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Archives Presets (For KC)...
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Wreck
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Joined: 14 Dec 2005
Posts: 7199
Location: Ontario, Canada

 PostPosted: Thu Mar 23, 2006 8:17 pm    Post subject: Archives Presets (For KC)... Reply with quote Back to top

I'm not sure how happy SubDrag would be with me releasing this information, but it'd have been hacked sooner or later by someone else. Namely me, though that is besides the point. Yes, I will make a full preset map for it someday, much like the ones I've done for the other multiplayer only stages and Facility. This comes directly from a file sent to me by Sub himself. I tacked on a brief description of what area the room is referring to. You can use this data to place items in either the frontzone or backzone, or both if you want to make a fullzone. Wink

Presets in rooms

Room #0001 - (hallway between bottom floor exit and storage room - backzone)
004F - Guard Path: 9
2710 - 6B = smaller lattice

Room #0002 - (hallway between bottom floor exit and storage room - backzone)
2711 - 6B = smaller lattice

Room #0003 - (hallway between bottom floor exit and storage room - backzone)
0050 - Guard Path: 9
2712 - 6B = smaller lattice
2738 - 12 = cardboard pistol ammo box [03]

Room #0004 - (hallway between bottom floor exit and storage room - backzone)
0051 - Guard Path: 9

Room #0005 - (storage room - backzone)
0049 - 13 - Mishkin - Guard Path: A
004A - Guard Path: A
004B - Guard Path: A
004C - Guard Path: A
004D - Guard Path: A
004E - Guard Path: A
00C7 - 112 = orange helicopter black box
2739 - 12 = cardboard pistol ammo box [03]
273A - 12 = cardboard pistol ammo box [03]
273B - 12 = cardboard pistol ammo box [03]
273C - 12 = cardboard pistol ammo box [03]
273D - 12 = cardboard pistol ammo box [03]
273E - 12 = cardboard pistol ammo box [03]
273F - 12 = cardboard pistol ammo box [03]
2740 - 12 = cardboard pistol ammo box [03]
2741 - 12 = cardboard pistol ammo box [03]
2742 - 12 = cardboard pistol ammo box [03]
2743 - 12 = cardboard pistol ammo box [03]
2744 - 12 = cardboard pistol ammo box [03]
2745 - 12 = cardboard pistol ammo box [03]
2746 - 12 = cardboard pistol ammo box [03]
2747 - 12 = cardboard pistol ammo box [03]
2748 - 12 = cardboard pistol ammo box [03]
2749 - 12 = cardboard pistol ammo box [03]
274A - 12 = cardboard pistol ammo box [03]
274B - 12 = cardboard pistol ammo box [03]
274C - 12 = cardboard pistol ammo box [03]
2784
2785
2786
2789 - 8F = Door With rust on it-double cross brace (Archives) [01]
2796 - FE = safe without door [2B]
2797 - 125 = safe door [01]

Room #0006 - (hallway between courtyard and storage room - backzone)
0047 - Guard Path: B
0048 - Guard Path: B
2713 - 6B = smaller lattice
2788 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0007 - (hallway between courtyard and storage room - backzone)
2714 - 6B = smaller lattice

Room #0008 - (hallway between courtyard and storage room - backzone)
0046 - Guard Path: B

Room #0009 - (Courtyard - backzone)
0044 - Guard Path: C
0045 - Guard Path: C
00AD
00AE
00AF
2787 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #000A - (Top floor investigation room - frontzone)
006C - Guard Path: 5
00C1
00C2
00C3
00C4
00C9 - 28 = Archives desk lamp
00CA
2811 - 12 = cardboard pistol ammo box [03]
2812 - 12 = cardboard pistol ammo box [03]
2813 - 12 = cardboard pistol ammo box [03]
2822
2823
282F - 32 = chair [03]
2830 - 32 = chair [03]
2831 - 32 = chair [03]
2837 - 55 = Archives PP7 wooden table [03]

Room #000B - (Hall leading to top floor investigation room - frontzone)
006D - Guard Path: 5
00BE
283E - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #000C - (infront of left door leading to backzone - frontzone)
0079 - Guard Path: 5
283C - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #000D - (infront of right door leading to backzone - frontzone)
0075 - Guard Path: 5
283B - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #000E - (bottom floor investigation room - frontzone)
0096 - Guard Path: 2
00C0 - Bond Respawn Point
00C5
00C6
00CD
00CE - 85 = small box bullets
00CF - BF - PP7 [08]
27F8 - 2B = two drawer white cabinet [03]
27F9 - 2B = two drawer white cabinet [03]
27FD - 32 = chair [03]
27FE - 32 = chair [03]
27FF - 55 = Archives PP7 wooden table [03]

Room #000F - (top floor leftside second office - frontzone)
007C - Guard Path: 5
2818 - 2B = two drawer white cabinet [03]
2819 - 2B = two drawer white cabinet [03]
281A - 2B = two drawer white cabinet [03]
281B - 2B = two drawer white cabinet [03]
281C - 2B = two drawer white cabinet [03]
281D
282E - 32 = chair [03]
2836 - 55 = Archives PP7 wooden table [03]

Room #0010 - (top floor leftside first office - frontzone)
007E - Guard Path: 5
2800 - 12 = cardboard pistol ammo box [03]
2801 - 12 = cardboard pistol ammo box [03]
2815 - 2B = two drawer white cabinet [03]
2816 - 2B = two drawer white cabinet [03]
2817 - 2B = two drawer white cabinet [03]
282D - 32 = chair [03]
2835 - 55 = Archives PP7 wooden table [03]
2852 - 68 = window glass [2A & 2F]
2853 - 68 = window glass [2A & 2F]

Room #0011 - (walkway infront of top floor leftside offices - frontzone)
007D - Guard Path: 5
2802
2803
2804 - 12 = cardboard pistol ammo box [03]
2805 - 12 = cardboard pistol ammo box [03]
2806 - 12 = cardboard pistol ammo box [03]
2807 - 12 = cardboard pistol ammo box [03]
2844 - 129 =
284C - 68 = window glass [2A & 2F]
284D - 68 = window glass [2A & 2F]

Room #0012 - (hall leading to bottom floor leftside stairwell - frontzone)
0080 - Guard Path: 4

Room #0013 - (hall leading to bottom floor leftside stairwell - frontzone)
27FA - 2B = two drawer white cabinet [03]
27FB - 2B = two drawer white cabinet [03]
27FC - 2B = two drawer white cabinet [03]

Room #0014 - (bottom floor leftside hall and stairwell - frontzone)
007F - Guard Path: 5
0081 - Guard Path: 4
0082 - Guard Path: 4
0083 - Guard Path: 4
0084 - Guard Path: 4
27F7 - 12 = cardboard pistol ammo box [03]

Room #0015 - (leftside hallway leading to backzone entrance - frontzone)
00BC - 02 - Russian Soldier:green
280C - 12 = cardboard pistol ammo box [03]
280D - 12 = cardboard pistol ammo box [03]

Room #0016 - (hallway leading to rightside bottom floor stairwell - frontzone)
0097 - Guard Path: 2
0098 - Guard Path: 2
00B9 - 02 - Russian Soldier:green
27DE - 12 = cardboard pistol ammo box [03]
27DF - 12 = cardboard pistol ammo box [03]
27E0 - 12 = cardboard pistol ammo box [03]
283F - 8F = Door With rust on it-double cross brace (Archives) [01]
2840 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0017 - (hallway leading to leftside stairwell from top floor - frontzone)
0078 - Guard Path: 5
007A - Guard Path: 5
2809 - 12 = cardboard pistol ammo box [03]
280A - 12 = cardboard pistol ammo box [03]
280B - 12 = cardboard pistol ammo box [03]
280E - 12 = cardboard pistol ammo box [03]
283D - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0018 - (walkway infront of leftside top floor offices - frontzone)
007B - Guard Path: 5
00BB - 02 - Russian Soldier:green
284B - 68 = window glass [2A & 2F]
2854 - 68 = window glass [2A & 2F]

Room #001A - (bottom floor execution room - frontzone)
0089 - Guard Path: 3
008A - Guard Path: 3
008B - Guard Path: 3
00BA - 02 - Russian Soldier:green
27E3 - 12 = cardboard pistol ammo box [03]
27E6 - 12 = cardboard pistol ammo box [03]
27E7 - 12 = cardboard pistol ammo box [03]
27EA - 12 = cardboard pistol ammo box [03]

Room #001B - (bottom floor execution room - frontzone)
008E - Guard Path: 3
008F - Guard Path: 3
0090 - Guard Path: 3
0091 - Guard Path: 3
27ED - 12 = cardboard pistol ammo box [03]
27F2 - 12 = cardboard pistol ammo box [03]
27F4 - 12 = cardboard pistol ammo box [03]

Room #001C - (bottom floor execution room - frontzone)
008C - Guard Path: 3
008D - Guard Path: 3
0095 - Guard Path: 3
27EE - 12 = cardboard pistol ammo box [03]
27EF - 12 = cardboard pistol ammo box [03]
27F1 - 12 = cardboard pistol ammo box [03]

Room #001D - (bottom floor execution room - frontzone)
0093 - Guard Path: 3
27F0 - 12 = cardboard pistol ammo box [03]
27F3 - 12 = cardboard pistol ammo box [03]
27F5 - 12 = cardboard pistol ammo box [03]
27F6 - 12 = cardboard pistol ammo box [03]

Room #001E - (bottom floor execution room - frontzone)
0094 - Guard Path: 3

Room #001F - (bottom floor execution room - frontzone)
0092 - Guard Path: 3
27EB - 12 = cardboard pistol ammo box [03]
27EC - 74 = body armour [15]

Room #0020 - (bottom floor execution room - frontzone)
0086 - Guard Path: 3

Room #0021 - (bottom floor execution room - frontzone)
0088 - Guard Path: 3

Room #0022 - (bottom floor execution room - frontzone)
0085 - Guard Path: 3

Room #0023 - (bottom floor execution room - frontzone)
0087 - Guard Path: 3
27E4 - 12 = cardboard pistol ammo box [03]
27E5 - 12 = cardboard pistol ammo box [03]
27E8 - 12 = cardboard pistol ammo box [03]
27E9 - 12 = cardboard pistol ammo box [03]

Room #0024 - (top floor rightside first office - frontzone)
006E - Guard Path: 5
00BF
00C8 - 28 = Archives desk lamp
2824
2825
2826
2832 - 32 = chair [03]
2838 - 55 = Archives PP7 wooden table [03]
284E - 68 = window glass [2A & 2F]
284F - 68 = window glass [2A & 2F]

Room #0025 - (top floor rightside second office - frontzone)
0071 - Guard Path: 5
2827
2828
2833 - 32 = chair [03]
2839 - 55 = Archives PP7 wooden table [03]
2850 - 68 = window glass [2A & 2F]
2851 - 68 = window glass [2A & 2F]

Room #0026 - (top floor rightside third office - frontzone)
0074 - Guard Path: 5
00BD - 02 - Russian Soldier:green
2808 - 12 = cardboard pistol ammo box [03]
2829
282A
282B
282C
2834 - 32 = chair [03]
283A - 55 = Archives PP7 wooden table [03]

Room #0027 - (outside of top floor rightside third office - frontzone)
0073 - Guard Path: 5
2849 - 68 = window glass [2A & 2F]
284A - 68 = window glass [2A & 2F]

Room #0028 - (outside of top floor rightside second office - frontzone)
0072 - Guard Path: 5
2814
2847 - 68 = window glass [2A & 2F]
2848 - 68 = window glass [2A & 2F]

Room #0029 - (bottom floor rightside hall and stairwell - frontzone)
0099 - Guard Path: 2
009A - Guard Path: 2
009B - Guard Path: 2
27E1 - 12 = cardboard pistol ammo box [03]
27E2 - 12 = cardboard pistol ammo box [03]

Room #002A - (top floor hallway by rightside stairwell and offices - frontzone)
006F - Guard Path: 5
0070 - Guard Path: 5
0076 - Guard Path: 5
0077 - Guard Path: 5
280F - 12 = cardboard pistol ammo box [03]
2810 - 12 = cardboard pistol ammo box [03]
2845 - 68 = window glass [2A & 2F]
2846 - 68 = window glass [2A & 2F]

Room #002B - (bottom floor large records room - backzone)
0052 - Guard Path: 8
0053 - Guard Path: 8
0054 - Guard Path: 8
0056 - Guard Path: 8
0057 - Guard Path: 8
005F - Guard Path: 8
0060 - Guard Path: 8
271E - 0B = full bookshelf
2722 - 0B = full bookshelf
2723 - 0B = full bookshelf
2724 - 0B = full bookshelf
2725 - 0B = full bookshelf
2770 - 12 = cardboard pistol ammo box [03]
2771 - 12 = cardboard pistol ammo box [03]
277A - 12 = cardboard pistol ammo box [03]
277B
277C - 12 = cardboard pistol ammo box [03]
277D
278C - 8F = Door With rust on it-double cross brace (Archives) [01]
278D - 8F = Door With rust on it-double cross brace (Archives) [01]
278E - 8F = Door With rust on it-double cross brace (Archives) [01]
278F - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #002C - (backside stairwell - backzone)
0061 - Guard Path: 7
0062 - Guard Path: 7
0063 - Guard Path: 7

Room #002D - (bottom floor records office - backzone)
0067 - Guard Path: 6
0068 - Guard Path: 6
0069 - Guard Path: 6
006A - Guard Path: 6
006B - Guard Path: 6
272A - 0B = full bookshelf
272B - 0B = full bookshelf
276E - 12 = cardboard pistol ammo box [03]
276F - 12 = cardboard pistol ammo box [03]
2772 - 12 = cardboard pistol ammo box [03]
2773 - 12 = cardboard pistol ammo box [03]
2774 - 12 = cardboard pistol ammo box [03]
2775 - 12 = cardboard pistol ammo box [03]
2776 - 12 = cardboard pistol ammo box [03]
2777 - 12 = cardboard pistol ammo box [03]
2778 - 12 = cardboard pistol ammo box [03]
2779 - 12 = cardboard pistol ammo box [03]
277E - 55 = Archives PP7 wooden table [03]
2781 - 32 = chair [03]

Room #002E - (bottom floor crate storage area by stairwell - backzone)
0065 - Guard Path: 7
0066 - Guard Path: 7
274E - 12 = cardboard pistol ammo box [03]
274F - 12 = cardboard pistol ammo box [03]
2750 - 73 = body armour [15]
2751 - 12 = cardboard pistol ammo box [03]
2752 - 12 = cardboard pistol ammo box [03]
2753 - 12 = cardboard pistol ammo box [03]
2754 - 12 = cardboard pistol ammo box [03]
2755 - 12 = cardboard pistol ammo box [03]
2756 - 12 = cardboard pistol ammo box [03]
2757
2758 - 12 = cardboard pistol ammo box [03]
2759
275A
275B
275C
275D - 12 = cardboard pistol ammo box [03]
275E - 12 = cardboard pistol ammo box [03]
275F - 12 = cardboard pistol ammo box [03]
2760 - 12 = cardboard pistol ammo box [03]
2761 - 12 = cardboard pistol ammo box [03]
2762
2763 - 12 = cardboard pistol ammo box [03]
2764 - 12 = cardboard pistol ammo box [03]
2765 - 12 = cardboard pistol ammo box [03]
2766 - 12 = cardboard pistol ammo box [03]
2767 - 12 = cardboard pistol ammo box [03]
2768 - 12 = cardboard pistol ammo box [03]
2769
276A
276B - 12 = cardboard pistol ammo box [03]
276C - 12 = cardboard pistol ammo box [03]
2790 - 8F = Door With rust on it-double cross brace (Archives) [01]
2791 - 8F = Door With rust on it-double cross brace (Archives) [01]
2792 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #002F - (bottom floor exit - backzone)
003F - Guard Path: D
0040 - Guard Path: D
0041 - Guard Path: D
0042 - Guard Path: D
0043 - Guard Path: D
2716 - 69 = window lattice frame
2717 - 69 = window lattice frame
2718 - 69 = window lattice frame
2727 - 0B = full bookshelf
2728 - 0B = full bookshelf
2729 - 0B = full bookshelf
2733 - 12 = cardboard pistol ammo box [03]
2734
2736 - 12 = cardboard pistol ammo box [03]
2737 - 12 = cardboard pistol ammo box [03]
278A - 8F = Door With rust on it-double cross brace (Archives) [01]
2795 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0030 - (Walkway between bottom floor exit and large records room - backzone)
005A - Guard Path: 8
005B - Guard Path: 8
278B - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0031 - (bottom floor large records room - backzone)
0055 - Guard Path: 8
0058 - Guard Path: 8
0059 - Guard Path: 8
005C - Guard Path: 8
005D - Guard Path: 8
005E - Guard Path: 8
271D - 0B = full bookshelf
271F - 0B = full bookshelf
2720 - 0B = full bookshelf
2721 - 0B = full bookshelf
2726 - 0B = full bookshelf
272C - 12 = cardboard pistol ammo box [03]
272D - 12 = cardboard pistol ammo box [03]
276D - 12 = cardboard pistol ammo box [03]
2793 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0032 - (bottom floor seating area - backzone)
0005 - Guard Path: 13
0006 - Guard Path: 13
0007 - Guard Path: 13
0008 - Guard Path: 13
0009 - Guard Path: 13
000A - Guard Path: 13
000B - Guard Path: 13
000C - Guard Path: 13
000D - Guard Path: 13
000E - Guard Path: 13
272E - 12 = cardboard pistol ammo box [03]
272F - 12 = cardboard pistol ammo box [03]
2730 - 12 = cardboard pistol ammo box [03]
2731 - 12 = cardboard pistol ammo box [03]
2732
274D
277F - 55 = Archives PP7 wooden table [03]
2780 - 55 = Archives PP7 wooden table [03]
2782 - 32 = chair [03]
2783 - 32 = chair [03]
2794 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0033 - (top floor records balcony overlook - backzone)
0011 - Guard Path: 11
0012 - Guard Path: 11
0013 - Guard Path: 11
0014 - Guard Path: 11
0015 - Guard Path: 11
0016 - Guard Path: 11
0017 - Guard Path: 11
0018 - Guard Path: 11
0019 - Guard Path: 11
001A - Guard Path: 11
00B4
279D - 12 = cardboard pistol ammo box [03]
279E - 12 = cardboard pistol ammo box [03]
279F
27A0 - 12 = cardboard pistol ammo box [03]
27A1 - 12 = cardboard pistol ammo box [03]
27A2 - 12 = cardboard pistol ammo box [03]
27A3 - 12 = cardboard pistol ammo box [03]
27A4
27A5
27B6
27B7
27B8
27B9
27C0 - 0B = full bookshelf
27C1 - 0B = full bookshelf
27C2 - 0B = full bookshelf
27C3 - 0B = full bookshelf

Room #0034 - (interrogation room - backzone)
0010 - Guard Path: 12
00B3
00B7 - 10 - Natalya
00B8
27A9 - 55 = Archives PP7 wooden table [03]
27AA - 55 = Archives PP7 wooden table [03]
27AB
27AC
27AD
27AE
27AF
27B0
27B1
27B2
27B3
27B4
27B5
27BA - 32 = chair [03]
27D9 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0035 - (top floor records room with stairwell - backzone)
0064 - Guard Path: 7

Room #0036 - (top floor records room with stairwell - backzone)
0000 - Guard Path: 14
0001 - Guard Path: 14
0002 - Guard Path: 14
0003 - Guard Path: 14
0004 - Guard Path: 14
00B1
27A6
27A7 - 12 = cardboard pistol ammo box [03]
27A8 - 12 = cardboard pistol ammo box [03]
27D0 - 0B = full bookshelf
27D1 - 0B = full bookshelf
27D2 - 0B = full bookshelf
27D3 - 0B = full bookshelf
27D4 - 0B = full bookshelf
27D8 - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #0037 - (top floor exit - backzone)
0036 - Guard Path: E
0037 - Guard Path: E
0038 - Guard Path: E
003A - Guard Path: E
003B - Guard Path: E
003C - Guard Path: E
003D - Guard Path: E
003E - Guard Path: E
00B0
00B6
2719 - 69 = window lattice frame
271A - 69 = window lattice frame
271B - 69 = window lattice frame
2798 - 12 = cardboard pistol ammo box [03]
27BB - 0B = full bookshelf
27BC - 0B = full bookshelf
27BD - 0B = full bookshelf
27BE - 0B = full bookshelf
27BF - 0B = full bookshelf

Room #0038 - (walkway over seating area - backzone)
000F - Guard Path: 13
002F - Guard Path: F
0030 - Guard Path: F
0031 - Guard Path: F
0032 - Guard Path: F
0033 - Guard Path: F
0034 - Guard Path: F
0035 - Guard Path: F
0039 - Guard Path: E

Room #0039 - (top floor records room by attic stairs - backzone)
0025 - Guard Path: 10
0026 - Guard Path: 10
0027 - Guard Path: 10
0028 - Guard Path: 10
0029 - Guard Path: 10
002A - Guard Path: 10
002B - Guard Path: 10
002C - Guard Path: 10
002D - Guard Path: 10
00A9 - Guard Path: 1
00B2
271C - 6A = half size window lattice
279A - 12 = cardboard pistol ammo box [03]
279B - 12 = cardboard pistol ammo box [03]
279C - 12 = cardboard pistol ammo box [03]
27C8
27CB - 0B = full bookshelf
27CC - 0B = full bookshelf
27CD
27CE - 0B = full bookshelf
27CF - 0B = full bookshelf
27DC - 8F = Door With rust on it-double cross brace (Archives) [01]
27DD - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #003A - (top floor records room - backzone)
001B - Guard Path: 10
001C - Guard Path: 10
001D - Guard Path: 10
001E - Guard Path: 10
001F - Guard Path: 10
0020 - Guard Path: 10
0021 - Guard Path: 10
0022 - Guard Path: 10
0023 - Guard Path: 10
0024 - Guard Path: 10
002E - Guard Path: 10
00B5
2799 - 12 = cardboard pistol ammo box [03]
27C4 - 0B = full bookshelf
27C5 - 0B = full bookshelf
27C6 - 0B = full bookshelf
27C7 - 0B = full bookshelf
27C9 - 0B = full bookshelf
27CA - 0B = full bookshelf
27D5 - 8F = Door With rust on it-double cross brace (Archives) [01]
27D6 - 8F = Door With rust on it-double cross brace (Archives) [01]
27D7 - 8F = Door With rust on it-double cross brace (Archives) [01]
27DA - 8F = Door With rust on it-double cross brace (Archives) [01]
27DB - 8F = Door With rust on it-double cross brace (Archives) [01]

Room #003B - (Attic - backzone)
009C - Guard Path: 1
009D - Guard Path: 1
009E - Guard Path: 1
009F - Guard Path: 1

Room #003D - (Attic - backzone)
00A0 - Guard Path: 1
00A1 - Guard Path: 1
00A2 - Guard Path: 1
00A3 - Guard Path: 1
00A4 - Guard Path: 1
00A5 - Guard Path: 1
00A6 - Guard Path: 1
00A7 - Guard Path: 1
00A8 - Guard Path: 1

Room #003E - (Secret wall path backside - frontzone)
00CC
2843 - 12A =

Room #003F - (Secret wall path frontside - frontzone)
00CB
2841 - 12A =
2842 - 12A =

Room #0040 - (Outside in the streets - backzone)
00AA - Guard Path: 0
00AB - Guard Path: 0
00AC - Guard Path: 0
00D0
00D1
2735
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Fri Mar 24, 2006 11:08 am    Post subject: Reply with quote Back to top

Thanks Wreck, im gonna get started working on this.
 
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Wreck
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Joined: 14 Dec 2005
Posts: 7199
Location: Ontario, Canada

 PostPosted: Fri Mar 24, 2006 3:57 pm    Post subject: Reply with quote Back to top

I'm not quite sure if you know where to look in the memory to find the object programming for the Archives. You'll want to use the "Enable All Players" code, that way you'll only have to make one set of modifiers.

To find the start of object programming in any stage, start the level and enter into the Memory Editor when the music begins playing. Archives has about a two second window of opportunity, which is plenty enough time to get in before all of the data registers and presets expand. Go to address "80075D0C" to find the pointer to where the objects start. When you go there, you should be highlighting the size of the Flag Tag Token, which is always the first item in a multiplayer setup file. The two bytes following the image is its preset position. Modify that to one of the locations in the list above. I think you're a smart enough guy to figure out the rest. But, if you need any assistance, don't be afraid to ask. Smile
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Fri Mar 24, 2006 9:00 pm    Post subject: Reply with quote Back to top

Yawn, Im just startng now actually. Got a new PC and have been setting it up, as well as playing Condition Zero on it till 11:00, lol. Do I need the Memory Editor for the objects? Because I dont have a good gameshark, I dont have that capability, im all emuator. Actually, nevermind about that, ill figure it out, if I hit a dead end, ill hit a dead end. Im working on the postitions starting off with making a rough BZ map and labeling the rooms now.
 
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kcghost
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 PostPosted: Sat Mar 25, 2006 9:38 am    Post subject: Reply with quote Back to top

Alright, I have been doing pretty good so far. I have set all but one of the eight weapons, of which only two were left thier original placement , one FZ one BZ. I changed alot, going off Solo presets they are a little awkward, but still functional, spread out, and fun to place. Smile I made a backzone map to do this, cheapest map ever made, but it let me analyze where I should put stuff. I am now up to the eighth weapon and planning to do respawns next, also Body armour but that shouldnt be too hard. However, the eigth weapon does not involve a preset, it invlves a coordinate, I tried to add the offset (1F0) to the last preset, but it magically changed to armour. After a lot of analaztion, i finally proved to myself the last four digits of four-line blocks are coordinate numbers, so i used a coord in the courtyard as a Respawn (same format) and turned on EZ-Coords cde, nothing matched up. I also tried filling in vales gotten from EZ-Coords earlier, and it crashed. So I must ask now, how should I grab coordinates? I now know exactly where to put them and such, just dont know how to grab em and format them.

BTW, this is fun! Painstaking, requires alot of patience and estimation ... but fun! Very Happy
 
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kcghost
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 PostPosted: Sat Mar 25, 2006 9:31 pm    Post subject: Reply with quote Back to top

Augh! Im impatient! Therefore, by not responding quick enough you are making me do my own work! I finally found an IEEE converter that actually works, and I have identified this much so far.
Lets break this down:
811E 4AEC C53F = X
811E 4AF4 C414 = Z
811E 4B14 801D = Room Pointer
811E 4B16 10EC
Im guessing 801D is a Room pointer, because its format is the same as an example coordinate found on zoinkitys site. 10EC can be one of to things, Directio or Y-coordinate, since you do not need the Y-coordinate (I think) it is probrobly direction. However, I have now identified how to convert X and Z from decimal to Hex, using the Man Postion option off the Master Cheat Menu, but without a Room Pointer, I dont think its gonna work. It doesnt convert back good like X and Z do, and I dont think they are in the same format.


UPDATE: Tested it anyway, with coords out side the door, actually kinda cool, loads the room, you start in blackness, i got stuck trying to get back in, but yeah, I need to figure this damn Room Pointer. I have made some progress at these coordinates though.
 
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Wreck
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 PostPosted: Sun Mar 26, 2006 3:25 am    Post subject: Reply with quote Back to top

Did you try using the "10EC" as the second half of the room pointer?
Apparently you don't need a Y coordinate for basic presets, since the game can automatically figure out how to place whatever is positioned there on the ground correctly. Directions usually start with a "3xxx" or a "Bxxx" and follow directly after the Z coordinate. There are six different directional controls in a preset. I believe they work for vertical, horizontal and diagonal, but I've never gotten the hang of how to use them perfectly. After those comes a pointer to the Plink data at the end of the setup file. This tag tells the game that the preset belongs in such and such a room. Once it is read, the next slot is filled with the appropriate room pointer. Since we're using a cheating device, we can just demand that a certain room be used at all times, cancelling out the data given by the Plink. Try using "801D10EC" as your room pointer to see if that works.

Hey, even if it is a cheap ass map drawn on a newspaper with green and blue crayons, it'll play a huge role in placing items around the stage. I make sure to use one whenever I'm making a multiplayer. It's a great tool that allows you to see the whole level at one time.

I only ever hack with a GameShark, so I don't know how you're doing this. I'd tell you to look at this address or that address, but I'm not sure if you could. Does the app your using have a Memory Editor of some sort?

Edit: Bugger me, I didn't even notice that that was simply a copy & paste of one of the codes used in my Archives Backzone v1.3 multi map! I wasn't satisfied with the presets offered out in the courtyard, so I had to make up my own. I modified those used by one of the weapon sets in order to place them exactly where I wanted to. I did the same thing for the Respawns and Flag Tag Token. Even though nobody seems to give a crap about the Flag, I had to locate it somewhere annoying, but avoidable.

Here's the data you'll need to easily grab complete coordinates.

Start of player data - Pointer to current coords (Archives Multiplayer)
P1: 800CCB60 - 800CCC08
P2: 800CF5E0 - 800CF688
P3: 800D2060 - 800D2108
P4: 800D4AE0 - 800D4B88

The first address is where the characters in-level data is located.
The second address is where the characters current in-level coordinates are. But without some form of Memory Viewer, it's pretty much pointless having these addreses... Confused
 
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kcghost
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 PostPosted: Sun Mar 26, 2006 8:02 am    Post subject: Reply with quote Back to top

I might be able to find them, but it involves some work. I can use artmoney, but the addresses wont be exact, ill have to look for them since the core emulator as opposed to the actual game creates an offset. Ill have to look past those and look for something like a coordinate, or try to find the exact offset first. Tried what you said in the begining, didt turn out a good number, but then I tried it the other way around : 10EC801D and I got the Room 9 but with a long decimal. I changed the 9 to 8 but kept that long decimal and got another 8 digit. Ill test splitting that up for the codes abit later. Hmmm, I may still be able to avoid looking at the Memory, at least until the objects.

UPDATE: Nope, I guess not. Grrrrr ... Friggin Room Pointers ... Ill guess Ill have to look into memory, I can probrobly just search for 10EC or something, and that will be the address I need to look at for other rooms. Do Room Pointers differ from different maps though? Is 10Ec or 801d or whatever it is the same Room 9 for all maps? Because then I could just make a table of different rooms for common use.

UPDATE 2: Havent had too much luck with Artmoney, but after some experimentation I believe 801D is Y, since I can change it to almost anything and it will still make no difference. If i change 10EC, if is almost certain it will crash.

UPDATE 3: All I found in Artmoney was the room number itself, probrobly to be used for the Debug mode, but when changed, it did not affect the game. I also found that although the offset is generally the same when the emualtor is first tstarted, the offset changes with time. I think i can still identify the coord address, but it just might take some time. I have a major problem with ArtMoney though: In every address, in a memory editor, it displays 16 colunms, when I use Search, I belive it only searches the first column of every line, and I have to convert to decimal to do a search. It isnt made for searching for an already known Hex value.
 
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 PostPosted: Mon Mar 27, 2006 3:10 am    Post subject: Reply with quote Back to top

The "801D10EC" represents the room the weapon set was placed in. At that address is the data that configures a specific section of the stage. Without that information, the game wouldn't know how to place the item or character correctly. Even if the coordinates are perfect, it may not be seen or procured if the room data is wrong or missing. Sometimes a character may appear in the proper location, but the room data be incorrect. The only way to truely know whether or not you're using the right room pointer, is to chop the character as they stand still after spawning. If they don't receive any damage, then the room assigned is off. But if they do get hurt, you got it right.

To make your life easier, so you don't need to worry about hacking coordinates and figuring out room pointers, here are the rest of the preset modifying codes for the Archives. You can use any of the presets for the armours and the flag, but only Basic presets (0xxx) for respawn points. Character can not be placed on an Advanced location, due to the extra data that manipulates size. There should be plenty enough for you to choose from. Happy hunting. Smile

Respawns
#1: 811ECB8E 0xxx
#2: 811ECB9A 0xxx
#3: 811ECBA6 0xxx
#4: 811ECBB2 0xxx
#5: 811ECBBE 0xxx
#6: 811ECBCA 0xxx
#7: 811ECBD6 0xxx
#8: 811ECBE2 0xxx

Weapon Set 4-A (7th Set)
Weapon: 811EBC92 xxxx
Ammo #1: 811EBD1A xxxx
Ammo #2: 811EBDCE xxxx

Flag Tag Token
811EA2EA xxxx

To answer your question about rooms...
No. The data is different for every stage. Since the clipping files for the maps are level specific, their room data is located in a different portion of memory. This information also shifts between player amounts, but will stay in the same area when using the "Enable All Players" code.
 
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kcghost
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 PostPosted: Mon Mar 27, 2006 6:58 am    Post subject: Reply with quote Back to top

Alright, I guess Ill keep using presets, but I gotta figure out that damn Room Pointer sooner or later, it really bugs me I cant place anything where I want to because of it. I hate ArtMoney now for not having some of the features it should have (they are probroby in the non-free version though) and that it crashes when I do the stranger filters. In this case, its actually alot easier just looking through the Memory Editor, i just gotta find that offset ...

How did you do that? I tried making another weapon preset! It ended up as armour! Wait a minute ... you labeled it 7th set, I have been talking about 8th set here, but thats different than the seventh set I have. ? 801D-10EC is a memory address? Sortof? This is just getting nuts, thats why its so wierd, its not a value at all! Then I absolutley need that offset. But why can I change 801D so easily without any problems? If I change 10EC, it always crashes.

Hmmm ... I hate Rooms. The way I got X and Z coordinates was extremly easy, and If I explain you might see why I hate these Room Pointers so much. Turn on Debug Mode or Test Man Position on the Master Cheat menu, go to the place you want, write down the coordinates. Those coordinates are in raw decimal format, to get them to Hex, DO NOT USE THE CALCULATOR, dont know why it doesnt work exactly, it just doesnt.
Use this applet: http://homepages.tesco.net/~dr.milk/java/ieee.htm
Youll notice every number that comes out will have 4 zeros attached to it, just delete them, technically all GS numbers are supposed to be this way, but the GS usually skips them, so we only use the first four. When converting a Hex you already know to decimal, remmeber to add the extra zeros. And thats it! You have the Hex for it! Works for Z and X and im pretty sure it could ork for Y and maybe direction too! But the Room Pointer is a completley different story, as the Real information is not given by Debug Mode. Oh, and I forgot to mention this, you have to multiply by the decimal stage scale before using the calc, im not sure,i dont think it that means the regular stage scale or not, all I know is that Archives is 1, so dont wory about it unless you have problems.

As you can see, Decimal to Hex conversion is a hell of a lot easier for me than looking through lines of code. Im still looking into ArtMoney, but I still hope a way to actually calculate the Room Pointer comes up. How many colums are you usualy looking at when in a regular Gameshark Memory Editor? It gets confusing with ArtMoney, you can change the columns, and that changes the values and stuff, I think 16 is what its supposed to be at.

I have alot of schoolwork to do today, but Ill be working on those presets as well as checking out the room pointer a bit more.

Update: The presets limited me abit, but im done with the basic stuff, Ill start cracking at the doors and windows and other "objects" tomorrow.
 
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Wreck
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 PostPosted: Mon Mar 27, 2006 8:17 pm    Post subject: Reply with quote Back to top

It sounds like you were using the right formula to find the next object in the setup file, but you added the offset to the last weapon set. Each set is stored in a certain order, from #1 (1-A) to #8 (4-B) in mostly every stage. Not including Library, Basement and Stack, which have less or more than eight per level. I used the presets to position sets one through six, then number eight. Set seven (4-A) was a different story. Since the presets available in the courtyard didn't suit my style, I had to customize the ones they had already been using. Let's take a look at the original codes to see where you went wrong.

"Weapons"
811EB0F2 2752 > Moves weapon set 1-A's weapon (set #1)
811EB17A 2750 > Moves weapon set 1-A's first ammo crate
811EB22E 275D > Moves weapon set 1-A's second ammo crate

811EB2E2 2741 > Moves weapon set 1-B's weapon (set #2)
811EB36A 273F > Moves weapon set 1-B's first ammo crate
811EB41E 2746 > Moves weapon set 1-B's second ammo crate

811EB4D2 27D1 > Moves weapon set 2-A's weapon (set #3)
811EB55A 27D0 > Moves weapon set 2-A's first ammo crate
811EB60E 27D2 > Moves weapon set 2-A's second ammo crate

811EB6C2 2776 > Moves weapon set 2-B's weapon (set #4)
811EB74A 2773 > Moves weapon set 2-B's first ammo crate
811EB7FE 2777 > Moves weapon set 2-B's second ammo crate

811EB8B2 27C2 > Moves weapon set 3-A's weapon (set #5)
811EB93A 27C1 > Moves weapon set 3-A's first ammo crate
811EB9EE 27C3 > Moves weapon set 3-A's second ammo crate

811EBAA2 2727 > Moves weapon set 3-B's weapon (set #6)
811EBB2A 2728 > Moves weapon set 3-B's first ammo crate
811EBBDE 2729 > Moves weapon set 3-B's second ammo crate

*note: the gap in memory between these two sets?

811EBE82 27BE > Moves weapon set 4-B's weapon (set #8)
811EBF0A 27BD > Moves weapon set 4-B's first ammo crate
811EBFBE 27BF > Moves weapon set 4-B's second ammo crate

811E4AEC C53F > Moves weapon set 4-A's weapon X-Coords (set #7)
811E4AF4 C414 > Moves weapon set 4-A's weapon Z-Coords
811E4B14 801D > Moves weapon set 4-A's weapon room pointer
811E4B16 10EC > Moves weapon set 4-A's weapon room pointer

811E3C24 C53F > Moves weapon set 4-A's first ammo crate X-Coords (set #7)
811E3C2C C3D0 > Moves weapon set 4-A's first ammo crate Z-Coords
811E3C4C 801D > Moves weapon set 4-A's first ammo crate room pointer
811E3C4E 10EC > Moves weapon set 4-A's first ammo crate room pointer

811E3CD4 C53F > Moves weapon set 4-A's second ammo crate X-Coords (set #7)
811E3CDC C43F > Moves weapon set 4-A's second ammo crate Z-Coords
811E3CFC 801D> Moves weapon set 4-A's second ammo crate room pointer
811E3CFE 10EC > Moves weapon set 4-A's second ammo crate room pointer

You had the right offset number, but applied it to the wrong weapon set.
The next object in the Archives setup file is the first Body Armour, which is what you ended up modifying. If you add the offset of "1F0" to the sixth weapon set, you'll end up with the seventh. Using a Memory Editor would be a huge difference maker. I suggest you pick up a GameShark Pro sometime soon, even if it isn't PC compatable. Seeing is everything when it comes down to this. Knowing what lies ahead and where it is exactly makes life so much easier.

I'll also go over how a preset is setup in the files...

Basic Preset (also start of Advanced)
-- -- -- -- XC XC XC XC
YC YC YC YC ZC ZC ZC ZC
DR DR DR DR DR DR DR DR
DR DR DR DR DR DR DR DR
DR DR DR DR DR DR DR DR
RP RP RP RP PL PL PL PL

-- -- -- -- : I just wanted to start on the righthand side, since the first preset always does.
XC XC XC XC : X Coordinates
YC YC YC YC : Y Coordinates
ZC ZC ZC ZC : Z Coordinates
DR DR DR DR : Direction, split up between Vertical and Horizontal (I believe)
RP RP RP RP : Room Pointer
PL PL PL PL : PLink Data

Coordinates: The precise positions on a map.
Directional Data: Aims the object in a specific direction.
Room Pointer: Tells where on the map the object is to be seen and / or acquired.
PLink Data: Points to a place in the setup file that relays the room pointer.

After the PLink Data of a Basic Preset, the next preset starts off with the X Coordinates.
Advanced Presets go into further details, manipulating size information.

GameShark's display addresses with eight columns, like this....

801EA2E0: 00 00 00 00 01 00 00 08
801EA2E8: 01 4D 00 76 00 00 00 01
.......
801EA358: 03 E8 00 00 00 00 00 00
801EA360: 00 00 00 00 58 FF FF FF
801EA368: 00 00 00 00 01 00 00 03
801EA370: 00 35 27 DF 00 00 01 E1

By the way, that "0035" represents the image of the first metal crate. The "27DF" is its preset position. The offset is "80" between each crate. There are eleven crates total. After that comes the sixteen glass panes. They also follow the same "80" offset. That should get you going.

*note: I've edited this a few times, so browse through it again.
 
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kcghost
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 PostPosted: Wed Mar 29, 2006 5:07 pm    Post subject: Reply with quote Back to top

Through experimentation, I halved the objects, thus having the beloved crates in the FZ, and having 1 floor of shelves in the BZ. I have a bunch of little things I want to fix later on (mostly with objects and coordinates), but for now I have one major problem. When I rearranged the doors, I quickly found out how to place the locked ones, problem, I cant unlock them for other use.
I found an old code (Likely made by you) for a 2-player archives unlock door. I had problems with it though, to one of the doors it does nothing, and one it makes it disappear. I tried it without the door repositioning, and it didnt work at all, 2-player or 4-player. What the? Faulty code on emulator?
Here are the locked doors, repositioned, I dont think that makes a difference, but it might.
811EC18A007A - Locked
811EC28A007B - Locked
Here is the code I had found:
"2P Archives Door" .off
801E6D23 0000
801E6E23 0000
 
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 PostPosted: Thu Mar 30, 2006 3:54 am    Post subject: Reply with quote Back to top

You're right about who made the code, KC. Razz
Did you remember to add the 4-Player offset to them?

Unlock Doors
801EC223 0000
801EC323 0000

Any 2-Player code needs the value "5500" added to every address that modifies the setup file. This even includes the room pointers in presets when using coordinate hacks. It's a pain in the butt converting over old multi stages that were made in 2-Player mode. That's why we use the new "Enable All Players" method. Big thanks to Krijy! Very Happy
 
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 PostPosted: Thu Mar 30, 2006 8:09 am    Post subject: Reply with quote Back to top

But I tried it on 2PL, what the? It worked. OoooKaaayy. Screw it, it works, dot know why the 2PL version didnt on 2-PL, but whatever. Well, that finishes up my first version, thanks Wreck.

I shall be banging my head some more for those coordinates with ArtMoney. Very Happy
 
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 PostPosted: Thu Mar 30, 2006 10:16 pm    Post subject: Reply with quote Back to top

Thought I was done posting in here? Think again. Smile . After much banging my head against the wall, I have made little progress with figuring out coordinates. I had found four addresses which I believed to be coordinates, but they do not match up with the format im looking for, nor do they match up with any existing data I have. I have been trying to go off coord info on zoinkitys site (Which is ? columns, with 4 byte intergers (8 digits)), problem is, I dont have all the information, well at least the info that is needed by Artmoney. All Artmoney searches for is the first value, and I have learned that the first value is 06xx0000, I used the example 06040000 to do my searches, but that may not be enough.

I really dont like asking for anything anybody wouldn't know off-hand or without much effort at all, but can you give me an example? Anywhere I can go would be fine, just go somewhere, write down the GS address information, first value most important, as well as your location. From there, I might find a way to convert to a 4 byte interger and have a look at its format. Then of course search for it.

BTW, in the four address I found, I found 801D nearby, in a couple placed, but I still cant find 10EC, neither as part of 801D10EC or as 2 byte separate intergers. The four addresses are in close proximity, not by value between the addresses you gave me though, and the values after themchange, not much of the address values themselves (this is getting hard to explain, even to myself). My head hurts. Smile
 
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