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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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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Thu Oct 26, 2006 12:46 am Post subject: |
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I'm responsible for a lot more pain than that!
Fantastic to see that this has been released to the public. I know that Zoinkity and yourself had worked on (slaved over) this for a great length of time. I'm just glad I was able to help out and bug test during the final few months. It's a shame that only one stage setup was completed by myself in time for release, but there'll be more in the future. Besides, I've got to get back to that blasted Caves mission some day.
Here's a huge heartfelt thanks to SubDrag and Zoinkity.
Thanks, guys.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Fri Oct 27, 2006 8:08 am Post subject: |
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Why is this not a sticky?!?
The emails I have from the very onset (never deleted out of laziness) say over a year of work - though we did take a huge breather from it at one point.
Oh, a slight emendation to the help file has been posted, mostly to get it a little more current with the release version. It's not a third edition by any means, though it does cover paths and sets a little better. It copies over your old files, so updating is a snap.
Incidentally, you do need the help file to play the sounds in the editor. I'm not sure if that made it into the readme or not. |
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kcghost Hacker


Joined: 18 Jan 2006 Posts: 551
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Posted: Fri Oct 27, 2006 11:16 am Post subject: |
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This is awesome. Im pretty much speechless, this is an awesome tool. Extremely powerful, but with good interface. Very nice work. |
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Saberier Agent


Joined: 29 May 2006 Posts: 49
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Posted: Fri Oct 27, 2006 5:47 pm Post subject: |
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Wow! Wreck, SubDrag and zoinkity, you made another BIG moment in GoldenEye hacking history!
Can't wait for a Perfect Dark setup editor in the future!
BTW, someone warn DetErest about this. This needs to be on his GoldenEye page.  _________________
GE/PD rules!!!
Galbadia Hotel for all your video game music needs: http://gh.ffshrine.org/?r=16600 |
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john lennon Agent

Joined: 22 Sep 2006 Posts: 50 Location: Ontario, Canada  |
Posted: Sat Oct 28, 2006 10:48 am Post subject: |
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I would really like to know how you can make co-op levels with the editer
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sat Oct 28, 2006 12:10 pm Post subject: |
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Check out the help file, to start. Zoinkity is working on writing it more comprehensively, and we need to get out an action block for guards that will make them shoot better (definitely will work).
Have you tried the "co-op" facility included? It's only the beginning though. You can add pseudo-objectives and lots of things. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sat Oct 28, 2006 12:48 pm Post subject: re: editor |
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I do have a request - but since I'm not quite sure how the program grabs coordinates from the emulator, I have no idea if this would be easy to implement or not.
Right now, the only room pointer data that is displayed when you grab a coord is the first 3 bytes of the actual data. Would it be possible to display the address which that data was grabbed from? (In other words, display the room pointer itself)
Right now, I can't just grab a coordinate and use it as a gameshark code - I still have to find the address which the pointer data is stored at in a savestate.
Also, and this isn't a big deal, but maybe also display the 4th byte as well (the room number). |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sat Oct 28, 2006 2:12 pm Post subject: |
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We had chosen only to use the first three bytes from the room tile, because those are the values consisting in the Plink. At the end of a setup file, you'll notice there are a lot of these 'p___' lines. They are offset to from their corresponding preset. While the stage is loading, it reads from the Plink and identifies what part of the clipping file it belongs to. Since the setup file is opened in a different part of the RAM for each amount of players that are currently registered as active, the same happens with the clipping. The address for the rooms changes, cancelling out the possibility of using a constant address pointer. Offsetting to this Plink allows it to quickly scan the file and link it correctly, no matter how many people are involved.
However, I do agree that it might be nice to include which room number the preset is placed within. Perhaps an upgraded version will display it. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN
Last edited by Wreck on Fri Dec 15, 2006 10:05 am; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sat Oct 28, 2006 3:26 pm Post subject: |
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I can look into displaying the Room number, but it would be a forced approach. See, here's the thing. This whole room stuff is not present in the setup file. There are only P___ references, which are displayed by the editor (hover over the 3 byte thing - the 3 byte thing is a conversion). These 3 byte things refer to the clipping, which are separate files. The room number doesn't exist in the setups. It's something that's part of the clipping file. The only way I can display room numbers, is by a manual table I compile from each level of all the P___ values, and which rooms correspond to which P___ value. I can look into it if you really want me to. My intention was simply to just grab presets, and go with those, but you seem to be fiddling quite a bit which is probably screwing up the room pointers. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sat Oct 28, 2006 3:32 pm Post subject: re: pointers |
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Nah, no need to go that far with it.
I can work my way around it, I think. When the time comes for me to enter preset data into the editor, what I will have is savestate data. Entering in the x, y, z, sizing, and orientation data should be no problem.
But for pointer data, what I will have in my savestate is an address which points to room pointer data. If I simply go to that address in the savestate and extract the first 6 digits, can I just type that information into the editor as the first 3 bytes and that will complete the preset data?
Like, if I have 8019 55EC as a room pointer in my save state, can I go to that address, grab the data which is stored at that address, and type it into the editor? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sat Oct 28, 2006 3:36 pm Post subject: Re: re: pointers |
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bmw wrote: | Nah, no need to go that far with it.
If I simply go to that address in the savestate and extract the first 6 digits, can I just type that information into the editor as the first 3 bytes and that will complete the preset data?
Like, if I have 8019 55EC as a room pointer in my save state, can I go to that address, grab the data which is stored at that address, and type it into the editor? |
That's exactly what you're supposed to do! That's how we designed the editor. Well, I didn't imagine you'd ever be doing it manually much, I envisioned fully using the editor, and just clicking grab presets, so it does that 3 byte grab automatically from room pointer address. But it's also there so you can enter it manually.
Interesting though, didn't imagine using save state, I'll think about this. I sort of envisioned you'd just grab presets, modify stuff a bit, and enter back into editor. Instead of doing it at the end. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sat Oct 28, 2006 3:44 pm Post subject: re: placement |
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At least for me, its easier to do it this way. I can create an entire room with gameshark codes just by modifying the objects which already exist in the multiplayer setup, get the whole room how I want it, then enter all the data at once for the entire room from the savestate.
The other benefit of doing it this way is that I like to tweak the size and placement of each object one at a time - I'm contantly going back and forth between codes and re-launching the game to see what each tweak does. (I've gotten quite fast at doing it this way) . Then when I get one object how I want it, I move on to the next.
Guess its a preference issue. Glad you have the editor set up so it can be done either way. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sat Oct 28, 2006 3:48 pm Post subject: |
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It's a matter of precision. I avoided the objects that needed that sort of fine tuning hehe. You luckily are up for the challenge. I'm really looking forward to this level!! Action blocks will be interesting for you, very powerful, but not up to it yet. |
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D.J Cat Agent


Joined: 22 May 2006 Posts: 54 Location: Brisbane - Australia  |
Posted: Sat Oct 28, 2006 11:45 pm Post subject: |
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Wow, this is incredible!
You guys have outdone yourselves.
I just hope that dopes like me can still be smart enough to make use of this.
When I get a faster computer, and maybe some more programming experience (?) I will get amongst it.
I can't wait.
The thought of being able to play brand new multiplayer levels is also exciting.
Guess I should invest in a Gameshark too... |
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zerojett 00 Agent


Joined: 01 Feb 2006 Posts: 434 Location: Saskatchewan, Canada.  |
Posted: Sun Oct 29, 2006 6:21 pm Post subject: |
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WHOA!!! I just found this?!?!
Its been out for nearly a week and I JUST realised this?!!?!?!?!?!?!!
?!?!!?!?!!?
Good work, good work all of you!!!
Hurrah for Co-Op Missions!!! _________________ zerojett lives on! |
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