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bmw
Hacker
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Sat Feb 03, 2007 6:09 pm    Post subject: Cuba Reply with quote Back to top

I finally figured out how to walk around Cuba.



Cuba could make a cool multiplayer map if the scale was enlarged and it was loaded with shrubbery (is shrubbery a word?)
 
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Wreck
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Posts: 7212
Location: Ontario, Canada

 PostPosted: Sat Feb 03, 2007 6:18 pm    Post subject: Reply with quote Back to top

SubDrag just told me about the problem you were having with Cuba, so I spent a little bit of time trying to get it to load, myself. I had remembered a GameShark code that allowed you to start the stage normally, without being in blackness. The only way out of that situation was to injure yourself with an explosive weapon. What did you do to get around that issue? Was it a code, or something with the actual setup file?
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Sat Feb 03, 2007 6:28 pm    Post subject: Reply with quote Back to top

I used one code - just told it to load stage id 36.

Then I tweaked the setup file a bit - deleted all the credit offset objects in the intro block, then deleted the circular camera and the disable first-person view from the action blocks (don't remember which action blocks they're in - its a matter of deleting 2 lines)

Soon as I go deleting too much stuff though, I get the black level.
 
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Ryani
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Joined: 23 Nov 2006
Posts: 204

 PostPosted: Sat Feb 03, 2007 6:33 pm    Post subject: Reply with quote Back to top

I have a code that will load it as a normal multi level, but its 1p, and if you press A once, you will use slappers with no hands (You can hear it) and you can kill Natalya. Though it will freeze if you press start.
 
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SubDrag
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 PostPosted: Sat Feb 03, 2007 6:40 pm    Post subject: Reply with quote Back to top

Ahh bare bones doesn't get rid of the credits, oops, it should (and will). You're right, odd, even with that gone bare bones still won't have it load. Maybe something in action blocks lets Cuba load.

Somewhere it tells Cuba to use the other res.



Apparently Cuba starts faded out, unlike other levels. Not sure why.

Anyways to fix it, you need a 10XX action block that is:
DB
0200
03
0100

It screws up without the loop because it keeps running over the DB command a billion times and it never actually fades in.

Hi res is awesome, I want more levels in hi res.
 
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Wreck
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 PostPosted: Sat Feb 03, 2007 7:38 pm    Post subject: Reply with quote Back to top

Does this object overlap problem happen to you, BMW?...



I tried to match the angle of your picture, but the trees kept blocking her out of my sight. Since the stage does run in another resolution, it's possible that it may be causing this. But that doesn't seem to be an issue for you, judging from that screenshot. It could even be my graphics card, for all I know. This is the only level that this happens on, though.
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Ryani
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Joined: 23 Nov 2006
Posts: 204

 PostPosted: Sat Feb 03, 2007 7:41 pm    Post subject: Reply with quote Back to top

Oh, I can put the sky back in, can't i..

EDIT: Cuba

PAL: Start a multi match
81025E46 0036
800319EB 0001
81026A72 0001
 
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Sun Feb 04, 2007 10:45 pm    Post subject: re: cuba Reply with quote Back to top

If anybody out there wants to simply walk around cuba in multiplayer mode, I did manage to get it working.

However, Cuba suffers from some strange terrain issues - mainly that the terrain seems to cause ghosting effects on the players. So basically a multiplayer map of Cuba would be kinda pointless right now, BUT, if you're curious, here's the bare minimum you need to load Cuba in multiplayer.

81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008
8102A932 0000
8002A8F7 0022
810445E0 8005
810445E2 8BB0
810445E4 8005
810445E6 8BC4
810445E8 3D60
8103756E 59D0
811D82A2 0000
811D82AE 0000
811D82BA 0000
811D4C98 466D
811D4CA0 C635
811D4CC0 801C
811D4CC2 3ECC
811D4CC4 4654
811D4CCC C637
811D4CEC 801C
811D4CEE 2D4C
811D5D88 0000
811D5D8A 0030
 
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Ryani
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Joined: 23 Nov 2006
Posts: 204

 PostPosted: Sun Feb 04, 2007 10:51 pm    Post subject: Reply with quote Back to top

Same for me on jungle sometimes. P2 Vanishes.

Oh, btw, can i put this on GEMyst?
 
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Mon Feb 05, 2007 7:31 am    Post subject: Reply with quote Back to top

I give you permission to put up anything on your site that I post on these public boards - just so long as you link back to this site.
 
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Luther
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Joined: 08 Nov 2006
Posts: 20
Location: Ashville, Alabama, USA

 PostPosted: Sun Feb 25, 2007 4:09 pm    Post subject: Reply with quote Back to top

Quote:
(is shrubbery a word?)


Shrubbery, as defined by the American Heritage High School Dictionary, Fourth Edition.

shrub.ber.y n., pl. -ies A group or planting of shrubs.
My name is Roger the Shrubber. I arrange, design, and sell shrubberies.

So, yes, it is a word, but not in the context that you were using it.
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00Dark
007
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Joined: 21 Nov 2006
Posts: 637

 PostPosted: Sat Apr 28, 2007 10:39 pm    Post subject: Reply with quote Back to top

bmw wrote:
I used one code - just told it to load stage id 36.

Then I tweaked the setup file a bit - deleted all the credit offset objects in the intro block, then deleted the circular camera and the disable first-person view from the action blocks (don't remember which action blocks they're in - its a matter of deleting 2 lines)

Soon as I go deleting too much stuff though, I get the black level.


um, i did all that exact same stuff that you did bmw, but the level did not load. the level music loaded but the level itself did not load. the emulator screen was still black. all it did was play the end credits music on a black screen. i am editing the UsetuplenZ.bin for my cuba multiplayer level, because i dont feel like importing the backgrounds and clipping of cuba in another setup file. i am using these gameshark codes to get the level to load on any multiplayer stage: 8002A8F7 0036. it should load stage ID 36 but it doesn't. can you help me get the level to load?
 
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SubDrag
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 PostPosted: Sun Apr 29, 2007 6:29 am    Post subject: Reply with quote Back to top

For UsetuplenZ, you must use the action block I specify in that post in a 1000 action block. Otherwise it will not go away from blackness. I think it also tells you this in the setup editor, but I forget when.
 
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00Dark
007
007


Joined: 21 Nov 2006
Posts: 637

 PostPosted: Sun Apr 29, 2007 8:29 am    Post subject: Reply with quote Back to top

um, it did not work. i edited cuba's setup file, made it bare bones, and added the action block and 1 extra respawn point for player 2. this time the music started up for a split second, then it just did not load the stage. i am using this gameshark code to load stage ID 36 (Cuba): 8002A8F7 0036. is there something wrong with the code, or is it the setup file, or maybe even the action blocks? like i said, i used the correct block. however, in the block, 2 of the sub actions were highlighted red: "0200 Resume If Return Value Loop Met" and "0100 Go To Beginning, Then Return Value Loop". if they're red then what does that mean? i should prob also point out that that the following sub blocks: "03 Leave The Routine, But When Return Continue From Spot" and "0100 Go To Beginning, Then Return Value Loop" are even subber blocks of "0200 Resume If Return Value Loop Met". in other words you have the option to hide them or show them. when you hide them, the only two appearing sub blocks are "DB Fade In From Black (Reset DA)" and "0200 Resume If Return Value Loop Met".

so what i'm trying to say is did i even do the action block right? or is it the gs code or the setup file? it seems like no matter what i do i cannot get the stage to load.

BTW: "subber" is not a word LOL
 
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SubDrag
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 PostPosted: Sun Apr 29, 2007 8:35 am    Post subject: Reply with quote Back to top

No that's correct. It should be fine. The Red color tells you that those spots are linked (02 is like a GOTO under conditions). It must be in a 1000 block. You shouldn't need to add a respawn point, just do tools -> barebones, then add the action block.
 
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