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[GAMESHARK] [PJ64 EMULATOR] Science Lab
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bmw
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Posts: 1366
Location: Michigan

 PostPosted: Mon Aug 28, 2006 2:17 am    Post subject: [GAMESHARK] [PJ64 EMULATOR] Science Lab Reply with quote Back to top

Since the console version is SLIGHTLY watered down due to code restraints, I am posting both versions. The console version is crammed to the absolute max at 250 lines. I am also suggesting not using the console version on the emulator because I don't know whether or not it will properly handle the object health code.

CONSOLE VERSION:

"Science Lab Pt 1" .off
8102A932 0000
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
811F2DEA 0051
811F2E0E 0060
811F2DF6 0127
811F2E02 005D
811F2E1A 0064
811F2E26 012C
811F2E32 005F
811F2E3E 005A
801F2847 0079
801F0C45 00A0
801F0D45 00A0
801F0E45 00A0
801F0F45 00A0
801F0C47 0075
801F0D47 0076
801F0E47 0077
801F0F47 0078
801F0CE7 0001
801F0DE7 0001
801F0EE7 0001
801F0FE7 0001
801F0F48 0060
811EFBB6 0058
811EFC3E 0124
811EFCF2 011B
811F0756 00A0
811F07DE 0125
811F0892 009F
811F0946 00F0
811F09CE 0123
811F0A82 0122
811F0376 00A3
811F03FE 012A
811F04B2 012B
811EFF96 0062
811F001E 011F
811F00D2 0061
811F0B36 0129
811EFB2E 0057
50000694 0001
801F2947 008A
50000294 0001
801F2CBF 0091
50000694 0000
801F2949 0000
50000694 0000
801F294D 0000
811F2D3A 0000
811F2D3E 0000
811F2DCE 0000
811F2DD2 0000
"Science Lab Pt 2" .off
811F0560 0370
811F0562 0003
811F0564 0036
811F0566 0052
811F0568 0002
811F056A 0100
811F05E8 0200
811F05EA 0003
811F05EC 0070
811F05EE 00A4
811F05F0 0002
811F05F2 0100
811F069C 0200
811F069E 0003
811F06A0 0070
811F06A2 009D
811F06A4 0002
811F06A6 0100
811EFDA0 0200
811EFDA2 0003
811EFDA4 0070
811EFDA6 00A6
811EFDA8 0002
811EFDAA 0100
811EFE28 0200
811EFE2A 0003
811EFE2C 0070
811EFE2E 00A5
811EFE30 0002
811EFE32 0100
811F0180 0130
811F0182 0003
811F0184 0026
811F0186 00A1
811F0188 0002
811F018A 0100
811F0208 0200
811F020A 0003
811F020C 0070
811F020E 0126
811F0210 0002
811F0212 0100
811F02BC 0200
811F02BE 0003
811F02C0 0070
811F02C2 00A2
811F02C4 0002
811F02C6 0100
"Science Lab Pt 3" .off
50000C80 0000
811F1048 0001
811F1040 1300
801F1043 002A
811F1044 0136
811F1046 0122
811F104A 0100
811F10C0 0250
801F10C3 002A
811F10C4 0138
811F10C6 0126
811F1140 1300
801F1143 002A
811F1144 0136
811F1146 0123
811F114A 0100
811F11C0 0250
801F11C3 002A
811F11C4 0138
811F11C6 00A5
811F1240 00B3
801F1243 0003
811F1244 0028
811F1246 00A8
811F124A 0100
811F12C0 0250
801F12C3 002A
811F12C4 0136
811F12C6 00BE
811F1340 00B3
801F1343 0003
811F1344 0028
811F1346 00C5
811F134A 0100
811F13C0 0250
801F13C3 002A
811F13C4 0136
811F13C6 00BD
811F1440 0140
801F1443 0003
811F1444 0012
811F1446 0128
811F144A 0100
811F14C0 0250
801F14C3 002A
811F14C4 0137
811F14C6 00AA
811F1540 0140
801F1543 0003
811F1544 0151
811F1546 00EF
811F154A 0100
811F15C0 0250
801F15C3 002A
811F15C4 0137
811F15C6 00BF
"Science Lab Pt 4" .off
811F1640 0140
801F1643 0003
811F1644 0012
811F1646 00EE
811F1648 0001
811F164A 0100
811F16C0 0250
801F16C3 0003
811F16C4 0152
811F16C6 00A9
811F16C8 0001
50000680 0000
811F1848 0001
811F1840 0100
801F1843 0003
811F1844 0052
811F1846 0121
811F184A 0100
811F18C0 0250
801F18C3 0003
811F18C4 0152
811F18C6 00C0
811F1940 0100
801F1943 0003
811F1944 0052
811F1946 00EE
811F194A 0100
811F19C0 0250
801F19C3 002A
811F19C4 0137
811F19C6 00A2
811F1A40 0100
801F1A43 0003
811F1A44 0052
811F1A46 012D
811F1A4A 0100
811F1AC0 0250
801F1AC3 0003
811F1AC4 0152
811F1AC6 00C6
811F10CE 0000
811F11CE 0000
811F12CE 0000
811F13CE 0000
811F14CE 0000
811F15CE 0000
811F16CE 0000
811F18CE 0000
811F19CE 0000
811F1ACE 0000
811F1134 03E8
811F1234 03E8
811F1334 03E8
811F1434 03E8
811F1534 03E8
811F1634 03E8
811F1734 03E8
811F1934 03E8
811F1A34 03E8
811F1B34 03E8

------------------------------------------------------------

EMULATOR VERSION (PJ 64 TESTED) :

"intro"
8102A932 0000
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
"respawns"
811F2DEA 0051
811F2E0E 0060
811F2DF6 0127
811F2E02 005D
811F2E1A 0064
811F2E26 012C
811F2E32 005F
811F2E3E 005A
"doors"
801F2847 0079
801F0C45 00A0
801F0D45 00A0
801F0E45 00A0
801F0F45 00A0
801F0C47 0075
801F0D47 0076
801F0E47 0077
801F0F47 0078
801F0CE7 0001
801F0DE7 0001
801F0EE7 0001
801F0FE7 0001
801F0F48 0060
"glass"
50000694 0001
801F2947 008A
50000294 0001
801F2CBF 0091
50000694 0000
801F2949 0000
50000694 0000
801F294D 0000
811F2D3A 0000
811F2D3E 0000
811F2DCE 0000
811F2DD2 0000
"weapons"
811EFBB6 0058
811EFC3E 0124
811EFCF2 011B
811F0756 00A0
811F07DE 0125
811F0892 009F
811F0946 00F0
811F09CE 0123
811F0A82 0122
811F0376 00A3
811F03FE 012A
811F04B2 012B
811EFF96 0062
811F001E 011F
811F00D2 0061
811F0B36 0129
811EFB2E 0057
"solid objects"
811F0560 0370
811F0562 0003
811F0564 0036
811F0566 0052
811F0568 0002
811F056A 0100
811F05E8 0200
811F05EA 0003
811F05EC 0070
811F05EE 00A4

811F05F0 0002
811F05F2 0100
811F069C 0200
811F069E 0003
811F06A0 0070
811F06A2 009D
811F06A4 0002
811F06A6 0100
811EFDA0 0200
811EFDA2 0003
811EFDA4 0070
811EFDA6 00A6
811EFDA8 0002
811EFDAA 0100
811EFE28 0200
811EFE2A 0003
811EFE2C 0070
811EFE2E 00A5
811EFE30 0002
811EFE32 0100
811F0180 0130
811F0182 0003
811F0184 0026
811F0186 00A1
811F0188 0002
811F018A 0100
811F0208 0200
811F020A 0003
811F020C 0070
811F020E 0126
811F0210 0002
811F0212 0100
811F02BC 0200
811F02BE 0003
811F02C0 0070
811F02C2 00A2
811F02C4 0002
811F02C6 0100
"destructible objects"
50000C80 0000
811F1040 0250
50000980 0000
801F1043 002A
50001880 0000
811F1048 0001
50000480 0000
811F1044 0136
811F1046 00C1
811F10B4 000A
811F10C6 00C2
811F1146 00BE
811F11B4 000A
811F11C6 00BD
50000380 0000
811F1244 0137
811F1246 00AA
811F12B4 000A
811F12C6 00BF
811F1346 00A2
811F13B4 000A
811F13C4 0138
811F13C6 0126
811F1444 0138
811F1446 00A5
811F14B4 000A
50000380 0000
811F14C2 0003
50000380 0000
811F14C4 0152
811F14C6 00A9
811F1546 00C0
811F15B4 000A
811F15C6 00C6
50000C80 0000
811F164A 0100
811F1640 1300
801F1643 002A
811F1644 0136
811F1646 0122
811F16C0 1300
801F16C3 002A
811F16C4 0136
811F16C6 0123
50000A80 0000
801F1743 0003
811F1740 00B3
811F1744 0028
811F1746 00A8
811F17C0 00B3
811F17C4 0028
811F17C6 00C5
811F1840 0140
811F1844 0012
811F1846 0128
811F18C0 0140
811F18C4 0151
811F18C6 00EF
811F1940 0140
811F1944 0012
811F1946 00EE
50000580 0000
811F19C4 0052
50000580 0000
811F19C0 0100
811F19C6 0120
811F1A46 00EE
811F1AC6 0128
811F1B46 012D
811F1BC6 0121
"object health"
811F10CE 0000
811F11CE 0000
811F12CE 0000
811F13CE 0000
811F14CE 0000
811F15CE 0000
811F16CE 0000
811F17CE 0000
811F18CE 0000
811F19CE 0000
811F1ACE 0000
811F1BCE 0000
D11F1134 0000
811F1134 000A
D11F1234 0000
811F1234 000A
D11F1334 0000
811F1334 000A
D11F1434 0000
811F1434 000A
D11F1534 0000
811F1534 000A
D11F1634 0000
811F1634 000A
D11F1734 0000
811F1734 0380
D11F1834 0000
811F1834 0380
D11F1934 0000
811F1934 0380
D11F1A34 0000
811F1A34 0380
D11F1B34 0000
811F1B34 0380
D11F1C34 0000
811F1C34 0380



There are actually 3 fewer glass objects in the code than what you see in the screenshots.


Last edited by bmw on Sun Sep 03, 2006 9:51 pm; edited 5 times in total
 
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dudeman
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 PostPosted: Mon Aug 28, 2006 7:18 am    Post subject: Reply with quote Back to top

Whoah, Dude! This looks great! The 5th screenshot is unique (ammo boxes glassed off), and the 4th one has a lot of cool things, dude! Also the 1st and 2nd have nice stuff and the idea with explosive pink tubes is excellent. Nicely done.
 
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Wreck
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 PostPosted: Mon Aug 28, 2006 12:42 pm    Post subject: Reply with quote Back to top

Yeah, those screenshots are really cool. I'm going to check it over for you in a couple of minutes. The large glass containers encasing the ammo crates totally reminds me of the one dataDyne stage in Perfect Dark. You know how they had the Nightvision Goggles stored behind glass in the one lab? I also love the exploding test tubes, BMW. A very nice and realistic touch. Them be some dangerous chemicals. Smile
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MultiplayerX
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 PostPosted: Mon Aug 28, 2006 6:50 pm    Post subject: Re: NEW LEVEL - Science Lab (facility mod) Reply with quote Back to top

bmw wrote:
I'm not quite ready to post the code just yet, I'm still gonna have Wreck look it over. But as of right now testing at my end is complete. I'll put up the code in the next day or 2, but here's a sneak peak......(oh yeah, one thing worth noting - those pink tubes you see....shooting those makes one nice explosion! )


FINALLY!!! Another hacker like Zoinkity and Wreck. Fantastic level BMW...brilliantly laid out. Very Happy Cool
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bmw
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 PostPosted: Tue Aug 29, 2006 12:21 am    Post subject: Reply with quote Back to top

A level with this many objects was only possible with serial repeaters....I'm near 225 lines of code as it is. Plus, I pretty much used up just about every preset available in that area, so I'd say I completely maxed it out.

Level Stats:
8 Respawns
5 Weapons sets
1 Body Armor
1 Flag Token
5 Doors
8 Panes of Glass
18 Glass objects (beakers, tubes, etc)
2 Desk Lamps
6 Benches
1 Table
1 Console
7 Boxes/crates

Counting Ammo boxes, that makes for 65 unique objects plus 8 respawns.
 
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Wreck
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 PostPosted: Tue Aug 29, 2006 12:43 pm    Post subject: Reply with quote Back to top

Ah, man...
I'm sorry, BMW. I ended up getting really busy last night and wasn't able to test out the stage. My brother wanted to do a 3/4 lifecast on me, so that he could sculpt a character and create prosthetics. The chair I was in was very uncomfortable. Needless to say, my bloody neck was killing me. I have a few things to do today, but I'll make sure to check out the map tonight. I will PM you with my thoughts and any suggestions I may have.
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bmw
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 PostPosted: Tue Aug 29, 2006 1:06 pm    Post subject: re: science lab Reply with quote Back to top

Hey, no probelm. This gave me time to finish up my other project anyways. I'm VERY NEAR completion of my master codes page. The page is done, all I have left to do is finish up my master console file and master PJ64 cht file.

When I'm done I'm gonna see about GE MASTER possibly implementing it into the main website (which is in desparate need of code updates anyways)

I'll probably have it completed and posted in the next day or 2.
 
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bmw
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 PostPosted: Wed Aug 30, 2006 4:32 pm    Post subject: Reply with quote Back to top

UPDATE

Well, the code runs fine on the emulator, but I have been informed of an unfortunate fact about gamesharks - they only allow 255 memory writes, which means that my serial repeater code consumes many lines of code. When all was said and done, there were 371 memory writes in the code making it far far too large for console.

The good news is that so far we've managed to shave off 58 lines of code while only sacrificing one single glass object. That brings the total down to 313, but getting it under 255 will certainly be a challenge. I have some ideas once I have access to a console in a few days for further reduction, but all the easy reductions are done - it gets much more difficult from here on out. In the end I might just end up having to sacrifice a few objects and post a slightly watered down console-compatible version.

I have a few more minor mods to make to the map itself (based on a few suggestions from Wreck) so I'm not quite ready to post the emulator version just yet.
 
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 PostPosted: Wed Aug 30, 2006 5:53 pm    Post subject: Reply with quote Back to top

Us hackers need to just start our own modded shark manufacturing team and let Zoinkity just reprogram the damn thing. He said it would actually be pretty easy and is just stupid that it won't run over 255 codes. (Obviously this was an anti-piracy delusion when they came out with the device)

BY THE WAY......HOW THE HELL DID YOU GET OBJECTS TO SIT ON TOP OF OTHER OBJECTS AND ADJUST ROTATION?!! THAT'S AWESOME!!!
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bmw
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 PostPosted: Wed Aug 30, 2006 6:38 pm    Post subject: re: rotation/on top Reply with quote Back to top

Actually, no rotation adjustments were made - it was a matter of choosing preset positions which had the proper rotations already assigned to them. It was a lot of trial and error as far as placing objects to find out which presets had the rotations I wanted.

As for spawning objects on top of objects - it wasn't easy to figure out. In the facility, there are 2 was to obtain objects (well, ok, 3 if you want to count using the glass panes, but those were all used up for the glass in the lab area).

The first is simply to convert over an unused ammo box or weapon. Since the facility has 8 weapon sets and I only used 5, that left me 3x3 or 9 objects to play with.

The second it to convert doors - you can get 2 objects out of 1 door. The facility has 29 doors, only 5 of which were actually needed in the lab. That leaves 24 doors which can be converted into 48 objects.

Each type of conversion has both drawbacks and advantages.

If you convert ammo boxes into destructible objects, they will not regenerate after you destroy them (my best guess is because ammo boxes normally won't regenerate until after they've been picked up by a player and further they can't be destroyed, thus ammo boxes aren't designed to regenerate after destruction). That right away limits ammo boxes/guns to being converted into non-destructible objects.

Objects converted from doors however will regenerate after destruction - the only drawback to this is that each door requires an additional 3 lines of code to set the health attribute (how many shots it takes to destroy the object). Doors suck as non-destructible objects though because nothing will spawn on top of them, thus making them useless as tables or benches.

Its really a matter of luck that the lab setup is possible - ONLY objects created from doors will spawn ONLY on top of objects created from ammo boxes. ONLY objects created from doors will regenerate after destruction.

Long story short - Ammo boxes make great tables/benches, doors make great destructible objects, and this combination allows for objects such as glass tubes to spawn and regenerate on top of tables.

I figured out most of this through trial and error, and Wreck helped me with the health aspect of the destructible objects.
 
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 PostPosted: Thu Aug 31, 2006 3:48 am    Post subject: Reply with quote Back to top

well I'm glad you had the time to figure this out BMW!!! I'll have to toy around with door presets more until I get a handle on making them into objects. uuuuuuuuuuuuuuhhhh Wreck? can I get a visual brother? Wink Someone email me some docs of memory editor examples if you got em. KCG sent me some stuff a month or so ago and the terminology kind of confused me. Very Happy Shocked
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 PostPosted: Thu Aug 31, 2006 7:02 am    Post subject: Reply with quote Back to top

Since the facility is the only level I've toyed around with, I'm not sure if doors are set up the same way in memory in other levels, but at least in the facility, here is how it works:

(from Wreck)

Door starts at: 801F1540
Second half starts at: 801F15C0

Part 1
Size: 811F1540
Type: 801F1543
Image: 811F1544
Preset: 811F1546
Mobility: 811F1548
Stance: 811F154A

Part 2
Size: 811F15C0
Type: 801F15C3
Image: 811F15C4
Preset: 811F15C6
Immobile: 811F15C8
Stance: 811F15CA
Health: D11F1634 0000+ 811F1634

(and from my own notes).......

801F0C40 stall doors
801F0D40
801F0E40
801F0F40
801F1040
801F1140
801F1240
801F1340
801F1440
801F1540 bathroom doors
801F1640
801F1740 bottom of steps (electronic)
801F1840 near body armor (gray)
801F1940 double doors right
801F1A40
801F1B40 double doors left
801F1C40
801F1D40 double doors end of hallway
801F1E40
801F1F40 double doors top of steps
801F2040
801F2140 blue room (gray)
801F2240 end of upstairs (electronic)
801F2340 next electronic
801F2440 next electronic
801F2540 electronic right
801F2640 electronic left
801F2740 electronic end
801F2840 electronic locked

Hope that all makes sense.
 
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 PostPosted: Thu Aug 31, 2006 8:48 am    Post subject: Reply with quote Back to top

awesome!! uuuuuuuuuummmmmm, explain the pointers for Stance and Health BMW? what do those control? Shocked Laughing
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 PostPosted: Thu Aug 31, 2006 9:13 am    Post subject: re: stance and health Reply with quote Back to top

I don't exactly understand what all can be controlled with stance. What I do know is that without it, you walk right through your objects.

I set all my stance values to 0100 - this makes objects solid (not able to be walked through) and also spawns them in their default position. If you play around with the second 2 digits you can do things like make the object lay on its side.

Health controls how much damage an object can take before it destructs. The bigger the value, the more damage (such as bullets or heat damage) an object can take. Default health for beakers is 000A, 03E8 for many other objects such as boxes or consoles.

Health is easy to code for the emulator, however, console compatibility is a little more difficult (hence, the activator code)

What it basically boils down to is it requires a total of 15 lines of code to convert any door into 2 objects. You can get away with 13 lines for objects which spawn on top of other objects as the stance code isn't necessary (as long as you can't walk through the table or bench, by default you won't be able to walk through the object sitting on top of it)

And real quick - converting an ammo box or a gun into a non-destructible object such as a crate, table or bench only requires 6 lines of code.

Example....

811F0560 xxxx (size)
811F0562 0003 (type)
811F0564 xxxx (image)
811F0566 xxxx (preset)
811F0568 0002 (non-destructible)
811F056A 0100 (solid, non walk-through)

Objects converted from doors will properly spawn on top of solid objects converted from ammo boxes or guns.
 
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 PostPosted: Thu Aug 31, 2006 12:27 pm    Post subject: Reply with quote Back to top

thanks man. Wink
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