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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Sun Feb 07, 2021 5:10 am Post subject: XBLA mods |
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This is an unabashedly self-interested post. I’ve seen some shots of altered text and other tinkerings. Does that mean it is possible to mod the XBLA version (ie play on Xenia etc)? I always felt that the Dr No mod was the missing ingredient as Body Armour significantly altered the MP. The crosshairs visible mod was also nice although by not changing when aiming it didn’t quite work as nicely as in PD. Can mods like Dr No be done easily? |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Sun Feb 07, 2021 10:09 am Post subject: |
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I believe you'll begin to see mods coming out much sooner than we first expected. There are a few of us poking at it, and learning what we can. |
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BillyGlenn Agent
Joined: 28 Jan 2008 Posts: 58
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Posted: Sun Feb 07, 2021 11:18 am Post subject: Re: XBLA mods |
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Dark Reyn wrote: | Does that mean it is possible to mod the XBLA version (ie play on Xenia etc)? |
This is the method i´m using right now:
1. Extract the XBLA file with "wxPirs"
2. Change stuff around (copying, hex-editor etc.)
3. Use "Create Iso by Foggy_007" to make the folder into an iso
4. Drag iso into Xenia to try it out
i´ve tried to insert models from PD XBLA, Banjo XBLA and Conker L&R but failed so far because the file and folder structure seems to be different.
But its very easy to change the goldeneye models around to play as Natalya and stuff like that.
I´ve uploaded a few quick videos to show some changes
https://www.youtube.com/watch?v=mkY4cblGhAQ |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 333 Location: N.J. |
Posted: Sun Feb 07, 2021 1:36 pm Post subject: Re: XBLA mods |
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BillyGlenn wrote: | 1. Extract the XBLA file with "wxPirs"
2. Change stuff around (copying, hex-editor etc.)
3. Use "Create Iso by Foggy_007" to make the folder into an iso
4. Drag iso into Xenia to try it out |
Create Iso? But, Xenia can run the extracted folder as is through the default.xex. Why would you want to rebuild it into a giant file every time when it works as is? _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Sun Feb 07, 2021 4:11 pm Post subject: |
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Wreck wrote: | I believe you'll begin to see mods coming out much sooner than we first expected. There are a few of us poking at it, and learning what we can. |
Thanks Wreck. As an amateur it’s hard to understand the implications of the release but am cautiously optimistic. |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Wed Mar 03, 2021 12:45 pm Post subject: |
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I presume most people know this already but seems most relevant here, Wreck has kindly done some MP map mods:
http://n64vault.com/wiki:ge:xbla
I look forward to more of this sort of thing. Given that these are essentially known maps with different setup I wonder, Wreck, do you think it would be possible to just delete the body armour from MP maps and have the whole mod as Dr No (ie no option)? Desperately keen to play this with my friends as we used to like -4 with no BA which always seemed to weight the fights too much in favour of the hoarders. |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Thu Mar 04, 2021 5:02 pm Post subject: |
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I imagine a cheat could be made at some point, but for now, it would be possible to just edit every MP setup file to remove the armour. I can look into it (I'm not an armour fan, either).
I still really want a rock solid way to allow individual patches for the .xex to stack, so people can use patches as they are released (so long as they are combine capable). It would be hugely beneficial as little fixes are introduced. Not a one-time multi-patch, but one at a time. |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Fri Mar 05, 2021 1:15 am Post subject: |
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Wreck wrote: | it would be possible to just edit every MP setup file to remove the armour. I can look into it |
Amazing, thank you. Within which files do the data rest? Wondering if this is something I can help with.
Wreck wrote: | I still really want a rock solid way to allow individual patches for the .xex to stack, so people can use patches as they are released (so long as they are combine capable). It would be hugely beneficial as little fixes are introduced. Not a one-time multi-patch, but one at a time. |
This sounds logical. I had thought this before with other patches for the N64 rom. I had tried stuff like playing new maps with Dr No patch applied and it breaks it. Is this the sort of thing you mean? |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Wed Mar 10, 2021 10:34 am Post subject: |
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Wreck wrote: | it would be possible to just edit every MP setup file to remove the armour. I can look into it |
Done it!
Have created a new Dr No mod. No option to select though, there should simply be no body armour. I spent a little time fiddling around with the Editor and the N64 rom and learned where the data flags are for the armour and its coordinates. But in the end I just searched for the 78 instances of “01 80 00 15 00 73†in the form “01 80 00 15 00 73 XX XX 00 00 00 01 00 00 00 XX†and replaced them all with 0s.
https://www.dropbox.com/s/rsra6u8qw3scg1t/Dr%20No.xdelta?dl=0
Edit - link has been superseded with this one:
https://www.dropbox.com/s/scvcg2nhnmel1he/DrNo4.xdelta?dl=0
This is my first attempt at a mod and I haven’t extensively bug tested it. But superficially it seems to work and does what it says on the tin. There should be no body armour for multiplayer or single player maps.
Last edited by Dark Reyn on Wed Mar 31, 2021 2:21 pm; edited 2 times in total |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Wed Mar 10, 2021 9:15 pm Post subject: |
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So you simply nulled out the armour objects within each setup? That would (should?) crash the N64 during level loading. Guess XBLA is much more forgiving, but it is strange how it continues through the rest of the setup correctly (as it should rely on sized blocks of data, dependant on object type). If you took out all of the normal armours, did you also do the half vest type? 01 80 00 15 00 74 would be the string to check for.
It is a nice start. Hopefully we can get a cheat implemented down the road. |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Wed Mar 10, 2021 11:15 pm Post subject: |
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Wreck wrote: | So you simply nulled out the armour objects within each setup? |
Yes. Initially I deleted it but then thought I’d see what happened if I nulled it. Seemed to have the same effect. It didn’t occur to me to see what effect it would have on the N64 rom. I nulled what seemed like the whole relevant section (ie 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00) but not the coordinates etc elsewhere.
Wreck wrote: | it is strange how it continues through the rest of the setup correctly (as it should rely on sized blocks of data, dependant on object type). |
I didn’t extensively test it so it’s possible that it fails in some other way. I had thought that by nulling it, it would keep all locations the same which would have advantages if anyone wanted to apply mods to it.
Wreck wrote: | If you took out all of the normal armours, did you also do the half vest type? 01 80 00 15 00 74 would be the string to check for. |
Yeah. I’ve just double checked. I had completely forgotten about halves. But I must have searched 01 80 00 15 and not noticed that some of them were slightly different.
Wreck wrote: | It is a nice start. Hopefully we can get a cheat implemented down the road. |
Yeah, I fully accept that this is a low tech solution and just a placeholder. But I will enjoy playing this with my friends in the meantime. |
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Morrigan Aensland-Hill Agent
Joined: 09 Mar 2021 Posts: 40 Location: Arlen, Texas |
Posted: Thu Mar 11, 2021 6:23 am Post subject: |
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Dark Reyn wrote: | Done it!
Have created a new Dr No mod. No option to select though, there should simply be no body armour. I spent a little time fiddling around with the Editor and the N64 rom and learned where the data flags are for the armour and its coordinates. But in the end I just searched for the 78 instances of “01 80 00 15 00 73†in the form “01 80 00 15 00 73 XX XX 00 00 00 01 00 00 00 XX†and replaced them all with 0s. |
In Goldfinger 64, that cheat has been renamed to "No Armor" and it is the only available at the start of a new game. Oh, and another thing. Remember the Live and Let Die Multiplayer mode created by Zoinkity for the N64 version? It replaces the Flag Tag/The Living Daylights mode. I think the XBLA version would have the Live and Let Die mode too.
Well, um... I'm quite amazed that GoldenEye for XBLA is being fixed up and let's all hope that the Credits and Egyptian levels become 100% complete.
And finally, the Taser should need a brand new remastered model as well. _________________ My beauty can overcome brains and brawn!
...Also, my husband sells propane and propane accessories. |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Fri Mar 19, 2021 3:04 pm Post subject: |
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I’ve realised that these posts were really in the wrong place so have moved them. Were in response to this post:
http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=74792#74792
Thanks Wreck. Off the back of this I’ve been playing around with FlexHEX. It’s a little crude but a friend and I made a GoogleSheet which people can use to edit the weapons by saving a new version of default.xex. Again, a bit of a placeholder but should be fun for people. My only plea is that people make their own copy of the sheet before fiddling around with it.
https://docs.google.com/spreadsheets/d/1LGDJ0LZY-gvLc-APHB5cqA9CjZCt9gF0j6aimg0ZDhw/edit
I’ve also been toying with the MP limits and health. I made a 7mins/20 point game (our PD preference) and replaced +10 with a true one hit kills (we never use +10. And -10 you can still survive the Klobb hitting a limb) which I renamed “expect you to dieâ€. Although if I’m honest I still haven’t got my head around the formatting of the floating points. |
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Dark Reyn Agent
Joined: 15 Nov 2016 Posts: 100
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Posted: Fri Mar 19, 2021 3:05 pm Post subject: |
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Dark Reyn wrote: | I’ve also been toying with the MP limits and health. I made a 7mins/20 point game |
default.xex
Code: |
at 1E8B8
replace
9C 2D 00 00 00 00 00 00 00 00 00 00
with
9C 2D 00 00 00 00 62 70 00 00 00 14
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and
files\loc\english\title\default.str
Code: |
at 1194 change
00 55 00 6E 00 6C 00 69 00 6D 00 69 00 74 00 65 00 64 00 00
to
00 37 00 6D 00 69 00 6E 00 20 00 32 00 30 00 70 00 74 00 00
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Dark Reyn wrote: | replaced +10 with a true one hit kills (we never use +10 and -10 you can still survive the Klobb hitting a limb) which I renamed “expect you to die†|
default.xex
Code: |
at 71EDD0
replace
9C 47 00 00 3D CC CC CD
with
9C 47 00 00 41 FF FF FF
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and
files\loc\english\title\default.str
Code: |
at 1524
replace
00 48 00 65 00 61 00 6C 00 74 00 68 00 20 00 2B 00 31 00 30 00 0A 00 28 00 52 00 6F 00 6F 00 6B 00 69 00 65 00 29 00 00
with
00 45 00 78 00 70 00 65 00 63 00 74 00 20 00 79 00 6F 00 75 00 0A 00 74 00 6F 00 20 00 64 00 69 00 65 00 20 00 20 00 00
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