Jan 2010 Posts: 1738 Location: US                     | 
								
									
										
											  Posted: Fri Dec 01, 2017 6:08 pm    Post subject:  | 
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											Great job on the codes. _________________
  	  | Rare wrote: | 	 		  | Perfect Dark Forever. | 	 
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								Lazlo52 Secret Agent
  
  
  Joined: 18 Nov 2017 Posts: 339 Location: N.J.                     | 
								
									
										
											  Posted: Fri Dec 01, 2017 11:31 pm    Post subject:  | 
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											 	  | SATURN_81 wrote: | 	 		  | I think those codes can be variations of old codes to get their own codes, is not it? | 	  
 
Sorry, I'm not sure I understand you. I found these codes myself with basic RAM searches. As far as I know, any codes these are similar to use very different hexadecimal values.
 
 
 
 	  | SATURN_81 wrote: | 	 		  | I really love playing with the body and head of Mr.Blonde. however I do not remember what the codes were to change the height of the characters. Well what I get now is a Mr.blonde with a smaller body and height. | 	  
 
Hm? The codes I listed should apply height as long as it's activated before the level starts. The only thing it can't do for some reason is align heads with mixed bodies. (female heads float above the neck a lot)
 
 
 
 	  | SATURN_81 wrote: | 	 		  | but my real intention was to be able to cross the portals several times and you can access all the areas of the Agent, Special Agent and Perfect Agent levels without having to leave the level or the game, something that I have not achieved at the moment. | 	  
 
Unfortunately, I think the Perfect Gold editor is necessary to append all the Deep Sea segments into one session. I bet it'd only require some clever Action Block fragment copy-pasting.
 
 
 	  | SATURN_81 wrote: | 	 		  | Does anyone know of any code to replace the enemies of the levels by skedar? | 	  
 
For a GameShark code, it'd have to be some complicatedly manual ASM stuff. Probably easier to, again, use the Perfect Gold editor for that. I'd been wanting to, but I'm just doing too much other stuff right now.
 
 
 
And thanks to you all for enjoying the codes! _________________
  	  | Quote: | 	 		  | 22 not happening nerds. forget about it. 23 til the day i die. | 	 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Mon Dec 11, 2017 2:56 pm    Post subject:  | 
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											Hello Lazlo52:
 
 
I've used their codes Enemy Rockets Modifiers with GE-X, but even then I'm not able to find all the weapons, I mean the ones that are in the classic weapons slot. it would have to rename all the values so that they can be used more comfortably with GE-X. I want to find the Eagle (Falcon 2), MagSec and some other weapons that I do not remember right now.
 
It is difficult to know what is the correct ID of each weapon for GE-X. Until now I found the ID and model of the Moonreaker weapon and that made all the guards with Moonreaker. By the way quite dangerous are the enemies in GE-X with the grenade launcher in mission mode | 
										 
									 
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								Lazlo52 Secret Agent
  
  
  Joined: 18 Nov 2017 Posts: 339 Location: N.J.                     | 
								
									
										
											  Posted: Mon Dec 11, 2017 5:39 pm    Post subject:  | 
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											 	  | SATURN_81 wrote: | 	 		  Hello Lazlo52:
 
 
I've used their codes Enemy Rockets Modifiers with GE-X, but even then I'm not able to find all the weapons, I mean the ones that are in the classic weapons slot. it would have to rename all the values so that they can be used more comfortably with GE-X. I want to find the Eagle (Falcon 2), MagSec and some other weapons that I do not remember right now.
 
It is difficult to know what is the correct ID of each weapon for GE-X. Until now I found the ID and model of the Moonreaker weapon and that made all the guards with Moonreaker. By the way quite dangerous are the enemies in GE-X with the grenade launcher in mission mode | 	  
 
Oh, I actually do have a list because of all my meddling with GE-X setups. Here's the values now, it should be everything.
 
 
GE-X Weapon IDs:
 
 	  | Code: | 	 		  00 nothing (can't fire weapon)
 
01 unarmed (fired like a gun)
 
02 knives (fired like a gun. instant kill from behind)
 
03 pp7
 
04 pp7 silenced
 
05 dd44
 
06 klobb
 
07 kf7
 
08 zmg
 
09 d5k
 
0A d5k silenced
 
0B phantom
 
0C ar33
 
0D rc-p90
 
0E shotgun
 
0F auto shotgun
 
10 sniper rifle
 
11 cougar magnum
 
12 golden gun
 
13 silver pp7
 
14 gold pp7
 
15 moonraker laser
 
16 watch laser (rapidfire laser)
 
17 grenade launcher
 
18 rocket launcher
 
19 slayer
 
1A grenade (fired like a gun)
 
1B timed mine (fired like a gun)
 
1C proxy mine (fired like a gun)
 
1D remote mine (fired like a gun)
 
1E taser (disarms!)
 
20 eagle 5
 
21 tri-9
 
22 pmc170
 
23 rc-p120
 
24 k7 agressor
 
25 ar54
 
26 optech 20 railgun
 
27 platinum gun
 
28 rudolph
 
2C halucinogun | 	  
 
 
GE-X Model Values:
 
 	  | Code: | 	 		  041 pp7 (black)
 
0F5 pp7 (red)
 
0F6 klobb
 
0F7 kf7
 
0F8 zmg
 
0F9 d5k
 
0FA cougar magnum
 
0FB pp7 silenced
 
0FC dd44
 
0FD d5k silenced
 
0FE rudolph
 
0FF platinum gun
 
100 rudolph dupe
 
101 golden gun
 
102 phantom
 
103 ar33
 
104 auto shotgun
 
105 rc-p90
 
106 shotgun
 
107 ar54 (pd)
 
108 rocket launcher
 
109 grenade launcher
 
10A slayer
 
10B optech20 (pd)
 
10C sniper rifle
 
10D crossbow
 
10E halucinogun
 
10F throwing knife
 
110 n-bomb
 
111 pd grenade
 
112 grenade
 
113 timed mine
 
114 proxy mine
 
115 remote mine
 
117 eagle 5 (pd)
 
118 tri-9 (pd)
 
119 pmc170 (pd)
 
11A kf7
 
11B pp7 silenced
 
11C rc-p120 (pd)
 
11D k7 aggressor (pd)
 
11E dragon
 
195 laser
 
197 silver pp7
 
198 gold pp7 | 	  
 
 
However, I do not have a list for GE-X bodies or heads. I currently have that information memorized only. Whenever I can find some free time (I've given myself a lot of work at once), I should get to it. _________________
  	  | Quote: | 	 		  | 22 not happening nerds. forget about it. 23 til the day i die. | 	 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Tue Dec 12, 2017 6:32 am    Post subject:  | 
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											thanks Lazlo52: now I can finally test the enemies with a tri-9, pmc170, KF7 avenger, Dragon or the Optech20 and what would be a GE environment with weapons of the future, it is as if really GE and PD both games could not be one without the other
 
 
If you discover some code to replace the enemies or guards by Elvis or Maians it would be great, it would be great to be able to fight in Egypt and in the rest of the levels against Elvis and Maians.
 
 
I agree with you that probably some things that are achieved with GS codes may be easier to do with the editor. however I think there are unique codes like his "Difficulty Modifier" which I think if you implement it in rom with the editor, maybe later you can not change the difficulty in the middle of a game. that's why I think there are things and effects that can only be done with GS codes and because with them you get that surprise factor in some cases. I think that people discovered in their time the (at the time of codes GS of N64) the classic codes, but that time seems to have had a certain duration and people did not do more codes and stopped looking for them. I think you can still find many more for each game, just that people one day decided to stop looking for them, so I like it when people today discover some new code. | 
										 
									 
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								Wreck Administrator
  
  
  Joined: 14 Dec 2005 Posts: 7266 Location: Ontario, Canada                     | 
								
									
										
											  Posted: Tue Dec 12, 2017 1:00 pm    Post subject:  | 
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											There may be minor changes to the prop IDs in the next patch.  After I was informed that the Rudolph replaced the PP7 prop, I had to correct it.  Not sure if anything else was affected, but I hope your list was done using the most up to date release - which it appears to be at first glance.  Note: some weapon props (I think three) have alternate versions used to sit on tables / desks.  There was some strange issue with their bounding boxes, which had to be modified in order to correctly use the table object's bounds (Y coordinate in level), instead of being on the floor instead.
 
 
Fun to see people using GS codes to mess around with GE-X.  Not sure how much beta content they'll really find, but there will be PD stuff to play with. | 
										 
									 
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								Lazlo52 Secret Agent
  
  
  Joined: 18 Nov 2017 Posts: 339 Location: N.J.                     | 
								
									
										
											  Posted: Tue Dec 12, 2017 5:58 pm    Post subject:  | 
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											 	  | Wreck wrote: | 	 		  There may be minor changes to the prop IDs in the next patch.  After I was informed that the Rudolph replaced the PP7 prop, I had to correct it.  Not sure if anything else was affected, but I hope your list was done using the most up to date release - which it appears to be at first glance.  Note: some weapon props (I think three) have alternate versions used to sit on tables / desks.  There was some strange issue with their bounding boxes, which had to be modified in order to correctly use the table object's bounds (Y coordinate in level), instead of being on the floor instead.
 
 
Fun to see people using GS codes to mess around with GE-X.  Not sure how much beta content they'll really find, but there will be PD stuff to play with. | 	  
 
I see, so that's what those duplicates were for. I fixed it on my own copy by changing prop F5's file to the one 41 points to. Hasn't caused issues so far, luckily enough. But to test those values, I went back to the unedited version last night to be sure things matched. Patch 5e, Dec. 24, right?
 
 
 
And those suits look nice. _________________
  	  | Quote: | 	 		  | 22 not happening nerds. forget about it. 23 til the day i die. | 	 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Thu Dec 14, 2017 7:02 am    Post subject:  | 
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											hello again Lazlo52. Thank you for updating the listings of values ​​for GE-X. for the moment I have seen that the Dragon ID value is missing. I do not know if there will be any more value missing in any of the lists of values.
 
 
the 5e patch for December 24? I wish it was like that. I think Wreck announced in another thread that it would be for the new year or the end of Christmas after spending the new year.
 
 
I got in the past port from PD.1.0 to PD.1.1 some codes "Moon Jump" and "All Weapons in Multi" and from PD.1.1 I managed to carry some of these codes to some of the older versions of GE-X. I have tried sometimes to be lucky to be able to carry these codes to the newer versions but I have not had luck, things or directions may be moved or even disappeared. The method to find these was to find an existing code in the 2 versions of PD.1.0 and PD.1.1, and add or subtract (right now I do not remember how it was done exactly) to find the value that differentiated the 2 versions, that value was the one that had to add or subtract the code (no I remember it right now) original to hopefully get the code you wanted to work in the version for which you were looking for the code. This and sometimes look for ammunition or infinite things is the only thing to do with GS codes, other methods are difficult for me and I have not finished learning them.
 
 
These would be codes with which I have always dreamed that there were for PD:
 
 
code to create a jump like in Turok or TWINE and that can be activated with the C-up button. it would be a Moon jump code with alteration and limitation of jump in the height so that the height of the jump was not infinite. I think this was done in some SM64 or Banjo64 code.
 
 
code to modify the color of blood: I have always thought that there may be possibilities trying to modify the Paintball-mode cheat so that there is only one color instead of several colors. I also think it would be possible to do so by exchanging the bodies of the guards' bodies, although I do not have the knowledge to do this. | 
										 
									 
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								Lazlo52 Secret Agent
  
  
  Joined: 18 Nov 2017 Posts: 339 Location: N.J.                     | 
								
									
										
											  Posted: Fri Dec 15, 2017 1:18 am    Post subject:  | 
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											 	  | SATURN_81 wrote: | 	 		  | hello again Lazlo52. Thank you for updating the listings of values ​​for GE-X. for the moment I have seen that the Dragon ID value is missing. I do not know if there will be any more value missing in any of the lists of values. | 	  
 
Oh, there is no Dragon ID. The guys just happened to leave the Dragon's model in the game.
 
 
 
 	  | SATURN_81 wrote: | 	 		  | These would be codes with which I have always dreamed that there were for PD: | 	  
 
Both sound theoretically possible. But, I haven't seen a code that lifts Jo off the ground without the need for a ledge. And as for blood, someone got the original GoldenEye's paintball cheat to affect explosion scorches. That's my clue for it being at least possible. _________________
  	  | Quote: | 	 		  | 22 not happening nerds. forget about it. 23 til the day i die. | 	 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Fri Dec 15, 2017 12:37 pm    Post subject:  | 
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											These are the codes that I have found that I managed to successfully carry these versions of GEX. I have some more but these seem the most interesting:
 
 
codes for the GEX-5 patch:
 
 
All weapons in combat simulator
 
D01BCF2F 001E
 
801BCF30 0007
 
D01BEB9F 001E
 
801BEBA0 0007
 
D01C080F 001E
 
801C0810 0007
 
D01C247F 001E
 
801C2480 0007
 
 
Moon Jump Solo (all levels)
 
D009C7E4 0040
 
81206740 40F2
 
D009C7E4 0040
 
802066F3 0000
 
D009C7E4 0040
 
811ED740 40F2
 
 
codes for the GEX-5B patch:
 
 
All weapons in combat simulator
 
D01BB8BF 001E
 
801BB8C0 0007
 
D01BD52F 001E
 
801BD530 0007
 
D01C080F 001E
 
801BF1A0 0007
 
D01C0E0F 001E
 
801C0E10 0007
 
 
Moon Jump Solo (all levels)
 
D009C7E4 0040
 
812050D0 40F2
 
D009C7E4 0040
 
80205083 0000
 
D009C7E4 0040
 
811EC0D0 40F2
 
D009C7E4 0040
 
801EC083 0000
 
D009C7E4 0040
 
811D30D0 40F2
 
D009C7E4 0040
 
801D3083 0000
 
 
P1 MoonJump Multi
 
D009C7E4 0040
 
811BA0D0 40F2
 
D009C7E4 0040
 
801BA083 0000 | 
										 
									 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Sun Dec 17, 2017 4:18 pm    Post subject:  | 
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											Here I bring you the following codes that I wanted to do for the GE-X mod. to find these codes I used the Kriji's guide but I only used some contents partially. I need help in this to perfect some created codes. These codes affect the characters and enemies of the game. Enjoy the codes while you wait for the next GE-X patch. these are the codes:
 
 
I could not believe it after so long looking for a code probe this PD code "Turn Pelagic II Guard into Maian Soldier" to see what happened ......... it was too much of a coincidence that the Pelagic II uniforms were the of the Silo and Egiptian levels in GE-X. if it were not for this chance I would never have found this code in a long time. Maian soldiers in GE-x have red blood, Maian talks, but their sound of pain is like that of humans. enjoy this code:
 
 
Egyptian & Silo Guard into Maian Soldier
 
8107D904 0DA8
 
8107D906 0266
 
8107D90C 3F12
 
8107D90E A10D
 
81062C5A 0029
 
81062C5E 0029
 
81062C62 0029
 
81062C66 0029
 
 
this code was coincidentally the same as the previous one;
 
 
Egyptian & Silo Guard is a Female
 
8107D904 2A80
 
8107D906 004C
 
 
this code has been an attempt to have the Maian Guards as in the Egyptian and Silo levels but this time in the Frigate, therefore the code is not perfect. if you use Elvis or the Maian bodies they will be floating in the air at a certain height. I did not use the height moficador even after reading the Kriji's guide (which is what these code variants for GE-X are based on)
 
 
Frigate Body Guard Modifier
 
8107D8CA ????
 
 
0056 Elvis
 
004E Trevelyan or Janus
 
004A Maian
 
0044 Santa Claus | 
										 
									 
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								Lazlo52 Secret Agent
  
  
  Joined: 18 Nov 2017 Posts: 339 Location: N.J.                     | 
								
									
										
											  Posted: Sun Dec 17, 2017 7:52 pm    Post subject:  | 
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											Hm, you are correct. It is odd to me that the moon jumps don't carry over to GE-X. Every other code I try works without modifications. Memory allocation differences, perhaps?
 
 
As for the Maians, the GE-X team removed all of the green blood except for the "Elton" waistcoat. They also changed all Maian Head IDs to point to head 05. This was probably done so they have more room for new human bodies, but they haven't utilized it, yet.
 
 
I needed a break from text editing, so here's a modification of that Egyptian & Silo Guard into Maian Soldier, but for the Frigate's Janus Marines.
 
 	  | Code: | 	 		  8107D8C8 0DA8
 
8107D8CA 0266
 
8107D8D0 3F12
 
8107D8D2 A10D
 
81062C5A 00??
 
81062C5E 00??
 
81062C62 00??
 
81062C66 00??
 
 
?? values: 
 
05 = Elvis head with maian pain noises
 
29 = Maian Soldier head with human pain noises | 	  
 
 
Here's what I did:
 
8107D906 <-- Pelagic II / Russian Infantry body
 
8107D8CA <-- Presidential Security / Janus Marine body
 
 
8107D8C8 <-- subtracted 2 from Marine body address to find gender
 
8107D8CA <-- Marine body address
 
8107D8D0 <-- added 6 to Marine body address to find height
 
8107D8D2 <-- added 2 more to find the second half of height
 
 
 
I say again, all the Maian head IDs point to 05 in GE-X, which is why the Maian Soldier head sounds human. These head IDs can be found in the 39850 Editor under the "Sun/Bodies" tab.
 
 
One more thing, Elvis heads and generic Maian heads align differently from each other. This causes Elvis heads to appear lower than generic Maian heads. I've only noticed this occurrence in GE-X, but I haven't poked Pd in this regard.
 
 
 
 
I hope I explained it well enough. I tend to make things confusing. _________________
  	  | Quote: | 	 		  | 22 not happening nerds. forget about it. 23 til the day i die. | 	 
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								SATURN_81 00 Agent
  
 
  Joined: 06 Jun 2010 Posts: 423 Location: spain                     | 
								
									
										
											  Posted: Wed Dec 20, 2017 1:03 pm    Post subject:  | 
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											hello again Lazlo52. in the first place I am not able to find the green blood in any body, not even in Elton's vest or body. Thanks for your code for the Frigate's Janus Marines, I have created new codes that are derived from these and the previous ones. also thank you very much for your explanations, I understood a little but not everything. it seems that the values ​​of the heads have all female gender with the exception of the value 05 for Elton (Elivs), it seems that it is sometimes a mixed gender between female and male most of these values, the guards with these values ​​mostly have female conversations, way of running, and pain. I will put that list of values ​​below (feel free to correct any misspellings or incorrect data on the list). below the codes that I created. enjoy.
 
 
Egyptian & Silo Artic Maian guards
 
8107D904 0DA8
 
8107D906 0040
 
8107D90C 3F8D
 
8107D90E A10D
 
81062C5A 0029
 
81062C5E 0029
 
81062C62 0029
 
81062C66 0029
 
 
Egyptian & Silo Guards are Maians with Jaws suit
 
8107D904 0DA8
 
8107D906 04A9
 
8107D90C 3FA3 height value Jaws
 
8107D90E A10D
 
81062C5A 0029
 
81062C5E 0029
 
81062C62 0029
 
81062C66 0029
 
 
with this code I have managed to create perhaps the biggest and highest guard in the mod, this is due to the body of Jaws along with the head Maian that as Lazlo52 said is aligned in a different way. also I had to change the value of height 3F8D because with the a Jaws you see something buried feet and lose some height with which its new value is 3FA3.
 
 
Egyptian & Silo Guards are Elvis with Oddjob suit
 
8107D904 0DA8
 
8107D906 0237
 
8107D90C 3F73 height value for Oddjob
 
8107D90E A10D
 
81062C5A 0005
 
81062C5E 0005
 
81062C62 0005
 
81062C66 0005
 
 
In this code I had to do the same as in the previous one. for with the value of the height of Elvis 3F12 Oddjob was half buried by the legs. to correct this I had to use the value of the height of Joanna 3F73. Now with this new value the height is correct.
 
 
Egyptian & Silo Artic Guards without head
 
8107D904 0DA8
 
8107D906 0040
 
8107D90C 3F8D
 
8107D90E A10D
 
81062C5A 0000
 
81062C5E 0000
 
81062C62 0000
 
81062C66 0000
 
 
 
Frigate Artic Guards without head
 
8107D8C8 0DA8
 
8107D8CA 0040
 
8107D8D0 3F80
 
8107D8D2 A10D
 
81062C5A 0000
 
81062C5E 0000
 
81062C62 0000
 
81062C66 0000
 
 
the guards have a sinister aspect with this code for Frigate, Silo and Egyptian, with the coat on and without heads.
 
 
Frigate Guards are Elvis with Bond Artic suit
 
8107D8C8 0DA8
 
8107D8CA 0040
 
8107D8D0 3F80
 
8107D8D2 A10D
 
81062C5A 00 ??
 
81062C5E 00 ??
 
81062C62 00 ??
 
81062C66 00 ??
 
 
00 No head
 
04 Joanna Dark
 
05 Elvis
 
06 Bond Brosnan
 
07 Bond Tuxedo
 
08 Trevelyan
 
09 Bond Classic
 
0A Terrorist
 
0B Boris
 
0C Santa Claus
 
0D Jaws
 
0E Xenia
 
0F Elvis
 
10 Helicopter Pilot
 
11 Bond Classic
 
12 Baron Samedi
 
13 Glitch Head
 
14 Glitch Head
 
15 Shock Tropper
 
16 Glitch Head
 
17 Oddjob
 
18 Glitch Head
 
19 Siberian Special Forces
 
1A Martin Hollis?
 
1B Glitch Head
 
1C Baron Samedi without hat
 
1D Baron Samedi (death)
 
1E Bond Classic
 
1F Glitch Head
 
20 Female
 
21 Female
 
22 Glitch Head
 
23 Male with sunglass
 
24 Female
 
25 Male with sunglass
 
26 Male with sunglass
 
27 Male with sunglass
 
28 Jonathan
 
29 Maian Soldier
 
2A Male Head
 
2B Male Head
 
2C Male Head
 
2D Male head
 
2E Male Head
 
2F Male Head
 
30 Male Head
 
31 Male Head
 
32 Male Head
 
33 Dr.Doak
 
34 Male Head
 
35 Male Head
 
36 Male Head
 
37 Male Head
 
38 Male Head
 
39 Male Head
 
3A Male Head
 
3B Male Head
 
3C Terrorist
 
3D Male with sunglass
 
3E Male Head
 
3F Male
 
40 Male Head
 
41 Male Head
 
42 Male Head
 
43 Male Head
 
44 Male Head
 
45 Mishkin
 
46 Female
 
47 Rosika
 
48 Female
 
49 Female
 
4A Natalya
 
4B Ourumov
 
4C Female
 
4D May Day
 
4E Bond Classic
 
4F Brosnan with Ourumov hat
 
50 Male with sunglass
 
51 Male
 
52 Male
 
53 Male
 
54 Male
 
55 Male
 
 
I have tried to do codes like this in the past without much success on the GE-X mods. my intention was to move the guards of the Egyptian level (especially because infinite guards are generated at this level) to any other GE-X level. It would be great to be able to find guards in the empty levels of the mod, I do not care if I do not have other level data, such as missions, or objects that are on a level. loading a level at another level seemed like a good option, but it seems that the memory allocations are moved. this is the code of which I speak:
 
 
Pelagic II in Villa (Solo)
 
8105D9B7 0021
 
8009DFE9 0021
 
81075582 0000
 
81074602 0000
 
8107459A 0000
 
8107FFA0 0018
 
8107FFA2 016A
 
8107FFA4 0169
 
8108456A 003E
 
8107B178 0100
 
8107B17A 0001
 
8106FF42 EB40
 
8107B858 036E
 
8107D904 0DA8
 
8107D906 0266
 
8107D90C 3F12
 
8107D90E A10D
 
81062C5A 0029
 
81062C5E 0029
 
81062C62 0029
 
81062C66 0029
 
80084023 00 ??
 
 
00 agent
 
01 Special Agent
 
02 Perfect Agent | 
										 
									 
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