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Four Bond Folders
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zoinkity
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 PostPosted: Fri Apr 13, 2007 9:04 am    Post subject: Four Bond Folders Reply with quote Back to top

One of the beta features that were stripped from the final release was that each folder on the main menu had a different Bond actor. Well the images were never deleted (England has a tax on the replacement of Delete keys) but the code to select them was.

These patches replace the feature and (fingers crossed) shouldn't break anything else ;*) Just use the corresponding patch for your version game. Get it here!
http://www.geocities.com/nefariousdogooder/general/BondMenu.zip

If you can't decide on a patching utility to use, why not use the Goldeneye Setup Editor's built in IPS applicator? Get it at rarewitchproject.com

-Zoinkity

Code:
  Sorry this is only available in patch form.  The code list was about 140 lines before it was obvious half of the stuff needed to be moved to a different address to avoid breaking certain stages.  (stupid compressed binaries)
 
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Dragonsbrethren
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 PostPosted: Fri Apr 13, 2007 9:24 am    Post subject: Reply with quote Back to top

This sounds very cool, I was wondering if anyone had tried hacking the extra portraits back into that screen. The patch isn't working for me though, I patched my US ROM with the NTSC-E patch using the setup editor to fix the checksum, the game starts but crashes after the Goldeneye logo.

Edit: Nevermind, I must've clicked the wrong ROM to patch, tried it again and it worked fine. It's awesome, I wish they could've left them like that, so much better than four identical folders. You put the Portraits in the wrong order though:
 
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Wreck
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 PostPosted: Sat Apr 14, 2007 5:38 pm    Post subject: Reply with quote Back to top

That's far more interesting than what we've ended up with in the final version. I was surprised to see that even the main menu photographs had been modified according to the folder selected. This is very cool. If the pictures are in the wrong order, it should only be a matter of switching the textures ID's around, shouldn't it? Excellent work with this one.
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zoinkity
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 PostPosted: Mon Apr 23, 2007 8:38 am    Post subject: Reply with quote Back to top

Yeah, sorry. I was going by memory instead of a photo. I'll get to fixing that as soon as possible.

[edit] Hah! They're in the order I had them in when I messed up the ordering the first time around! In other words, numerical order...
 
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Jac6
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 PostPosted: Wed May 02, 2007 2:31 pm    Post subject: Reply with quote Back to top

Do people only use roms now I mean what happened to N64..
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Wreck
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 PostPosted: Wed May 02, 2007 6:39 pm    Post subject: Reply with quote Back to top

There are a lot more things we can do with a ROM than with a cartridge. Since we can edit the actual game and play it on an emulator, it's far more open to changes. A console with a GameShark only allows for so much, where as a PC is nearly limitless in comparison. Some of us still make codes / stages for use on a Nintendo64, but we're severely limited in what we can do. Backup devices, such as the Dr.64, work exactly like a real console, yet allows modified ROMs to be played. Basically, it is even better than the original hardware, since we're able to play customized versions of our favourite video games.
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Jac6
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 PostPosted: Wed May 02, 2007 7:17 pm    Post subject: Reply with quote Back to top

I see, but I don't really get it does the all bonds code really exist for N64?
I'll be getting a rom soon.
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Ryani
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 PostPosted: Wed May 02, 2007 10:22 pm    Post subject: Reply with quote Back to top

No all bonds code. The suits aren't in the game properly. The pics were though.

There was a cool code on ARHQ, it was long, but it would add a cheat to the cheat menu which, when turned on, would ad 4 characters at the end of the multi characters.

They had developers heads, and different bond suits. (Jungle, Archives, and Bunker)

It was PAL though.

Oh, and connery's pic was brosnans.
 
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Fri May 04, 2007 8:20 am    Post subject: Reply with quote Back to top

Well, most of my stuff is done for console, and I'm working on a full stage upload trick. It isn't going fantastic, but that's another story. Heck, most of the hate mail I get is from people who try to use my codes on emulators and they fail because emulators are stupid and don't work the way console does. Emus (non-Nemu at least) have to reboot before assembly hacks will work unless you set some rather specific settings in the core.

The big thing is that this particular one would be annoying to do on console. The first half of it is easy enough, but to actually swap the image IDs loaded would require:
-jumping out of the decompression routine
-magically determining if the binary is the correct one
-editting the ID values
-returning to the function
-not breaking anything else

I've got most of it working, but the trouble is that everything uses the decompression routine, and the test for the correct binary SUCKS. I mean, really sucks. Sometimes it mistakes some with others, and so then it screws them up, and that locks the game.
The worst thing though is that it is long. Really long. It was at the 140 code mark last time I worked on it, and seriously, *this isn't that cool*. Why somebody would type in 150+ codes just to plaster a couple heads on the folders...
 
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connery as bond
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 PostPosted: Thu Jun 28, 2007 2:13 pm    Post subject: Reply with quote Back to top

You should post it. It will give me something to do, until I get a fully working GS with LED. I plan on getting a 3.2, but this will give me something to do until then.
 
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armymen12002003
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 PostPosted: Sun Dec 06, 2009 7:02 pm    Post subject: Reply with quote Back to top

cool
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radorn
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 PostPosted: Sun Dec 06, 2009 7:41 pm    Post subject: Reply with quote Back to top

man, don't revive a 2 year old thread just to say "cool"... Confused
 
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zoinkity
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 PostPosted: Thu Dec 10, 2009 9:41 am    Post subject: Reply with quote Back to top

Well, since it is revived, just a neat word on how the original head selector worked.

First, there was a menu, now completely removed, that allowed you to select the head. That's coming from Rare mind you.

The selected head to this day sets a particular set of bitflags in your save file. These are read to determine which actor was selected and used as an offset for several very neat features.

  1. This reads which head appears on the folder, as per this patch
  2. This sets the body and head that will be used with the 'variable Bond' hand in the bonus stages
  3. This also selected which hand is used when the 'variable Bond' hand is used


Naturally, each of these features now forces Brosnan's face and whatnots in place of the original whatevers. However, almost all the code is, or should I say has, been salvaged.
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Camaro
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 PostPosted: Thu Dec 10, 2009 3:32 pm    Post subject: Reply with quote Back to top

Sounds really cool. I wonder why they removed this. Although, I think it wouldn't quite fit right in the game as I think about it more. Anyone know if it was technical or stylistic reasons why it was removed?
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 PostPosted: Fri Dec 11, 2009 2:57 am    Post subject: Reply with quote Back to top

Probably a legal reason.
Since Rare had to remove the former Bond actors from the game, the feature was no longer necessary. From that point on, you could only be Brosnan. The menu would need to be removed and all relating features disabled.
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