logo

  Blog

  Airsoft

  Distributed Comp

  Linux

  Geexbox

  Gaming

  Software

  Links

  Contact Me

  unique hits   Links

  The AT Wire

  Linux Screw

Subscribe to my blog by email : or rss :


  Blog Archives

  November 2007
  October 2007
  September 2007
  December 2006
  November 2006


Web site contents © Copyright TOTMS 2007 Some works released under GPL. These are explicity marked, All rights reserved.

 

Category


04/11/07 Daedalus PSP R13 Released!!! (Finally!!!)

Woohoo! The eagerly awaited Daedalus R13 is here after a four month break between releases! Here is what StrmnNrmn had to say today:

...The most significant new feature is savestate support. You can now save your progress at any point, via the Pause Menu (accessed through hitting the Select button). Savestates are written out to the memory stick, and consume around a megabyte per slot. You can load up a savestate at any time from the Pause Menu, or via the front end (hit the right shoulder button to swap from the rom list to the savestate list.)

Whilst StrmnNrmn has not been working on increasing compatibility, he has been working on optimising the dynarec stack which should allow for a 10-20% fps increase in exisiting games. I have downloaded it and will post feedback when I have had a chance to get to grips with this new release.

Download 1.0 , 1.5 source for R13.

Posted by Konrad at 7:57 PM
Edited on: 05/11/07 3:20 PM
Categories: F/OSS, gaming, n64, news

29/10/07 We require more minerals.....

I had forgotten how much fun playing multiplayer games with people in the same room is. Playing online is a lot of fun, but when you know the people and watch their reactions as you play makes it all the more exhilarating. That coupled with the potential for humiliation greatly adds to the experience.

The games played were : Star Trek Tactical Assualt and Ace Combat X on the PSP. StarTrek was a lot of fun but suffered from serious glitching in multiplayer. Player positions were completely all over the place with people being 300+ distance away from where they were on the other person's PSP. Ace Combat X was a lot of fun particularly 1v1 dog fights, bloody Fenrirs...

Also played was Goldeneye and Starcraft. Prior to this I had not played Starcraft in about two years and I must say, after a few hours of play I am convinced that if all Blizzard do with Starcraft 2 is update the graphics, it will STILL be an excellent game. I still remember playing it almost ten years ago when multiplayer involved dialling my friend's modem using my computer using a 33.6kbps connection.... laggy times. It was one of the first games to have completely asynchronous factions and is still a huge amount of fun to play, although its shocking how quickly the hours shoot past when playing it...

Posted by Konrad at 5:13 PM
Categories: gaming, n64

18/10/07 Facility Glitch!

Well I promised a few posts ago I would outline how to glitch the facility map so as to remove Ourmov. I thought everyone knew about this glitch but as I read through more and more sites I could not find any mention of it. So, here is the video - be kind to me, this is my first submission to youtube :)

Also dont forget to check out Goldeneye Vault for goldeneye missions and FAQs (Thanks SubDragon)
Posted by Konrad at 8:51 PM
Edited on: 01/11/07 10:12 AM
Categories: gaming, n64, news

14/10/07 More Goldeneye Tricks

In my usual excellent timing, the website hosting the programs I have written about below (http://www.rarewitchproject.com/), has just gone down. They are presently working on a site wide redesign. Will update when site comes back up. Sorry about this

Update 2: The site is now back up. Enjoy the redesigned goodness - http://www.rarewitchproject.com

Following on from the post a few days back - I have found a number of programs that help customise goldeneye. Not only can new single player levels be made and played (in emulator OR console) but all the levels have been unlocked and can be played in multiplayer.

The first utility has been out for a little while now - Goldeneye Full Face Mapper.

This program allows you to replace any texture in Goldeneye - from the wall / decals to smoke and even faces. This is a feature that RARE had completed and intended to be released with Perfect Dark but didnt due to legal concerns. Now, with a little tweaking you can change all the faces of the built in bad guys in Goldeneye.

Update: SubDragon from Rarewitch project emailed to let me know that this tool is no longer required as the goldeneye setup editor v2.1 can do this as well. Its still useful for a quick and dirty tweak however.

The second program is the most impressive - it is called the Goldeneye Setup Editor.

This is the second version of this program. The first was released in 2005 but everything had to be done manually in hex codes and as a result I didnt get anywhere with this. The new version allows for visual editing of levels and object placement and is highly recommended. It allows anything to be changed, from the missions to the placement of enemies / objects. Several user created levels are already available and range from retweaked original levels to completely new maps.

Example of Goldeneye multiplayer using G5 building from Perfect Dark

A video of a new single player level : Library

Example of a retweaked Runway level:

Posted by Konrad at 11:12 PM
Categories: editing, gaming, n64

10/10/07 The Lost Goldeneye Moments

I was randomly looking for a quote from Goldeneye (the movie) on youtube last night when I discovered a collection of videos showing the various fun things you can do with a bit of gamesharking. The kind of things you can do are really impressive, for example, the first few preview pictures show dual wielding of weapons but with the actor camera angle / height changed. Whilst this looks excellent with dual magnums, two RPC90s or KF7s look a little weird. Did someone say gigantism? From guards that don't fit in the dam level to enormous remote mines.

One of the more fun alterations was changing the default actor model from the standard Russian guard to Natalia or the scientist models. Still more entertaining was Sean Bean replaced by a Goldeneye satellite which walked around the end of the facility level. There appeared to be several codes which just made the default soldiers go crazy, from shooting at right angles to the player to shooting at the idiot with the box on his head. The final six pictures showed multiplayer fun from levels which definitely were not included as official multiplayer maps (train, dam, cradle and depot.)

I discovered a glitch that could be exploited on the facility level many years ago. I never posted it online as I though everyone else knew about it, but recently I discovered no mention of it anywhere on the official Goldeneye fan sites. It is simple enough to do. When at the end of Facility, talk to Alec but get close to the door. Immediately when the alarm sounds, run through the door into the lab area. Ourmov WILL NOT spawn, meaning you can return to the bottling room and shoot at guards to your hearts content. Alec will even help you.  I will post a video guide to this (although its trivial to perform) soon.

Gameshark Videos:

Part 1,2,3,4,5,6,7

Posted by Konrad at 9:50 PM
Edited on: 14/10/07 10:55 PM
Categories: editing, gaming, haha, n64, random

« movies | Main | news »