The Elite Forum

The Big Three Plus One => GoldenEye 007 => Topic started by: speedruntrainer on May 13, 2008, 11:38:00 am

Title: The best Damn Gameshark Topic Ever
Post by: speedruntrainer on May 13, 2008, 11:38:00 am
simply complete levels using WTD code (https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fwww.ezboard.com%2Fintl%2Faenglish%2Fimages%2Femoticons%2Fsmile.gif&hash=1adea417e08e9042f9ce1a5426616bf29f2ca20e)

since not many ppl have a gameshark for N64, they may play it on Emulator like me. i only got 2 times.

Depot A 0:21 and Archives 00A 0:53. working on the othes today (https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fwww.ezboard.com%2Fintl%2Faenglish%2Fimages%2Femoticons%2Fsmile.gif&hash=1adea417e08e9042f9ce1a5426616bf29f2ca20e) enjoy =)

EDIT: Surface 1 Agent 1:03 (no warp) and 1 second lost (https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fwww.ezboard.com%2Fintl%2Faenglish%2Fimages%2Femoticons%2Ffrown.gif&hash=9bb8520656650a7c2457ae0ae2ee8996e4109fd6)
Archives Agent 0:16 :/ 15 is possible of course.
Title: The best Damn Gameshark Topic Ever
Post by: Illu on May 13, 2008, 12:08:00 pm
oh I have gameshark or something similar, I don't know any codes though and I can't bother to look (https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fwww.ezboard.com%2Fintl%2Faenglish%2Fimages%2Femoticons%2Fohwell.gif&hash=bb0d6706659211344c8b0105d84285ae23571845)
Title: The best Damn Gameshark Topic Ever
Post by: Carathorn on May 13, 2008, 04:28:00 pm
hmm... sounds like another "nice" new league
Title: The best Damn Gameshark Topic Ever
Post by: Henning Blom on May 13, 2008, 04:55:00 pm
Cara! I think youre right!
Title: The best Damn Gameshark Topic Ever
Post by: Infected Mind on May 13, 2008, 06:07:00 pm
This league is old. The Australians started it years ago with train agent times lol :P
Title: The best Damn Gameshark Topic Ever
Post by: Carathorn on May 13, 2008, 08:57:00 pm
I wish they had those cheats for PD. man......WAR would have been SO much fun then (https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fwww.ezboard.com%2Fintl%2Faenglish%2Fimages%2Femoticons%2Fwink.gif&hash=4979046fbfc7ed25a03644bf608e503c4aa73f0f)
Title: The best Damn Gameshark Topic Ever
Post by: RK on May 13, 2008, 10:38:00 pm
oh yeah, I think I remember watching one of Ryan Dwyer's videos. Some crazy Train Agent 18 or something. Old league, and plus GSing on an emulator is lame... =\
Title: The best Damn Gameshark Topic Ever
Post by: AZ on May 13, 2008, 11:34:00 pm
Quote from: TuxedoBond007
Lol train agent 18?
 

Yeah, the vid is quite funny and probably maxed (https://forums.the-elite.net/proxy.php?request=http%3A%2F%2Fwww.ezboard.com%2Fintl%2Faenglish%2Fimages%2Femoticons%2Ftongue.gif&hash=7cfc888ebd66cf455a55fd5e124ee8267da91148)
YE had action replay, not GS though I don't know the difference (GS for ntsc and AR for pal). He had "walk through doors" and the turbo cheat on.

btw, here are my GS WTD times: www.geocities.com/acke1989/index6.html (http://www.geocities.com/acke1989/index6.html). As you can see I've not completed runway 00A; you can't do it with the tank strat cause Bond will walk through the tank.

Title: The best Damn Gameshark Topic Ever
Post by: Lovins on May 13, 2008, 11:40:00 pm
Lol train agent 18?
Title: The best Damn Gameshark Topic Ever
Post by: speedruntrainer on May 14, 2008, 03:05:00 am
Dam Agent 0:51
Title: The best Damn Gameshark Topic Ever
Post by: AZ on May 14, 2008, 08:52:00 am

Nice time gsrt. I only got 52, time for improvement.

Title: The best Damn Gameshark Topic Ever
Post by: Grags on May 14, 2008, 03:05:00 pm
The 18 is a fastest fail, it's in my getfile.
Title: The best Damn Gameshark Topic Ever
Post by: AZ on May 15, 2008, 03:36:00 am
Dam A 0.51
Title: The best Damn Gameshark Topic Ever
Post by: AZ on May 15, 2008, 06:13:00 am

Surface 1 A 1.01
Facility A 0.36

Title: The best Damn Gameshark Topic Ever
Post by: speedruntrainer on May 15, 2008, 01:38:00 pm
Surface 1 Agent 1:01 (half warp)

EDIT: streets Agent 1:14 (03:46:00 ending)
EDIT 2: Depot Secret Agent 0:42
Surface 2 Agent 0:54
Title: Re: The best Damn Gameshark Topic Ever
Post by: AZ on February 15, 2013, 08:42:59 am
Surface 1 SA 1:20 - http://www.youtube.com/watch?v=oVli76Tf4dQ

Surface 1 A 1:00 - http://www.youtube.com/watch?v=SSd2jPHpZaY

Runway 00A 1:28 - http://www.youtube.com/watch?v=sBFojnT7cDE

Silo SA 0:59 - http://www.youtube.com/watch?v=lps7KSceb80
Title: Re: The best Damn Gameshark Topic Ever
Post by: ZAZKEN on February 15, 2013, 03:00:22 pm
Dam Agent 52
Depot Agent 21
Archives Agent 16
Bunker 1 Agent 17
Bunker 2 Agent 19
Title: Re: The best Damn Gameshark Topic Ever
Post by: wheatrich on April 21, 2013, 06:16:29 pm
80030AEB 0000
80030AEF 0001
8003649B 0001

Didn't know which dead topic to bump so I'll go with this one.  (search is beyond useless).  I loaded up my shark and remembered people asking about...

what is this?  It's a timer for individual GE levels.  It's currently useless for speedrunning because it automatically skips opening cinema and you have to time when to start moving (no cinema need on 2.x for this so possibly can get the guard to open the door in front of you on runway with 2.x and other stuff I'm not thinking of)  Another problem is that it gets overruled by the ingame timer on levels like streets/silo/train/etc etc.  The biggest problem for speedrunners is that it counts the ending cinema on your time on the endscreen so it's useless for speedrunning (ie dam 53 would be dam 53 + end cinema = it'll show like dam :59 or whatever, I think it's ending and not beginning based on actually having to refinish streets once after running out after the ending cinema (yep, you can still move and not finish the level after that cinema).  hell I think you can "skip" (it won't stop the timer as far as I can tell) ending cinema and get shot and die even lol.

There's probably other stuff too, but I forgot, it's been awhile since I tried this out.
Title: Re: The best Damn Gameshark Topic Ever
Post by: my man on September 29, 2016, 04:03:03 am
Check this out Gameshark oddity  :kappa:
Title: Re: The best Damn Gameshark Topic Ever
Post by: dugg on July 21, 2018, 07:46:30 am
Going to start adding some GS codes that some might find useful/interesting.  Obviously many players are well aware of these but I'm going to attempt to use this thread as a hub for those who want to find a bunch of codes in one place here at the Elite.
Will update this post in the future.

Hardware used:
NTSC N64 console
NTSC Goldeneye 007
NTSC Gameshark v3.3

Preface:
These codes are tested and work with the above hardware.  v3.2 should work fine as well but I can't guarantee they'll all work with lower versions of the GS.  I enter all codes manually as my v3.3 will not connect to a PC via parallel cable.  I don't think the v3.2 GS' had this issue so it's advised to get a v3.2 instead of a v3.3 if you hope to connect yours to your PC and enter codes that way.   Otherwise, with a faulty v3.3 you must manually enter the codes with your N64 controller which can be tedious considering some codes are massively long.  However, there are v3.3 GS' with working LEDs/parallel ports.
Your game/console/GS might freeze/crash when using these codes.  It happens sometimes but it's rare.  There are many factors.  Using too many different codes at once.  Bumping into your console during gameplay.  Creating lots and lots of lag.  I am able to use these codes with the Debug/MCM on and it rarely freezes.  Just saying.  Also, I find attempting to use 2.3/4 and trying to shoot during the cutscenes tends to freeze/crash.


#1 Debug code
81036F6E 0002
D0064F31 000C
80024303 0001

(https://tcrf.net/images/d/d5/GEDebugMenu.png)

The Debug code is very useful.  I used to use some of the codes offered on the Debug menu as codes by themselves; for example "Walk Through Doors" otherwise known as "No Collisions".  However, sometimes you might want to only have No Collisions enabled temporarily just to get through a certain door but then turn it off.  If you did it how I used to, by using the standalone "No Collisions/Walk Through Doors" code, then the code was ON until you turned off your console.  With the Debug code/menu, you can enable/disable "No Collisions/Walk Through Doors" on the fly and use it as you need it.

The website Goose mentioned in a post long ago https://forums.the-elite.net/index.php?topic=18518.msg392924#msg392924 (https://forums.the-elite.net/index.php?topic=18518.msg392924#msg392924)

https://tcrf.net/GoldenEye_007_(Nintendo_64) (https://tcrf.net/GoldenEye_007_(Nintendo_64)) is a good reference for details on the Debug/MCM.  The site lists which functions work on the MCM and details which each function does. (I notice the list leaves a lot of non-working functions of the MCM out however they do list a few that also do not work but the description beside each will tell you if they do nothing.

A little trick about the Debug/MCM that some might not be aware of is you can turn on "No Collisions/WTD" in Multiplayer and each player can walk through any door like in Facility/Archives/Caverns etc in order to get the "full zone" however each door in the non-multiplayer area will be missing and there will not be any ammo/objects/weapons/spawns in those areas.

Also, you can use Debug/MCM in order to get All Guns or Max Ammo for both (and I am assuming 3 or 4) players in Multiplayer. (if you run out of ammo just re-enable Max Ammo and both players will fill up to max ammo.  I've only tested with 2 players.

Under the assumption that many of the other functions on the Debug/MCM will affect both/all players in Multiplayer as well (like Turbo or whatever else) however I have not tested.  All Guns/Max ammo/No Collisions is confirmed working though!

Obviously there are other neat and useful functions on the Debug/MCM like "All Objectives Complete" which you can enable and completes all objectives automatically but if you disable it then they all turn to "incomplete".  For example:  using "All Objectives Complete" during Cradle, the timer will stop but the console will remain whole and Trev is still alive.  If you then disable it, the objectives switch back to incomplete and the timer on the console objective either restarts or resumes.

I won't go through each Debug/MCM function as many of them are just the same as their standalone code counterpart plus the website listed above details most of them.

How to use the Debug/MCM:
In order to activate the Debug/MCM, press C-UP + C-Down at the same time.  I recommend doing this during a mission however it probably shows up when in the menus or during opening load screens etc.  Now, while the picture above which shows the Debug/MCM
is clear and readable, when it shows up in-game it is blurry and missing pixels so it makes it difficult to read.  There seems to be at least two states of this too.  One is the standard blurry text and the other is way too garbled and cannot be read.  If you find that you get the garbled text, just press Start.  Pausing and pulling up the watch/pause screen removes the Debug/MCM.  Retry the C-UP + C-Down and hope for the regular "blurry" text menu.
Once the menu shows up, you'll see one of the functions on the list highlighted in red.  This is your current position on the menu in which you can navigate by pressing the D-PAD up/down/left/right.  This is further detailed on the website that is linked above.
Once you find a function/code you want to enable, navigate to it with the D-PAD.  Once you have the desired function/code highlighted just press Start.

Pressing Start does two things:
1) enables chosen/highlighted function/cheat code
2) brings up watch/pause menu and removes the Debug/MCM from screen (the Debug/MCM is still active, it's just not shown until you press C-UP + C-Down again
3) repeating these steps disables the function/cheat code

Example:

Facility -
Conclusion:
Debug/MCM is far better than using the standalone codes for the sub-functions as you can enable/disable them as you need them in real time.  So if you want to use No Collisions/Walk Through Doors, All Guns, All Objectives, Max Ammo, No Backgrounds, No Objects etc, use them from the Debug/MCM.  You can control when you use them opposed to them always being on when you use standalone codes for each.

#2 Infinite in-game countdown timer
81030AF0 43CA
8108C62A 2A5E

This code makes the visual timer on missions like Silo, Train, Cradle, Streets, Aztec etc never reach 0.  The timer will stay around 6-7 seconds seemingly infinitely.  I say seemingly because I haven't left it on for an infinite duration(who has that kind of time?) but so far it works fine.  The timer doesn't seem to ever reach it's target of 0 and gives you free reign to try stuff without worry of timer.

This is useful if you want to test out console shots on Cradle without worrying about the timer.  Any level with a visual display timer that counts down is affected.  I haven't tried it on Surface (mine on heli), Statue, Bunker 2 but I'm assuming it works just the same.  I believe it makes it so Aztec can never finish due to the shuttle countdown never reaching 0.  Might be fun to use on Cradle though.

Example:

Train -
#3 Maximum Visibility
800214CF 7B18

This simple code lets you see really far.  Maybe a fog remover?  Not sure the technical side of it.  Neat to use on Surface, Cradle and Dam.

Examples:

Cradle
Also used Debug/MCM code to disable/enable backgrounds in order to shoot the console in the hut.  Just for fun.

Surface 1 -
Also used Debug/MCM code to disable/enable backgrounds in order to shoot comms link in radar tower.  Just for fun.

#4 See Full Levels

80044E11 0001
80044E91 0001
80044EC9 0001
80044F49 00FF
80045001 0001
80045039 0001
800450F1 00FF
800451A9 0001
80045261 0001
800452E1 0001
80045319 0001
800453D1 0001
80045451 00FF
80045489 0001
80023255 00FF
80023259 00FF
80023281 00FF
80023285 00FF
800214CF 0018

This code seems to display the entire level!  The site where the code is from says this:
"(Works Best On Normal Size Levels, Except Jungle, May Not Work Well With Level Size Mods)"  I haven't tried it on Jungle so I don't know.

You can use this code in conjunction with Max Visibility code however this See Full Level code seems to use Max Visibility as well as loading the full level so you might not need to use Max Vis with this code.  Just use this one (See Full Level).

**EDIT** Seems using Max Vis + See Full Level does make a difference.  So feel free to use both at the same time.

Example:

Surface 2 -








Title: Re: The best Damn Gameshark Topic Ever
Post by: dugg on July 22, 2018, 05:16:32 pm
#5 Force Guard to Pull Nades (Surface 2 SA/00)
811F2E58 33AD
811F2E5A 0A00

Credit goes to Mr. Harry Coupe: https://forums.the-elite.net/index.php?topic=22199.msg454701#msg454701 (https://forums.the-elite.net/index.php?topic=22199.msg454701#msg454701)
I'm not sure if this code affects other missions.  I have tried it briefly on other missions and didn't notice anything.  Works well with S2.
Title: Re: The best Damn Gameshark Topic Ever
Post by: Dusky on July 23, 2018, 12:18:52 am
#5 Force Guard to Pull Nades (Surface 2 SA/00)
811F2E58 33AD
811F2E5A 0A00

Credit goes to Mr. Harry Coupe: https://forums.the-elite.net/index.php?topic=22199.msg454701#msg454701 (https://forums.the-elite.net/index.php?topic=22199.msg454701#msg454701)
I'm not sure if this code affects other missions.  I have tried it briefly on other missions and didn't notice anything.  Works well with S2.

I WROTE THIS CODE REEEEEE, just kidding but still Harry if you're reading this fuck you <3
Title: Re: The best Damn Gameshark Topic Ever
Post by: Dusky on February 06, 2019, 11:03:59 pm
#6 Force Double GL Spawn (Streets Agent)
811D02B0 0057
811D0320 B918
Title: Re: The best Damn Gameshark Topic Ever
Post by: rhakiath on June 26, 2020, 02:31:52 pm
We can look at the stored value for the in game timer using the following cheat:
https://forums.the-elite.net/index.php?topic=19762.msg409441#msg409441

This allows us to see the raw value of the previous run in 60hz frames, as long as we play the run through a gameshark. Though the display will convert to seconds and round down for the onscreen value, the raw value is still stored at least until after leaving the endscreen. However there are several drawbacks; we have to play through a gameshark to view this value, as well as stop playing and check the value manually for each run. In addition, though there are cheats to display an onscreen timer, it won't apply to all levels as it overwrites certain things used by some levels for scripts. It also has the drawback of disappearing during boosts, etc. There's also the option of using a practice rom with splits and decimal/onscreen timing, but it requires special hardware as well.

-Does the "best time" field stored on your cart also keep the raw value like the other timer does, or simply convert it to seconds before saving it and discard the "decimal"?

-What would be the address we want to view to see the raw "Best Time" value for each version? I'd be most interested in JP. I'd be fine with using the more primitive memory editor interface to view the value as detailed in the linked post. However if there's a method to put the raw value onscreen via hacking display stuff I'd be down with that too.

My goal would be to view the decimal of a PB run (non TNS), which was played on a legit cart with no GS and do so after the fact. Granted it has the limitation of only showing the best run that saved on the cart, and I'm unsure if the best time field even retains the frame count.
Title: Re: The best Damn Gameshark Topic Ever
Post by: Wyst3r on June 26, 2020, 04:55:03 pm
Unfortunately only full seconds are permanently stored.
Title: Re: The best Damn Gameshark Topic Ever
Post by: rhakiath on June 26, 2020, 05:16:17 pm
Figured that might be the case, thanks for confirming anyway. The linked post is still worth checking out for those of us without everdrives who are playing certain levels on NTSC english.