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Lazlo's Freshly Found GameShark Codes
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Lazlo52
Secret Agent
Secret Agent


Joined: 18 Nov 2017
Posts: 331
Location: N.J.

 PostPosted: Wed Nov 29, 2017 6:52 pm    Post subject: Lazlo's Freshly Found GameShark Codes Reply with quote Back to top

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

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Last edited by Lazlo52 on Sat May 26, 2018 10:16 am; edited 5 times in total
 
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 PostPosted: Fri Dec 01, 2017 8:10 am    Post subject: Reply with quote Back to top

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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 PostPosted: Fri Dec 01, 2017 6:08 pm    Post subject: Reply with quote Back to top

Great job on the codes.
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 PostPosted: Fri Dec 01, 2017 11:31 pm    Post subject: Reply with quote Back to top

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!
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 PostPosted: Mon Dec 11, 2017 2:56 pm    Post subject: Reply with quote Back to top

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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 PostPosted: Mon Dec 11, 2017 5:39 pm    Post subject: Reply with quote Back to top

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.
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 PostPosted: Tue Dec 12, 2017 6:32 am    Post subject: Reply with quote Back to top

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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 PostPosted: Tue Dec 12, 2017 1:00 pm    Post subject: Reply with quote Back to top

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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 PostPosted: Tue Dec 12, 2017 5:58 pm    Post subject: Reply with quote Back to top

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.
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 PostPosted: Thu Dec 14, 2017 7:02 am    Post subject: Reply with quote Back to top

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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 PostPosted: Fri Dec 15, 2017 1:18 am    Post subject: Reply with quote Back to top

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.
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 PostPosted: Fri Dec 15, 2017 12:37 pm    Post subject: Reply with quote Back to top

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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 PostPosted: Sun Dec 17, 2017 4:18 pm    Post subject: Reply with quote Back to top

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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 PostPosted: Sun Dec 17, 2017 7:52 pm    Post subject: Reply with quote Back to top

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.
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 PostPosted: Wed Dec 20, 2017 1:03 pm    Post subject: Reply with quote Back to top

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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