Two Player Enabler:
D00ACB99 001C
8109940A 5580
Load Area 52 with one player first and quit immediately.
Load Crash Site with two players and quit.
The code should work from then on.
Three Player Enabler:
D00ACB99 001C
8109940A 3300
Load Area 52 with one player first and quit immediately.
Load Crash Site with three players and quit.
The code should work from then on.
Four Player Enabler:
D00ACB99 001C
8109940A 15A0
Load Area 52 with one player first and quit immediately.
Load Crash Site with four players and quit.
The code should work from then on.
Test code:
(NTSC Cheating Device Version)
"Crash Site 1-Player Load"
810800B8 0001
810800BA 0184
810800BC 0183
810800BE 013C
8107FE90 011B
80084BF9 001C
81084BFC 569B
81084C14 50FF
81503B84 0190
81503B86 0095
If you find the Presidential escape pod while testing the codes then I will know where the ingame level data is put during these modes. At the moment you can see a ? next to the pointers for these modes in the table of pointers.
One last thing, I think loading Crash Site with a sim may have some effect on how things work, but I'm not quite sure. If you're testing any code try adding a sim the first time you load a level.
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See GoldenEye's Citadel in Multiplayer:
NTSC ---------- PAL
8002A8F7 0029 - 80025E47 0029
8104468A 8970 - 8103DB6A D3C0
8104468E 8984 - 8103DB6E D3D4
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Old 03.24.2005, 04:57 PM #3
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Krijy, thanks for the reply.
I went over the Crash Site Caves Combat Simulator codes and broke everything down on Tuesday night. I noted what each thing was supposed to modify, and even went as far as changing a value to get a better idea. The first code changed the Carrington Institute level, so that it wouldn't crash the game. The next code added an MP Setup to the Crash Site level, followed by codes to modify the Random level, name and heading. Then, the weapons and crates pad changes. It also had a few lines to change crates into Presidential Escape Pods for use in blocking off outside areas of the map. That was all consisted in the first part of the code. The second part contained all of the King of the Hill selections and respawn points, and the third part modified the Briefcase modes.
When I tried playing the level, it wouldn't seem to put anything in the proper place. Plus, it would freeze up whenever I went into the area featuring the broken Air Force One landing wheel. However, when I tried adding a single simulant to the level, everything worked like a charm. After I quite and removed the sim, the map was still able to host all the goodies in the correct positions. This isn't a big deal, since you'd never - realistically - play one player in a Combat Simulator level without any sims.
I'll try out those enablers tonight, but I only have three controllers. I used to have a fourth, which has mysteriously vanished. Either way, I'll let you know tonight if they load up.
If I could get a RAM dump of G5 Building in Hi-Res mode while it's loading up, I can find out what the size/type/image & placement of a few things I'd like to use in the Combat Simulator map. It'll also let me know how to add in those blocked off exits, which I believe I already have the presets figured out. Something tells me that they are two parters, one object and one door. When I used the weird code that repositions all doors, so I could gain access to the meeting room, it messed up the exits too. This would really come in handy, and would speed up the process big time. Any help here would be huge.
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Old 03.24.2005, 07:13 PM #4
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I just tried out the test load Crash Site with one, two and three players. They worked perfectly, provided you follow the steps accordingly. Start with one player in Area 52 and exit. Enter Crash Site with the proper amount of players, then exit. When you restart the map, the pod is placed where it should be.
Since this worked, I decided to give the full Crash Site Caves a go. This is the version that has two UFO's (including infront of the piano) and three Presidential Escape Pods blocking off certain areas of the map. I got it working with one through three players, but I needed to see if the fourth player worked too. So, I searched around for my missing controller and I managed to find it hidden in a drawer. I plugged it in and gave it a try. What a shock, ...it worked. There you have it, the codes go together perfectly with the enablers. Great work, Krijy!
Oh, yeah. I guess I should post this little code too...
NTSC Cheating Device version
"Enable All Players"
D0062927 0001
8109940A 0000
D0062927 0002
8109940A 5580
D0062927 0003
8109940A 3300
D0062927 0004
8109940A 15A0
This does the same thing as the Enable All Players for GoldenEye. It indicates how many people are playing, then makes the adjustments necessary. I used this to test the four player amounts and they seem to work very well. The only problem seems to be when you go from more than one player back to only one player, you have to exit the level and restart it again to gaurentee everything is where it is supposed to be. It also froze up once when I went from a certain player amount to another. Other than that, it's good to go. I'd do the same for the NTSC PC and PAL versions, but I'm not sure about the Player Amount Indicator.
The Enable Code for the different player amounts was hacked by Krijy.
The indicator of how many people are playing was hacked by SubDrag.
And the person who put it all together was me, Wreck.
I'm going to test the Racing Ground version soon too, so I'll post on here to let you know how that went.
Edit:
Alright, I tested the Crash Site Racing Ground map a little while ago. It worked wonderfully! I was able to try it with all four player modes, including a various number of simulants. There didn't seem be an issue with freezing when switching between modes. 1 to 2, 2 to 3, 3 to 4, 4 to 1, 1 to 3, etc. It's really cool to see Hoverbikes in Combat Simulator. That's something I've wanted to do for a long time, and now I can.
If you, or anyone else, could please use the following code and tell me where in the memory the Object Setup list starts in Hi-Res G5 Building, I can begin the level. Here is the code that will allow the level to be accessed in Combat Simulator...
"G5 Building"
8107FF00 020A
80084BF9 001E
81084BFC 568F
81084C14 50FF
It's the same basic formula as the Crash Site. The codes give G5 Building the Felicity MP Setup, and changes the random level select to the G5. Once I know where the first object (weapon) is located, I will be able to start placing things!
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www.maskmurderers.netLast edited by Wreck : 03.24.2005 at 11:11 PM.
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Old 03.25.2005, 05:50 PM #5
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What do you creat levels from your computer?
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Old 03.26.2005, 07:16 PM #6
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Why is it that every time you speak, I have no idea what you're talking about?
Krijy, I just received the PD Hacking FAQ in Progress you sent me. Going over it yesterday, I noticed that you also made two Carrington Villa Combat Simulator maps. Were these ever released publically? The only one that was finished was the Residence version, where as the Rooftops was lacking pad positions for mostly everything. I must say, after finishing the G5 Building, I was going to work on a Carrington Villa map. However, you did almost exactly what I was going to do in the Residence! Haha, nice job. Looks like I'm going to have to pick another level to work on. Ah, well. Plenty left to choose from.
One question about the Villa. You only used eight panes of glass, yet it looks more like sixteen or so. Was it a cheap way for Rare to save object programming by making certain frames doubled? I know they like taking shortcuts, when they can. Even the swimming pool area looks like there are six different glass panes, but it must only be one. That's pretty cool. Rare seems to be taking it easier on us hackers with PD.
Anyway, the Residence worked on NTSC Cheating Device 3.3 in One Player mode. I'll try and see if the rest work tonight, then I'll post here afterwards.
If anyone on here could please find out where the G5 Building Combat Simulator object programming starts on Hi-Res mode, using Felicity as its MP Setup, I can finally start placing things. I thank you in advance.
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Old 03.30.2005, 08:41 PM #7
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It seems like I'm the only one posting in here, hehe. Everytime I scroll down, the face of Jack Nicholson appears! It's scarey!
I've been able to begin work on a G5 Building Combat Simulator map, using the PJ64 v1.4 emulator. Looks like I might need to grab a copy of the PD Trainer, but my good GameShark™ is on its way out. Even if I can get the ROM, there's no saying whether or not my cheating device will hook-up to my PC and accept the upload. Maybe when Zoinkity gets back up and rolling he can help me out, I know he's interested in getting the Trainer too.
Most of the preset position "pads" have been marked down on the map I've made in Adobe Photoshop. Plotting the essentials is in the works, but it shouldn't take me long. The level will include doors, glass, and a few dumpsters. There'll probably be two different versions released, due to the length of codes needed for the 'good' version. Since the 3.0 will only accept a rough 79 lines and 3.3 can use upwards of 245 (+or-), only the full version will be able to run on PC and 3.3 GameSharks™.
There's still one item left over for use, but there isn't anything in the level that seems like it should be used in a Combat Simulator map. The three panes of glass and four dumpsters have already been modified and placed, which leaves me with one leftover pane of glass from the Felicity MP Setup. A possibility would be a hovercrate, or maybe even a hoverbike. Those two don't suit the level very well. If you have any suggestions, just shoot.
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Old 03.30.2005, 09:09 PM #8
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Here's Johnny!
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Old 03.31.2005, 08:52 AM #9
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Quote:
NTSC Cheating Device version
"Enable All Players"
D0062927 0001
8109940A 0000
D0062927 0002
8109940A 5580
D0062927 0003
8109940A 3300
D0062927 0004
8109940A 15A0
I could have used a single enabler, but the levels aren't always easy to get working, and there's usually only one way to get a mode working. Instead I used separate enablers for each player mode.
Just to get things straight, the way you got Crash Site working was by using the following enablers. Tell me if they're right or wrong etc...
One Player Enabler:
Doesn't require an enabler.
Load Crash Site with one sim first and quit.
The code should work from then on.
Two Player Enabler:
D00ACB99 001C
8109940A 5580
Load Area 52 with one player first and quit immediately.
Load Crash Site with two players and one sim and quit.
The code should work from then on.
Three Player Enabler:
D00ACB99 001C
8109940A 3300
Load Area 52 with one player first and quit immediately.
Load Crash Site with three players and one sim and quit.
The code should work from then on.
Four Player Enabler:
D00ACB99 001C
8109940A 15A0
Load Area 52 with one player first and quit immediately.
Load Crash Site with four players and one sim and quit.
The code should work from then on.
Great to hear you've made so much progress in the G5 Building level! The Carrington Villa Rooftop level that I've made isn't finished yet because I've got SkedarLeader doing the placements of the weapons and respawns for me. Once he's done them the code will be done. It works in exactly the same was as Carrington Villa Residence. I know I haven't posted these two codes on the forum yet, but I will soon. When I tried the One Player Enabler for Carrington Villa I never got it working (I must have been doing something wrong), maybe you need to use a sim for, like with Crash Site. Could you try the other player enablers as well for me please Wreck?
If you can't think of anything to turn the extra pane of glass into, turn it into a Bafta award and put it in the safe. Have you found a way to modify how the doors swing when they open, or do the doors just swing open instead of silde open?
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See GoldenEye's Citadel in Multiplayer:
NTSC ---------- PAL
8002A8F7 0029 - 80025E47 0029
8104468A 8970 - 8103DB6A D3C0
8104468E 8984 - 8103DB6E D3D4
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Old 04.01.2005, 04:09 AM #10
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Krijy,
Thanks for getting back to me, I went over your PM and will try to get this thing working. It's strange, but even when I load the G5 Building in Lo-Res mode, I'm not able to modify placements or images. I know exactly where the data is, though nothing seems to work. It doesn't matter if it's a code of Memory Editor changing, she just won't work. Could it be possible that this map is doing the same thing to me in Hi-Res mode too?
I was messing around with the door data in Lo-Res Felicity a few days back. It's very similar to GoldenEye, but with some slight differences. For the G5 Building, I'm trying to use as many of the swinging types for locked areas. Either way, I'm going to be stuck with many of them that will need to be changed. I'm sure I can get them to slide properly, even if it requires more lines than I'd like to use. Looks like this one will truely be for Pro version users only.
My good GameShark™ is acting up, so I don't know if I'll be able to test those codes right now. I will see if it starts up for me today, I've let it sit for a couple of days. Here's hoping it works.
The enablers I used to test the Crash Site were of the same address and values you posted, it was just the activator that was different. There is no doubt in my mind that they'll work how they were written.
Edit:
Yep, looks like my GameShark™ is dead. I've tried everything to get it to load, but it won't. This is wonderful, seeing as I was just about to try out the PD Trainer.
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