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[GAMESHARK MULTI] Sumerian

 
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MultiplayerX
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Joined: 29 Jan 2006
Posts: 1210
Location: USA

 PostPosted: Thu Aug 17, 2006 10:42 am    Post subject: [GAMESHARK MULTI] Sumerian Reply with quote Back to top

Yeah!!! Here's a new GoldenEye level to be proud of. Interesting how those Sumerians got that pyramid to float in mid air like that Wink. Took the liberty of placing a grenade launcher in "The Pit" if you fall into it accidentally. With some strategy, you can bounce grenades off the walls up into the level / Very Happy Hope everyone enjoys and PLEASE post some screenshots from PJ64 and tell me what you think!!

"SUMERIAN"
Gameshark 3.30 NTSC ONLY! (NO Uploader required)
Load: Menu (Press A 3 times at Nintendo logo)
Weapon Set: Rockets
Infinite Ammo Cheat ON
Hacked by: MultiplayerX

Stage load
8002A8F7 001C
81037556 59D0
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
801EC0C3 0030
81075D1C 801E
81075D1E A5C0
80079C6B 0005
8102A932 0000
812ADD34 5375
812ADD36 6D65
812ADD38 7269
812ADD3A 616E
812ADD40 5355
812ADD42 4D45
812ADD44 5249
812ADD46 414E
8002B123 0009
8002B127 001C

Respawn :
811E94D8 45C6
811E94E0 C400
811E9500 801D
811E9502 82B4

811E9504 44BC
811E950C 4411
811E952C 801D
811E952E 757C

811E9530 4582
811E9538 4480
811E9558 801D
811E955A 540C

811E955C 45B3
811E9564 4410
811E9584 801D
811E9586 8014

811E9588 451F
811E9590 C46B
811E95B0 801D
811E95B2 578C

Plants
50000C80 0001
811EBAC6 0025
50000C80 0000
811EBAC0 0200
50000C80 0000
811EBACA 0001
50000C80 0000
801EBAC9 0002

Placement + Image
811E9B34 45C8
811E9B3C C37A
811E9B5C 801D
811E9B5E 8234
811EBAC4 013A

811E9B60 45B9
811E9B68 4339
811E9B88 801D
811E9B8A 7B0C
811EBB44 013C

811E9B8C 45AC
811E9B94 C30D
811E9BB4 801D
811E9BB6 80D4
811EBBC4 013D

811E9BB8 4582
811E9BC0 4322
811E9BE0 801D
811E9BE2 638C
811EBC44 013D

811E9BE4 4570
811E9BEC C401
811E9C0C 801D
811E9C0E 6534
811EBCC4 013C

811E9C10 4571
811E9C18 4179
811E9C38 801D
811E9C3A 62EC
811EBD44 013C

811E9C3C 453F
811E9C44 C38A
811E9C64 801D
811E9C66 556C
811EBDC4 013B

811E9C68 452D
811E9C70 4325
811E9C90 801D
811E9C92 49B4
811EBE44 013D

811E9C94 452F
811E9C9C 43EE
811E9CBC 801D
811E9CBE 4A24
811EBEC4 013C

811E9CC0 4516
811E9CC8 C3D2
811E9CE8 801D
811E9CEA 604C
811EBF44 013C

811E9CEC 44EC
811E9CF4 4430
811E9D14 801D
811E9D16 753C
811EBFC4 013A

811E9D18 44E6
811E9D20 C42D
811E9D40 801D
811E9D42 785C
811EC044 013A

811EA5C8 0100
801EA5CB 0003
811EA5CC 00AA
801EA5D1 0003
811EA5D2 01E1

811E9F28 4478
811E9F30 414C
811E9F50 801D
811E9F52 6A54

811EA6D8 0100
801EA6DB 0003
811EA6DC 00AE
801EA6E1 0003
811EA6E2 01E1

811E9798 4557
811E97A0 C488
811E97C0 801D
811E97C2 6ADC

811EA7E8 0100
801EA7EB 0003
811EA7EC 00AE
801EA7F1 0003
811EA7F2 01E1

811E97C4 4557
811E97CC 448A
811E97EC 801D
811E97EE 6B84

811EA950 1500
801EA953 0003
811EA954 0002
801EA959 0003
811EA95A 01E1

811E9714 44DA
811E971C 41D6
811E973C 801D
811E973E 76C4

WEAPONS
811EA760 0500
811EA764 00B9
801EA7E0 0018

811E95B4 4557
811E95BC C418
811E95DC 801D
811E95DE 6AB4

811EAB40 0500
811EAB44 00D0
801EABC0 0013

811E95E0 4545
811E95E8 C41F
811E9608 801D
811E960A 538C

811EAD30 0500
811EAD34 00D2
801EADB0 0011

811E9740 4548
811E9748 4425
811E9768 801D
811E976A 672C

811EAF20 0500
811EAF24 00D2
801EAFA0 0011

811E960C 4582
811E9614 C39A
811E9634 801D
811E9636 63AC

811EB110 0500
811EB114 00BC
801EB190 000D

811E9638 45B5
811E9640 C40A
811E9660 801D
811E9662 8174
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kcghost
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 PostPosted: Thu Aug 17, 2006 12:40 pm    Post subject: Reply with quote Back to top

Just tried it out, MultiX, you have created yet another Ultra-Wacky level. Cool though. Nice job, here are some screens. I wasnt counting very accurately, but I dont think it took more than ten seconds to load on 1964.







 
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MultiplayerX
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Joined: 29 Jan 2006
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Location: USA

 PostPosted: Thu Aug 17, 2006 1:43 pm    Post subject: Reply with quote Back to top

kcghost wrote:
Just tried it out, MultiX, you have created yet another Ultra-Wacky level. Cool though. Nice job, here are some screens. I wasnt counting very accurately, but I dont think it took more than ten seconds to load on 1964.


Thanks KCG. I think? Wacky is a good thing or bad thing?
Well, next project will be "The Docks" via request. I'll keep everyone posted. Wink
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Wreck
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 PostPosted: Fri Aug 18, 2006 3:26 am    Post subject: Reply with quote Back to top

I have to say that the stage looks a lot nice in KC's screencaptures in comparison to how it loads up on my PC using PJ64. All of the stage model textures are in greyscale, making the Aztec very dull and lifeless. Other than that little emulation problem, the rest of the level is the way it should be. It's a neat concept for a map, Scotch. I'm still hoping to see you tackle the weapon sets properly, though. Has anyone else encountered the blackout issue in this one? Strange that it still happens, considering how small the area in use is. Anyways, nice job on it, MultiX. I look forward to "The Docks", and the correct usage of weapon sets! Razz

By the way, it's great to see you back, KC. Smile
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MultiplayerX
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 PostPosted: Fri Aug 18, 2006 4:46 am    Post subject: Reply with quote Back to top

[quote= Anyways, nice job on it, MultiX. I look forward to "The Docks", and the correct usage of weapon sets![/quote] correct weapon sets? hmmmmm....not sure what you mean. I did intentionally place different weapons in the level. I don't normally put ammo boxes since it takes so many codes to place objects. Wink peace.
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Wreck
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 PostPosted: Fri Aug 18, 2006 4:52 am    Post subject: Reply with quote Back to top

I know, I did notice that there were more weapons in this latest multiplayer map. But, they still aren't weapon sets. You're catering too much to the console gamer, like I used to. This is going to limit what you can do massively. I'd like to see an emulation only level from you, filled with weapons and ammunition crates. That will really make your work shine. Not saying that anything is wrong with what you're doing now, it'll just feel more 'complete' and 'accurate' with those ammo boxes thrown in. Even you'll feel more happy with the results when you're able to use over the maximum code limit that a cheating device has and still be able to play the stage.
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MultiplayerX
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 PostPosted: Fri Aug 18, 2006 7:38 am    Post subject: Reply with quote Back to top

I hear ya. Actually I don't have a hacking technique devised to go over the code limit. How do you hack for PJ64 anyway?
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GE MASTER
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 PostPosted: Sat Aug 19, 2006 8:34 am    Post subject: Reply with quote Back to top

Good one MulitplayerX! How do you find the time with the little one! Good on you for getting this up and running.
 
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zoinkity
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 PostPosted: Sat Aug 19, 2006 10:50 am    Post subject: Reply with quote Back to top

Really funny! The only trouble is now I can't rag on you for not including weapons ;*) Guess you got your Jungle after all! I'm definately going to try this at home -on console- and maybe catch a few snapshots.


BTW, I can do much more on console than those stupid PC's can manage. Incidentally, you can't use asm hacks on emulators unless the cheats are inititiated before the code being changed is loaded...
 
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bmw
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 PostPosted: Sat Aug 19, 2006 11:27 am    Post subject: Reply with quote Back to top

Has anyone else encountered the blackout issue in this one? Strange that it still happens, considering how small the area in use is.

Yeah, I really like the concept of the level, but the blackout issues make it really difficult to play it on the console.
 
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zoinkity
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 PostPosted: Thu Aug 24, 2006 5:57 am    Post subject: Reply with quote Back to top

Blackouts are due to:
1: space dedicated to model storage.
2: decompression rate versus visualization.

Remember that not only the rooms you see are loaded. It loads rooms whenever a visible room has a portal linked to another or a special visibility feature active. Nothing is displayed until all linked rooms are handled.

If the blackouts are worse on console, it probably has to do with the decompression rate then. Aztec was always problematic this way. Other levels, such as Depot or Silo, are screwed either way.
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