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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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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Fri Nov 03, 2006 12:51 pm Post subject: Porting codes to PAL |
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Hi. I have recently bought an equalizer again after trying out the codes available on this website in an emulator. I have to say I am hugely impressed by the Control and FacilityBZ levels! I am unfortunately having trouble porting some codes to the PAL version (as I do not own a NTSC GE or n64).
I have read Ryan Barlow's guide to porting and ported some short codes with the hex calc. method (the others are a little beyond my capabilities), but it does not explain how to do some types of code. Could anyone be nice and explain to me how to port correctly, or even port some codes for me? I am mostly interested in porting: cradle, statue, "dr. no" body armour code, and all snipers.
cheers |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Nov 03, 2006 11:48 pm Post subject: |
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The one point you're probably missing are the pointers. They're within some of the code digits, and they also need porting (18C70, if I remember). The 800X codes have ports, just need to find them. |
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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Sat Nov 04, 2006 1:54 am Post subject: |
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What do you mean by "pointers"
The problem is Ryan gives no indication of how to port codes starting with "81xxxxxx", for example, or how to port codes beginning with "D". Also I do not understand what is meant by codes that are "Very Low in Ram". |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Sat Nov 04, 2006 9:41 am Post subject: |
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There should be no difference between the following code types...
30xxxxxx xxxx
31xxxxxx xxxx
80xxxxxx xxxx
81xxxxxx xxxx
88xxxxxx xxxx
89xxxxxx xxxx
8Axxxxxx xxxx
8Bxxxxxx xxxx
D0xxxxxx xxxx
D1xxxxxx xxxx
D2xxxxxx xxxx
D3xxxxxx xxxx
Each of those refer to the same position in memory, but how they modify it are different. Use the amount that Ryan Barlow gave in the guide for each of those code types.
As for what SubDrag meant about pointers, he's speaking of certain codes that tell where in the memory a piece of data should load/read from. Here is an example...
811ECF08 801C
811ECF0A 5568
The values given are actually a position in memory: 801C5568. However, since that would be an NTSC code, you'd need to port it over. Take the address, then add or subtract the amount from it. Replace it within the codes afterwards. That should do the trick. It's often hard to tell what is a 'pointer' in a code, since some are missing the first half of the address. This is why many of the stages weren't ported to PAL. _________________
YOUTUBE | FACEBOOK | VAULT | MOD DB | RHDN |
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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Sat Nov 04, 2006 12:04 pm Post subject: |
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Quote: | There should be no difference between the following code types...
30xxxxxx xxxx
31xxxxxx xxxx
80xxxxxx xxxx
81xxxxxx xxxx
88xxxxxx xxxx
89xxxxxx xxxx
8Axxxxxx xxxx
8Bxxxxxx xxxx
D0xxxxxx xxxx
D1xxxxxx xxxx
D2xxxxxx xxxx
D3xxxxxx xxxx
Each of those refer to the same position in memory, but how they modify it are different. Use the amount that Ryan Barlow gave in the guide for each of those code types. |
I really am not sure what you mean. My problem is that I cannot find any information on how to port some code types.
From Ryan's guide:
Quote: | GoldenEye 007 (801A0000-801E0000 region) NTSC-PAL N64
-18C70 in Hexdecimal
GoldenEye 007 (Very Low in RAM) NTSC-PAL N64
-ABO or -AB1 in Hexdecimal
GoldenEye 007 (80021000-80036000 region) NTSC-PAL N64
-4AB1 in Hexdecimal
GoldenEye 007 (before 80021000) NTSC-PAL N64
-2148 in Hexdecimal |
No information appears to be given on how to port a code like 802ADC8D, for example. Which hex value should I subtract? |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Tue Nov 07, 2006 9:10 pm Post subject: |
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Err, which code uses 802 range? |
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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Wed Nov 08, 2006 5:17 am Post subject: |
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Many:
CRADLE
"Cradle" .off
8102B11D 0092
8102B11F 0093
8002B127 0029
8102B123 0008
802ADC8D 0052
802ADC8E 0041
802ADC8F 0044
802ADC90 004C
802ADC91 0045 |
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zerojett 00 Agent
Joined: 01 Feb 2006 Posts: 434 Location: Saskatchewan, Canada. |
Posted: Wed Nov 08, 2006 7:30 am Post subject: |
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... they are just saying that to port a code like 81.... is just like porting a code like D1.... or 80....
right? same method, different numbers? _________________ zerojett lives on! |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6125
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Posted: Wed Nov 08, 2006 1:47 pm Post subject: |
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Oh, those 802 codes are really unnecessary. They're just text modifiers for the level. They might be 18C70, probably are, but I would just look up what they modify in the NTSC version, then find that same exact text block in PAL. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Fri Nov 10, 2006 7:46 am Post subject: |
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There was a generic little code that pushed the PAL address range up to where NTSC is so the same codesets could be used on each. I'll try to find it one of these days. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Fri Nov 10, 2006 12:32 pm Post subject: |
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Quote: | There was a generic little code that pushed the PAL address range up to where NTSC is so the same codesets could be used on each. I'll try to find it one of these days. |
Thankyou, that would be very helpful. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Wed Nov 22, 2006 8:45 am Post subject: Re: Porting codes to PAL |
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Zoinkity wrote: | PAL - Europe
Select the "Dr. No" cheat in your cheat folder to eliminate body armour in all stages.
"Dr. No (no BA multi)#8" .off
8129F3C8 4472
8129F3CA 2E20
8129F3CC 4E6F
8129F3CE 0000
80058591 0001
81047402 454C
D00585E1 0001
81047402 4A90
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These were released just below the NTSC version of the cheat. Is there a problem with them? I could have sworn they should work.
There are standard offsets between PAL and NTSC for some data, but not most of the stuff under 8005. I'll try to find Krijy's doc on the subject. Well, either that or find Krijy. |
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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Fri Nov 24, 2006 5:25 am Post subject: |
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Unfortunately it doesn't work. The text mod is correct but the armour is always still there. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Sat Dec 09, 2006 11:26 am Post subject: |
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I managed to get someone to confirm it to work on console. You must be using it wrong.
Firstly, it adds a cheat named "Dr. NO" in the cheat menu. Select it and body armour in both solo and multiplayer will be gone.
Also - this is probably your hitch - if you are using on emulators most require you to reset the game after activating the code. The reason being this is an ASM hack - a code that changes the runtime commands executed by the game. Emulators cache commands once they are executed to increase performance, meaning once the command is run once it is never run again from memory. So, even though the code changes, the code isn't actually executed. Reseting the game corrects this. Yet one more stupid thing emulators do. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Baron Saturday Agent
Joined: 03 Nov 2006 Posts: 10
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Posted: Sun Dec 10, 2006 4:41 am Post subject: |
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Yeah I knew that, I've got it to work on emulator. I suppose my equalizer must be broken then , since the weapon editor you very kindly sent me only changes one in a set too. |
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