______ ____ _____ ____ ____ ____ _____ \ _ \ \ _\ \ _ \ \ _\ \ _\ \ _\ \_ _\ \ __/ \ \__ \ _/ \ \__ \ \__ \ \ \ \ \ \ \ _\ \ \_ \ _\ \ _\ \ \ \ \ ___ ______ ___ __ __ \ \ \ \__ \ _\_ \ \ \ \__ \ \__ \ \ / _ \ / _ / / _ \ / //_/ \_\ \___\ \_\\_\ \_\ \___\ \___\ \_\ / // / / /_/ / / __/ / _/ __________________________________________ / // / / _ / / /_ / /_ __ ____ __ __ ____ __ / // / / / / / / _ / / _ / \ \ \ _\ \ \ \ \ \ _\ \ \ /____/ /_/ /_/ /_/ /_/ /_/ /_/ \ \ \ \__ \ \ \ \ \ \__ \ \ ______________________________ \ \ \ _\ \_\\_\ \ _\ \ \ \ \___ \ \__ \ \ \ \__ \ \___ \____\ \___\ \_\ \___\ \____\ __________________________________ _ _ ______ ___ ___ _____ __ __ _____ / \_/ \ / __ / / _ \ / _ \ /_ _/ / / / / / ___/ / / / / / / / // / / // / / / / \/ / / / / ___ / / / / / / // / / // / / / / /\ / / / __ / / / / / /_/ / / // / / // / _/ /_ / / / / / /_/ / /_/ /_/ /_____/ /____/ /____/ /____//_/ /_/ /_____/ ____________________________________________________ A hacking guide for Perfect Dark Written by Krijy, Copyright 2005 Version 1.5 - 07.09.05 Perfect Dark, released in 2000, sported beautiful graphics and tons of replay value. It was the evolution of GoldenEye, a game that revolutionised the first- person-shooter genre, and built upon the same addictive and challenging game play. At the time of writing this FAQ, it's been about five years since Perfect Dark came out. The game has been played to death, and the prequel has been forever in the making. In order to create more replay, and to bide the time until Perfect Dark Zero is released, I have devised methods of modifying and creating new level setups. Have you ever wanted to play multiplayer games in solo arenas? What about making new solo levels based on the already existing ones? All this and more is possible. This FAQ will teach you how to mix and match parts of the levels in the game, and in doing so create totally new levels! <<< Perfect Dark is forever >>> _______________________________________________________________________________ < Perfect Menu > _______________________________________________________________________________ _________ < Intro > _________ > Perfect Dark level modding in general > Formats and codes used in this FAQ > Perfect Dark Hacking > Hacking with a version 3.0 cheating device > Hacking with a version 3.3 cheating device and PC link cable ~ Official N64 Gameshark Utilities ~ Perfect Trainer ~ Game Software Code Creator > Hacking with emulators on a PC ~ Viewing the N64 RAM memory on a PC ~ Hacking by comparing savestates ~ Hacking during game play > Support ___________ < Special > ___________ Part One - The Level Modifier ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > The Level List > The Global object list > The files that build up a level > Changing level files ~ Level list files chart ~ Level list codes chart > Loading a level via the Combat Simulator menu ~ Example of mix matching original multiplayer levels ~ Example of a multiplayer game in a solo only arena ~ Example of a solo mission loaded in multiplayer ~ Tri-operative and Quad-operative modes > Loading a level via the Solo Mission menu's ~ Example of a solo mission in an arena it's not supposed to be in ~ Moonjump codes ~ The amount of pads in a level ~ Loading solo levels via the Cinema menu ~ Skipping the intro logo's and menu's > Other level attributes ~ Level skies ~ Background Music Part Two - Modifying the objects in a level ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Modifying objects ~ NTSC Object modifier codes ~ PAL Object modifier codes > Modifying weapons ~ NTSC Weapon modifier codes ~ PAL Weapon modifier codes ~ Multiplayer ammo codes > Modifying costumes ~ Body image modifier codes ~ Head image modifier codes ~ Arm image modifier codes ~ Gender modifying ~ Random enemy head modifying > Moving players into levels ~ The real time coordinates list ~ Finding your current coordinates ~ Moving a player with activators ~ The CI Training Ground Disabler Part Three - Advanced level modding ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Multiplayer level modding ~ Making the level modifier code ~ Creating the enablers ~ Plotting the pads in the level ~ Creating the code ~ Testing the code _________ < Outro > _________ > Codes ~ Fully working multiplayer levels - Crash Site Caves / Crash Site Racing Ground - Carrington Villa Residence / Carrington Villa Rooftop - Skedar Ruins ~ Fully working solo missions - Crash Site in Carrington Villa - WAR! in Deep Sea - Pelagic II in Carrington Villa ~ Extra Codes > Resources ~ Global object list (values and names) ~ Global object list (addresses in ROM) ~ In-game object list (sorted by number) ~ In-game object list (sorted by level) ~ Costume list ~ Weapon type list ~ Ammo type list ~ Object type list ~ Text lists ~ BETA Text compilation > Version history > End credits _______________________________________________________________________________ <<< Intro >>> _______________________________________________________________________________ This FAQ is divided up into three parts. An intro part, special part and outro part. In the intro part I'll tell you about everything you need to know before you start hacking any level modding codes. I'll describe Perfect Dark hacking and tell you exactly how it's done. > Perfect Dark level modding in general > Formats and codes used in this FAQ > Perfect Dark Hacking > Hacking with a version 3.0 cheating device > Hacking with a version 3.3 cheating device and PC link cable ~ Official N64 Gameshark Utilities ~ Perfect Trainer ~ Game Software Code Creator > Hacking with emulators on a PC ~ Viewing the N64 RAM memory on a PC ~ Hacking by comparing savestates ~ Hacking during game play > Support _____________________________________ Perfect Dark level modding in general _____________________________________ Perfect Dark level modding shouldn't be confused with PC game modding. Unlike in PC first person shooters like Half-life, you can't totally create an entirely new level from scratch. In Perfect Dark you are stuck to using the same arenas that are already there (like Complex or the dataDyne Building). You can however load stuff that is supposed to be in one level, in a different level. Perfect Dark level modding consists of mix-matching objects and arenas from all the levels in the game. The best way to describe this to you is for me to give you an example. A great example that gives a totally new experience is found by loading Pelagic II's solo mission in Villa's solo arena: Pelagic II in Villa (Solo): NTSC PAL 8105D9B7 0021 8105D656 0021 8009DFE9 0021 8009E589 0021 81075582 0000 81075A52 0000 81074602 0000 81074AAA 0000 8107459A 0000 81074A42 0000 8107FFA0 0018 810804E0 0018 8107FFA2 016A 810804E2 016A 8107FFA4 0169 810804E4 0169 8108456A 003E 81084ABA 003E 8107B178 0100 8107B648 0100 8107B17A 0001 8107B64A 0001 8106FF42 EB40 810702D2 EED0 8107B858 036E 8107BD28 036E 8107D904 0DA8 8107DDD4 0DA8 8107D906 0266 8107DDD6 0266 8107D90C 3F12 8107DDDC 3F12 8107D90E A10D 8107DDDE A10D 81062C5A 0029 8106293A 0029 81062C5E 0029 8106293E 0029 81062C62 0029 81062942 0029 81062C66 0029 81062946 0029 80084023 000X 80084563 000X This code will work a few seconds after the small Rareware logo at the bottom of the screen turns up. The aim of the mission is to kill as many Maians as possible! If you die simply press A a few times to restart. Don't press B at the objectives menu. The only value that you can change is the one for the last code on the list. This is the difficulty mod, so set this to 0 for Agent, 1 for Special Agent and 2 for Perfect Agent (which is extremely hard). As you can see, this code isn't exactly flawless. All the objects and guards from Pelagic II have been placed in Villa (Solo). The cut-scenes haven't been changed, and the objectives are a bit hard to do. On the upside the level is functional, and poses a challenge. Examples of more level modifiying codes can be found in the codes summary section, including Crash Site in multiplayer, WAR! in Deep Sea and many others. __________________________________ Formats and codes used in this FAQ __________________________________ The way we are going to change Perfect Dark is through cheating device codes that manipulate the temporary memory of the N64. The N64's temporary memory, or RAM as it's commonly called, is where Perfect Dark stores all the data it's currently using to keep the game running. Gameshark and Action Replay's change the values seen in the RAM, thus changing certain things in the game. Cheating devices are mainly used for trivial things like unlimited ammo, or invincibility (codes for which Perfect Dark already has inbuilt). We're going to be using cheating devices to do something much more cooler. This FAQ is written with American Gamesharks (NTSC), European Action Replays / Equalizers (PAL) and PC emulators in mind. Two PC emulators that support cheating device codes are Nemu and Project64, but there may be others I'm unaware of. When I show a code example I'll give both the NTSC version and PAL version. That means that whether you live in America or in Europe, you won't have any problems. I won't give examples for the Japanese version of Perfect Dark, but all the methods of hacking I show in this FAQ can be applied for that version too. If the NTSC and PAL version of the example I give work in both a cheating device and emulator, then I won't give any PC version of the example. If however the code is different between the two formats, I'll give both cheating device versions and both emulator versions. Remember that an emulator is only emulating Perfect Dark. This means that it might be emulating some parts of the game wrong, or emulating some parts over precisely. Cheating devices on the other hand might be doing stuff behind your back without you realising it. My point is that both formats commute with Perfect Dark differently, sometimes ending in slightly different codes. You won't have to worry about this too much, because you won't be making very many codes that differ between PC emulator and cheating device. If you have the NTSC version of Perfect Dark you should be aware that there are two versions! Version 1.0 and version 1.1. It's easy to tell which version you have if it's a rom, just load it into Project 64 and the name it gives the rom should have either 1.0 or 1.1 in it. If you have the game cartridge it's harder to tell which version you have. The fully working multiplayer level codes differ between version 1.0 and 1.1. On such code is Carrington Villa in multiplayer (which can be found in the Codes section). You will find six different versions of the enabler that gets Carrington Villa in multi working. The easiest way to find out which version of Perfect Dark you have is to test either one of the NTSC Gameshark enablers together with either Carrington Villa Residence or Rooftop. Before I go any further I must point out that I've never had any problems with Perfect Dark level modding, when it comes to wear and tear on my cheating device. The codes I provide in this FAQ should not blow your Gameshark up, break it, or cause it to burn a hole right through to the centre of the earth. The cheating devices for the Nintendo 64 are flimsy things, and break easily. The best way to avoid damaging your cheating device is to treat it like you would a fragile invaluable treasure. Turning the N64 off before removing the cartridge is also recommended. Don't put any strong magnets near it, or mobile phones that might cause disturbances. If your cheating device does happen to die (which it won't), don't come whining to me. Note to cheating device users: ------------------------------ Some of the codes in this FAQ can get quite long. While activating and deactiving these codes in the codes menu of your cheating device, you may sometimes confuse it. When your cheating device gets confused it will still think the last code you activated is on. Any new codes that you may have activated won't be on. This problem can be solved by unselecting all the codes in the Perfect Dark codelist, and starting the game with no codes on. Once the game starts you can turn it off and restart it. Any codes that you activate next will work. There are different types of cheating device codes. The mains ones that are at your disposal are: 80XXXXXX 00VV - Normal 8bit code that changes a set of double digits. 81XXXXXX VVVV - 16bit code that changes two sets of double digits. The address has to end in an even number. D0XXXXXX 00VV - 8bit activator. When the value at the address of the first line 8XXXXXXX VVVV is the same as the value specified in the code, the second line is activated. This type of code is usually used together with buttons. When you press a button, the second line will be activated. D1XXXXXX VVVV - 16bit version of activator. 8XXXXXXX VVVV 89XXXXXX VVVV - Cheating device button activator. When the button is pressed the code is activated. Some codes in this FAQ require a one player push-button activator. This activator is: NTSC PAL D109C7E4 XXXX D1099FB0 XXXX XX can be: 0000 - No Buttons 0100 - D-Pad Right 0200 - D-Pad Lefft 0400 - D-Pad Down 0800 - D-Pad Up 1000 - Start 2000 - Z 4000 - B 8000 - A 0001 - C-Right 0002 - C-Lefft 0004 - C-Down 0008 - C-Up 0010 - R 0020 - L 0030 - L+R You can combine the values to create different button sequences, like 0030 for L + R, or 8422 for A + D-down + L + C-left. The memory editor might look a bit alien if you don't know what you're looking for. To make things a bit easier to understand I'll explain some of the types of numbers that are easily recognisable. In the table below you can see the address (both NTSC and PAL), and the values at those addresses. _____________________________________________________________ | NTSC PAL | |8007FEB0 - 2300 0000 345E 0000 756C 6567 0000 0000 - 800803F0| |8007FEC0 - 3E19 999A 0000 0000 3F80 0000 8007 FEB0 - 80080400| |_____________________________________________________________| On the first line, the very first value "23" is an 8bit value. The next value along is "345E". This is a 16bit value. The actual value line is split up into 16bit value sections. 16bit values always start on even numbered addresses. The next value is "756C6567". This is a 32bit value. 32bit values always start on either 0, 4, 8 or C. On the second line you'll see a 32bit floating point value. These can either be positive or negative depending on the first value. If the value is 3 or 4 it's positive, and if it's B or C it's negative. The next value is also a floating point value. "3F800000" is the floating point value of 1. Likewise, "BF800000" is -1. The last value "8007FEB0" is a pointer. It points towards an address in the memory, and in this example is pointing towards the start of the first line. You might already know all this and take it for granted, but if you're a beginner it's invaluable information. ____________________ Perfect Dark Hacking ____________________ For those that may have tried before, Perfect Dark can be somewhat difficult to hack. The problem with Perfect Dark is that it uses the N64 RAM Expansion Pak. Perfect Dark can be loaded in two different settings, either without an Expansion Pak (Lo-resolution or lorez for short), or with an Expansion Pak (Hi-resolution or hirez for short). In lorez you can only play in multiplayer, and with a maximum of two players (played in tiny screens). In hirez you get access to the entire game. The Expansion Pak adds an additional 4MB of RAM onto the already existing 4MB, making it 8MB in total. All N64 cheating devices use part of the additional RAM in order to get their code generators working. What this means for Perfect Dark is that you can hack the game easily in lorez, but you can't hack the game in hirez! I've spent a considerable amount of time investigating how to get around the problem of hacking Perfect Dark in hirez. At first it was a seemingly impossible task, but using various methods, I (and other hackers) have conceived ways of getting around this problem. To hack Perfect Dark in hirez you are either going to need just a PC, or a Gameshark or Action Replay Professional version 3.3 with a PC link cable. You DON'T necessarily have to have a good PC. If you have neither of these then DON'T PANIC! It's entirely possible to hack level modifying codes with just a normal Gameshark or Action Replay / Equalizer version 3.0 cheating device. Being able to "hack" in hirez won't be a necessity in hacking Perfect Dark level mods. When I mention "hack" I mean being able to do search's, comparing and other kinds of stuff. As an example, to "hack" could mean doing a less than last / greater than last search in order to find an ammo modifier. I've done most of the "hacking" already, so you shouldn't have to do any hirez hacking. At most all you'll need to do is look at the memory editor (RAM). That's all. There won't be any long searching for this code, or comparing for that code. All of the codes will be made by looking at the memory and making codes that correspond to different addresses. For one or two codes in this FAQ you will have to be able to hack in hirez. You can use the memory editor provided by the in-built code generator to hack most of the codes seen in this FAQ, but you probably won't even have to use that. I've already hacked most of the codes so all you need to do is write them down and run them, without ever having to do much hacking yourself. I'm going to explain how to hack Perfect Dark using three different methods. The first is with just a version 3.0 cheating device. The second is with a version 3.3 cheating device and with a PC link cable. The third is with just a PC, using emulators and other programs. __________________________________________ Hacking with a version 3.0 cheating device __________________________________________ The only way to hack Perfect Dark with a version 3.0 cheating device is by using the in-built code generator. You'll only be able to run the game in lorez mode while hacking, so you're pretty limited. I won't go into detail about how to use the code generator. The most important part is the memory editor, which will allow you to change values that are in the memory. To get Perfect Dark working with a version 3.0 cheating device you need to first load the cheating device up with a game that uses the factory default keycode (this could be Super Mario 64 or GoldenEye). At the menu select keycodes and choose the Zelda keycode. Choose a keycode you don't have the game for and you're screwed, so be careful and don't rush your way through this menu and make a fatal mistake (like I once did). Once the Zelda keycode is activated, turn off your N64 and put Perfect Dark in. To play in hirez you need a 50 line long enable code. The following code must be on at all times in hirez: NTSC AND PAL F1000204 27BD F1000206 FFE4 F1000208 AFA8 F100020A 0014 F100020C AFA9 F100020E 0018 F1000210 3C1A F1000212 A075 F1000214 375A F1000216 C000 F1000218 3C08 F100021A A07C F100021C 3508 F100021E 5C00 F1000220 241B F1000222 0180 F1000224 8D09 F1000226 0000 F1000228 237B F100022A FFFF F100022C AF49 F100022E 0000 F1000230 2108 F1000232 0004 F1000234 1F60 F1000236 FFFB F1000238 235A F100023A 0004 F100023C 8FA9 F100023E 0018 F1000240 8FA8 F1000242 0014 F1000244 27BD F1000246 001C F1000248 3C1A F100024A A075 F100024C 375A F100024E C000 F1000250 0340 F1000252 0008 F1000254 0000 F1000256 0000 81000204 3C1A 81000206 A075 81000208 375A 8100020A C000 8100020C 0340 8100020E 0008 81000210 0000 81000212 0000 With this code on you'll be able to access most of the solo levels. Some levels won't work because they come into conflict with the enabler. The levels that won't work are the solo mission that takes place in Carrington Villa, and Area 51 Infiltration. Additionally, the multiplayer level Skedar will freeze sometimes depending on where you start. The total amount of codes that you can active with a version 3.0 cheating device is about 128. Subtract the 50 line long enabler from that and you're left with 78. If you try to activate more than 78 lines of code in hirez the game will freeze. You don't need to have the enable code on in lorez. Even though you can only hack the game in lorez, you can gain access to the Perfect Menu with the cheat shown below. From the Perfect Menu you should be able to load any multiplayer level or solo level with the help of level mods. Solo levels are best loaded from the Cinema menu. Change the Small but Perfect Menu into the Perfect Menu: NTSC PAL 8107529A 5674 8107575E 5674 8107529E 39D0 81075762 3DB4 810752A2 69C0 81075766 72B8 When you want to make multiplayer level mods, all of the normal multiplayer levels can be mixed and matched, but only a few of the solo arenas will work in lorez. The solo arenas that will work in lorez are: Crash Site Chicago G5 Building (Solo) Carrington Institute Air Base Skedar Ruins Investigation Any other solo arenas that aren't listed here won't work in lorez due to them being too large. ____________________________________________________________ Hacking with a version 3.3 cheating device and PC link cable ____________________________________________________________ Hacking with a version 3.3 cheating device is quite similar to hacking with a version 3.0, the difference is that you can connect the version 3.3 up to a computer via a PC link cable. If you don't have a PC link cable then you can only hack in lorez with the in-built code generator. Other than that, the version 3.3 Gameshark / Action Replay is a lot better and easier to use than the version 3.0. Getting Perfect Dark to work with a version 3.3 cheating device works exactly the same way as getting PD to work with a version 3.0, so look in the section above to find out how to get the game up and running. There are some Gamesharks Pros / Action Replay Pros version 3.3 that the PC link cable won't work with. Datel released a bunch of dud cheating devices with parts missing from them. It's easy to tell if you've got a dud cheating device. If the LED is missing (little white box in the front on the inside) and you see no numbers when you turn your cheating device on it's a dud (we hate you for this Datel). If you're buying a new cheating device make sure it has an LED. Your best bet is to buy a Gameshark Pro version 3.2. There aren't any duds of this version and it can be upgraded to a 3.3 (providing you don't have Windows XP Service Pack 2). A Gameshark Pro version 3.2 will also work in a PAL N64, so if you're a PAL user get one of these if you can't find anything else. Two differences between the 3.0 and 3.3 version when it comes to Perfect Dark is first the hirez enabler code, and secondly the amount of codes you can activate. Instead of having to use a 50 line long hirez enable code you simply need just one code. This code always starts with the value FF, which means it defines were in the memory the cheating device is going to store the data for the codes you've activated. You want to put this data in a part of the memory that Perfect Dark doesn't use. Finding a place to put this data is as easy as finding somewhere with lots of zeros. The next problem is finding out which levels put their data where. You need a spot of zeros which none of the levels put their data at. This can sometimes be rather tricky. The 50 line long enabler puts the codes you've activated in the same spot where Villa (Solo) and Infiltration puts level data (which is why the game crashes when you try to load one of these levels). I'm telling you all this because the official hirez enablers from Datel don't always get the job done. You may have to make your own enabler code that will work for a specific level. There are three enablers that can be found on the internet, but I'll only list two of them here and tell you their faults. You can only have one hirez enabler on at a time. The following investigations have been made by me with a PAL cheating device. Hirez Enabler 1: NTSC AND PAL FF000220 0000 This enabler will allow you to play every single level in the game. It's fully compatible with all the levels but has a fatal flaw. You can only activate 10 lines of code with this enabler on. Some level modifying codes require you to activate more than just 10 lines of code. Hirez Enabler 2: NTSC AND PAL FF75C000 0000 This enabler will allow you to activate up to the maximum number of lines of code possible (+-250 lines). Unfortunately, it has the same compatibility as the 50 line long version 3.0 hirez enabler. You can't play in Villa (Solo) or Infiltration with this enabler on. Since these two enablers don't allow you to play in some levels, I made my own enabler. The following enabler should allow you to play in all levels, and activate up to +-250 lines of code. Krijy's Hirez Enabler: NTSC PAL FF72C5A0 0000 FF730000 0000 If for some reason you find a level that doesn't work with an enabler, and want to make your own Perfect Dark hirez enabler, than a place to look for zeroes is 80700000 to 80750000. The zeroes in this area of the memory seldom get written to. If you have problems with loading Perfect Dark in lorez then the following code should help: Lorez Enabler: NTSC AND PAL EE000000 0000 If you have a PC link cable, you can hack Perfect Dark with the help of some useful programs on your PC. One thing you may want to note about a PC link before you use it is that it sometimes plays around with the cheating device. If you use the PC link, and then turn off you N64 and try to start it again, the cheating device might not start. This can be solved by plugging in the PC link again. Another annoying thing when using a PC link is that you may have to pull the cheating device out of the N64, and wait for a few seconds before it works again. Once you've got a PC link connected up you have to download a few helpful programs from the internet: Official N64 Gameshark Utilities: Homepage: http://www.gscentral.com/ Download link: http://www.gscentral.com/lib/downloads/n64gameshark_pro_v3_3.zip N64 Gameshark Utilities patch: Homepage: http://www.gscentral.com/ Download link: http://www.gscentral.com/lib/downloads/Patch_N64_Utils.exe Perfect Trainer: Homepage: http://homepage.ntlworld.com/icemariouk/ Download link: http://homepage.ntlworld.com/icemariouk/files/ Perfect.Trainer.v1.0b.rar Game Software Code Creator: Homepage: http://www.cmgsccc.com/ Download link: http://www.gscentral.com/lib/downloads/gscc2k2.zip Official N64 Gameshark Utilities (and patch): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the official Gameshark hacking utility that's meant to be used together with the PC link cable. It has several functions, like being able to hack games, upload and download codelists, take screenshots and upgrade your cheating device. Unfortunately, you can't hack Perfect Dark in hirez with it (but you can when you use Perfect Trainer, which I'll get back to shortly). If you have a cheating device with the normal Gameshark rom in it, the program won't be able to detect Perfect Dark in hirez mode. You can hack in lorez, but then again you might as well be using the in-built code generator. Other than that, the hacking part of the official utils allows you to do searches for values in a specific range. Using the hacking tools takes a painstakingly long time, even more so than just using the code generator. Where the official utils come in handy is the codelist abilities and the ability to upgrade. You can download the current codelist (which is all the codes on your cheating device), into a text file. This text file can be easily modified. It won't have a file extension so you'll have to open it in notepad. Once you've modified it and added all the codes you want, you have to use the compile function to compile the codes. Once the codes have been compiled, press upload to upload them to your cheating device. You don't have to go through the strenuous job of adding codes the normal way. Some of the codes in this FAQ are quite long, and using the update codelist method is the easiest way to add them to your codelist. The upgrade utility primarily allows you to upgrade your version 3.2 cheating device to a version 3.3. The official utils only accept the official upgrade rom, but by using the patch you can patch the program to accept other roms. The rom the utils use in the upgrade is the file called "ar3.enc". Note to PAL users: ------------------ The Official N64 Gameshark utils will work with Action Replays, but as the name states, they are "Gameshark" utils and meant to be used together with the NTSC format. You shouldn't have any problems at all using the utils, that is until you upgrade the cheating device rom. When you upgrade it you will end up with a Gameshark, and not an Action Replay. There really isn't much difference, but if you choose to upgrade your codelist you'll end up with codes for the NTSC version of N64 games. ALWAYS download a version of your PAL codelist before upgrading, and don't choose to upgrade your codelist in any way when you upgrade. That was only the minor difference. The greater difference is that once you've upgraded to a Gameshark, your cheating device will run in 60hz mode instead of 50hz! Most TV's support 60hz mode, but if yours doesn't you won't be able to see much in the menus. Once you've entered a game it'll switch back to 50hz mode, so no worries there. Note to Windows NT / 2000 or XP users: -------------------------------------- The Official tools won't work by themselves. For security reasons the parallel port used by the link cable will be disabled! You need to use another program to get it working with the utils: Porttalk: http://www.beyondlogic.org/porttalk/porttalk22.zip Userport: http://www.embeddedtronics.com/public/Electronics/minidaq/userport/UserPort.zip GiveIO: http://www.bottledlight.com/tools/giveio.zip Perfect Trainer: ~~~~~~~~~~~~~~~~ Perfect Trainer has been made by Icemario. It isn't a program, it's a cheating device rom. Once you've got the Official N64 Gameshark utils, and used the patch, you should be able to upgrade your cheating device with Perfect Trainer (it uses the Zelda keycode as default, so you won't have to keep swapping games). It allows the computer to be able to detect Perfect Dark while it runs in hirez. This means that when you've got Perfect Trainer installed, you will be able to hack Perfect Dark in hirez by using the hacking part of the Official Utilities. Perfect Trainer allows you to run Perfect Dark in hirez, but you can't really do more than that, and you can't activate any codes. Any codes you make have to be activated through a program on your PC. When you want to play with the codes you've created you need to upgrade your cheating device back to a Gameshark. To upgrade your cheating device to Perfect Trainer, first make a copy of the original "ar3.enc" file. Then take the "ar3.enc" file you get with Perfect Trainer and swap it with the original in the Official N64 Utils folder. Use the upgrade utility in the N64 Utils program to upgrade to Perfect Trainer. When it comes to level modding, Perfect Trainer is best used together with the Game Software Code Creator program. Game Software Code Creator: ~~~~~~~~~~~~~~~~~~~~~~~~~~~ This program allows you to hack games much in the same way the Official N64 utils do. The most important part is that you can use the RAM editor, which will allow you to change values in the memory. Once you've installed Perfect Trainer you can access all 8MB of the memory. Codes can be a bit hard to activate, so you usually have to do them manually. Game Software Code Creator has a few extra options, none of which are really much useful other than one. The dump rom image button dumps a rom image of whichever N64 game you've loaded into your N64. The process can take a while depending on how big the rom is, and the format dumped in is "bin". Note to Windows NT / 2000 or XP users: -------------------------------------- GSCC won't work by ifself. For security reasons the parallel port used by the link cable will be disabled! You need to use a driver called TotalIO to get it working: TotalIO: http://home.online.no/~jensts/Satellite/dvb2000/how_to_install_totalio.htm I have tested TotalIO with GSCC and it definately works with Windows XP Service Pack 2. ______________________________ Hacking with emulators on a PC ______________________________ Hacking Perfect Dark with a PC is the best way to hack in hirez. To get Perfect Dark running on a PC you need an emulator, and a rom image of Perfect Dark. Perfect Dark runs smoothly on most high end computers, if you mean to actually play the game on your PC. The game doesn't need to run smoothly in order for you to hack level modifier codes. As long as you can navigate through the menu's and move around levels, you can get away with having a pretty crap computer. You'll be doing most of the playing by using your cheating device. There are quite a few different emulators out there that run Perfect Dark, but I'm going to focus mainly on Project 64 and Nemu. I've found Project 64 to be the best emulator for Perfect Dark because it runs the game most accurately, and has an easy to use cheat code system. Nemu has some advanced hacking tools, and also allows you to use cheating device codes. The problem with Nemu is that it's hard to get PD running on it, and the way you enter cheating device codes is a complete bitch when it comes to codes longer than one line. Generally speaking, you want to use Project 64 to hack and test cheats, and Nemu to help you look at values in the memory. The fabled N64 ROM's could be found by searching the internet, or they might be found by using a P2P program. Neither of which is certain to give good results. I don't know the law in the country you're in, but in most countries as long as you own the original N64 game you're allowed to keep a copy of it. You'll be using the codes you make here to use with a cheating device, and your copy of the original Perfect Dark, in your N64. As mentioned in above, you can dump roms with Game Software Code Creator. Dumping PD with GSCC is beyond doubt the best rom copy that you can get, because it's a true copy of your Perfect Dark cartridge. One problem with making your own copies is that the bin files don't seem to run in Nemu. They will work fine in Project 64. If you have any problems getting Perfect Dark to run in Project 64 on your PC, you probably need to use a different plugin than the one provided. Plugins can be found at zophar.net Project 64 Homepage: http://www.pj64.net Nemu Homepage: http://www.nemu.com Zophar.net: http://www.zophar.net Viewing the N64 RAM memory on a PC: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In Nemu it's simple to view the memory. Go to the plugins menu and select Debugger: Memory. A memory editor will pop up. You can navigate around by putting an address in the top left corner. Press Search to search for values. If you simply want to look at the memory editor any time during the game, Nemu is the fastest way to find what you're looking for. In Project 64 it's a bit harder to view the memory because there is no built in function to do this. To view the memory you have to look at savestates. Savestates are essentially snapshots of the memory taken at any time during game play. When you load a savestate you start off exactly from where you saved the savestate. Since savestates are snapshots of the memory they are 8Mb in size, the same size as the RAM. In order to view these savestates you need a hex editor program. The hex editor program shows you the hex values in the memory, just like when using the memory editor. Project 64 saves savestates in its own ".pj" format. Before you can do anything you need to change the pj savestate. The pj format adds code to the start of the memory file, and it also byte flips the savestate. Byte flipping means that every byte is swapped around and jumbled up. When Project 64 runs a game it byte flips the rom image before processing it. When you make a savestate the memory remains byte flipped. To make the Project 64 savestate readable you need to delete the part at the beginning of the file that has been added and byte flip the file. The best hex editor to use is Hex Workshop version 3 or better: http://www.hexworkshop.com http://www.bpsoft.com/downloads/index.html To convert a Project 64 savestate to a more understandable form, open it in a hex editor. Once you've done that you need to delete the first 75C (in hex) 8bit values. Highlight the beginning of the file and drag all the way down to address 0000075C. Do not delete the value 00701A3C. Next you need to byte flip the file. This can be done in Hex Workshop by going to the Tools menu, and then the Operations menu. Select byte flip and set the settings at 32bit unsigned and little endian type. Byte flip the entire file. You should now have a correct savestate in the normal byte order and with the correct addresses. To navigate the memory in Hex Workshop use the find and goto functions (ctrl+F) and (ctrl+G). Hacking by comparing savestates: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ One way to hack Perfect Dark with a PC is by comparing savestates. Before you can start comparing them they need to be correctly converted. Once you've byte flipped and corrected the savestates you can use them in several different hacking programs. In order to do a search for anything, you're going to need lots of different savestates to compare. Some of the programs that you can use are: Cheater64 v2.0 - for Project 64 savestates: http://www.gscentral.com/lib/downloads/cheater64.zip Savestate Cracker - for converted savestates: http://www.geocities.com/hopperw2000/SSC/SSC.html http://www.geocities.com/hopperw2000/SSC/SSC131.zip VTR Compare 0.99 Beta - for Nemu savestates: http://www.gscentral.com/lib/downloads/VTRCompare.zip Comparing savestates from a game works much the same was as using hacking tools and a PC link cable. The problem with both methods of hacking is that they take absolutely ages. Doing one search usually takes an hour, if you're lucky, and if you know more or less what you're looking for. While hacking by comparing savestates can give you precise results, it takes too long and is a bit tedious. Hacking during gameplay: ~~~~~~~~~~~~~~~~~~~~~~~~ Hacking during game play works in the same way as using the in-built code generator in cheating devices. You don't have to worry about savestates, you hack what you want while playing the game. This is done on a PC by using a game hacking program on the emulator you're currently running the game in. The specific program I want to mention is called ArtMoney. ArtMoney: http://www.artmoney.ru http://www.artmoney.ru/artmoney708eng.exe ArtMoney takes a little bit of work to get working, but once you've got it working it's the best way of hacking Perfect Dark there is. To get ArtMoney working, run it at the same time as the emulator is running, and select the emulator from the select process menu. By default, ArtMoney will search the entire memory of your computer. The exact amount depends on how much RAM you have. When you run an emulator it uses 8Mb of your computers RAM. The emulator always uses the same 8Mb of RAM, so you have to set ArtMoney to search in just the 8Mb of RAM somewhere in your total RAM. Where the N64 RAM is put varies between different computers. In order to find where in your total RAM the emulator puts the N64 RAM, you need to do a search for a simple code. Go to multiplayer and start a single player game. Pick up a Falcon 2 because you're going to make an ammo mod. You start with 8 bullets so do an exact search for the value 8. You'll want to set the search type to integer 1 byte (whole numbers). Go back to the game, fire a bullet and do a sieve for 7. Repeat the process until you have 2 results left. Move them over to the list on the right and freeze the first one of them. Your Falcon 2 should have infinite ammo (no reloads). On my PC the address this code was at was 3D2477D8. The next thing you want to do is find out the cheating device version of this code. The address 3D2477D8 is within the 8Mb of RAM (from you total RAM) used for Perfect Dark via the emulator. With ArtMoney still running, pause the game and make a savestate. This savestate will have exactly the same values that ArtMoney is looking at. Open the savestate and delete the pj intro part (up to 75C). DO NOT byte flip the file. The emulator you are using is running the game with the RAM byte flipped. When you use ArtMoneys in-built memory editor, you're looking at the byte flipped version of the memory! In ArtMoney, right-click the infinite ammo Falcon 2 code and choose memory editor. You want to find the exact same spot in the hex editor as the spot you are viewing with ArtMoneys memory editor. In ArtMoneys memory editor find a long string of values and do a search for them in the hex editor. In my case I did a search for CA60823C and ended up around 001B77EC. The infinite ammo code was at address 001B77D8, which is the byte flipped cheating device version. You should now have two addresses, the ArtMoney address and the byte flipped cheating device address. I had 3D2477D8 and 001B77D8. By chopping these two codes in two you'll see that the last four digits are the same. 3D24 is equal to 001B. By taking 3D24 and subtracting 001B you get 3D09. 3D09 equals 0000 and is the start of the N64's RAM. 3D09 + 80 = 3D89, giving you the end of the N64's RAM. Go to the options menu, and then the general menu. Select "Search in address range" and input the address that equals the start of the N64 RAM, and the end of it. For me it was 3D090000 to 3D890000. Once you've done this ArtMoney will only look for codes in the N64 RAM, and not any other programs you may be running on your PC. Changing a byte flipped cheating device address into a correct cheating device code is as easy as changing the last digit in the address. Based on converting a byte flipped address to a correct address, use the following table to change the last digit: ___________________________________________ | | | 0 to 3 4 to 7 8 to B C to F | | 1 to 2 5 to 6 9 to A D to E | | 2 to 1 6 to 5 A to 9 E to D | | 3 to 0 7 to 4 B to 8 F to C | |_________________________________________| The byte flipped code 001B77D8 is converted to 001B77DB, and finally 801B77DB 00XX. To give an example of how easy it can be to change an ArtMoney address into a cheating device code, I'll change the second code that I got while searching for Falcon 2 infinite ammo. > The address I got was 3D247D4B. > First divide the address in two, 3D24 and 7D4B. > 3D24 - 3D09 (start of RAM) = 001B ==> 801B > 7D4B converted ==> 7D48 > Final code is 801B7D48. ArtMoney has one or two minor problems. First is the rate at which the values of the codes are written to the RAM. When you freeze a value, you don't actually freeze it. The value gets continually written to the RAM. To give an example, activate just the second code obtained by searching for infinite ammo, and set it to 2. This code tries to freeze the ammo bar on the right-hand side of the screen into a 2 bullets left position. Reload and you will see the ammo bar blinking, it's trying to become 8, but keeps getting told its supposed to be 2 instead. Turn the code off in ArtMoney, convert it, and enter it into the code section of the emulator you are using. When you activate it you'll notice that the ammo bar is flashing a lot more rapidly. 2 is getting written to the address a lot more often. This problem can be solved by setting the freeze time to 1 in the additional options menu. The second problem is the amount of results that you get while doing searches for values you don't know. You're going to get a lot more than normal. Most of these extra results are constantly changing values that like to be both equal to last and different to last at the same time. Search a few more times than normal and you should get rid of them. Another problem with doing equal and different to searches is that sometimes you will end up with a long section of code that you can't get rid of. This code is usually the addresses of the textures on a character onscreen. ArtMoney can be hard to get working, and it does have some problems with getting codes working. On the upside you can easily port an ArtMoney address to a cheating device address, and hacking codes with ArtMoney is the fastest way there is to hack Perfect Dark in hirez. _______ Support _______ If you have any problems that you can't solve then the best place for support is the forums at gscentral.com. I visit the forums frequently. gscentral.com is also the best place for Perfect Dark codes. http://www.gscentral.com If you can't get through to me at gscentral.com you can email me at: krijy@hotmail.com _______________________________________________________________________________ <<< Special >>> _______________________________________________________________________________ The special part of this FAQ describes all about the hacking process. It's divided into three main parts. The level modifier part teaches you how to make the first part of a level modding code. The modifying the objects in a level part explains how to change the objects, weapons and guards in a level. It also explains how to move players into a level, when they start outside of it. Advanced level modding describes how to make a fully working multiplayer level. Two important keywords you may want to note the difference between are: "Level" which describes the entire level, the arena, the players and the objects. The two types of level are a multiplayer level and a solo level (solo mission). "Arena" which describes the actual place the level takes place in. An example is the Carrington Institute arena which is used in both the CI Training Ground and Defense. An arena consists of background (walls and floors), and collision detection (so that a player knows where the walls are). _______________________________________________________________________________ < Part One - The Level Modifier > _______________________________________________________________________________ > The Level List > The Global object list > The files that build up a level > Changing level files ~ Level list files chart ~ Level list codes chart > Loading a level via the Combat Simulator menu ~ Example of mix matching original multiplayer levels ~ Example of a multiplayer game in a solo only arena ~ Example of a solo mission loaded in multiplayer ~ Tri-operative and Quad-operative modes > Loading a level via the Solo Mission menu's ~ Example of a solo mission in an arena it's not supposed to be in ~ Moonjump codes ~ The amount of pads in a level ~ Loading solo levels via the Cinema menu ~ Skipping the intro logo's and menu's > Other level attributes ~ Level skies ~ Background Music An integral part of making new level setups is the level modifier. When I mention level modifier, I don't just mean a code that changes which level has been loaded. The level modifier codes that I am going to teach you to make, allow you to change the files that build up the levels themselves. Before I go into depth about this, I want you to try two examples. One is a multiplayer level, whilst the other is a solo level. Complex is Chicago: NTSC PAL 8107FF30 000A 81080470 000A 8107FF32 017C 81080472 017C 8107FF34 017B 81080474 017B As you may have guessed from the name, this three lined code turns Complex into Chicago. Simply start any type of multiplayer game in Complex to get it working. You'll notice that most items are in undesirable places, but other than that everything is working fine. Air Force One is in Crash Site: NTSC PAL 81080320 0009 81080860 0009 81080322 0156 81080862 0156 81080324 0155 81080864 0155 This code loads Air Force One: Anti-terrorism in Crash Site. To get it working simply choose the Air Force One level from the solo missions menu. One thing you'll notice with this code is that the intro cut-scene takes place in the sky above where the escape pod in Crash Site usually stands. These two codes should give you an idea of what you can do with the level modifier codes. ______________ The Level List ______________ All the levels in the game are on one list of values. The level list seen below has both multiplayer levels, solo levels, and some other values that aren't levels. These are the values used in what you would consider a normal level modifier, a code that modifies which level is loaded. The two level modifiers that we'll sometimes be using are the solo level mod and the multiplayer level mod. Standard Solo Level Modifier: NTSC PAL 8009DFE9 00XX 8009E589 00XX Standard Multiplayer Level Modifier: NTSC PAL 800ACB99 00XX 800AD139 00XX Below you can see the level value, level type, level code and level name. There are several different level types. Most are either solo levels or multiplayer levels. Nothing means that there isn't any level there at all. Empty means that there is a level there, but it's a BETA level that was never made. The level codenames are the same ones as used in GoldenEye, hence the GoldenEye keywords like azt or crad. Regardless of their codenames, Maian SOS (sev) has nothing to do with Severnaya. Level Value - Level Type - Level Code - Level Name 00 - Random 01 - Nothing 02 - Nothing 03 - Nothing 04 - Nothing 05 - Nothing 06 - Nothing 07 - Nothing 08 - Nothing 09 - Solo - sev - Maian SOS 0A - Nothing 0B - Nothing 0C - Nothing 0D - Nothing 0E - Nothing 0F - Nothing 10 - Nothing 11 - Nothing 12 - Nothing 13 - Nothing 14 - Unknown - silo 15 - Nothing 16 - Solo - stat - WAR! 17 - Mp - arec - Ravine 18 - Empty - arch 19 - Solo - tra - Escape 1A - Empty - dest 1B - BETA - sevb - Retaking the Institute 1C - Solo - azt - Crash Site 1D - Solo - pete - Chicago 1E - Solo - depo - G5 Building (Solo) 1F - Mp - ref - Complex 20 - Mp - cryp - G5 Building (Mp) 21 - Solo - dam - Pelagic II 22 - Solo - ark - Extraction 23 - Empty - run 24 - Empty - sevx 25 - Mp - jun - Temple 26 - Solo - dish - CI Training Ground 27 - Solo - cave - Air Base 28 - Empty - cat 29 - Mp - crad - Pipes 2A - Solo - sho - Skedar Ruins 2B - Empty - sevx 2C - Solo - eld - Villa (Solo) 2D - Solo - imp - Defense 2E - Empty - ash 2F - Solo - lue - Infiltration 30 - Solo - ame - Defection 31 - Solo - rit - Air Force One 32 - Solo & Mp - oat - Skedar 33 - Solo - ear - Investigation 34 - Solo - lee - Attack Ship 35 - Solo - lip - Rescue 36 - Empty - len 37 - Solo - wax - Mr. Blondes Revenge 38 - Solo - pam - Deep Sea 39 - Mp - mp1 - Base 3A - Empty - mp2 3B - Mp - mp3 - Area 52 3C - Mp - mp4 - Warehouse 3D - Mp - mp5 - Car Park 3E - Empty - mp6 3F - Empty - mp7 40 - Empty - mp8 41 - Mp - mp9 - Ruins 42 - Mp - mp10 - Sewers 43 - Mp - mp11 - Felicity 44 - Mp - mp12 - Fortress 45 - Mp - mp13 - Villa (Mp) 46 - Empty - mp14 47 - Mp - mp15 - Grid 48 - Empty - mp16 49 - Empty - mp17 4A - Empty - mp18 4B - Empty - mp19 4C - Empty - mp20 4D - Empty - uff 4E - Empty - old 4F - Solo - ate - Duel 50 - Empty - lam 51 - Nothing 52 - Nothing 53 - Nothing 54 - Nothing 55 - Nothing 56 - Nothing 57 - Nothing 58 - Nothing 59 - Nothing 5A - High resolution game intro (CI Training Ground) 5B - Controller Pak Menu 5C - End Credits 5D - Low resolution game intro (Small but Perfect Menu) There are four known BETA levels. The first is Retaking the Institute. This was supposed to take place in the Carrington Institute, and involved clearing the building of enemy agents. It was never finished in time for the release of the game. The second is a solo level set in the multiplayer arena called Skedar. It's empty, and all it has is player one with some weapons and ammo. The third also takes place in Skedar, but its setups have been deleted. At the E3 show in 1999, a brief four second video of a solo level taking place in Skedar was shown. It involved running around shooting dataDyne shocktroopers and Mr. Blonde's, with some Maian friends helping you. This level could be either of the BETA solo levels that took place in Skedar (most likely the first one). The fourth BETA level is the multiplayer level Rooftop. Since it doesn't have any level text it's impossible to tell which value on the level list Rooftop was originally meant to be at. There are 21 empty levels, including what was originally Citadel in GoldenEye. There are also some remnants of GoldenEye levels left in the game. These can't be used in any way, but you can see part of certain briefings from GoldenEye in the memory editor. All the levels on the level list are pre-built levels consisting of several files. The level list is represented in the memory at: NTSC 8007FCB0 to 80080A10 - PAL 800801F0 to 80080F50 It's the values on this list in the memory that you will be changing in order to create new levels. Before I explain the different files that build up a level, it's important to know where they come from. The files that build up a level, and their values, can be found on the global object list. ______________________ The Global Object List ______________________ The Global Object List is not actually found in the memory during game play. By using a hex editor on a ROM of Perfect Dark, you can find the actual names of all the values on the list. In the memory you can find a list of pointers that point to addresses in the ROM at NTSC 80082060 and PAL 800825A0. The global object list contains every object asset used in the game. It has level files used in levels, object files, costume files and weapon files. It also has some unidentified files that are rumoured to be animation files and dialog files. The entire list is 07DE in hex long, so I won't list the whole thing below. The entire list can be found in the resources section at the bottom of this FAQ. Some examples of the values on the global object list can be seen below: 000C - bgdata/bg_ref.seg - Complexes background file 003D - ob/ob_mid.seg - Unknown? 004E - CmrblondeZ - Mr. Blonde costume 0070 - Pa51boardZ - Area 51 Bulletin board with Maian pictures 0083 - Pborg_crateZ - BETA Cube with a circuit-like texture 00D3 - PgoldeneyelogoZ - BETA GoldenEye Logo 010C - Ump_setupdamZ - BETA GoldenEye Dam solo setup something 011B - Ump_setuprefZ - Complexes multiplayer setup file 0136 - UsetupimpZ - Defenses solo mission setup file 017D - bgdata/bg_ref_padsZ - Complexes pads (preset positions) 017E - bgdata/bg_ref_tilesZ - Complexes collision detection 0199 - CconneryZ - White Tuxedo 01A0 - CheadmrblondeZ - Mr. Blonde Head 026C - Pmatrix_liftZ - Grid lift 0293 - AvilgrimM - Dialogue from Villa? 0358 - PchrpcgunZ - Laptop Gun item 0385 - GpcgunZ - Laptop Gun player 03A0 - Am1_l1_aM - Animation of some sort? 04C7 - GpcgunlodZ - Laptop Gun reloader 0532 - Ghand_mrblondeZ - Mr. Blonde arms 05EE - LimpE - Defenses solo text 05EF - LimpJ - Something to do with Defense 05F0 - LimpP - Something to do with Defense 05F1 - Limp_str_gZ - Something to do with Defense 05F2 - Limp_str_fZ - Something to do with Defense 05F3 - Limp_str_sZ - Something to do with Defense 05F4 - Limp_str_iZ - Something to do with Defense 0756 - Pttb_boxZ - BETA Touch That Box, Box 07DD - Asaucerexp1M - Your guess is as good as mine These values are used in certain places in the memory, either directly or as part of a list like the level list. The values that we will be using in level modifier codes can be seen below: 0001 - bgdata/bg_sev.seg 0002 - bgdata/bg_silo.seg 0003 - bgdata/bg_stat.seg 0004 - bgdata/bg_arec.seg - Ravine 0005 - bgdata/bg_arch.seg 0006 - bgdata/bg_tra.seg 0007 - bgdata/bg_dest.seg 0008 - bgdata/bg_sevb.seg 0009 - bgdata/bg_azt.seg - Crash Site 000A - bgdata/bg_pete.seg - Chicago 000B - bgdata/bg_depo.seg - G5 Building (Solo) 000C - bgdata/bg_ref.seg - Complex 000D - bgdata/bg_cryp.seg - G5 Building (MP) 000E - bgdata/bg_dam.seg - Pelagic II 000F - bgdata/bg_ark.seg 0010 - bgdata/bg_run.seg 0011 - bgdata/bg_sevx.seg 0012 - bgdata/bg_jun.seg - Temple 0013 - bgdata/bg_dish.seg - CI Training 0014 - bgdata/bg_cave.seg - Air Base 0015 - bgdata/bg_cat.seg 0016 - bgdata/bg_crad.seg - Pipes 0017 - bgdata/bg_sho.seg - Skedar Ruins 0018 - bgdata/bg_eld.seg - Villa 0019 - bgdata/bg_imp.seg 001A - bgdata/bg_ash.seg 001B - bgdata/bg_lue.seg - Area 51 001C - bgdata/bg_ame.seg - dataDyne Building 001D - bgdata/bg_rit.seg - Air Force One 001E - bgdata/bg_oat.seg - Skedar 001F - bgdata/bg_ear.seg - Investigation 0020 - bgdata/bg_lee.seg - Attack Ship 0021 - bgdata/bg_lip.seg 0022 - bgdata/bg_len.seg 0023 - bgdata/bg_wax.seg 0024 - bgdata/bg_pam.seg - Deep Sea 0025 - bgdata/bg_uff.seg 0026 - bgdata/bg_old.seg 0027 - bgdata/bg_ate.seg 0028 - bgdata/bg_lam.seg 0029 - bgdata/bg_mp1.seg - Base 002A - bgdata/bg_mp2.seg 002B - bgdata/bg_mp3.seg - Area 52 002C - bgdata/bg_mp4.seg - Warehouse 002D - bgdata/bg_mp5.seg - Car Park 002E - bgdata/bg_mp6.seg 002F - bgdata/bg_mp7.seg 0030 - bgdata/bg_mp8.seg 0031 - bgdata/bg_mp9.seg - Ruins 0032 - bgdata/bg_mp10.seg - Sewers 0033 - bgdata/bg_mp11.seg - Felicity 0034 - bgdata/bg_mp12.seg - Fortress 0035 - bgdata/bg_mp13.seg - Villa 0036 - bgdata/bg_mp14.seg 0037 - bgdata/bg_mp15.seg - Grid 0038 - bgdata/bg_mp16.seg 0039 - bgdata/bg_mp17.seg 003A - bgdata/bg_mp18.seg 003B - bgdata/bg_mp19.seg 003C - bgdata/bg_mp20.seg 0102 - Ump_setupameZ 0103 - Ump_setuparchZ 0104 - Ump_setuparecZ - Ravine 0105 - Ump_setuparkZ 0106 - Ump_setupashZ 0107 - Ump_setupaztZ 0108 - Ump_setupcatZ 0109 - Ump_setupcaveZ 010A - Ump_setupcradZ - Pipes 010B - Ump_setupcrypZ - G5 Building (MP) 010C - Ump_setupdamZ - BETA GoldenEye Dam solo setup something 010D - Ump_setupdepoZ 010E - Ump_setupdestZ 010F - Ump_setupdishZ 0110 - Ump_setupearZ 0111 - Ump_setupeldZ 0112 - Ump_setupimpZ 0113 - Ump_setupjunZ - Temple 0114 - Ump_setupleeZ 0115 - Ump_setuplenZ 0116 - Ump_setuplipZ 0117 - Ump_setuplueZ 0118 - Ump_setupoatZ - Skedar 0119 - Ump_setuppamZ 011A - Ump_setuppeteZ - BETA GoldenEye Streets solo setup something 011B - Ump_setuprefZ - Complex 011C - Ump_setupritZ 011D - Ump_setuprunZ 011E - Ump_setupsevZ 011F - Ump_setupsevbZ - Retaking the Institute 0120 - Ump_setupsevxZ 0121 - Ump_setupshoZ 0122 - Ump_setupsiloZ 0123 - Ump_setupstatZ 0124 - Ump_setuptraZ 0125 - Ump_setupwaxZ 0126 - UsetupameZ - Defection 0127 - UsetuparchZ 0128 - UsetuparecZ 0129 - UsetuparkZ - Extraction 012A - UsetupashZ 012B - UsetupaztZ - Crash Site 012C - UsetupcatZ 012D - UsetupcaveZ - Air Base 012E - UsetupcradZ 012F - UsetupcrypZ 0130 - UsetupdamZ - Pelagic II 0131 - UsetupdepoZ - G5 Building (Solo) 0132 - UsetupdestZ 0133 - UsetupdishZ - CI Training 0134 - UsetupearZ - Investigation 0135 - UsetupeldZ - Villa (Solo) 0136 - UsetupimpZ - Defense 0137 - UsetupjunZ 0138 - UsetupleeZ - Attack Ship 0139 - UsetuplenZ 013A - UsetuplipZ - Rescue 013B - UsetuplueZ - Infiltration 013C - UsetupoatZ - Skedar 013D - UsetuppamZ - Deep Sea 013E - UsetuppeteZ - Chicago 013F - UsetuprefZ 0140 - UsetupritZ - Air Force One 0141 - UsetuprunZ 0142 - UsetupsevZ - Maian SOS 0143 - UsetupsevbZ - Retaking the Institute 0144 - UsetupsevxZ 0145 - UsetupsevxbZ 0146 - UsetupshoZ - Skedar Ruins 0147 - UsetupsiloZ - Unknown 0148 - UsetupstatZ - WAR! 0149 - UsetuptraZ - Escape 014A - UsetupwaxZ - Mr. Blondes Revenge 014B - bgdata/bg_ame_padsZ - Defection 014C - bgdata/bg_ame_tilesZ - dataDyne Building 014D - bgdata/bg_arch_padsZ 014E - bgdata/bg_arch_tilesZ 014F - bgdata/bg_arec_padsZ - Ravine 0150 - bgdata/bg_arec_tilesZ - Ravine 0151 - bgdata/bg_ark_padsZ - Extraction 0152 - bgdata/bg_ark_tilesZ 0153 - bgdata/bg_ash_padsZ 0154 - bgdata/bg_ash_tilesZ 0155 - bgdata/bg_azt_padsZ - Crash Site 0156 - bgdata/bg_azt_tilesZ - Crash Site 0157 - bgdata/bg_cat_padsZ 0158 - bgdata/bg_cat_tilesZ 0159 - bgdata/bg_cave_padsZ - Air Base 015A - bgdata/bg_cave_tilesZ - Air Base 015B - bgdata/bg_crad_padsZ - Pipes 015C - bgdata/bg_crad_tilesZ - Pipes 015D - bgdata/bg_cryp_padsZ - G5 Building (MP) 015E - bgdata/bg_cryp_tilesZ - G5 Building (MP) 015F - bgdata/bg_dam_padsZ - Pelagic II 0160 - bgdata/bg_dam_tilesZ - Pelagic II 0161 - bgdata/bg_depo_padsZ - G5 Building (Solo) 0162 - bgdata/bg_depo_tilesZ - G5 Building (Solo) 0163 - bgdata/bg_dest_padsZ 0164 - bgdata/bg_dest_tilesZ 0165 - bgdata/bg_dish_padsZ - CI Training 0166 - bgdata/bg_dish_tilesZ - Carrington Institute 0167 - bgdata/bg_ear_padsZ - Investigation 0168 - bgdata/bg_ear_tilesZ - Investigation 0169 - bgdata/bg_eld_padsZ - Villa (Solo) 016A - bgdata/bg_eld_tilesZ - Villa (Solo) 016B - bgdata/bg_imp_padsZ - Defense 016C - bgdata/bg_imp_tilesZ 016D - bgdata/bg_jun_padsZ - Temple 016E - bgdata/bg_jun_tilesZ - Temple 016F - bgdata/bg_lee_padsZ - Attack Ship 0170 - bgdata/bg_lee_tilesZ - Attack Ship 0171 - bgdata/bg_len_padsZ 0172 - bgdata/bg_len_tilesZ 0173 - bgdata/bg_lip_padsZ - Rescue 0174 - bgdata/bg_lip_tilesZ 0175 - bgdata/bg_lue_padsZ - Infiltration 0176 - bgdata/bg_lue_tilesZ - Area 51 0177 - bgdata/bg_oat_padsZ - Skedar 0178 - bgdata/bg_oat_tilesZ - Skedar 0179 - bgdata/bg_pam_padsZ - Deep Sea 017A - bgdata/bg_pam_tilesZ - Deep Sea 017B - bgdata/bg_pete_padsZ - Chicago 017C - bgdata/bg_pete_tilesZ - Chicago 017D - bgdata/bg_ref_padsZ - Complex 017E - bgdata/bg_ref_tilesZ - Complex 017F - bgdata/bg_rit_padsZ - Air Force One 0180 - bgdata/bg_rit_tilesZ - Air Force One 0181 - bgdata/bg_run_padsZ 0182 - bgdata/bg_run_tilesZ 0183 - bgdata/bg_sev_padsZ - Maian SOS 0184 - bgdata/bg_sev_tilesZ 0185 - bgdata/bg_sevb_padsZ - Retaking the Institute 0186 - bgdata/bg_sevb_tilesZ 0187 - bgdata/bg_sevx_padsZ 0188 - bgdata/bg_sevx_tilesZ 0189 - bgdata/bg_sho_padsZ - Skedar Ruins 018A - bgdata/bg_sho_tilesZ - Skedar Ruins 018B - bgdata/bg_silo_padsZ - Unknown 018C - bgdata/bg_silo_tilesZ - Unknown 018D - bgdata/bg_stat_padsZ - WAR! 018E - bgdata/bg_stat_tilesZ 018F - bgdata/bg_tra_padsZ - Escape 0190 - bgdata/bg_tra_tilesZ 0191 - bgdata/bg_wax_padsZ - Mr. Blonde's Revenge 0192 - bgdata/bg_wax_tilesZ 01D1 - UsetupuffZ 01D2 - Ump_setupuffZ 01D3 - bgdata/bg_uff_padsZ 01D4 - bgdata/bg_uff_tilesZ 01D5 - UsetupoldZ 01D6 - Ump_setupoldZ 01D7 - bgdata/bg_old_padsZ 01D8 - bgdata/bg_old_tilesZ 01D9 - UsetupateZ - Duel 01DA - Ump_setupateZ 01DB - bgdata/bg_ate_padsZ - Duel 01DC - bgdata/bg_ate_tilesZ 01DD - UsetuplamZ 01DE - Ump_setuplamZ 01DF - bgdata/bg_lam_padsZ 01E0 - bgdata/bg_lam_tilesZ 01E1 - Usetupmp1Z 01E2 - Ump_setupmp1Z - Base 01E3 - bgdata/bg_mp1_padsZ - Base 01E4 - bgdata/bg_mp1_tilesZ - Base 01E5 - Usetupmp2Z 01E6 - Ump_setupmp2Z 01E7 - bgdata/bg_mp2_padsZ 01E8 - bgdata/bg_mp2_tilesZ 01E9 - Usetupmp3Z 01EA - Ump_setupmp3Z - Area 52 01EB - bgdata/bg_mp3_padsZ - Area 52 01EC - bgdata/bg_mp3_tilesZ - Area 52 01ED - Usetupmp4Z 01EE - Ump_setupmp4Z - Warehouse 01EF - bgdata/bg_mp4_padsZ - Warehouse 01F0 - bgdata/bg_mp4_tilesZ - Warehouse 01F1 - Usetupmp5Z 01F2 - Ump_setupmp5Z - Car Park 01F3 - bgdata/bg_mp5_padsZ - Car Park 01F4 - bgdata/bg_mp5_tilesZ - Car Park 01F5 - Usetupmp6Z 01F6 - Ump_setupmp6Z 01F7 - bgdata/bg_mp6_padsZ 01F8 - bgdata/bg_mp6_tilesZ 01F9 - Usetupmp7Z 01FA - Ump_setupmp7Z 01FB - bgdata/bg_mp7_padsZ 01FC - bgdata/bg_mp7_tilesZ 01FD - Usetupmp8Z 01FE - Ump_setupmp8Z 01FF - bgdata/bg_mp8_padsZ 0200 - bgdata/bg_mp8_tilesZ 0201 - Usetupmp9Z 0202 - Ump_setupmp9Z - Ruins 0203 - bgdata/bg_mp9_padsZ - Ruins 0204 - bgdata/bg_mp9_tilesZ - Ruins 0205 - Usetupmp10Z 0206 - Ump_setupmp10Z - Sewers 0207 - bgdata/bg_mp10_padsZ - Sewers 0208 - bgdata/bg_mp10_tilesZ - Sewers 0209 - Usetupmp11Z 020A - Ump_setupmp11Z - Felicity 020B - bgdata/bg_mp11_padsZ - Felicity 020C - bgdata/bg_mp11_tilesZ - Felicity 020D - Usetupmp12Z 020E - Ump_setupmp12Z - Fortress 020F - bgdata/bg_mp12_padsZ - Fortress 0210 - bgdata/bg_mp12_tilesZ - Fortress 0211 - Usetupmp13Z 0212 - Ump_setupmp13Z - Villa 0213 - bgdata/bg_mp13_padsZ - Villa 0214 - bgdata/bg_mp13_tilesZ - Villa 0215 - Usetupmp14Z 0216 - Ump_setupmp14Z 0217 - bgdata/bg_mp14_padsZ 0218 - bgdata/bg_mp14_tilesZ 0219 - Usetupmp15Z 021A - Ump_setupmp15Z - Grid 021B - bgdata/bg_mp15_padsZ - Grid 021C - bgdata/bg_mp15_tilesZ - Grid 021D - Usetupmp16Z 021E - Ump_setupmp16Z 021F - bgdata/bg_mp16_padsZ 0220 - bgdata/bg_mp16_tilesZ 0221 - Usetupmp17Z 0222 - Ump_setupmp17Z 0223 - bgdata/bg_mp17_padsZ 0224 - bgdata/bg_mp17_tilesZ 0225 - Usetupmp18Z 0226 - Ump_setupmp18Z 0227 - bgdata/bg_mp18_padsZ 0228 - bgdata/bg_mp18_tilesZ 0229 - Usetupmp19Z 022A - Ump_setupmp19Z 022B - bgdata/bg_mp19_padsZ 022C - bgdata/bg_mp19_tilesZ 022D - Usetupmp20Z 022E - Ump_setupmp20Z 022F - bgdata/bg_mp20_padsZ 0230 - bgdata/bg_mp20_tilesZ You'll notice that a lot of these files don't have levels connected to them. The reason is that the files are empty! There isn't any information in them. Most of these empty values are used in the "empty" levels I mentioned earlier on in the level list. _______________________________ The files that build up a level _______________________________ There are 5 main files that build up a level, 1 known file that has minimal use, and 6 files that don't have any use. I'll take Chicago as an example. The codename for Chicago is pete: 000A - bgdata/bg_pete.seg - Background data (Wall and floor images) 017C - bgdata/bg_pete_tilesZ - Collision detection (Contact with the bgdata) 017B - bgdata/bg_pete_padsZ - Pads (preset positions) 013E - UsetuppeteZ - Solo mission setup 011A - Ump_setuppeteZ - Multiplayer setup (BETA GoldenEye Streets?) 06DC - LpeteE - Solo mission text 06DD - LpeteJ - Unknown / unused 06DE - LpeteP - Unknown / unused 06DF - Lpete_str_gZ - Unknown / unused 06E0 - Lpete_str_fZ - Unknown / unused 06E1 - Lpete_str_sZ - Unknown / unused 06E2 - Lpete_str_iZ - Unknown / unused We are only going to be changing the first five of these values, the background data, collision detection, setups and pads. Bgdata: ------- The background data is the file that contains information about the walls and floors that you can see in a level. This file is closely related to the collision detection file. Tiles: ------ The tiles file is also known as the collision detection file. It contains information that tells the player when they have walked into a wall, or are standing on a floor. In addition it defines where there are ladders that you can climb up. It has to be used at the same time as its corresponding background data file. A background data and collision detection file used together are known as an arena. There are 31 different arenas. The 31st is the Default arena, which is used in all the "empty" levels that have no distinctive walls or floors. The Default arena is simply a big square floor, and was no doubt used as a testing area at some point during the making of Perfect Dark. Some arenas are so big that they are used in several different levels. Most notable are Area 51 and the dataDyne Building. Pads: ----- The pads are positions defined in relation to the arena they are supposed to be in. Think of a pad as a beer mat lying somewhere in an arena. On the beer mat you put a pint of beer (an object). There are many different kinds of pads. Some simply have coordinates that define a position, others define both position and which direction the object put there is pointing in. Some door pads reshape an object to fit a door, other pads might be hanging is midair. The amount of pads vary from arena to arena, with Complex having only E2 pads, and Area 51 having 568 (that's 1384 in decimal!). Pads should be loaded in the arenas they are meant to be in, but that doesn't mean they're bound to that arena. You could load the pads from Area 51 in Complex, but most of the pads would be outside the arena or hanging in midair. Solo setup and Mp_setup: ------------------------ The setup files put objects in the pads of the arenas they are meant to be played in. The solo setup puts doors, enemies and objects in the pads of a solo level. It also defines objectives and player one's status. Mp_setup files, better known as multiplayer setup files, put ammocrates and weapons in pads. They also put respawn points, bases and hills in pads. A base or hill will highlight the room a pad is in (and put the case on that pad). A lot of the "empty" setups have something in them. These can't be loaded or used in any way, so I haven't found out much about them. To give an example, in multiplayer levels like Sewers, its solo setup contains three lifts. Some of the mp_setup files contain "remnants" of GoldenEye in them. If you try to load them the game will freeze, but you will be able to see parts of their briefings. L"codename"E: ------------- This is solo mission text. You won't be changing this, but it's nice to know it's there. ____________________ Changing level files ____________________ In order to change the levels, you simply need to swap their level files around. Below you can see an example of what Chicago looks like represented in the memory: _____________________________________________________________ | NTSC PAL | |8007FEB0 - 0000 0000 3F80 0000 001D 02FF 6464 0000 - 800803F0| |8007FEC0 - 000A 017C 017B 013E 011A 0000 3F80 0000 - 80080400| |8007FED0 - 3F80 0000 42C8 0000 0000 00FF 0000 00FF - 80080410| |8007FEE0 - 3E19 999A FFFF 0190 0000 0000 3F80 0000 - 80080420| |_____________________________________________________________| 001D is the level value from the level list. The fist 16bit value on the second line is the background data (000A). After that comes the collision detection (017C), the pads (017B), the solo setup (013E) and the mp_setup (011A). In this instance, since Chicago doesn't have a multiplayer setup, the value 011A is an empty file. To modify Chicago you simply need to change a few values (NTSC code example): 8107FEC0 00XX - Background data mod 8107FEC2 0XXX - Collision Detection mod 8107FEC4 0XXX - Pads mod 8107FEC6 0XXX - Solo setup mod 8107FEC8 0XXX - Multiplayer setup mod I'll take another example, this one shows which files Extraction uses: _____________________________________________________________ | NTSC PAL | |8007FFC0 - 3E19 999A FFFF 0190 0000 0000 3F80 0000 - 80080500| |8007FFD0 - 0022 02FF 6464 0000 001C 014C 0151 0129 - 80080510| |8007FFE0 - 0105 0000 3F80 0000 3F80 0000 42C8 0000 - 80080520| |8007FFF0 - 0000 00FF 0000 00FF 3E19 999A FFFF 0190 - 80080530| |_____________________________________________________________| 8107FFD8 00XX - Background data mod 8107FFDA 0XXX - Collision Detection mod 8107FFDC 0XXX - Pads mod 8107FFDE 0XXX - Solo setup mod 8107FFE0 0XXX - Multiplayer setup mod Notice which background data and collision detection files are used here: 001C - bgdata/bg_ame.seg - dataDyne Building 014C - bgdata/bg_ame_tilesZ - dataDyne Building 0151 - bgdata/bg_ark_padsZ - Extraction 0129 - UsetuparkZ - Extraction 0105 - Ump_setuparkZ "ame" is also the codename for Defection, but the bgdata and tiles are used in Defection, Extraction and Mr.Blonde's Revenge. The bgdata and tile files with codename "ark" (000F, 0152) are unused and empty files. Ump_setuparkZ is also empty. Level list files chart: ~~~~~~~~~~~~~~~~~~~~~~~ To make things easier to understand, I've made a list which shows the values from all the levels on the level list, in the order that they are shown in the memory (at NTSC 8007FCB0 to 80080A10 or PAL 800801F0 to 80080F50). The ones with blank level names are levels that are empty and consist only of empty files. The codename doesn't always apply for all bgdata and tiles, like Maian SOS which uses Area 51's bgdata and tiles. The unknown BETA level 14 uses Skedar's bgdata, tiles and pads, but the setup files are empty. The pads and setups in Retaking the Institute are empty too, so there's nothing BETA to be found there either. Level Bgdata Tiles Pads Setup Mp_setup Codename Level Name 09 001B 0176 0183 0142 011E sev Maian SOS 14 001E 0178 0177 0147 0122 silo Unknown 16 0017 018E 018D 0148 0123 stat WAR! 17 0004 0150 014F 0128 0104 arec Ravine 18 0005 014E 014D 0127 0103 arch 19 001B 0176 018F 0149 0124 tra Escape 1A 0007 0164 0163 0132 010E dest 1B 0013 0166 0185 0143 011F sevb Retaking the Institute 1C 0009 0156 0155 012B 0107 azt Crash Site 1D 000A 017C 017B 013E 011A pete Chicago 1E 000B 0162 0161 0131 010D depo G5 Building (Solo) 1F 000C 017E 017D 013F 011B ref Complex 20 000D 015E 015D 012F 010B cryp G5 Building (Mp) 21 000E 0160 015F 0130 010C dam Pelagic II 22 001C 014C 0151 0129 0105 ark Extraction 23 0010 0182 0181 0141 011D run 24 0011 0188 0187 0144 0120 sevx 25 0012 016E 016D 0137 0113 jun Temple 26 0013 0166 0165 0133 010F dish CI Training 27 0014 015A 0159 012D 0109 cave Air Base 28 0015 0158 0157 012C 0108 cat 29 0016 015C 015B 012E 010A crad Pipes 2A 0017 018A 0189 0146 0121 sho Skedar Ruins 2B 0011 0188 0187 0144 0120 sevx 2C 0018 016A 0169 0135 0111 eld Villa (Solo) 2D 0013 0166 016B 0136 0112 imp Defense 2E 001A 0154 0153 012A 0106 ash 2F 001B 0176 0175 013B 0117 lue Infiltration 30 001C 014C 014B 0126 0102 ame Defection 31 001D 0180 017F 0140 011C rit Air Force One 32 001E 0178 0177 013C 0118 oat Skedar 33 001F 0168 0167 0134 0110 ear Investigation 34 0020 0170 016F 0138 0114 lee Attack Ship 35 001B 0176 0173 013A 0116 lip Rescue 36 0022 0172 0171 0139 0115 len 37 001C 014C 014B 014A 0125 wax Mr.Blondes Revenge 38 0024 017A 0179 013D 0119 pam Deep Sea 4D 0025 01D4 01D3 01D1 01D2 uff 4E 0026 01D8 01D7 01D5 01D6 old 4F 0013 0166 01DB 01D9 01DA ate Duel 50 0028 01E0 01DF 01DD 01DE lam 39 0029 01E4 01E3 01E1 01E2 mp1 Base 3A 002A 01E8 01E7 01E5 01E6 mp2 3B 002B 01EC 01EB 01E9 01EA mp3 Area 52 3C 002C 01F0 01EF 01ED 01EE mp4 Warehouse 3D 002D 01F4 01F3 01F1 01F2 mp5 Car Park 3E 002E 01F8 01F7 01F5 01F6 mp6 3F 002F 01FC 01FB 01F9 01FA mp7 40 0030 0200 01FF 01FD 01FE mp8 41 0031 0204 0203 0201 0202 mp9 Ruins 42 0032 0208 0207 0205 0206 mp10 Sewers 43 0033 020C 020B 0209 020A mp11 Felicity 44 0034 0210 020F 020D 020E mp12 Fortress 45 0035 0214 0213 0211 0212 mp13 Villa (Mp) 46 0036 0218 0217 0215 0216 mp14 47 0037 021C 021B 0219 021A mp15 Grid 48 0038 0220 021F 021D 021E mp16 49 0039 0224 0223 0221 0222 mp17 4A 003A 0228 0227 0225 0226 mp18 4B 003B 022C 022B 0229 022A mp19 4C 003C 0230 022F 022D 022E mp20 Level list code charts: ~~~~~~~~~~~~~~~~~~~~~~~ Normally, to find the level modifier code you want, you would have to track down the level you want to change on the level list, represented in the memory (at NTSC 8007FCB0 to 80080A10 or PAL 800801F0 to 80080F50). To make things a lot easier I've compiled the following code lists in both NTSC and PAL. Use the codes together with the values in the tables seen above. NTSC Level List Codes: ---------------------- Value - Bgdata - Tiles - Pads - Setup - Mp_setup - Name 09 8107FCC8 8107FCCA 8107FCCC 8107FCCE 8107FCD0 Maian SOS 14 8107FD00 8107FD02 8107FD04 8107FD06 8107FD08 Unknown 16 8107FD38 8107FD3A 8107FD3C 8107FD3E 8107FD40 WAR! 17 8107FD70 8107FD72 8107FD74 8107FD76 8107FD78 Ravine 18 8107FDA8 8107FDAA 8107FDAC 8107FDAE 8107FDB0 19 8107FDE0 8107FDE2 8107FDE4 8107FDE6 8107FDE8 Escape 1A 8107FE18 8107FE1A 8107FE1C 8107FE1E 8107FE20 1B 8107FE50 8107FE52 8107FE54 8107FE56 8107FE58 Retaking the CI 1C 8107FE88 8107FE8A 8107FE8C 8107FE8E 8107FE90 Crash Site 1D 8107FEC0 8107FEC2 8107FEC4 8107FEC6 8107FEC8 Chicago 1E 8107FEF8 8107FEFA 8107FEFC 8107FEFE 8107FF00 G5 Build. (Solo) 1F 8107FF30 8107FF32 8107FF34 8107FF36 8107FF38 Complex 20 8107FF68 8107FF6A 8107FF6C 8107FF6E 8107FF70 G5 Building (Mp) 21 8107FFA0 8107FFA2 8107FFA4 8107FFA6 8107FFA8 Pelagic II 22 8107FFD8 8107FFDA 8107FFDC 8107FFDE 8107FFE0 Extraction 23 81080010 81080012 81080014 81080016 81080018 24 81080048 8108004A 8108004C 8108004E 81080050 25 81080080 81080082 81080084 81080086 81080088 Temple 26 810800B8 810800BA 810800BC 810800BE 810800C0 CI Training 27 810800F0 810800F2 810800F4 810800F6 810800F8 Air Base 28 81080128 8108012A 8108012C 8108012E 81080130 29 81080160 81080162 81080164 81080166 81080168 Pipes 2A 81080198 8108019A 8108019C 8108019E 810801A0 Skedar Ruins 2B 810801D0 810801D2 810801D4 810801D6 810801D8 2C 81080208 8108020A 8108020C 8108020E 81080210 Villa (Solo) 2D 81080240 81080242 81080244 81080246 81080248 Defense 2E 81080278 8108027A 8108027C 8108027E 81080280 2F 810802B0 810802B2 810802B4 810802B6 810802B8 Infiltration 30 810802E8 810802EA 810802EC 810802EE 810802F0 Defection 31 81080320 81080322 81080324 81080326 81080328 Air Force One 32 81080358 8108035A 8108035C 8108035E 81080360 Skedar 33 81080390 81080392 81080394 81080396 81080398 Investigation 34 810803C8 810803CA 810803CC 810803CE 810803D0 Attack Ship 35 81080400 81080402 81080404 81080406 81080408 Rescue 36 81080438 8108043A 8108043C 8108043E 81080440 37 81080470 81080472 81080474 81080476 81080478 Mr.Blondes Rev. 38 810804A8 810804AA 810804AC 810804AE 810804B0 Deep Sea 4D 810804E0 810804E2 810804E4 810804E6 810804E8 4E 81080518 8108051A 8108051C 8108051E 81080520 4F 81080550 81080552 81080554 81080556 81080558 Duel 50 81080588 8108058A 8108058C 8108058E 81080590 39 810805C0 810805C2 810805C4 810805C6 810805C8 Base 3A 810805F8 810805FA 810805FC 810805FE 81080600 3B 81080630 81080632 81080634 81080636 81080638 Area 52 3C 81080668 8108066A 8108066C 8108066E 81080670 Warehouse 3D 810806A0 810806A2 810806A4 810806A6 810806A8 Car Park 3E 810806D8 810806DA 810806DC 810806DE 810806E0 3F 81080710 81080712 81080714 81080716 81080718 40 81080748 8108074A 8108074C 8108074E 81080750 41 81080780 81080782 81080784 81080786 81080788 Ruins 42 810807B8 810807BA 810807BC 810807BE 810807C0 Sewers 43 810807F0 810807F2 810807F4 810807F6 810807F8 Felicity 44 81080828 8108082A 8108082C 8108082E 81080830 Fortress 45 81080860 81080862 81080864 81080866 81080868 Villa (Mp) 46 81080898 8108089A 8108089C 8108089E 810808A0 47 810808D0 810808D2 810808D4 810808D6 810808D8 Grid 48 81080908 8108090A 8108090C 8108090E 81080910 49 81080940 81080942 81080944 81080946 81080948 4A 81080978 8108097A 8108097C 8108097E 81080980 4B 810809B0 810809B2 810809B4 810809B6 810809B8 4C 810809E8 810809EA 810809EC 810809EE 810809F0 PAL Level List Codes: --------------------- Value - Bgdata - Tiles - Pads - Setup - Mp_setup - Name 09 81080208 8108020A 8108020C 8108020E 81080210 Maian SOS 14 81080240 81080242 81080244 81080246 81080248 Unknown 16 81080278 8108027A 8108027C 8108027E 81080280 WAR! 17 810802B0 810802B2 810802B4 810802B6 810802B8 Ravine 18 810802E8 810802EA 810802EC 810802EE 810802F0 19 81080320 81080322 81080324 81080326 81080328 Escape 1A 81080358 8108035A 8108035C 8108035E 81080360 1B 81080390 81080392 81080394 81080396 81080398 Retaking the CI 1C 810803C8 810803CA 810803CC 810803CE 810803D0 Crash Site 1D 81080400 81080402 81080404 81080406 81080408 Chicago 1E 81080438 8108043A 8108043C 8108043E 81080440 G5 Build. (Solo) 1F 81080470 81080472 81080474 81080476 81080478 Complex 20 810804A8 810804AA 810804AC 810804AE 810804B0 G5 Building (Mp) 21 810804E0 810804E2 810804E4 810804E6 810804E8 Pelagic II 22 81080518 8108051A 8108051C 8108051E 81080520 Extraction 23 81080550 81080552 81080554 81080556 81080558 24 81080588 8108058A 8108058C 8108058E 81080590 25 810805C0 810805C2 810805C4 810805C6 810805C8 Temple 26 810805F8 810805FA 810805FC 810805FE 81080600 CI Training 27 81080630 81080632 81080634 81080636 81080638 Air Base 28 81080668 8108066A 8108066C 8108066E 81080670 29 810806A0 810806A2 810806A4 810806A6 810806A8 Pipes 2A 810806D8 810806DA 810806DC 810806DE 810806E0 Skedar Ruins 2B 81080710 81080712 81080714 81080716 81080718 2C 81080748 8108074A 8108074C 8108074E 81080750 Villa (Solo) 2D 81080780 81080782 81080784 81080786 81080788 Defense 2E 810807B8 810807BA 810807BC 810807BE 810807C0 2F 810807F0 810807F2 810807F4 810807F6 810807F8 Infiltration 30 81080828 8108082A 8108082C 8108082E 81080830 Defection 31 81080860 81080862 81080864 81080866 81080868 Air Force One 32 81080898 8108089A 8108089C 8108089E 810808A0 Skedar 33 810808D0 810808D2 810808D4 810808D6 810808D8 Investigation 34 81080908 8108090A 8108090C 8108090E 81080910 Attack Ship 35 81080940 81080942 81080944 81080946 81080948 Rescue 36 81080978 8108097A 8108097C 8108097E 81080980 37 810809B0 810809B2 810809B4 810809B6 810809B8 Mr.Blondes Rev. 38 810809E8 810809EA 810809EC 810809EE 810809F0 Deep Sea 4D 81080A20 81080A22 81080A24 81080A26 81080A28 4E 81080A58 81080A5A 81080A5C 81080A5E 81080A60 4F 81080A90 81080A92 81080A94 81080A96 81080A98 Duel 50 81080AC8 81080ACA 81080ACC 81080ACE 81080AD0 39 81080B00 81080B02 81080B04 81080B06 81080B08 Base 3A 81080B38 81080B3A 81080B3C 81080B3E 81080B40 3B 81080B70 81080B72 81080B74 81080B76 81080B78 Area 52 3C 81080BA8 81080BAA 81080BAC 81080BAE 81080BB0 Warehouse 3D 81080BE0 81080BE2 81080BE4 81080BE6 81080BE8 Car Park 3E 81080C18 81080C1A 81080C1C 81080C1E 81080C20 3F 81080C50 81080C52 81080C54 81080C56 81080C58 40 81080C88 81080C8A 81080C8C 81080C8E 81080C90 41 81080CC0 81080CC2 81080CC4 81080CC6 81080CC8 Ruins 42 81080CF8 81080CFA 81080CFC 81080CFE 81080D00 Sewers 43 81080D30 81080D32 81080D34 81080D36 81080D38 Felicity 44 81080D68 81080D6A 81080D6C 81080D6E 81080D70 Fortress 45 81080DA0 81080DA2 81080DA4 81080DA6 81080DA8 Villa (Mp) 46 81080DD8 81080DDA 81080DDC 81080DDE 81080DE0 47 81080E10 81080E12 81080E14 81080E16 81080E18 Grid 48 81080E48 81080E4A 81080E4C 81080E4E 81080E50 49 81080E80 81080E82 81080E84 81080E86 81080E88 4A 81080EB8 81080EBA 81080EBC 81080EBE 81080EC0 4B 81080EF0 81080EF2 81080EF4 81080EF6 81080EF8 4C 81080F28 81080F2A 81080F2C 81080F2E 81080F30 _____________________________________________ Loading a level via the Combat Simulator menu _____________________________________________ When loading a level via the combat simulator menu, you'll be loading levels in multiplayer mode. Multiplayer mode more or less means that any players will be the players chosen from the player menu's, the pause menu system will be like that from multiplayer, and you can set lots of different things (like one-hit kills, or fast motion). You probably know all this from before, but the reason I'm telling you is because you can load a solo level via the Combat Simulator menu. Remember those two different setups mentioned earlier? When you load a level via the Combat Simulator menu, the file set at the mp_setup slot will be loaded. Multiplayer mode uses only four files, the bgdata, tiles, pads and mp_setup. You can mix and match files from the original multiplayer levels easily. To load solo levels, and levels that can't be selected from the level menu, you have to use the standard multiplayer level mod: NTSC PAL 800ACB99 00XX 800AD139 00XX To select the modified level from the arena list, instead of always forcing the game to play in the same level, use the following code. This code changes which level is loaded when you choose Random from the arena menu: NTSC PAL 80084BF9 00XX 80085149 00XX Example of mix matching original multiplayer levels (PAL example): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Villa Bgdata mod: 81080DA0 002C - Warehouse bgdata Villa Tiles mod: 81080DA2 01F0 - Warehouse tiles Villa Pads mod: 81080DA4 01EF - Warehouse pads Villa Mp_setup mod: 81080DA8 01E2 - Base mp_setup The codes change Villa, so to play in this level simply select Villa. You'll notice that the actual level is Warehouse, with Warehouse's positions, but the sky is Villa's. The mp_setup is Base's, so it has lots of metal crates, five doors and two lifts. All of these objects are put in positions that correspond to Base's pads. As a result, most of the objects are out of place. Villa is Warehouse with Base's mp_setup: NTSC PAL 81080860 002C 81080DA0 002C 81080862 01F0 81080DA2 01F0 81080864 01EF 81080DA4 01EF 81080868 01E2 81080DA8 01E2 Example of a multiplayer game in a solo only arena: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is probably what you'll be doing most, making previously solo only arenas playable in multiplayer. The problem with solo only levels is that they don't have mp_setup files (or rather, they do have mp_setup files, but they're either empty or GoldenEye leftovers). The solution is rather simple. Simply use an mp_setup file from a multiplayer level that has a working mp_setup file. Remember the "Complex is Chicago" code I showed you earlier? NTSC PAL 8107FF30 000A 81080470 000A - Complex bgdata mod 8107FF32 017C 81080472 017C - Complex tiles mod 8107FF34 017B 81080474 017B - Complex pads mod All this code does is change the look and positions of Complex into Chicago. Complexes mp_setup remains unchanged, so you play in Chicago with Complexes mp_setup. Base is the Carrington Institute with Skedar's mp_setup: NTSC PAL 810805C0 0013 81080B00 0013 810805C2 0166 81080B02 0166 810805C4 0165 81080B04 0165 810805C8 0118 81080B08 0118 This is a version of the Carrington Institute in multiplayer. It's a Base mod so choose Base from the menu. It uses Skedar's mp_setup. The weapons can be found in the hangar, and the ammo can be found in the firing range. If you use other mp_setups the weapons and ammo will appear elsewhere. The following mp_setups are the best ones to use: 011B - Complex 0118 - Skedar 010B - G5 Building (Mp) 0212 - Villa If you remove the last code in the example above, Base's mp_setup will be loaded. This mp_setup is great for the Carrington Institute because it has two lifts in it. In the example above you may have noticed that the level looks kind of flushed out. That's because the shadowing is missing. This is most obvious in the firing range, by looking at the walls along the left and right (they're usually blacked out). If you look around you will actually see that some walls are darker than others. These patches are actually Base's shadowing. The files that build up a level aren't the only things connected to a level. There's also shadowing, fog, backdrop and sky. The problem can easily be solved by loading the Carrington Institute in a level it's meant to be loaded in: The Carrington Institute (Defense version) in multiplayer with Base's setup: NTSC PAL 800ACB99 002D 800AD139 002D 81080210 0212 81080788 0212 The shadowing will work with this version of the code. The sky should also be blue and sunny, and it takes less lines of code to achieve the same results. The floor reflection in the main hall also works. Example of a solo mission loaded in multiplayer: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Loading a solo mission via the Combat Simulator gives you a wealth of options you can't choose from normally via the Solo Mission menu. The easiest way to make this type of level mod is to simply swap the solo and mp_setup files around, and don't change the background data or collision detection. You want to have the shadowing loaded in the right level, or the game tends to freeze. WAR! loaded via the Combat Simulator: NTSC PAL 800ACB99 0016 800AD139 0016 8107FD40 0148 81080280 0148 To get this seriously cool code working, simply press start at the Combat Simulator Advanced menu. Don't be too hasty, there are a few things you have to set before entering the level. First and foremost you'll want to turn on teams and select Cyan. If you don't, the Maians at the start of the level will mince you with their Callistoes (the Skedar's team colour is yellow). Secondly, you won't be playing as a Maian soldier. You'll be playing as player one, so load your own multiplayer player from the menu. Lastly you can set certain stuff like slow-motion or fast movement. Once the game starts, you'll take control of your player and probably feel large because you usually play this level with a short Maian. The objectives interface isn't activated, so you won't be getting any "Objective 1 Completed" messages. If you die you'll respawn at the start of the level. By default the game loads the level in Agent mode. Last but not least, the game will freeze when it tries to load the level complete menu. Level Difficulty Mod: NTSC PAL 80084023 000X 80084563 000X Use this code to set the level difficulty. The values are: 00 - Agent (It's set at this by default) 01 - Special Agent 02 - Perfect Agent Level Complete Fix: NTSC PAL 8009D08B 0001 8009D5EB 0001 - Agent 8009D08F 0001 8009D5EF 0001 - Special Agent 8009D013 0001 8009D5F3 0001 - Perfect Agent Use this code to stop the game from freezing when the level is completed. If you're playing in Agent mode then use the first code. If you're playing in Special Agent mode then use the first and second code. For Perfect Agent mode use all three codes. If the above code doesn't work, use this code instead: Alternate Level Complete Fix: NTSC PAL D1067E56 XX00 D1067B36 XX00 800AC7F6 0190 800ACD96 0190 This code contains the objectives complete modifier and the Briefcase score modifier. To get it working you need to have Hold the Briefcase on as a scenario, and Team Score must not be set to unlimited. The game ends the moment you complete all the objectives, so you can't watch the outro cut-scene. The objective values for WAR! are: 02 - Objective one complete (Agent) 06 - Objective one and two complete (Special Agent) 0E - Objective one, two and three complete (Perfect Agent) Some solo missions have objectives that simply won't work when you load the mission via the Combat Simulator menu. A good example is in Defense. The buttons that activate the droneguns don't work. You simply can't press them, so you can't activate them. When it comes to these kind of objectives, the best thing to do is to hack individual codes that fix the problems. Since that can be a hard and lengthy procedure, the second best thing to do is use the objectives completed mod, and simply skip the objective. Objectives completed (or failed) modifier: NTSC PAL 81067E56 XX00 81067B36 XX00 The values for the objectives completed mod vary depending on which level is loaded, and how many objectives there are. If completing objective 1 had the value 02, and completing objective 1 and 2 had the value 04, you could make the following code: D1067E56 0200 81067E56 0400 This code uses an activator. When objective 1 is complete, objective 1 and 2 will become complete. Note of importance: Depending on the compatibility of your cheating device, only certain levels will work. It's well known that with a version 3.0 Gameshark or Action Replay, you can't play in Villa (Solo) or Infiltration. The version 3.3 Professional cheating devices have better compatibility. For the best compatibility use an emulator on a PC. Not all levels can be loaded via the Combat Simulator menu when using a version 3.0 cheating device. Of those levels that can be loaded and work with version 3.0, stick to playing with only one player. WAR! is a relatively easy level to load, and the example I've given above works in all versions. If you try and add a second player (Co-operative mode) and have a version 3.0, the game will freeze. If you have anything better than 3.0 then two players should work fine. On a PC you can activate up to four players, for Tri-operative and Quad-operative modes. Tri-operative and Quad-operative modes: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sounds exciting doesn't it? The ability to play solo levels with up to four people. There are two problems with this. The first is that most levels won't work, and the second is that the game lags. In normal co-operative mode the game lags quite a bit, but add two more players and the enemies will be running around you in circles before you even see them. To get Tri-operative or Quad-operative modes working, simply follow the same procedure as loading a solo mission via the Combat Simulator menu. WAR! loaded via the Combat Simulator (Complete, Perfect Agent version): NTSC PAL 800ACB99 0016 800AD139 0016 8107FD40 0148 81080280 0148 80084023 0002 80084563 0002 8009D08B 0001 8009D5EB 0001 8009D08F 0001 8009D5EF 0001 8009D013 0001 8009D5F3 0001 The amount of players depends on how many have pressed start. Unfortunately, player three and four are stuck inside each other, so you'll have to either kill one of them, or move them (see Part 2). ___________________________________________ Loading a level via the solo mission menu's ___________________________________________ Loading levels via the solo menu's really only allows you to play solo missions. You can't load multiplayer setups or multiplayer games via the solo mission menu's. The solo mission menu's are the one player Solo Mission menu, Co-operative menu, Counter-operative menu and the Cinema menu. Loading a level from the Cinema menu allows you to skip the solo mission briefing. When you load a level via the solo mission menu's, the game uses 11 different files. Four of these are the files that build up a level: bgdata, tiles, pads and solo setup. The game loads the file set at the solo setup value. The remaining 7 files are the level text and 6 other files that are connected to a missions solo setup. You can't change these files (with the exception of the text), so you can only load solo setups in the levels they are meant to be in. You can't swap levels around so that, to give an example, you change Chicago into Pelagic II. You can't do this because you can't change Chicago's other solo mission files. This means that when using the solo mission menu's, you'll only be able to change the bgdata, tiles and pads. Try and change anything else and you risk the game freezing. 000A - bgdata/bg_pete.seg - Background data (Wall and floor images) 017C - bgdata/bg_pete_tilesZ - Collision detection (Contact with the bgdata) 017B - bgdata/bg_pete_padsZ - Pads (preset positions) 013E - UsetuppeteZ - Solo mission setup 06DC - LpeteE - Solo mission text 06DD - LpeteJ - Unknown / unused 06DE - LpeteP - Unknown / unused 06DF - Lpete_str_gZ - Unknown / unused 06E0 - Lpete_str_fZ - Unknown / unused 06E1 - Lpete_str_sZ - Unknown / unused 06E2 - Lpete_str_iZ - Unknown / unused Standard Solo Level Modifier: NTSC PAL 8009DFE9 00XX 8009E589 00XX Example of a solo mission in an arena it's not supposed to be in: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Putting a solo mission in an arena it's not supposed to be in can produce some really cool solo levels. The process involves putting all the objects and guards from a solo setup, into a different arena than normal. Not all combinations work, and not all combinations are easy to get to work. Choosing which setup to put in which arena defines what kind of level it will be like. You can load WAR!s setup in almost any arena, giving you a solo mission that involves respawning enemies and targets you have to kill. Alternatively, you can load Crash Site's setup into most arenas, giving you a level with lots of guards walking around. The following example loads Area 51's arena in Crash Site. Select Crash Site from the solo mission menu to get it working. Crash Site in Area 51: NTSC PAL 8107FE88 001B 810803C8 001B 8107FE8A 0176 810803CA 0176 8107FE8C 0175 810803CC 0175 The first thing you'll notice is the cut-scene. It takes place above the arena. It does this because the cut-scene is taking place in the exact same place as the cut-scene normally would in Crash Site's arena. Unfortunately you can't change this, and you will start at exactly the same coordinates as normal. This is usually outside the level, meaning that when the game starts, player one falls to the ground and dies (in the example you fall down and land in the level). This can be solved by either changing player ones coordinates temporarily, or by moonjumping. Other things you may notice is the sheer amount of objects in odd places, and that some of the objectives have become unachievable. You will also see that some of the attributes of the level have been transferred over. What I'm talking about is like in the example, it's snowing everywhere, and some of the rooms are shrouded in darkness like the caves from Crash Site. This can either be for the better or worst. Moonjump codes: ~~~~~~~~~~~~~~~ In order to get around a level there are two ways. Both involve using activators, which means having to press a button. The first way is by moving player ones coordinates. I'll describe how to do this in Part 2. The second way to get around, or to move player one into a level, is by moonjumping. Moonjumping is perfect for when you want to test arena and setup combinations, because you usually start outside the level. Simply press B to move upwards, while you are falling. You have to find something to fall off, but you can usually find a "hotspot" that allows you to moonjump from a flat floor. Switching to controller style 1.1 makes things a lot easier to control. There are four different moonjump codes. Which one you use is decided by the arena you are in (with one or two exceptions). Most solo arenas use the first moonjump code provided, Villa (Solo) and Infiltration differ (Maian SOS differs too, but I can't remember which moonjump it uses). All multiplayer arenas use the multiplayer moonjump. You can activate all four moonjump codes at the same time without any side effects, so the easiest thing to do is just activate them all. Solo only arena Moonjump: NTSC PAL D009C7E4 0040 D1099FB0 4000 81206720 40F2 81202000 40F2 D009C7E4 0040 D1099FB0 4000 802066D3 0000 80201FB3 0000 Multiplayer arena Moonjump: NTSC PAL D009C7E4 0040 D1099FB0 4000 811BB720 40F2 811B7000 40F2 D009C7E4 0040 D1099FB0 4000 801BB6D3 0000 801B6FB3 0000 Villa (Solo) Moonjump: NTSC PAL D009C7E4 0040 D1099FB0 4000 811ED720 40F2 811E9000 40F2 D009C7E4 0040 D1099FB0 4000 801ED6D3 0000 801E8FB3 0000 Infiltration Moonjump: NTSC PAL D009C7E4 0040 D1099FB0 4000 811D4720 40F2 811D0000 40F2 D009C7E4 0040 D1099FB0 4000 801D46D3 0000 801CFFB3 0000 The amount of pads in a level: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The amount of pads there is in a level has a lot to do with whether a setup can be loaded in a different level or not. If the setup is trying to place an object on a pad that doesn't exist, the game is likely to freeze. To give an example, Complex has E2 pads and Area 51 has 568. The solo setup for Maian SOS has lots of objects and guards it puts in 568 different places. Let's say that the UFO is put at pad number 52E. When you load Maian SOS's setup in Complex with Complexes pads, the UFO is still put at pad number 52E. Complex only has E2 pads, pad number 52E doesn't exist! There's about an 80% chance that the game will freeze. The more objects and guards that are put in pads that don't exist, the higher this percentage becomes. Does this mean that you can't load Maian SOS's setup in Complex? The answer would be no. The setup for Maian SOS is incompatible with the pads from Complex, but not with the pads from Area 51. You can load Complex with Area 51's pads, and Maian SOS's setup and it won't freeze. Consequently, none of the pads from Area 51 are put in the same position as the arena Complex, so the arena will be empty. To make things easier to work out I've compiled the following list: Number: Level used in: Total number of pads (in hex): 0183 Maian SOS 568 018D WAR! 152 014F Ravine EF 018F Escape 568 0185 Retaking the Institute 0 0155 Crash Site 1DF 017B Chicago 126 0161 G5 Building (Solo) 103 017D Complex E2 015D G5 Building (MP) D1 015F Pelagic II 225 0151 Extraction 25F 016D Temple C0 0165 Carrington Institute 28A 0159 Air Base 1FA 015B Pipes 105 0189 Skedar Ruins 152 0169 Villa (Solo) 23A 016B Defense 28A 0175 Infiltration 568 014B Defection 260 017F Air Force One 172 0177 Skedar 106 0167 Investigation 280 016F Attack Ship 1F6 0173 Rescue 568 0191 Mr. Blonde's Revenge 0 0179 Deep Sea 29C 01DB Duel 28A 01E3 Base F7 01EB Area 52 11D 01EF Warehouse 190 01F3 Car Park 134 0203 Ruins BA 0207 Sewers BA 020B Felicity F3 020F Fortress 202 0213 Villa DB 021B Grid DA Some pad files are identical to one another. Infiltration, Rescue, Escape and Maian SOS all share Area 51's pads. Swapping the pads from Rescue with the ones from Maian SOS won't change anything. The same goes for Defense, Duel and the CI Training Ground. Retaking the Institute doesn't have any pads. Most of Defections pads are different than Extractions pads. Mr. Blondes Revenge uses Defections pads. Loading solo levels via the Cinema menu: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some solo levels freeze at the objectives and briefing menu when you try to load them. Other levels you may want to start after a mid-level cut-scene. This can be done by loading the level via the Cinema menu. No briefings will be shown, so the game won't freeze. In order to stop the game from ending the level the moment you start you need the following code: "Happening" Modifier: NTSC PAL 8009A493 000X 8009A9E3 000X The "happening" modifier shows the value 0000 when the game wants something to happen, and 0001 when it doesn't want anything to happen. Set it at 0000 and the level won't end when the cut-scene finishes. Set it at 0001 and you can't activate any of the cut-scenes. Skipping the intro logo's and menu's: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you really can't get past the logo's without the game freezing, or you want to test levels quickly, there is a way to skip the intro logo's. In truth, you don't just skip the logo's and menu's, you skip everything else as well! Loading levels like this is the best way to see if a combination of level files will work or not, and it's also a lot easier than having to watch all the logo's, and go through all the menu's before finally getting the chance to test a level. Go straight to a solo mission upon starting the game: NTSC PAL 8105D9B6 00XX 8105D656 00XX 8009DFE9 00XX 8009E589 00XX 81075582 0000 81075A52 0000 81074602 0000 81074AAA 0000 8107459A 0000 81074A42 0000 XX stands for a value from the level list. The other codes are menu modifiers that stop you from selecting anything from the menu's that pop up. The only way to freeze the game is by pressing B at the objectives menu when you restart. You should be able to play the level over and over. ______________________ Other level attributes ______________________ The files that build up a level are not the only things that are connected to a level. A level also has a sky, shadowing, fog, and if it's a solo level, background music (lights are part of the background data, when loaded in solo). You can't change these very easily, so if you want to make a level with a specific sky or fog type, you have to modify that level. If you want to play solo arenas in multiplayer, you need the shadowing for those levels as well. To get this you have to modify the levels the solo arenas are originally used in. Some levels allow you to see farther, and some levels reduce how far you can see by blacking out walls in the distance. Levels with fog in like Crash Site allow you to see far into the distance. One thing to note is that when you load a level in solo mode, any backdrops will appear. What I mean as in backdrop is the sun from the Carrington Institute, the planet from Attack Ship and the moon from the dataDyne Building. These backdrops will disappear when you load the level in multiplayer mode. When you make level mods for lorez you've got to make sure you modify an already working level, and hope that that levels shadowing doesn't mess things up. Level Skies: ~~~~~~~~~~~~ There are different types of level skies. Multiplayer usually has a black sky with coloured clouds, while solo usually has a nicer looking sky with a backdrop. Some levels that are large have fog, but it isn't used as much as in GoldenEye. One level to take note of is BETA level 2B, which has really heavy fogging and you can’t see farther than a few meters ahead of you. Level Codename Level Name Sky Description 09 sev Maian SOS Area 51 backdrop 14 silo Skedar Red dark cloudy sky 16 stat WAR! Multicoloured sky with three suns 17 arec Ravine Orange dark cloudy sky 18 arch BETA Black sky 19 tra Escape Area 51 backdrop 1A dest BETA Blue sky with white clouds, waterline 1B sevb Retaking the Inst. Blue sky with sun 1C azt Crash Site Red sky with orange clouds and some fog 1D pete Chicago Orange dark cloudy sky 1E depo G5 Building (Solo) Black sky 1F ref Complex Grey dark cloudy sky 20 cryp G5 Building (Mp) Cyan dark cloudy sky 21 dam Pelagic II Blue sky with white clouds and some fog 22 ark Extraction Starlight sky, moon backdrop 23 run BETA Black sky 24 sevx BETA Grey dark cloudy sky 25 jun Temple Blue sky with white clouds 26 dish CI Training Blue sky with sun 27 cave Air Base Dark blue sky with white clouds 28 cat BETA Blue sky 29 crad Pipes Cyan dark cloudy sky 2A sho Skedar Ruins Multicoloured sky with three suns 2B sevx BETA Red dark cloudy sky, heavy fogging 2C eld Villa Blue sky with sun 2D imp Defense Blue sky with sun 2E ash BETA Black sky 2F lue Infiltration Area 51 backdrop 30 ame Defection Starlight sky, moon backdrop 31 rit Air Force One Dark blue sky with white clouds, waterline 32 oat Skedar Red dark cloudy sky 33 ear Investigation Black sky 34 lee Attack Ship Starlight sky, Skedar homeworld planet 35 lip Rescue Area 51 backdrop 36 len BETA Green sky 37 wax Mr.Blondes Revenge Starlight sky, moon backdrop 38 pam Deep Sea Black sky 4D uff BETA Black sky 4E old BETA Starlight sky (Messed up visualisation) 4F ate Duel Blue sky with sun 50 lam BETA Black sky 39 mp1 Base Green dark cloudy sky 3A mp2 BETA Grey dark cloudy sky 3B mp3 Area 52 Cyan dark cloudy sky 3C mp4 Warehouse Grey dark cloudy sky 3D mp5 Car Park Green dark cloudy sky 3E mp6 BETA Black sky 3F mp7 BETA Black sky 40 mp8 BETA Black sky 41 mp9 Ruins Green dark cloudy sky 42 mp10 Sewers Grey dark cloudy sky 43 mp11 Felicity Green dark cloudy sky 44 mp12 Fortress Cyan dark cloudy sky 45 mp13 Villa Blue sky with white clouds 46 mp14 BETA Black sky 47 mp15 Grid Black sky 48 mp16 BETA Black sky 49 mp17 BETA Green dark cloudy sky 4A mp18 BETA Black sky 4B mp19 BETA Black sky 4C mp20 BETA Blue sky with white clouds What can the level skies tell us about the BETA levels? Most BETA levels have black sky, but some have coloured skies, and even a little bit of shadowing and fog. Some of the level skies look like they've been left over from GoldenEye. Most notably is level 1A which has a cloudy sky and a waterline. In GoldenEye, 1A is Frigates level. The level 2B is the level that Surface 2 is in, and that has heavy fog like the one in Perfect Dark has too. It's still hard to tell which level was meant to be Rooftop, but it can't have been any of the BETA levels with a black sky. Rooftop must have had a sky to look up at, because like the name states, it takes place on a rooftop. Background Music: ~~~~~~~~~~~~~~~~~ Multiplayer allows you to select soundtracks from the soundtrack menu. You can either select the soundtrack you want from the menu, or use a music modifier to listen to any of the soundtracks from the entire game: Multiplayer Music Modifier: NTSC PAL 800AA5FB 00XX 800AAB9B 00XX Soundtracks: 00 - Random 3A - Dark Combat 3B - Skedar Mystery 3C - The BETA Soundtrack (starts like Deep sea but changes) 3D - CI Operative 3E - dataDyne Action 3F - Maian Tears 40 - Alien Conflict 0D - Carrington Institute 09 - Defection 10 - Defection X 12 - Investigation 13 - Investigation X 02 - Extraction 11 - Extraction X 0C - Villa 27 - Villa X 0E - Chicago 28 - Chicago X 0F - G5 Building 29 - G5 Building X 14 - Infiltration 2A - Infiltration X 16 - Rescue 32 - Rescue X 06 - Escape 33 - Escape X 17 - Air Base 34 - Air Base X 18 - Air Force One 35 - Air Force One X 1D - Crash Site 1E - Crash Site X 1C - Pelagic II 36 - Pelagic II X 07 - Deep Sea 37 - Deep Sea X 04 - Defense 24 - Defense X 1F - Attack Ship (Doesn't work in lorez) 20 - Attack Ship X 21 - Skedar Ruins 38 - Skedar Ruins X 58 - End Credits 03 - Pause Menu 0A - Death music from Solo 1B - Mission Status Unknown 47 - Mission Failed 48 - Combat Simulator Menu 49 - Mission Success 59 - Perfect Menu 64 - The Last Boss music (Doesn't work in lorez) 65 - Training 67 - Combat Simulator Game Complete Cut-Scene Music: 0B - Sound effects from Defection intro 22 - Defection intro without sound effects 23 - Defection outro 25 - Investigatin intro 26 - Investigation outro 2D - Extraction intro 2C - Extraction outro 30 - Villa intro version one 43 - Villa intro version two 44 - Villa intro version three 1A - Jumpship sounds from Villa intro 63 - Villa outro 2F - Chicago intro 2B - Chicago outro 2E - G5 Building intro 46 - G5 Building Special 45 - G5 Building outro 31 - Infiltration intro 53 - Infiltration outro 51 - Rescue intro 42 - Rescue outro 41 - Escape intro 50 - Escape Special 55 - Escape outro 76 - Escape outro (Short version) 72 - UFO from Escape outro 4B - Air Base intro 39 - Air Base intro (Last part only) 60 - Air Base outro 4E - Air Force One intro 5B - Air Force One Special 5D - Air Force One outro 4A - Confrontation intro 57 - Confrontation outro 54 - Pelagic II intro 5C - Pelagic II outro 52 - Deep Sea intro 4D - Deep Sea Special 5A - Deep Sea outro 56 - Defense intro 61 - Defense outro 4C - Attack Ship intro 4F - Attack Ship outro 5E - Skedar Ruins intro 62 - Skedar Ruins outro 6C - Joanna using PC cut-scene Background Sound Effects from Solo missions: 05 - Experiments from Investigation 08 - Traffic from the dataDyne Building 66 - Wind with strange beats from Crash Site 68 - The sound of the sea from Pelagic II and Villa 69 - Wind from Air Base 6A - Traffic from Chicago and the G5 Building 6D - Frogs and Grasshoppers from Infiltration 6E - Ceten Screams from Deep Sea 6F - Hum from Air Force One 70 - Hum from Attack Ship 71 - Wind from Skedar Ruins and WAR! 73 - Area 51 employee commandments from Rescue 74 - Area 51 employee commandments from Escape and Maian SOS Short Sound Effects: 01 - Rareware logo 15 - BETA Combat Simulator death soundtrack 19 - Combat Simulator death 5F - A simple tone (Bloop) 6B - Perfect Dark Logo music 75 - BETA A few plongs which sound like the Mario theme A simple music modifier for solo levels (like the one for multiplayer seen above) does exist, but it doesn't work as expected. Solo levels have two soundtracks, a foreground and background soundtrack (in addition to an X soundtrack). The solo music modifier randomly selects which of the foreground and background soundtracks to choose from. The result is that you sometimes end up with two soundtracks playing at the same time. Instead of a code that modifies the soundtrack played in all solo levels, you need to make codes that work in single levels. The solo level soundtrack list is located at NTSC 80084500 and PAL 80084A50. To make things easier I've made a table which can be seen below: ____________________________________________________________________________ | NTSC: LV: FG: BG: Xs: PAL: Level name: | | | | 80084500 - 0026 000D FFFF 0024 - 80084A50 -> CI Training Ground | | 80084508 - 0030 0009 0008 0010 - 80084A58 -> Defection | | 80084510 - 0033 0012 0005 0013 - 80084A60 -> Investigation | | 80084518 - 0022 0002 0008 0011 - 80084A68 -> Extraction | | 80084520 - 002C 000C 0068 0027 - 80084A70 -> Carrington Villa | | 80084528 - 001D 000E 006A 0028 - 80084A78 -> Chicago | | 80084530 - 001E 000F 006A 0029 - 80084A80 -> G5 Building | | 80084538 - 002F 0014 006D 002A - 80084A88 -> Infiltration | | 80084540 - 0035 0016 0073 0032 - 80084A90 -> Rescue | | 80084548 - 0019 0006 0074 0033 - 80084A98 -> Escape | | 80084550 - 0027 0017 0069 0034 - 80084AA0 -> Air Base | | 80084558 - 0031 0018 006F 0035 - 80084AA8 -> Air Force One | | 80084560 - 001C 001D 0066 001E - 80084AB0 -> Crash Site | | 80084568 - 0021 001C 0068 0036 - 80084AB8 -> Pelagic II | | 80084570 - 0038 0007 006E 0037 - 80084AC0 -> Deep Sea | | 80084578 - 002D 0004 FFFF 0024 - 80084AC8 -> Defense | | 80084580 - 0034 001F 0070 0020 - 80084AD0 -> Attack Ship | | 80084588 - 002A 0021 0071 0038 - 80084AD8 -> Skedar Ruins | | 80084590 - 0037 003A 0008 003A - 80084AE0 -> Mr. Blondes Revenge | | 80084598 - 0009 003F 0074 003F - 80084AE8 -> Maian SOS | | 800845A0 - 001B 003D FFFF 003D - 80084AF0 -> Retaking the Institute | | 800845A8 - 0016 0040 0071 0040 - 80084AF8 -> WAR! | | 800845B0 - 004F 0058 FFFF 0058 - 80084B00 -> Duel | | 800845B8 - 005C 0040 FFFF 0040 - 80084B08 -> Scrolling PD Logo | |__________________________________________________________________________| In the first column of values you can see the level number. These numbers are the same as the ones on the level list and don't need to be changed. The second row holds the foreground soundtrack modifier (FG), and the third holds the background soundtrack modifier (BG). The last row is the X soundtrack modifier. The foreground soundtrack is the normal soundtrack you listen to. The background soundtrack is the background effects that you can hear in most levels. To give an example, it could be wind from levels like Skedar Ruins, or traffic buzz from levels like Defection and Extraction. The X soundtrack is the upbeat version of the normal foreground music. It's normally activated some time during the level (it isn't activated in Investigation, Pelagic II or Crash Site). To make the code of your choice, simply use the table above to assign the correct values to the correct address. To give an example, if you wanted to make a code that changes Crash Sites foreground music into Alien Conflict, it would be: NTSC PAL 81084562 0040 81084AB2 0040 Changing the soundtrack in a solo level goes a long way to changing the overall feel of the level, and makes it feel more different than if you just let the original soundtrack play. _______________________________________________________________________________ < Part Two - Modifying the objects in a level > _______________________________________________________________________________ > Modifying objects ~ NTSC Object modifier codes ~ PAL Object modifier codes > Modifying weapons ~ NTSC Weapon modifier codes ~ PAL Weapon modifier codes ~ Multiplayer ammo codes > Modifying costumes ~ Body image modifier codes ~ Head image modifier codes ~ Arm image modifier codes ~ Gender modifying ~ Random enemy head modifying > Moving players into levels ~ The real time coordinates list ~ Finding your current coordinates ~ Moving a player with activators ~ The CI Training Ground Disabler _________________ Modifying objects _________________ When you modify an object using the following codes, you modify all instances of that object in the game. Wherever it appears in the game it will have been changed. To give an example, if you were to change the metal crate image into a UFO, you would get UFO's in Complex and Ravine (which both have metal crates). These codes only allow you to change an objects image and size. The object image is modified using the object image values on the global object list. Below you will see two lists of codes, one for PAL and one for NTSC. This list is taken from NTSC 8007B070 and PAL 8007B540, and builds up the in-game object list (see the resources section). You will find codes that modify an objects image next to that object, and it's image value from the global object list. To make an object modification simply find the object you want to change, and the object you want to change it to. Use the code from the object you want to change, and the image value of the object you want to change it to (try not to mix the PAL and NTSC lists up, they look identical). Here's an example: Change Shield into BETA Body Armour: NTSC PAL 8107B810 0564 8107BCE0 0564 To modify an objects size, simply add 2 to the image modifier address. Most objects have either 0199 or 1000 as their object size. Make Shield (or the object it has been turned into) Bigger: NTSC PAL 8107B812 1000 8107BCE2 1000 It is also possible to "delete" an object. To delete an object you set it's image to one that has no collision detection (0100 - Tv Screen), and set it's size to 0001. You can't see it or touch it, but it's still there. Here's an example: "Delete" Metal Crates (Blue Tint): NTSC PAL 8107B178 0100 8107B648 0100 8107B17A 0001 8107B64A 0001 This code was used in the Pelagic II in Villa code. It "deletes" most instances of the metal crates, but where they are put on pads that resize the object you will see white rectangles. Not all objects can be changed. Some object modifications simply freeze the game for no apparent reason. Most codes work though, it's only the odd ones out that don't like to work. Also, some codes like to work on a PC but not in a cheating device, or vice-versa. A few object image values can't be found in the object image lists below. These are BETA ones like the GoldenEye logo: 00D3 - BETA GoldenEye Logo 0761 - BETA GoldenEye Research Tape 0773 - BETA Briefcase NTSC Object modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Object Object Object Number Modifier Value Object Name 0000 - 8107B070 01C6 - Investigation Ceiling dronegun 0001 - 8107B078 01CA - Crash Site Green Drone Gun 0002 - 8107B080 0100 - Tv Screen 0003 - 8107B088 0083 - BETA Borg Crate 0004 - 8107B090 0101 - Pane of glass 0005 - 8107B098 005D - Metal Crate 0006 - 8107B0A0 005D - Metal Crate 0007 - 8107B0A8 005D - Metal Crate 0008 - 8107B0B0 005D - Metal Crate 0009 - 8107B0B8 005D - Metal Crate 000A - 8107B0C0 005D - Metal Crate 000B - 8107B0C8 005D - Metal Crate 000C - 8107B0D0 005D - Metal Crate 000D - 8107B0D8 005D - Metal Crate 000E - 8107B0E0 005D - Metal Crate 000F - 8107B0E8 005D - Metal Crate 0010 - 8107B0F0 0089 - BETA Door 0011 - 8107B0F8 0086 - Briefcase 0012 - 8107B100 0087 - Chicago Tracer bug 0013 - 8107B108 0088 - Data Uplink 0014 - 8107B110 00DD - Nintendo Logo 0015 - 8107B118 00BE - Metal Panel 0016 - 8107B120 00CB - BETA Flag from GoldenEye 0017 - 8107B128 00DC - Area 51 Control Panel / Button 0018 - 8107B130 00BF - BETA GoldenEye Terminal 0019 - 8107B138 0065 - Area 51 Square Door (Top part) 001A - 8107B140 0062 - Area 51 Square Door (Bottom part) 001B - 8107B148 006D - Area 51 Door (Left) 001C - 8107B150 006E - Area 51 Door (Right) 001D - 8107B158 006F - Area 51 Door 001E - 8107B160 0063 - Area 51 Door with glass window 001F - 8107B168 0064 - Area 51 Brown door 0020 - 8107B170 005D - Metal Crate 0021 - 8107B178 005E - Metal Crate (Blue tint) 0022 - 8107B180 005F - Metal Crate (Brown tint) 0023 - 8107B188 0060 - Area 51 Hole-in-wall frame 0024 - 8107B190 006A - Area 51 Wall you blow up (With X on) 0025 - 8107B198 0061 - Area 51 Hole-in-wall frame 0026 - 8107B1A0 006B - Area 51 Wall you blow up (Laboratory side) 0027 - 8107B1A8 006C - Area 51 Hole-in-wall frame (Before blown up) 0028 - 8107B1B0 007B - BETA Villa Door 0029 - 8107B1B8 007C - Villa Wooden door 002A - 8107B1C0 007D - BETA Villa Wooden slide door 002B - 8107B1C8 0067 - Area 51 Hanger lift 002C - 8107B1D0 0066 - Area 51 Small lift from hanger 002D - 8107B1D8 0068 - Area 51 Storage lift 1 002E - 8107B1E0 0069 - Area 51 Storgae lift 2 002F - 8107B1E8 0078 - Villa Wine Bottle (Green) 0030 - 8107B1F0 0079 - Villa Wine Bottle (Red) 0031 - 8107B1F8 007A - Villa Wine Bottle (Red, not JUNG brand) 0032 - 8107B200 007E - Villa Windmill propellar 0033 - 8107B208 00D6 - Area 51 Elvis on hoverbed 0034 - 8107B210 00D9 - BETA Multicoloured box 0035 - 8107B218 0082 - Deep Sea Door (Right) 0036 - 8107B220 0081 - Deep Sea Door (Left) 0037 - 8107B228 00A8 - dataDyne Building Lift 0038 - 8107B230 0092 - dataDyne Building Roof fan 0039 - 8107B238 0093 - dataDyne Building Wall fan 003A - 8107B240 00D5 - Hoverbike 003B - 8107B248 00A9 - dataDyne Building Office door 003C - 8107B250 00AA - Pot plant (Rubber plant) 003D - 8107B258 00AC - Pot plant (Spider plant) 003E - 8107B260 00AB - Pot plant (Spike plant) 003F - 8107B268 00B5 - dataDyne Building Window glass 0040 - 8107B270 00AE - dataDyne Building Sofa 0041 - 8107B278 00AD - dataDyne Building Armchair 0042 - 8107B280 00B1 - dataDyne Building Service door 0043 - 8107B288 00B4 - dataDyne Building Grating door 0044 - 8107B290 00A7 - dataDyne Building Lift door 0045 - 8107B298 00B3 - dataDyne Building Vertical blind 0046 - 8107B2A0 0091 - dataDyne Building Desk 0047 - 8107B2A8 008F - dataDyne Building Desk chair 0048 - 8107B2B0 00E0 - Changing N logo 0049 - 8107B2B8 00DE - Changing N logo 2 004A - 8107B2C0 00DF - Changing N logo 3 004B - 8107B2C8 00E6 - Perfect Dark Logo 004C - 8107B2D0 00E3 - Perfect Dark Logo 1 004D - 8107B2D8 00E5 - Perfect Dark Logo 2 004E - 8107B2E0 00E4 - Perfect Dark Logo 3 004F - 8107B2E8 00E2 - Perfect Dark Logo 4 0050 - 8107B2F0 0096 - Hovercop 0051 - 8107B2F8 0098 - Hovermoto 0052 - 8107B300 0099 - Hovertruck 0053 - 8107B308 0095 - Hovercar 0054 - 8107B310 0094 - Hovercab 0055 - 8107B318 008B - dataDyne Building Hole-in-tube unexploded 0056 - 8107B320 008A - dataDyne Building Hole-in-tube frame 0057 - 8107B328 008D - dataDyne Building Hole-in-wall unexploded 0058 - 8107B330 008C - dataDyne Building Hole-in-wall frame 0059 - 8107B338 00E1 - Blue computer 005A - 8107B340 00D7 - Hovercrate 005B - 8107B348 00C8 - Carrington Institute Drop ship (Villa, Defense) 005C - 8107B350 007F - Deep Sea Door from beginning of level 005D - 8107B358 0080 - Deep Sea Lift 005E - 8107B360 0084 - Case 005F - 8107B368 00B2 - dataDyne Building Cassandra's desk 0060 - 8107B370 00DA - Area 51 Pane of glass with yellow/black caution stripes 0061 - 8107B378 00DB - Area 51 Pane of glass with yellow/black caution stripes 0062 - 8107B380 0075 - Area 51 Table 0063 - 8107B388 0071 - BETA Area 51 Chair 0064 - 8107B390 0074 - BETA Area 51 Screen 0065 - 8107B398 0077 - Area 51 Trashcan 0066 - 8107B3A0 0072 - Area 51 Entrance hall desk 0067 - 8107B3A8 0076 - Area 51 Empty hoverbed 0068 - 8107B3B0 0073 - Area 51 Office divider (Peachy coloured) 0069 - 8107B3B8 0070 - Area 51 Bulletin board with Maian pictures 006A - 8107B3C0 00F9 - Skedar Ruins Canyon wall after blowing up rock 006B - 8107B3C8 00FA - Skedar Ruins Canyon rock 006C - 8107B3D0 00FB - Skedar Ruins Hole-in-wall frame 006D - 8107B3D8 00FC - Skedar Ruins Hole-in-wall unexploded 006E - 8107B3E0 00EC - Skedar Ruins Door 006F - 8107B3E8 00F0 - Attack Ship Yellow slide door 0070 - 8107B3F0 00F1 - Attack Ship Holographic star map 0071 - 8107B3F8 00F2 - Attack Ship Holographic star map 0072 - 8107B400 00F3 - Attack Ship Hanger hull door part 1 0073 - 8107B408 00F4 - Attack Ship Hanger hull door part 2 0074 - 8107B410 00F5 - Attack Ship Hanger hull door part 3 0075 - 8107B418 00F6 - Attack Ship Hanger hull door part 4 0076 - 8107B420 00ED - BETA Skedar fighter ship 0077 - 8107B428 00EB - Secret Skedar Army pod door (Top half) 0078 - 8107B430 00EA - Secret Skedar Army pod door (Bottom half) 0079 - 8107B438 00F7 - Skedar Ruins Spinning power generator pillar 007A - 8107B440 00F8 - Skedar Ruins Rolling round pillar 007B - 8107B448 00EF - Attack Ship Hanger door (Top half) 007C - 8107B450 00EE - Attack Ship Hanger door (Bottom half) 007D - 8107B458 00BA - G5 Building Slide open door with window 007E - 8107B460 00B7 - G5 Building Part of fire door 007F - 8107B468 00B9 - G5 Building Part of fire door 0080 - 8107B470 00B8 - G5 Building Part of fire door (Middle piece) 0081 - 8107B478 00BB - G5 Building Slide open door without window 0082 - 8107B480 0090 - dataDyne Building Slide door 0083 - 8107B488 00AF - dataDyne Building Secret Door 1 0084 - 8107B490 00B0 - dataDyne Building Secret door 2 0085 - 8107B498 00B6 - dataDyne Building CI Jumpship 0086 - 8107B4A0 00FD - Chicago Hovertaxi 0087 - 8107B4A8 00E7 - Chicago Intro Police hovercar 0088 - 8107B4B0 00E8 - Ravine Lift 0089 - 8107B4B8 009C - BETA Investigation Door 008A - 8107B4C0 009D - Investigation Secret door 008B - 8107B4C8 009E - Investigation Sector One Door 008C - 8107B4D0 00D4 - Hoverbot (Orange) 008D - 8107B4D8 00FE - Hoverbot (White/blue) 008E - 8107B4E0 00A1 - Investigation Sector Two Slide-down door (Bottom half) 008F - 8107B4E8 00A2 - Investigation Sector Two Slide-up door (Top half) 0090 - 8107B4F0 009B - Investigation Slide-up door with caution sign (Top half) 0091 - 8107B4F8 009F - Investigation Slide-up door with hazardous sign (Top) 0092 - 8107B500 009A - Investigation Door with caution sign and window 0093 - 8107B508 00C0 - Investigation Dr.Caroll Door 0094 - 8107B510 00A4 - Investigation Sector Three Slide-up door (Top half) 0095 - 8107B518 00A3 - Investigation Sector Three Door 0096 - 8107B520 00A5 - Investigation Sector Three Door with window 0097 - 8107B528 0097 - dataDyne Building Extraction Hovercopter 0098 - 8107B530 00A6 - Investigation Sector Four Slide-up door (Top half) 0099 - 8107B538 00A0 - Investigation Slide-up door with restricted sign (Top) 009A - 8107B540 00BC - G5 Building Slide door with dataDyne logo 009B - 8107B548 00BD - G5 Building Slide door with dataDyne logo 009C - 8107B550 00D8 - Laser Beam door / block 009D - 8107B558 00D1 - G5 Building Vault door 009E - 8107B560 00E9 - dataDyne Building Defection Intro Rope 009F - 8107B568 00D0 - G5 Building Mainframe 00A0 - 8107B570 00C1 - Investigation Dr.Caroll Door (Base) 00A1 - 8107B578 00C6 - Investigation Dr.Caroll Door (Main) 00A2 - 8107B580 00C5 - Investigation Dr.Caroll Door (Left) 00A3 - 8107B588 00C7 - Investigation Dr.Caroll Door (Right) 00A4 - 8107B590 00C3 - Investigation Dr.Caroll Door (Base Main) 00A5 - 8107B598 00C2 - Investigation Dr.Caroll Door (Base Left) 00A6 - 8107B5A0 00C4 - Investigation Dr.Caroll Door (Base Right) 00A7 - 8107B5A8 008E - dataDyne Building Rooftop banner 00A8 - 8107B5B0 00CE - G5 Building Upper hole-in-wall unexploded 00A9 - 8107B5B8 00CF - G5 Building Upper hole-in-wall frame 00AA - 8107B5C0 00CC - G5 Building Lower hole-in-wall unexploded 00AB - 8107B5C8 00CD - G5 Building Lower hole-in-wall frame 00AC - 8107B5D0 00C9 - Chicago Dumpster 00AD - 8107B5D8 00D2 - Chicago Unopened fire door 00AE - 8107B5E0 0085 - Chicago Metal shutter 00AF - 8107B5E8 0195 - Security Camera 00B0 - 8107B5F0 0196 - Communications Hub 00B1 - 8107B5F8 0197 - dataDyne Building Rocket Launcher stand 00B2 - 8107B600 0198 - Blue computer terminal 00B3 - 8107B608 01AB - Red grate/panel 00B4 - 8107B610 01AA - Investigation Lift 00B5 - 8107B618 01AC - Light switch 00B6 - 8107B620 01AD - dataDyne Building Extraction Blue blast shield 00B7 - 8107B628 01AE - dataDyne Building Light switch 00B8 - 8107B630 01AF - Investigation Sector Four Door (Top half) 00B9 - 8107B638 01B0 - Investigation Sector Four Door (Bottom half) 00BA - 8107B640 01B4 - Area 51 Explodable container 00BB - 8107B648 01B5 - Investigation Metal chair 00BC - 8107B650 01B6 - Investigation Table 00BD - 8107B658 01B7 - BETA Investigation Microscope 00BE - 8107B660 01B8 - BETA Investigation Mainframe 00BF - 8107B668 01B9 - Investigation Laboratory door 00C0 - 8107B670 01BA - Investigation Slide-up door from laboratory (Top half) 00C1 - 8107B678 01BB - Ammocrate 00C2 - 8107B680 01C3 - Cassandra De Vries Necklace 00C3 - 8107B688 01C7 - Temple Door 00C4 - 8107B690 0233 - Carrington Institute Blue Sofa (With mirror image) 00C5 - 8107B698 0234 - Carrington Institute Lift 00C6 - 8107B6A0 0235 - Carrington Institute Glass door (Lift, Firing Range) 00C7 - 8107B6A8 023E - Laser beam 00C8 - 8107B6B0 023F - Skedar shuttle 00C9 - 8107B6B8 0241 - BETA Villa Pane of glass with wooden frame 00CA - 8107B6C0 0248 - Skedar Ruins Ceiling pillar/stone block 00CB - 8107B6C8 0249 - Skedar Ruins Ceiling pillar/stone block 00CC - 8107B6D0 024A - Skedar Ruins Statue relic from last boss 00CD - 8107B6D8 024B - Skedar Ruins Statue relic from last boss 00CE - 8107B6E0 024C - Skedar Ruins Statue relic from last boss 00CF - 8107B6E8 024D - Skedar Ruins Statue relic from last boss 00D0 - 8107B6F0 024E - Skedar Ruins Statue relic from last boss 00D1 - 8107B6F8 024F - Skedar Ruins Shaded floor piece (Centre part) 00D2 - 8107B700 0250 - Skedar Ruins Shaded floor piece (Middle left part) 00D3 - 8107B708 0251 - Skedar Ruins Shaded floor piece (Middle right part) 00D4 - 8107B710 0252 - Skedar Ruins Shaded floor piece (Base left part) 00D5 - 8107B718 0253 - Skedar Ruins Shaded floor piece (Base right part) 00D6 - 8107B720 0254 - Skedar Ruins Unshaded floor piece (Centre part) 00D7 - 8107B728 0255 - Skedar Ruins Unshaded floor piece (Middle left part) 00D8 - 8107B730 0256 - Skedar Ruins Unshaded floor piece (Middle right part) 00D9 - 8107B738 0257 - Skedar Ruins Unshaded floor piece (Base left part) 00DA - 8107B740 0258 - Skedar Ruins Unshaded floor piece (Base right part) 00DB - 8107B748 025A - Skedar Ruins Pillar 1 00DC - 8107B750 025B - Skedar Ruins Pillar 2 00DD - 8107B758 025C - Skedar Ruins Pillar 3 00DE - 8107B760 025D - Skedar Ruins Shaded floor piece 00DF - 8107B768 025E - Skedar Ruins Shaded wall piece 00E0 - 8107B770 025F - Skedar Ruins Unshaded floor piece 00E1 - 8107B778 0260 - Skedar Ruins Unshaded wall piece 00E2 - 8107B780 0269 - Metal barrel 00E3 - 8107B788 026A - Grid Glass floor 00E4 - 8107B790 026B - Air Base Escalator step 00E5 - 8107B798 026C - Grid Lift 00E6 - 8107B7A0 026D - Skedar Ruins Rubble 1 (Wall) 00E7 - 8107B7A8 026E - Skedar Ruins Rubble 2 (Pillar) 00E8 - 8107B7B0 026F - Skedar Ruins Rubble 3 (Stone) 00E9 - 8107B7B8 0270 - Skedar Ruins Rubble 4 (Small pillar) 00EA - 8107B7C0 033D - Air Base Intro Cable car 00EB - 8107B7C8 033E - Maian UFO 00EC - 8107B7D0 033F - Air Base Stewardesses Bag 00ED - 8107B7D8 0340 - Air Base Small lift leading to hanger 00EE - 8107B7E0 0341 - Air Base Diagonal lift 00EF - 8107B7E8 0342 - Air Base Safe door 00F0 - 8107B7F0 0343 - Air Force One Pilots seat 00F1 - 8107B7F8 0344 - Air Force One Passenger seat 00F2 - 8107B800 00FF - BETA Chicago Limo 00F3 - 8107B808 0346 - Nightvision Goggles 00F4 - 8107B810 0347 - Shield 00F5 - 8107B818 0348 - Falcon 2 00F6 - 8107B820 0349 - Magsec 4 00F7 - 8107B828 034A - Mauler 00F8 - 8107B830 034B - DY357 Magnum 00F9 - 8107B838 034C - DY357-LX 00FA - 8107B840 034D - Phoenix 00FB - 8107B848 034E - Falcon 2 Silencer 00FC - 8107B850 034F - Falcon 2 Scope 00FD - 8107B858 0350 - CMP150 00FE - 8107B860 0351 - AR34 00FF - 8107B868 0352 - Dragon 0100 - 8107B870 0353 - SuperDragon 0101 - 8107B878 0354 - K7 Avenger 0102 - 8107B880 0355 - Cyclone 0103 - 8107B888 0356 - Callisto NTG 0104 - 8107B890 0357 - RC-P120 0105 - 8107B898 0358 - Laptop Gun 0106 - 8107B8A0 0359 - Shotgun 0107 - 8107B8A8 035A - Reaper 0108 - 8107B8B0 035B - Rocket Launcher 0109 - 8107B8B8 035C - Devastator 010A - 8107B8C0 035D - Slayer 010B - 8107B8C8 035E - Farsight XR-20 010C - 8107B8D0 035F - Sniper Rifle 010D - 8107B8D8 0360 - Crossbow 010E - 8107B8E0 0361 - Tranquilizer / Psychosis Gun 010F - 8107B8E8 0362 - Combat Knife 0110 - 8107B8F0 0363 - N-Bomb 0111 - 8107B8F8 0364 - BETA Flashbang (Grenade from GoldenEye) 0112 - 8107B900 0365 - Grenade 0113 - 8107B908 0366 - Timed Mine 0114 - 8107B910 0367 - Proximity Mine 0115 - 8107B918 0368 - Remote Mine 0116 - 8107B920 0369 - ECM Mine 0117 - 8107B928 036A - PP9i (PP7) 0118 - 8107B930 036B - CC13 (DD44) Dostovei. 0119 - 8107B938 036C - KLO1313 (Klobb) 011A - 8107B940 036D - KF7 Special (KF7 Soviet) 011B - 8107B948 036E - ZZT (9mm) (ZMG (9mm)) 011C - 8107B950 036F - DMC (D5K) Deutsche 011D - 8107B958 0370 - AR53 (AR33) Assualt Rifle 011E - 8107B960 0371 - RC-P45 (RC-P90) 011F - 8107B968 0372 - Rocket 0120 - 8107B970 0373 - Slayer Rocket 0121 - 8107B978 0374 - Bolt 0122 - 8107B980 0375 - Devastator Grenade 0123 - 8107B988 0376 - SuperDragon Grenade 0124 - 8107B990 039E - Area 51 Infiltration Brown dronegun 0125 - 8107B998 039F - Pelagic II Door with window 0126 - 8107B9A0 049D - Area 51 AutoSurgeon 0127 - 8107B9A8 04AF - Chicago dataDyne limo 0128 - 8107B9B0 04B1 - Area 51 Interceptor 0129 - 8107B9B8 04B2 - Area 51 Parabola dish 012A - 8107B9C0 04B3 - BETA Area 51 Radar console 012B - 8107B9C8 04B4 - Area 51 Locker door 012C - 8107B9D0 04B5 - BETA G5 Building Dampening field generator 012D - 8107B9D8 04B6 - BETA G5 Building Dumpster 012E - 8107B9E0 04CF - Cloaking device 012F - 8107B9E8 04D0 - Combat boost pills 0130 - 8107B9F0 04E0 - Pelagic II Moon pool hanger door 0131 - 8107B9F8 04E1 - Skedar Ruins piece of pillar rubble 0132 - 8107BA00 04E2 - Skedar Ruins piece of pillar rubble 0133 - 8107BA08 04E3 - Skedar Ruins piece of pillar rubble 0134 - 8107BA10 04E4 - Skedar Ruins piece of pillar rubble 0135 - 8107BA18 04D1 - Air Base Baggage carrier 0136 - 8107BA20 04D2 - BETA Area 51 Mine sign (With skull and crossbones on it) 0137 - 8107BA28 04D3 - Area 51 Maian coffin from cyrolabs 0138 - 8107BA30 04D4 - Investigation Radioactive isotope 0139 - 8107BA38 04D5 - Investigation Radioactive isotope parts 013A - 8107BA40 04D6 - BETA Reactor Door 013B - 8107BA48 04D7 - Crash Site Interior of Maian UFO 013C - 8107BA50 04D8 - Villa Stool that Carrington sits on 013D - 8107BA58 04D9 - Deep Sea Glass 1 013E - 8107BA60 04DA - Deep Sea Glass 2 (Add-on) 013F - 8107BA68 04DB - Deep Sea Glass 3 (Add-on opposite) 0140 - 8107BA70 04E6 - HorizonScanner 0141 - 8107BA78 04E7 - Pelagic II Outro Moon pool submarine 0142 - 8107BA80 04E8 - Air Force One (The actual plane) 0143 - 8107BA88 04E9 - Attack Ship Engine part 0144 - 8107BA90 04F1 - Deep Sea Ceiling dronegun 0145 - 8107BA98 04F2 - BETA Deep Sea Small door 0146 - 8107BAA0 04F3 - Deep Sea Switch node (Shoot it to open doors) 0147 - 8107BAA8 04F4 - BETA Deep Sea Door (Left) 0148 - 8107BAB0 04F5 - BETA Deep Sea Door (Right) 0149 - 8107BAB8 04F6 - Attack Ship Computer terminal from the bridge 014A - 8107BAC0 04F7 - Attack Ship Computer terminal panel from the bridge 014B - 8107BAC8 04FF - Blue grating panel 014C - 8107BAD0 0500 - Carrington Institute Firing Range Target board 014D - 8107BAD8 0501 - Carrington Institute Device lab secret door 014E - 8107BAE0 0502 - Carrington Institute Carrington's office secret door 014F - 8107BAE8 0503 - Investigation dataDyne PC 0150 - 8107BAF0 0504 - Area 51 Records terminal (dataDyne PC on stand) 0151 - 8107BAF8 0505 - BETA Keypad lock 0152 - 8107BB00 0506 - BETA Fingerprint scanner 0153 - 8107BB08 0507 - BETA Retina lock 0154 - 8107BB10 0508 - BETA Card lock 0155 - 8107BB18 0509 - Air Force One Button on stand 0156 - 8107BB20 050A - Carrington Institute / Villa PC 0157 - 8107BB28 0512 - Laptop Sentry dronegun 0158 - 8107BB30 0513 - G5 Building Special Big chair 0159 - 8107BB38 0514 - G5 Building Special Small chair 015A - 8107BB40 0515 - Skedar Kings holy sceptre (Big King Rocket image) 015B - 8107BB48 0516 - Area 51 Lab cloths 015C - 8107BB50 0525 - BETA Carrington Institute Door 015D - 8107BB58 0526 - G5 Building Special Chair 015E - 8107BB60 0527 - G5 Building Special Small chair with top missing 015F - 8107BB68 0528 - dataDyne Building Foyer pane of glass 0160 - 8107BB70 053C - BETA Carrington Institute Cabinet 0161 - 8107BB78 053D - BETA Carrington Institute Desk 0162 - 8107BB80 053E - BETA Carrington Institute Desk 2 0163 - 8107BB88 053F - BETA Carrington Institute Leather Armchair 0164 - 8107BB90 0540 - BETA Carrington Institute Leather Bed 0165 - 8107BB98 0541 - BETA Carrington Institute Leather Sofa 0166 - 8107BBA0 0542 - BETA Carrington Institute Table 0167 - 8107BBA8 0543 - Villa Coffee table 0168 - 8107BBB0 0544 - Villa Chair 0169 - 8107BBB8 0545 - BETA Villa Armchair 016A - 8107BBC0 0546 - Villa Sofa 016B - 8107BBC8 0547 - Villa Chair 2 016C - 8107BBD0 0548 - BETA Villa Cabinet with lamp 016D - 8107BBD8 0549 - Villa Side cabinet 016E - 8107BBE0 054A - Villa Double bed 016F - 8107BBE8 054B - BETA Pelagic II Chair 0170 - 8107BBF0 054C - Attack Ship Computer console 0171 - 8107BBF8 054D - BETA Investigation Table 0172 - 8107BC00 054E - BETA Investigation Chair 0173 - 8107BC08 054F - Air Base Table 0174 - 8107BC10 0550 - BETA Air Base Chair 0175 - 8107BC18 0551 - BETA White Box 0176 - 8107BC20 005D - Metal Crate 0177 - 8107BC28 0552 - IR scanner googles 0178 - 8107BC30 0555 - Area 51 Wall Dronegun 0179 - 8107BC38 0556 - BETA Skedar Dronegun 017A - 8107BC40 0557 - Carrington Institute Dronegun 017B - 8107BC48 0558 - Villa Wooden table 017C - 8107BC50 055C - dataDyne Building Door 017D - 8107BC58 055D - BETA Air Base Door 017E - 8107BC60 055E - BETA Air Base Door 2 017F - 8107BC68 055F - Chicago Wire fence 0180 - 8107BC70 0560 - Rareware logo 0181 - 8107BC78 0563 - Keycard 0182 - 8107BC80 0564 - BETA Body armour (Looks like the one from GoldenEye) 0183 - 8107BC88 0565 - Area 51 Infiltration Inner area big slide door (Right) 0184 - 8107BC90 0566 - Area 51 Infiltration Inner area big slide door (Left) 0185 - 8107BC98 0567 - Air Force One Lamp 0186 - 8107BCA0 0568 - Air Force One Toilet 0187 - 8107BCA8 0569 - Air Force One Big door 0188 - 8107BCB0 056A - Air Force One Phone 0189 - 8107BCB8 056B - BETA Air Force One Cargo door 018A - 8107BCC0 056C - G5 Building Alarm 018B - 8107BCC8 056D - G5 Building Laser switch 018C - 8107BCD0 056E - Skedar Ruins Pillar 4 018D - 8107BCD8 056F - Pelagic II Power core hatch 018E - 8107BCE0 074C - Area 51 Grate / Pane of glass with white stripes 018F - 8107BCE8 0750 - Air Force One Escape door 0190 - 8107BCF0 0751 - Presidential Escape Pod 0191 - 8107BCF8 0752 - Skedar Ruins Bridge 0192 - 8107BD00 0753 - Pelagic II Door with no window 0193 - 8107BD08 0756 - BETA Touch That Box, Box 0194 - 8107BD10 0757 - Carrington Institute Front door 0195 - 8107BD18 075B - Laser 0196 - 8107BD20 075C - G5 Building BAFTA Award 0197 - 8107BD28 075D - Area 51 Rescue Outro Surgeons dissection laser 0198 - 8107BD30 075E - Crash Site Outro Elvis's hammer (Small size) 0199 - 8107BD38 0760 - Area 51 Infiltration Explosives 019A - 8107BD40 075F - dataDyne Building Mr. Blonde's Revenge Skedar bomb 019B - 8107BD48 0762 - Dr. Caroll's Backup disk 019C - 8107BD50 0763 - Air Base Flight plans 019D - 8107BD58 076F - R-Tracker 019E - 8107BD60 0770 - X-ray Scanner 019F - 8107BD68 075E - Crash Site Outro Elvis's hammer (Big size) 01A0 - 8107BD70 0771 - Camspy, Drugspy, Bombspy 01A1 - 8107BD78 0772 - Door Decoder 01A2 - 8107BD80 0765 - Air Force One Table 01A3 - 8107BD88 0775 - Air Base Air Force Ones private loader door 01A4 - 8107BD90 0776 - Skedar Ruins Backdrop 01A5 - 8107BD98 0777 - Carrington Institute Secret Device training door 01A6 - 8107BDA0 076E - Carrington Institute Defense Sensitive information 01A7 - 8107BDA8 0774 - BETA Suitcase 01A8 - 8107BDB0 0778 - Skedar Ruins Push-block to activate bridge 01A9 - 8107BDB8 0779 - Area 51 Lift bars/door 01AA - 8107BDC0 0797 - Carrington Institute Switch 01AB - 8107BDC8 0798 - Attack Ship Blue door 01AC - 8107BDD0 0799 - Attack Ship Window 01AD - 8107BDD8 079A - Attack Ship Hanger door (Top half) 01AE - 8107BDE0 079B - Attack Ship Hanger door (Bottom half) 01AF - 8107BDE8 079C - Air Force One Inner door 01B0 - 8107BDF0 079D - BETA Laser post 01B1 - 8107BDF8 07B2 - Skedar Ruins Target Amplifier 01B2 - 8107BE00 07B3 - Attack Ship Lift 01B3 - 8107BE08 07B4 - Carrington Institute Defense Smashed front door 01B4 - 8107BE10 07B5 - Deep Sea Slide-up door 01B5 - 8107BE18 07BB - Air Force One Drop vent rubble 01B6 - 8107BE20 07BC - dataDyne Building Small door / Felicity Door 01B7 - 8107BE28 07C7 - Deep Sea Slide door 01B8 - 8107BE30 07CC - Skedar Ruins Buddy Bridge PAL Object modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~ Object Object Object Number Modifier Value Object Name 0000 - 8107B540 01C6 - Investigation Ceiling dronegun 0001 - 8107B548 01CA - Crash Site Green Drone Gun 0002 - 8107B550 0100 - Tv Screen 0003 - 8107B558 0083 - BETA Borg Crate 0004 - 8107B560 0101 - Pane of glass 0005 - 8107B568 005D - Metal Crate 0006 - 8107B570 005D - Metal Crate 0007 - 8107B578 005D - Metal Crate 0008 - 8107B580 005D - Metal Crate 0009 - 8107B588 005D - Metal Crate 000A - 8107B590 005D - Metal Crate 000B - 8107B598 005D - Metal Crate 000C - 8107B5A0 005D - Metal Crate 000D - 8107B5A8 005D - Metal Crate 000E - 8107B5B0 005D - Metal Crate 000F - 8107B5B8 005D - Metal Crate 0010 - 8107B5C0 0089 - BETA Door 0011 - 8107B5C8 0086 - Briefcase 0012 - 8107B5D0 0087 - Chicago Tracer bug 0013 - 8107B5D8 0088 - Data Uplink 0014 - 8107B5E0 00DD - Nintendo Logo 0015 - 8107B5E8 00BE - Metal Panel 0016 - 8107B5F0 00CB - BETA Flag from GoldenEye 0017 - 8107B5F8 00DC - Area 51 Control Panel / Button 0018 - 8107B600 00BF - BETA GoldenEye Terminal 0019 - 8107B608 0065 - Area 51 Square Door (Top part) 001A - 8107B610 0062 - Area 51 Square Door (Bottom part) 001B - 8107B618 006D - Area 51 Door (Left) 001C - 8107B620 006E - Area 51 Door (Right) 001D - 8107B628 006F - Area 51 Door 001E - 8107B630 0063 - Area 51 Door with glass window 001F - 8107B638 0064 - Area 51 Brown door 0020 - 8107B640 005D - Metal Crate 0021 - 8107B648 005E - Metal Crate (Blue tint) 0022 - 8107B650 005F - Metal Crate (Brown tint) 0023 - 8107B658 0060 - Area 51 Hole-in-wall frame 0024 - 8107B660 006A - Area 51 Wall you blow up (With X on) 0025 - 8107B668 0061 - Area 51 Hole-in-wall frame 0026 - 8107B670 006B - Area 51 Wall you blow up (Laboratory side) 0027 - 8107B678 006C - Area 51 Hole-in-wall frame (Before blown up) 0028 - 8107B680 007B - BETA Villa Door 0029 - 8107B688 007C - Villa Wooden door 002A - 8107B690 007D - BETA Villa Wooden slide door 002B - 8107B698 0067 - Area 51 Hanger lift 002C - 8107B6A0 0066 - Area 51 Small lift from hanger 002D - 8107B6A8 0068 - Area 51 Storage lift 1 002E - 8107B6B0 0069 - Area 51 Storgae lift 2 002F - 8107B6B8 0078 - Villa Wine Bottle (Green) 0030 - 8107B6C0 0079 - Villa Wine Bottle (Red) 0031 - 8107B6C8 007A - Villa Wine Bottle (Red, not JUNG brand) 0032 - 8107B6D0 007E - Villa Windmill propellar 0033 - 8107B6D8 00D6 - Area 51 Elvis on hoverbed 0034 - 8107B6E0 00D9 - BETA Multicoloured box 0035 - 8107B6E8 0082 - Deep Sea Door (Right) 0036 - 8107B6F0 0081 - Deep Sea Door (Left) 0037 - 8107B6F8 00A8 - dataDyne Building Lift 0038 - 8107B700 0092 - dataDyne Building Roof fan 0039 - 8107B708 0093 - dataDyne Building Wall fan 003A - 8107B710 00D5 - Hoverbike 003B - 8107B718 00A9 - dataDyne Building Office door 003C - 8107B720 00AA - Pot plant (Rubber plant) 003D - 8107B728 00AC - Pot plant (Spider plant) 003E - 8107B730 00AB - Pot plant (Spike plant) 003F - 8107B738 00B5 - dataDyne Building Window glass 0040 - 8107B740 00AE - dataDyne Building Sofa 0041 - 8107B748 00AD - dataDyne Building Armchair 0042 - 8107B750 00B1 - dataDyne Building Service door 0043 - 8107B758 00B4 - dataDyne Building Grating door 0044 - 8107B760 00A7 - dataDyne Building Lift door 0045 - 8107B768 00B3 - dataDyne Building Vertical blind 0046 - 8107B770 0091 - dataDyne Building Desk 0047 - 8107B778 008F - dataDyne Building Desk chair 0048 - 8107B780 00E0 - Changing N logo 0049 - 8107B788 00DE - Changing N logo 2 004A - 8107B790 00DF - Changing N logo 3 004B - 8107B798 00E6 - Perfect Dark Logo 004C - 8107B7A0 00E3 - Perfect Dark Logo 1 004D - 8107B7A8 00E5 - Perfect Dark Logo 2 004E - 8107B7B0 00E4 - Perfect Dark Logo 3 004F - 8107B7B8 00E2 - Perfect Dark Logo 4 0050 - 8107B7C0 0096 - Hovercop 0051 - 8107B7C8 0098 - Hovermoto 0052 - 8107B7D0 0099 - Hovertruck 0053 - 8107B7D8 0095 - Hovercar 0054 - 8107B7E0 0094 - Hovercab 0055 - 8107B7E8 008B - dataDyne Building Hole-in-tube unexploded 0056 - 8107B7F0 008A - dataDyne Building Hole-in-tube frame 0057 - 8107B7F8 008D - dataDyne Building Hole-in-wall unexploded 0058 - 8107B800 008C - dataDyne Building Hole-in-wall frame 0059 - 8107B808 00E1 - Blue computer 005A - 8107B810 00D7 - Hovercrate 005B - 8107B818 00C8 - Carrington Institute Drop ship (Villa, Defense) 005C - 8107B820 007F - Deep Sea Door from beginning of level 005D - 8107B828 0080 - Deep Sea Lift 005E - 8107B830 0084 - Case 005F - 8107B838 00B2 - dataDyne Building Cassandra's desk 0060 - 8107B840 00DA - Area 51 Pane of glass with yellow/black caution stripes 0061 - 8107B848 00DB - Area 51 Pane of glass with yellow/black caution stripes 0062 - 8107B850 0075 - Area 51 Table 0063 - 8107B858 0071 - BETA Area 51 Chair 0064 - 8107B860 0074 - BETA Area 51 Screen 0065 - 8107B868 0077 - Area 51 Trashcan 0066 - 8107B870 0072 - Area 51 Entrance hall desk 0067 - 8107B878 0076 - Area 51 Empty hoverbed 0068 - 8107B880 0073 - Area 51 Office divider (Peachy coloured) 0069 - 8107B888 0070 - Area 51 Bulletin board with Maian pictures 006A - 8107B890 00F9 - Skedar Ruins Canyon wall after blowing up rock 006B - 8107B898 00FA - Skedar Ruins Canyon rock 006C - 8107B8A0 00FB - Skedar Ruins Hole-in-wall frame 006D - 8107B8A8 00FC - Skedar Ruins Hole-in-wall unexploded 006E - 8107B8B0 00EC - Skedar Ruins Door 006F - 8107B8B8 00F0 - Attack Ship Yellow slide door 0070 - 8107B8C0 00F1 - Attack Ship Holographic star map 0071 - 8107B8C8 00F2 - Attack Ship Holographic star map 0072 - 8107B8D0 00F3 - Attack Ship Hanger hull door part 1 0073 - 8107B8D8 00F4 - Attack Ship Hanger hull door part 2 0074 - 8107B8E0 00F5 - Attack Ship Hanger hull door part 3 0075 - 8107B8E8 00F6 - Attack Ship Hanger hull door part 4 0076 - 8107B8F0 00ED - BETA Skedar fighter ship 0077 - 8107B8F8 00EB - Secret Skedar Army pod door (Top half) 0078 - 8107B900 00EA - Secret Skedar Army pod door (Bottom half) 0079 - 8107B908 00F7 - Skedar Ruins Spinning power generator pillar 007A - 8107B910 00F8 - Skedar Ruins Rolling round pillar 007B - 8107B918 00EF - Attack Ship Hanger door (Top half) 007C - 8107B920 00EE - Attack Ship Hanger door (Bottom half) 007D - 8107B928 00BA - G5 Building Slide open door with window 007E - 8107B930 00B7 - G5 Building Part of fire door 007F - 8107B938 00B9 - G5 Building Part of fire door 0080 - 8107B940 00B8 - G5 Building Part of fire door (Middle piece) 0081 - 8107B948 00BB - G5 Building Slide open door without window 0082 - 8107B950 0090 - dataDyne Building Slide door 0083 - 8107B958 00AF - dataDyne Building Secret Door 1 0084 - 8107B960 00B0 - dataDyne Building Secret door 2 0085 - 8107B968 00B6 - dataDyne Building CI Jumpship 0086 - 8107B970 00FD - Chicago Hovertaxi 0087 - 8107B978 00E7 - Chicago Intro Police hovercar 0088 - 8107B980 00E8 - Ravine Lift 0089 - 8107B988 009C - BETA Investigation Door 008A - 8107B990 009D - Investigation Secret door 008B - 8107B998 009E - Investigation Sector One Door 008C - 8107B9A0 00D4 - Hoverbot (Orange) 008D - 8107B9A8 00FE - Hoverbot (White/blue) 008E - 8107B9B0 00A1 - Investigation Sector Two Slide-down door (Bottom half) 008F - 8107B9B8 00A2 - Investigation Sector Two Slide-up door (Top half) 0090 - 8107B9C0 009B - Investigation Slide-up door with caution sign (Top half) 0091 - 8107B9C8 009F - Investigation Slide-up door with hazardous sign (Top) 0092 - 8107B9D0 009A - Investigation Door with caution sign and window 0093 - 8107B9D8 00C0 - Investigation Dr.Caroll Door 0094 - 8107B9E0 00A4 - Investigation Sector Three Slide-up door (Top half) 0095 - 8107B9E8 00A3 - Investigation Sector Three Door 0096 - 8107B9F0 00A5 - Investigation Sector Three Door with window 0097 - 8107B9F8 0097 - dataDyne Building Extraction Hovercopter 0098 - 8107BA00 00A6 - Investigation Sector Four Slide-up door (Top half) 0099 - 8107BA08 00A0 - Investigation Slide-up door with restricted sign (Top) 009A - 8107BA10 00BC - G5 Building Slide door with dataDyne logo 009B - 8107BA18 00BD - G5 Building Slide door with dataDyne logo 009C - 8107BA20 00D8 - Laser Beam door / block 009D - 8107BA28 00D1 - G5 Building Vault door 009E - 8107BA30 00E9 - dataDyne Building Defection Intro Rope 009F - 8107BA38 00D0 - G5 Building Mainframe 00A0 - 8107BA40 00C1 - Investigation Dr.Caroll Door (Base) 00A1 - 8107BA48 00C6 - Investigation Dr.Caroll Door (Main) 00A2 - 8107BA50 00C5 - Investigation Dr.Caroll Door (Left) 00A3 - 8107BA58 00C7 - Investigation Dr.Caroll Door (Right) 00A4 - 8107BA60 00C3 - Investigation Dr.Caroll Door (Base Main) 00A5 - 8107BA68 00C2 - Investigation Dr.Caroll Door (Base Left) 00A6 - 8107BA70 00C4 - Investigation Dr.Caroll Door (Base Right) 00A7 - 8107BA78 008E - dataDyne Building Rooftop banner 00A8 - 8107BA80 00CE - G5 Building Upper hole-in-wall unexploded 00A9 - 8107BA88 00CF - G5 Building Upper hole-in-wall frame 00AA - 8107BA90 00CC - G5 Building Lower hole-in-wall unexploded 00AB - 8107BA98 00CD - G5 Building Lower hole-in-wall frame 00AC - 8107BAA0 00C9 - Chicago Dumpster 00AD - 8107BAA8 00D2 - Chicago Unopened fire door 00AE - 8107BAB0 0085 - Chicago Metal shutter 00AF - 8107BAB8 0195 - Security Camera 00B0 - 8107BAC0 0196 - Communications Hub 00B1 - 8107BAC8 0197 - dataDyne Building Rocket Launcher stand 00B2 - 8107BAD0 0198 - Blue computer terminal 00B3 - 8107BAD8 01AB - Red grate/panel 00B4 - 8107BAE0 01AA - Investigation Lift 00B5 - 8107BAE8 01AC - Light switch 00B6 - 8107BAF0 01AD - dataDyne Building Extraction Blue blast shield 00B7 - 8107BAF8 01AE - dataDyne Building Light switch 00B8 - 8107BB00 01AF - Investigation Sector Four Door (Top half) 00B9 - 8107BB08 01B0 - Investigation Sector Four Door (Bottom half) 00BA - 8107BB10 01B4 - Area 51 Explodable container 00BB - 8107BB18 01B5 - Investigation Metal chair 00BC - 8107BB20 01B6 - Investigation Table 00BD - 8107BB28 01B7 - BETA Investigation Microscope 00BE - 8107BB30 01B8 - BETA Investigation Mainframe 00BF - 8107BB38 01B9 - Investigation Laboratory door 00C0 - 8107BB40 01BA - Investigation Slide-up door from laboratory (Top half) 00C1 - 8107BB48 01BB - Ammocrate 00C2 - 8107BB50 01C3 - Cassandra De Vries Necklace 00C3 - 8107BB58 01C7 - Temple Door 00C4 - 8107BB60 0233 - Carrington Institute Blue Sofa (With mirror image) 00C5 - 8107BB68 0234 - Carrington Institute Lift 00C6 - 8107BB70 0235 - Carrington Institute Glass door (Lift, Firing Range) 00C7 - 8107BB78 023E - Laser beam 00C8 - 8107BB80 023F - Skedar shuttle 00C9 - 8107BB88 0241 - BETA Villa Pane of glass with wooden frame 00CA - 8107BB90 0248 - Skedar Ruins Ceiling pillar/stone block 00CB - 8107BB98 0249 - Skedar Ruins Ceiling pillar/stone block 00CC - 8107BBA0 024A - Skedar Ruins Statue relic from last boss 00CD - 8107BBA8 024B - Skedar Ruins Statue relic from last boss 00CE - 8107BBB0 024C - Skedar Ruins Statue relic from last boss 00CF - 8107BBB8 024D - Skedar Ruins Statue relic from last boss 00D0 - 8107BBC0 024E - Skedar Ruins Statue relic from last boss 00D1 - 8107BBC8 024F - Skedar Ruins Shaded floor piece (Centre part) 00D2 - 8107BBD0 0250 - Skedar Ruins Shaded floor piece (Middle left part) 00D3 - 8107BBD8 0251 - Skedar Ruins Shaded floor piece (Middle right part) 00D4 - 8107BBE0 0252 - Skedar Ruins Shaded floor piece (Base left part) 00D5 - 8107BBE8 0253 - Skedar Ruins Shaded floor piece (Base right part) 00D6 - 8107BBF0 0254 - Skedar Ruins Unshaded floor piece (Centre part) 00D7 - 8107BBF8 0255 - Skedar Ruins Unshaded floor piece (Middle left part) 00D8 - 8107BC00 0256 - Skedar Ruins Unshaded floor piece (Middle right part) 00D9 - 8107BC08 0257 - Skedar Ruins Unshaded floor piece (Base left part) 00DA - 8107BC10 0258 - Skedar Ruins Unshaded floor piece (Base right part) 00DB - 8107BC18 025A - Skedar Ruins Pillar 1 00DC - 8107BC20 025B - Skedar Ruins Pillar 2 00DD - 8107BC28 025C - Skedar Ruins Pillar 3 00DE - 8107BC30 025D - Skedar Ruins Shaded floor piece 00DF - 8107BC38 025E - Skedar Ruins Shaded wall piece 00E0 - 8107BC40 025F - Skedar Ruins Unshaded floor piece 00E1 - 8107BC48 0260 - Skedar Ruins Unshaded wall piece 00E2 - 8107BC50 0269 - Metal barrel 00E3 - 8107BC58 026A - Grid Glass floor 00E4 - 8107BC60 026B - Air Base Escalator step 00E5 - 8107BC68 026C - Grid Lift 00E6 - 8107BC70 026D - Skedar Ruins Rubble 1 (Wall) 00E7 - 8107BC78 026E - Skedar Ruins Rubble 2 (Pillar) 00E8 - 8107BC80 026F - Skedar Ruins Rubble 3 (Stone) 00E9 - 8107BC88 0270 - Skedar Ruins Rubble 4 (Small pillar) 00EA - 8107BC90 033D - Air Base Intro Cable car 00EB - 8107BC98 033E - Maian UFO 00EC - 8107BCA0 033F - Air Base Stewardesses Bag 00ED - 8107BCA8 0340 - Air Base Small lift leading to hanger 00EE - 8107BCB0 0341 - Air Base Diagonal lift 00EF - 8107BCB8 0342 - Air Base Safe door 00F0 - 8107BCC0 0343 - Air Force One Pilots seat 00F1 - 8107BCC8 0344 - Air Force One Passenger seat 00F2 - 8107BCD0 00FF - BETA Chicago Limo 00F3 - 8107BCD8 0346 - Nightvision Goggles 00F4 - 8107BCE0 0347 - Shield 00F5 - 8107BCE8 0348 - Falcon 2 00F6 - 8107BCF0 0349 - Magsec 4 00F7 - 8107BCF8 034A - Mauler 00F8 - 8107BD00 034B - DY357 Magnum 00F9 - 8107BD08 034C - DY357-LX 00FA - 8107BD10 034D - Phoenix 00FB - 8107BD18 034E - Falcon 2 Silencer 00FC - 8107BD20 034F - Falcon 2 Scope 00FD - 8107BD28 0350 - CMP150 00FE - 8107BD30 0351 - AR34 00FF - 8107BD38 0352 - Dragon 0100 - 8107BD40 0353 - SuperDragon 0101 - 8107BD48 0354 - K7 Avenger 0102 - 8107BD50 0355 - Cyclone 0103 - 8107BD58 0356 - Callisto NTG 0104 - 8107BD60 0357 - RC-P120 0105 - 8107BD68 0358 - Laptop Gun 0106 - 8107BD70 0359 - Shotgun 0107 - 8107BD78 035A - Reaper 0108 - 8107BD80 035B - Rocket Launcher 0109 - 8107BD88 035C - Devastator 010A - 8107BD90 035D - Slayer 010B - 8107BD98 035E - Farsight XR-20 010C - 8107BDA0 035F - Sniper Rifle 010D - 8107BDA8 0360 - Crossbow 010E - 8107BDB0 0361 - Tranquilizer / Psychosis Gun 010F - 8107BDB8 0362 - Combat Knife 0110 - 8107BDC0 0363 - N-Bomb 0111 - 8107BDC8 0364 - BETA Flashbang (Grenade from GoldenEye) 0112 - 8107BDD0 0365 - Grenade 0113 - 8107BDD8 0366 - Timed Mine 0114 - 8107BDE0 0367 - Proximity Mine 0115 - 8107BDE8 0368 - Remote Mine 0116 - 8107BDF0 0369 - ECM Mine 0117 - 8107BDF8 036A - PP9i (PP7) 0118 - 8107BE00 036B - CC13 (DD44) Dostovei. 0119 - 8107BE08 036C - KLO1313 (Klobb) 011A - 8107BE10 036D - KF7 Special (KF7 Soviet) 011B - 8107BE18 036E - ZZT (9mm) (ZMG (9mm)) 011C - 8107BE20 036F - DMC (D5K) Deutsche 011D - 8107BE28 0370 - AR53 (AR33) Assualt Rifle 011E - 8107BE30 0371 - RC-P45 (RC-P90) 011F - 8107BE38 0372 - Rocket 0120 - 8107BE40 0373 - Slayer Rocket 0121 - 8107BE48 0374 - Bolt 0122 - 8107BE50 0375 - Devastator Grenade 0123 - 8107BE58 0376 - SuperDragon Grenade 0124 - 8107BE60 039E - Area 51 Infiltration Brown dronegun 0125 - 8107BE68 039F - Pelagic II Door with window 0126 - 8107BE70 049D - Area 51 AutoSurgeon 0127 - 8107BE78 04AF - Chicago dataDyne limo 0128 - 8107BE80 04B1 - Area 51 Interceptor 0129 - 8107BE88 04B2 - Area 51 Parabola dish 012A - 8107BE90 04B3 - BETA Area 51 Radar console 012B - 8107BE98 04B4 - Area 51 Locker door 012C - 8107BEA0 04B5 - BETA G5 Building Dampening field generator 012D - 8107BEA8 04B6 - BETA G5 Building Dumpster 012E - 8107BEB0 04CF - Cloaking device 012F - 8107BEB8 04D0 - Combat boost pills 0130 - 8107BEC0 04E0 - Pelagic II Moon pool hanger door 0131 - 8107BEC8 04E1 - Skedar Ruins piece of pillar rubble 0132 - 8107BED0 04E2 - Skedar Ruins piece of pillar rubble 0133 - 8107BED8 04E3 - Skedar Ruins piece of pillar rubble 0134 - 8107BEE0 04E4 - Skedar Ruins piece of pillar rubble 0135 - 8107BEE8 04D1 - Air Base Baggage carrier 0136 - 8107BEF0 04D2 - BETA Area 51 Mine sign (With skull and crossbones on it) 0137 - 8107BEF8 04D3 - Area 51 Maian coffin from cyrolabs 0138 - 8107BF00 04D4 - Investigation Radioactive isotope 0139 - 8107BF08 04D5 - Investigation Radioactive isotope parts 013A - 8107BF10 04D6 - BETA Reactor Door 013B - 8107BF18 04D7 - Crash Site Interior of Maian UFO 013C - 8107BF20 04D8 - Villa Stool that Carrington sits on 013D - 8107BF28 04D9 - Deep Sea Glass 1 013E - 8107BF30 04DA - Deep Sea Glass 2 (Add-on) 013F - 8107BF38 04DB - Deep Sea Glass 3 (Add-on opposite) 0140 - 8107BF40 04E6 - HorizonScanner 0141 - 8107BF48 04E7 - Pelagic II Outro Moon pool submarine 0142 - 8107BF50 04E8 - Air Force One (The actual plane) 0143 - 8107BF58 04E9 - Attack Ship Engine part 0144 - 8107BF60 04F1 - Deep Sea Ceiling dronegun 0145 - 8107BF68 04F2 - BETA Deep Sea Small door 0146 - 8107BF70 04F3 - Deep Sea Switch node (Shoot it to open doors) 0147 - 8107BF78 04F4 - BETA Deep Sea Door (Left) 0148 - 8107BF80 04F5 - BETA Deep Sea Door (Right) 0149 - 8107BF88 04F6 - Attack Ship Computer terminal from the bridge 014A - 8107BF90 04F7 - Attack Ship Computer terminal panel from the bridge 014B - 8107BF98 04FF - Blue grating panel 014C - 8107BFA0 0500 - Carrington Institute Firing Range Target board 014D - 8107BFA8 0501 - Carrington Institute Device lab secret door 014E - 8107BFB0 0502 - Carrington Institute Carrington's office secret door 014F - 8107BFB8 0503 - Investigation dataDyne PC 0150 - 8107BFC0 0504 - Area 51 Records terminal (dataDyne PC on stand) 0151 - 8107BFC8 0505 - BETA Keypad lock 0152 - 8107BFD0 0506 - BETA Fingerprint scanner 0153 - 8107BFD8 0507 - BETA Retina lock 0154 - 8107BFE0 0508 - BETA Card lock 0155 - 8107BFE8 0509 - Air Force One Button on stand 0156 - 8107BFF0 050A - Carrington Institute / Villa PC 0157 - 8107BFF8 0512 - Laptop Sentry dronegun 0158 - 8107C000 0513 - G5 Building Special Big chair 0159 - 8107C008 0514 - G5 Building Special Small chair 015A - 8107C010 0515 - Skedar Kings holy sceptre (Big King Rocket image) 015B - 8107C018 0516 - Area 51 Lab cloths 015C - 8107C020 0525 - BETA Carrington Institute Door 015D - 8107C028 0526 - G5 Building Special Chair 015E - 8107C030 0527 - G5 Building Special Small chair with top missing 015F - 8107C038 0528 - dataDyne Building Foyer pane of glass 0160 - 8107C040 053C - BETA Carrington Institute Cabinet 0161 - 8107C048 053D - BETA Carrington Institute Desk 0162 - 8107C050 053E - BETA Carrington Institute Desk 2 0163 - 8107C058 053F - BETA Carrington Institute Leather Armchair 0164 - 8107C060 0540 - BETA Carrington Institute Leather Bed 0165 - 8107C068 0541 - BETA Carrington Institute Leather Sofa 0166 - 8107C070 0542 - BETA Carrington Institute Table 0167 - 8107C078 0543 - Villa Coffee table 0168 - 8107C080 0544 - Villa Chair 0169 - 8107C088 0545 - BETA Villa Armchair 016A - 8107C090 0546 - Villa Sofa 016B - 8107C098 0547 - Villa Chair 2 016C - 8107C0A0 0548 - BETA Villa Cabinet with lamp 016D - 8107C0A8 0549 - Villa Side cabinet 016E - 8107C0B0 054A - Villa Double bed 016F - 8107C0B8 054B - BETA Pelagic II Chair 0170 - 8107C0C0 054C - Attack Ship Computer console 0171 - 8107C0C8 054D - BETA Investigation Table 0172 - 8107C0D0 054E - BETA Investigation Chair 0173 - 8107C0D8 054F - Air Base Table 0174 - 8107C0E0 0550 - BETA Air Base Chair 0175 - 8107C0E8 0551 - BETA White Box 0176 - 8107C0F0 005D - Metal Crate 0177 - 8107C0F8 0552 - IR scanner googles 0178 - 8107C100 0555 - Area 51 Wall Dronegun 0179 - 8107C108 0556 - BETA Skedar Dronegun 017A - 8107C110 0557 - Carrington Institute Dronegun 017B - 8107C118 0558 - Villa Wooden table 017C - 8107C120 055C - dataDyne Building Door 017D - 8107C128 055D - BETA Air Base Door 017E - 8107C130 055E - BETA Air Base Door 2 017F - 8107C138 055F - Chicago Wire fence 0180 - 8107C140 0560 - Rareware logo 0181 - 8107C148 0563 - Keycard 0182 - 8107C150 0564 - BETA Body armour (Looks like the one from GoldenEye) 0183 - 8107C158 0565 - Area 51 Infiltration Inner area big slide door (Right) 0184 - 8107C160 0566 - Area 51 Infiltration Inner area big slide door (Left) 0185 - 8107C168 0567 - Air Force One Lamp 0186 - 8107C170 0568 - Air Force One Toilet 0187 - 8107C178 0569 - Air Force One Big door 0188 - 8107C180 056A - Air Force One Phone 0189 - 8107C188 056B - BETA Air Force One Cargo door 018A - 8107C190 056C - G5 Building Alarm 018B - 8107C198 056D - G5 Building Laser switch 018C - 8107C1A0 056E - Skedar Ruins Pillar 4 018D - 8107C1A8 056F - Pelagic II Power core hatch 018E - 8107C1B0 074C - Area 51 Grate / Pane of glass with white stripes 018F - 8107C1B8 0750 - Air Force One Escape door 0190 - 8107C1C0 0751 - Presidential Escape Pod 0191 - 8107C1C8 0752 - Skedar Ruins Bridge 0192 - 8107C1D0 0753 - Pelagic II Door with no window 0193 - 8107C1D8 0756 - BETA Touch That Box, Box 0194 - 8107C1E0 0757 - Carrington Institute Front door 0195 - 8107C1E8 075B - Laser 0196 - 8107C1F0 075C - G5 Building BAFTA Award 0197 - 8107C1F8 075D - Area 51 Rescue Outro Surgeons dissection laser 0198 - 8107C200 075E - Crash Site Outro Elvis's hammer (Small size) 0199 - 8107C208 0760 - Area 51 Infiltration Explosives 019A - 8107C210 075F - dataDyne Building Mr. Blonde's Revenge Skedar bomb 019B - 8107C218 0762 - Dr. Caroll's Backup disk 019C - 8107C220 0763 - Air Base Flight plans 019D - 8107C228 076F - R-Tracker 019E - 8107C230 0770 - X-ray Scanner 019F - 8107C238 075E - Crash Site Outro Elvis's hammer (Big size) 01A0 - 8107C240 0771 - Camspy, Drugspy, Bombspy 01A1 - 8107C248 0772 - Door Decoder 01A2 - 8107C250 0765 - Air Force One Table 01A3 - 8107C258 0775 - Air Base Air Force Ones private loader door 01A4 - 8107C260 0776 - Skedar Ruins Backdrop 01A5 - 8107C268 0777 - Carrington Institute Secret Device training door 01A6 - 8107C270 076E - Carrington Institute Defense Sensitive information 01A7 - 8107C278 0774 - BETA Suitcase 01A8 - 8107C280 0778 - Skedar Ruins Push-block to activate bridge 01A9 - 8107C288 0779 - Area 51 Lift bars/door 01AA - 8107C290 0797 - Carrington Institute Switch 01AB - 8107C298 0798 - Attack Ship Blue door 01AC - 8107C2A0 0799 - Attack Ship Window 01AD - 8107C2A8 079A - Attack Ship Hanger door (Top half) 01AE - 8107C2B0 079B - Attack Ship Hanger door (Bottom half) 01AF - 8107C2B8 079C - Air Force One Inner door 01B0 - 8107C2C0 079D - BETA Laser post 01B1 - 8107C2C8 07B2 - Skedar Ruins Target Amplifier 01B2 - 8107C2D0 07B3 - Attack Ship Lift 01B3 - 8107C2D8 07B4 - Carrington Institute Defense Smashed front door 01B4 - 8107C2E0 07B5 - Deep Sea Slide-up door 01B5 - 8107C2E8 07BB - Air Force One Drop vent rubble 01B6 - 8107C2F0 07BC - dataDyne Building Small door / Felicity Door 01B7 - 8107C2F8 07C7 - Deep Sea Slide door 01B8 - 8107C300 07CC - Skedar Ruins Buddy Bridge _________________ Modifying weapons _________________ Just like with objects, it's possible to modify all instances of a weapon. This is done by changing a weapons type and image. The image modification is done using the object image modifiers above. The weapons remains modified in all areas of the game, so if you had a code that replaced the Falcon 2 Silencer with a PP9i (PP7), you would start Defection with a PP9i (PP7). You would also get a PP9i (PP7) instead of a Falcon 2 Silencer in multiplayer. Here's an example: Change CMP150 into ZZT (9mm) (ZMG (9mm)): NTSC PAL 8106FF42 EB40 810702D2 EED0 8107B858 036E 8107BD28 036E This code is used in Pelagic II in Villa. All the guards in the level use ZZT (9mm) (ZMG (9mm)) instead of CMP150. One thing to note is that when you aim you won't see the GoldenEye cursor, but Perfect Darks one instead. These codes don't fully change a weapon. What's not changed is the zoom, method of aiming, bullet power, accuracy and sometimes the sound. The PAL version of the code doesn't change the text (in the above example, when you pick up a ZZT (9mm) (ZMG (9mm)) for the first time the game say's "Picked up a CMP150"). To give an example of the kind of errors you might get I'll refer to when you change the Farsight into an AR53. The AR53 will act just like it should do, but when you aim you will have x-ray vision! The bullets will also shoot through the walls, which makes this particular AR53 very lethal indeed. Unfortunately you can't zoom in or "follow lock on" to enemies. An example of a sound error can be found when you change the Reaper into a KLO1313 (Klobb). When you fire you'll hear the familiar Reaper spinning, but you will also hear the KLO1313 (Klobb) shooting. The KLO1313 (Klobb) will be as inaccurate as the Reaper. These errors can be easily avoided be changing weapons that have the same attributes, like AR34 and AR53, or RCP-120 and RC-P45 (RC-P90). These errors won't effect how enemies use a gun, but the weapon bullet power will remain the same as the old gun they used to wield. It won't give the codes to fix the errors mentioned here because there's already an FAQ on gamefaqs.com which deals with weapon modifying. There are four BETA weapons in the game. The first two are the Tester, which looks like a grenade and fires like a pistol, and the Big King Rocket, which looks like a rocket launcher and fires strange useless rockets. The other two are the AR27-BETA and the SMG27-BETA. These weapons have no image and can only be used once you've picked up a double pair. The easiest place to do this is in multiplayer, by putting them in weapon slots 1 to 4. Once you have a double pair of the weapon you can press A to bring it up. Both weapons have a 27 bullet capasity, and use the image of the last held weapon (in the case of none it uses hands). The AR27-BETA is an assault rifle that sounds like the AR34. The SMG27-BETA is a sub-machine gun that makes this wierd machine-like sound when you fire it. A code for GoldenEye weapons in multiplayer can be found in the Extra Codes section in the Outro part of this FAQ. The NTSC and PAL version of these codes vary slightly, so they each have their own description of how to get the codes working. The weapon number is the number that's used in-game to refer to a weapon. It's the same for both NTSC and PAL NTSC Weapon modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Find the weapon you want to change on the list below, and find the weapon you want to change it to. Use the codes from the weapon you want to change, and the values from the weapon you want to change it into. Weapon Weapon Weapon Type Type Image Image Number Modifier Value Modifier Value Weapon Name 00 - 8106FF1A B1E4 - Body dependant - Unarmed 01 - 8106FF1E B35C - No Image - Nothing 02 - 8106FF22 B728 - 8107B818 0348 - Falcon 2 03 - 8106FF26 B7C8 - 8107B848 034E - Falcon 2 (Silencer) 04 - 8106FF2A B778 - 8107B850 034F - Falcon 2 (Scope) 05 - 8106FF2E BA04 - 8107B820 0349 - Magsec 4 06 - 8106FF32 C160 - 8107B828 034A - Mauler 07 - 8106FF36 BF34 - 8107B840 034D - Phoenix 08 - 8106FF3A BD3C - 8107B830 034B - DY357 Magnum 09 - 8106FF3E BD8C - 8107B838 034C - DY357-LX 0A - 8106FF42 C3C4 - 8107B858 0350 - CMP150 0B - 8106FF46 C570 - 8107B880 0355 - Cyclone 0C - 8106FF4A C848 - 8107B888 0356 - Callisto NTG 0D - 8106FF4E C6D4 - 8107B890 0357 - RC-P120 0E - 8106FF52 D16C - 8107B898 0358 - Laptop Gun 0F - 8106FF56 C998 - 8107B868 0352 - Dragon 10 - 8106FF5A CF58 - 8107B878 0354 - K7 Avenger 11 - 8106FF5E CD80 - 8107B860 0351 - AR34 12 - 8106FF62 CBD0 - 8107B870 0353 - SuperDragon 13 - 8106FF66 D2EC - 8107B8A0 0359 - Shotgun 14 - 8106FF6A D4F0 - 8107B8A8 035A - Reaper 15 - 8106FF6E E684 - 8107B8D0 035F - Sniper Rifle 16 - 8106FF72 E090 - 8107B8C8 035E - Farsight XR-20 17 - 8106FF76 D9F4 - 8107B8B8 035C - Devestator 18 - 8106FF7A D6CC - 8107B8B0 035B - Rocket Launcher 19 - 8106FF7E D840 - 8107B8C0 035D - Slayer 1A - 8106FF82 F110 - 8107B8E8 0362 - Combat Knife 1B - 8106FF86 E2A4 - 8107B8D8 0360 - Crossbow 1C - 8106FF8A E47C - 8107B8E0 0361 - Tranquilizer 1D - 8106FF8E E788 - 8107BD18 075B - Laser 1E - 8106FF92 DE88 - 8107B900 0365 - Grenade 1F - 8106FF96 DF34 - 8107B8F0 0363 - N-Bomb 20 - 8106FF9A DAD0 - 8107B908 0366 - Timed Mine 21 - 8106FF9E DC78 - 8107B910 0367 - Proximity Mine 22 - 8106FFA2 DBF0 - 8107B918 0368 - Remote Mine 23 - 8106FFA6 F468 - 8107B9E8 04D0 - Combat Boost 24 - 8106FFAA E85C - 8107B928 036A - PP9i (PP7) 25 - 8106FFAE E918 - 8107B930 036B - CC13 (DD44) Dostovei. 26 - 8106FFB2 E9D0 - 8107B938 036C - KLO1313 (Klobb) 27 - 8106FFB6 EA88 - 8107B940 036D - KF7 Special (KF7 Soviet) 28 - 8106FFBA EB40 - 8107B948 036E - ZZT (9mm) (ZMG (9mm)) 29 - 8106FFBE EBF8 - 8107B950 036F - DMC (D5K) Deutsche 2A - 8106FFC2 ECB0 - 8107B958 0370 - AR53 (AR33) Assualt Rifle 2B - 8106FFC6 ED68 - 8107B960 0371 - RC-P45 (RC-P90) 2C - 8106FFCA E520 - 8107B8E0 0361 - Pyschosis Gun 2D - 8106FFCE F2C4 - 8107B808 0346 - Nightvision Goggles 2E - 8106FFD2 F654 - 8107BD70 0771 - Camspy 2F - 8106FFD6 F724 - 8107BD60 0770 - X-ray Scanner 30 - 8106FFDA F538 - 8107BC28 0552 - IR-Scanner 31 - 8106FFDE F3C4 - 8107B9E0 04CF - Cloaking Device 32 - 8106FFE2 F348 - 8107BA70 04E6 - Horizon Scanner 33 - 8106FFE6 FEC8 - 8107B900 0365 - Tester 34 - 8106FFEA FE14 - 8107BB40 0515 - Big King Rocket 35 - 8106FFEE DD38 - 8107B920 0369 - ECM Mine 36 - 8106FFF2 F7C4 - 8107B108 0088 - Data Uplink 37 - 8106FFF6 F6BC - 8107BD58 076F - R-Tracker 38 - 8106FFFA FA7C - 8107BD58 076F - President Scanner 39 - 8106FFFE F814 - 8107BD78 0772 - Door Decoder 3A - 81070002 FACC - 8107B9A0 049D - AutoSurgeon 3B - 81070006 FA14 - 8107BD38 0760 - Explosives 3C - 8107000A F9C4 - 8107BD40 075F - Skedar Bomb 3D - 8107000E F1BC - 8107B100 0087 - Comms Rider 3E - 81070012 F20C - 8107B100 0087 - Tracer Bug 3F - 81070016 F25C - 8107BB48 0516 - Disguise 40 - 8107001A F59C - 8107BDF8 07B2 - Target Amplifier 41 - 8107001E F5EC - 8107B7D0 033F - Disguise 42 - 81070022 FB1C - 8107BD50 0763 - Flight Plans 43 - 81070026 FB6C - 8107BD48 0762 - Research Tape 44 - 8107002A FBBC - 8107BD48 0762 - Backup Disk 45 - 8107002E FD4C - 8107BC78 0563 - Key Card 46 - 81070032 FD4C - 8107BC78 0563 - Key Card 47 - 81070036 FD4C - 8107BC78 0563 - Key Card 48 - 8107003A FD4C - 8107BC78 0563 - Key Card 49 - 8107003E FD4C - 8107BC78 0563 - Key Card 4A - 81070042 FD4C - 8107BC78 0563 - Key Card 4B - 81070046 FD4C - 8107BC78 0563 - Key Card 4C - 8107004A FD4C - 8107BC78 0563 - Key Card 4D - 8107004E FC5C - 8107B360 0084 - Suitcase 4E - 81070052 FC0C - 8107B0F8 0086 - Briefcase 4F - 81070056 FCFC - 8107B810 0347 - Solo Shield 50 - 8107005A FCAC - 8107B680 01C3 - Necklace 51 - 8107005E B194 - No Image - Nothing 52 - 81070062 B194 - No Image - Nothing 53 - 81070066 F864 - 8107B968 0372 - Rocket 54 - 8107006A F8B4 - 8107B968 0372 - Homing Rocket 55 - 8107006E F904 - 8107B980 0375 - Grenade Round 56 - 81070072 F954 - 8107B978 0374 - Bolt 57 - 81070076 EDE0 - 8107B0F8 0086 - The Breifcase (From Multiplayer) 58 - 8107007A F864 - 8107B970 0373 - Slayer Rocket 59 - 8107007E EE98 - No Image - AR27-BETA 5A - 81070082 EF50 - No Image - SMG27-BETA 5B - 81070086 B194 - 8107B810 0347 - Multiplayer Shield 5C - 8107008A B194 - No Image - Multiplayer Disabled 5D - 8107008E F4D0 - 8107B9E8 04D0 - Suicide pill PAL Weapon modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~ The PAL versions are slightly more complicated in the fact that you sometimes need to add an extra code to change the value 8006 or 8007. To change the weapon type, find the weapon you want to change and the weapon you want to change it to. Use the codes from the weapon you want to change and the values from the weapon you want to change it to. If the type value A is the same for both weapons you don't need to use part A of the code. If type value A is different (I.E one is 8006 and one is 8007) then you need to use part A and B. You also need to modify the weapon image, which can be done using the second list. Use the code from the weapon image you want to change, and the value for the weapon image you want to change it to. PAL Weapon type modifiers: -------------------------- Weapon Weapon Type Modifier Type Values Number Part A Part B A B Weapon Name 00 - 810702A8 810702AA 8006-B574 - Unarmed 01 - 810702AC 810702AE 8006-B6EC - Nothing 02 - 810702B0 810702B2 8006-BAB8 - Falcon 2 03 - 810702B4 810702B6 8006-BB58 - Falcon 2 (Silencer) 04 - 810702B8 810702BA 8006-BB08 - Falcon 2 (Scope) 05 - 810702BC 810702BE 8006-BD94 - Magsec 4 06 - 810702C0 810702C2 8006-C4F0 - Mauler 07 - 810702C4 810702C6 8006-C2C4 - Phoenix 08 - 810702C8 810702CA 8006-C0CC - DY357 Magnum 09 - 810702CC 810702CE 8006-C11C - DY357-LX 0A - 810702D0 810702D2 8006-C754 - CMP150 0B - 810702D4 810702D6 8006-C900 - Cyclone 0C - 810702D8 810702DA 8006-CBD8 - Callisto NTG 0D - 810702DC 810702DE 8006-CA64 - RC-P120 0E - 810702E0 810702E2 8006-D4FC - Laptop Gun 0F - 810702E4 810702E6 8006-CD28 - Dragon 10 - 810702E8 810702EA 8006-D2E8 - K7 Avenger 11 - 810702EC 810702EE 8006-D110 - AR34 12 - 810702F0 810702F2 8006-CF60 - SuperDragon 13 - 810702F4 810702F6 8006-D67C - Shotgun 14 - 810702F8 810702FA 8006-D880 - Reaper 15 - 810702FC 810702FE 8006-EA14 - Sniper Rifle 16 - 81070300 81070302 8006-E420 - Farsight XR-20 17 - 81070304 81070306 8006-DD84 - Devestator 18 - 81070308 8107030A 8006-DA5C - Rocket Launcher 19 - 8107030C 8107030E 8006-DBD0 - Slayer 1A - 81070310 81070312 8006-F4A0 - Combat Knife 1B - 81070314 81070316 8006-E634 - Crossbow 1C - 81070318 8107031A 8006-E80C - Tranquilizer 1D - 8107031C 8107031E 8006-EB18 - Laser 1E - 81070320 81070322 8006-E218 - Grenade 1F - 81070324 81070326 8006-E2C4 - N-Bomb 20 - 81070328 8107032A 8006-DE60 - Timed Mine 21 - 8107032C 8107032E 8006-E008 - Proximity Mine 22 - 81070330 81070332 8006-DF80 - Remote Mine 23 - 81070334 81070336 8006-F7F8 - Combat Boost 24 - 81070338 8107033A 8006-EBEC - PP9i (PP7) 25 - 8107033C 8107033E 8006-ECA8 - CC13 (DD44) Dostovei. 26 - 81070340 81070342 8006-ED60 - KLO1313 (Klobb) 27 - 81070344 81070346 8006-EE18 - KF7 Special (KF7 Soviet) 28 - 81070348 8107034A 8006-EED0 - ZZT (9mm) (ZMG (9mm)) 29 - 8107034C 8107034E 8006-EF88 - DMC (D5K) Deutsche 2A - 81070350 81070352 8006-F040 - AR53 (AR33) Assualt Rifle 2B - 81070354 81070356 8006-F0F8 - RC-P45 (RC-P90) 2C - 81070358 8107035A 8006-E8B0 - Pyschosis Gun 2D - 8107035C 8107035E 8006-F654 - Nightvision Goggles 2E - 81070360 81070362 8006-F9E4 - Camspy 2F - 81070364 81070366 8006-FAB4 - X-ray Scanner 30 - 81070368 8107036A 8006-F8C8 - IR-Scanner 31 - 8107036C 8107036E 8006-F754 - Cloaking Device 32 - 81070370 81070372 8006-F6D8 - Horizon Scanner 33 - 81070374 81070376 8007-0258 - Tester 34 - 81070378 8107037A 8007-01A4 - Big King Rocket 35 - 8107037C 8107037E 8006-E0C8 - ECM Mine 36 - 81070380 81070382 8006-FB54 - Data Uplink 37 - 81070384 81070386 8006-FA4C - R-Tracker 38 - 81070388 8107038A 8006-FE0C - President Scanner 39 - 8107038C 8107038E 8006-FBA4 - Door Decoder 3A - 81070390 81070392 8006-FE5C - AutoSurgeon 3B - 81070394 81070396 8006-FDA4 - Explosives 3C - 81070398 8107039A 8006-FD54 - Skedar Bomb 3D - 8107039C 8107039E 8006-F54C - Comms Rider 3E - 810703A0 810703A2 8006-F59C - Tracer Bug 3F - 810703A4 810703A6 8006-F5EC - Disguise 40 - 810703A8 810703AA 8006-F92C - Target Amplifier 41 - 810703AC 810703AE 8006-F97C - Disguise 42 - 810703B0 810703B2 8006-FEAC - Flight Plans 43 - 810703B4 810703B6 8006-FEFC - Research Tape 44 - 810703B8 810703BA 8006-FF4C - Backup Disk 45 - 810703BC 810703BE 8007-00DC - Key Card 46 - 810703C0 810703C2 8007-00DC - Key Card 47 - 810703C4 810703C6 8007-00DC - Key Card 48 - 810703C8 810703CA 8007-00DC - Key Card 49 - 810703CC 810703CE 8007-00DC - Key Card 4A - 810703D0 810703D2 8007-00DC - Key Card 4B - 810703D4 810703D6 8007-00DC - Key Card 4C - 810703D8 810703DA 8007-00DC - Key Card 4D - 810703DC 810703DE 8006-FFEC - Suitcase 4E - 810703E0 810703E2 8006-FF9C - Briefcase 4F - 810703E4 810703E6 8007-008C - Solo Shield 50 - 810703E8 810703EA 8007-003C - Necklace 51 - 810703EC 810703EE 8006-B524 - Nothing 52 - 810703F0 810703F2 8006-B524 - Nothing 53 - 810703F4 810703F6 8006-FBF4 - Rocket 54 - 810703F8 810703FA 8006-FC44 - Homing Rocket 55 - 810703FC 810703FE 8006-FC94 - Grenade Round 56 - 81070400 81070402 8006-FCE4 - Bolt 57 - 81070404 81070406 8006-F170 - The Breifcase (From Multiplayer) 58 - 81070408 8107040A 8006-FBF4 - Slayer Rocket 59 - 8107040C 8107040E 8006-F228 - AR27-BETA 5A - 81070410 81070412 8006-F2E0 - SMG27-BETA 5B - 81070414 81070416 8006-B524 - Multiplayer Shield 5C - 81070418 8107041A 8006-B524 - Multiplayer Disabled 5D - 8107041C 8107041E 8006-F860 - Suicide pill PAL Weapon image modifiers: --------------------------- Weapon Weapon Image Image Number Modifier Values Weapon Name 00 - Body dependant - Unarmed 01 - No Image - Nothing 02 - 8107BCE8 0348 - Falcon 2 03 - 8107BD18 034E - Falcon 2 (Silencer) 04 - 8107BD20 034F - Falcon 2 (Scope) 05 - 8107BCF0 0349 - Magsec 4 06 - 8107BCF8 034A - Mauler 07 - 8107BD10 034D - Phoenix 08 - 8107BD00 034B - DY357 Magnum 09 - 8107BD08 034C - DY357-LX 0A - 8107BD28 0350 - CMP150 0B - 8107BD50 0355 - Cyclone 0C - 8107BD58 0356 - Callisto NTG 0D - 8107BD60 0357 - RC-P120 0E - 8107BD68 0358 - Laptop Gun 0F - 8107BD38 0352 - Dragon 10 - 8107BD48 0354 - K7 Avenger 11 - 8107BD30 0351 - AR34 12 - 8107BD40 0353 - SuperDragon 13 - 8107BD70 0359 - Shotgun 14 - 8107BD78 035A - Reaper 15 - 8107BDA0 035F - Sniper Rifle 16 - 8107BD98 035E - Farsight XR-20 17 - 8107BD88 035C - Devestator 18 - 8107BD80 035B - Rocket Launcher 19 - 8107BD90 035D - Slayer 1A - 8107BDB8 0362 - Combat Knife 1B - 8107BDA8 0360 - Crossbow 1C - 8107BDB0 0361 - Tranquilizer 1D - 8107C1E8 075B - Laser 1E - 8107BDD0 0365 - Grenade 1F - 8107BDC0 0363 - N-Bomb 20 - 8107BDD8 0366 - Timed Mine 21 - 8107BDE0 0367 - Proximity Mine 22 - 8107BDE8 0368 - Remote Mine 23 - 8107BEB8 04D0 - Combat Boost 24 - 8107BDF8 036A - PP9i (PP7) 25 - 8107BE00 036B - CC13 (DD44) Dostovei. 26 - 8107BE08 036C - KLO1313 (Klobb) 27 - 8107BE10 036D - KF7 Special (KF7 Soviet) 28 - 8107BE18 036E - ZZT (9mm) (ZMG (9mm)) 29 - 8107BE20 036F - DMC (D5K) Deutsche 2A - 8107BE28 0370 - AR53 (AR33) Assualt Rifle 2B - 8107BE30 0371 - RC-P45 (RC-P90) 2C - 8107BDB0 0361 - Pyschosis Gun 2D - 8107BCD8 0346 - Night Vision Goggles 2E - 8107C240 0771 - Camspy 2F - 8107C230 0770 - X-ray Scanner 30 - 8107C0F8 0552 - IR-Scanner 31 - 8107BEB0 04CF - Cloaking Device 32 - 8107BF40 04E6 - Horizon Scanner 33 - 8107BDD0 0365 - Tester 34 - 8107C010 0515 - Big King Rocket 35 - 8107BDF0 0369 - ECM Mine 36 - 8107B5D8 0088 - Data Uplink 37 - 8107C228 076F - R-Tracker 38 - 8107C228 076F - President Scanner 39 - 8107C248 0772 - Door Decoder 3A - 8107BE70 049D - AutoSurgeon 3B - 8107C208 0760 - Explosives 3C - 8107C210 075F - Skedar Bomb 3D - 8107B5D0 0087 - Comms Rider 3E - 8107B5D0 0087 - Tracer Bug 3F - 8107C018 0516 - Disguise 40 - 8107C2C8 07B2 - Target Amplifier 41 - 8107BCA0 033F - Disguise 42 - 8107C220 0763 - Flight Plans 43 - 8107C218 0762 - Research Tape 44 - 8107C218 0762 - Backup Disk 45 - 8107C148 0563 - Key Card 46 - 8107C148 0563 - Key Card 47 - 8107C148 0563 - Key Card 48 - 8107C148 0563 - Key Card 49 - 8107C148 0563 - Key Card 4A - 8107C148 0563 - Key Card 4B - 8107C148 0563 - Key Card 4C - 8107C148 0563 - Key Card 4D - 8107B830 0084 - Suitcase 4E - 8107B5C8 0086 - Briefcase 4F - 8107BCE0 0347 - Solo Shield 50 - 8107BB50 01C3 - Necklace 51 - No Image - Nothing 52 - No Image - Nothing 53 - 8107BE38 0372 - Rocket 54 - 8107BE38 0372 - Homing Rocket 55 - 8107BE50 0375 - Grenade Round 56 - 8107BE48 0374 - Bolt 57 - 8107B5C8 0086 - The Breifcase (From Multiplayer) 58 - 8107BE40 0373 - Slayer Rocket 59 - No Image - AR27-BETA 5A - No Image - SMG27-BETA 5B - 8107BCE0 0347 - Multiplayer Shield 5C - No Image - Multiplayer Disabled 5D - 8107BEB8 04D0 - Suicide pill Multiplayer ammo codes: ~~~~~~~~~~~~~~~~~~~~~~~ In order to get your modified weapons working properly in multiplayer you may have to change the ammo that they use. If you were to change the Falcon 2 into an AR53 (AR33), you would end up with the AR53 (AR33) as the weapon to pick up, and two ammo crates full of pistol ammo! The ammo type needs to be changed, and the amount of ammo needs to be raised so that you get more ammo for the AR53 (AR33). Here's an example: Change ammo type and amount for the Falcon 2: NTSC PAL 80087273 0004 800877C3 0004 80087274 0096 800877C4 0096 This code changes the ammo type to 0004 (assualt rifle ammo), and the ammo amount to 0096 (150 bullets). NTSC / PAL Multiplayer Ammo type modifiers: ------------------------------------------- NTSC Ammo PAL Ammo Ammo Modifier Modifier Type Weapon / Item name 80087273 800877C3 0001 Falcon 2 8008727D 800877CD 0001 Falcon 2 (Silencer) 80087287 800877D7 0001 Falcon 2 (Scope) 80087291 800877E1 0001 Magsec 4 8008729B 800877EB 0001 Mauler 800872A5 800877F5 0001 Phoenix 800872AF 800877FF 000A DY357 Magnum 800872B9 80087809 000A DY357-LX 800872C3 80087813 0002 CMP150 800872CD 8008781D 0002 Cyclone 800872D7 80087827 0002 Callisto NTG 800872E1 80087831 0002 RC-P120 800872EB 8008783B 0002 Laptop Gun 800872F5 80087845 0004 Dragon 800872FF 8008784F 0004 K7 Avenger 80087309 80087859 0004 AR34 80087313 80087863 0004 SuperDragon 8008731D 8008786D 0005 Shotgun 80087327 80087877 000F Reaper 80087331 80087881 0004 Sniper Rifle 8008733B 8008788B 0006 Farsight XR-20 80087345 80087895 000B Devestator 8008734F 8008789F 0008 Rocket Launcher 80087359 800878A9 0008 Slayer 80087363 800878B3 0009 Combat Knife 8008736D 800878BD 0003 Crossbow 80087377 800878C7 0013 Tranquilizer 80087381 800878D1 0007 Grenade 8008738B 800878DB 0012 N-Bomb 80087395 800878E5 000E Timed Mine 8008739F 800878EF 000D Proximity Mine 800873A9 800878F9 000C Remote Mine 800873B3 80087903 none Laser 800873BD 8008790D none X-Ray Scanner 800873C7 80087917 none Cloaking Device 800873D1 80087921 none Combat Boost 800873DB 8008792B none Shield NTSC / PAL Multiplayer Ammo amount modifiers: --------------------------------------------- NTSC Amount PAL Amount Ammo Modifier Modifier Amount Weapon / Item name 80087274 800877C4 0050 Falcon 2 8008727E 800877CE 0050 Falcon 2 (Silencer) 80087288 800877D8 0050 Falcon 2 (Scope) 80087292 800877E2 0050 Magsec 4 8008729C 800877EC 005C Mauler 800872A6 800877F6 0040 Phoenix 800872B0 80087800 0032 DY357 Magnum 800872BA 8008780A 0032 DY357-LX 800872C4 80087814 0064 CMP150 800872CE 8008781E 0096 Cyclone 800872D8 80087828 0096 Callisto NTG 800872E2 80087832 0096 RC-P120 800872EC 8008783C 0096 Laptop Gun 800872F6 80087846 0096 Dragon 80087300 80087850 0096 K7 Avenger 8008730A 8008785A 0064 AR34 80087314 80087864 0096 SuperDragon 8008731E 8008786E 0010 Shotgun 80087328 80087878 00C8 Reaper 80087332 80087882 0032 Sniper Rifle 8008733C 8008788C 000A Farsight XR-20 80087346 80087896 0010 Devestator 80087350 800878A0 0003 Rocket Launcher 8008735A 800878AA 0003 Slayer 80087364 800878B4 0005 Combat Knife 8008736E 800878BE 000A Crossbow 80087378 800878C8 0032 Tranquilizer 80087382 800878D2 0005 Grenade 8008738C 800878DC 0003 N-Bomb 80087396 800878E6 0005 Timed Mine 800873A0 800878F0 0005 Proximity Mine 800873AA 800878FA 0005 Remote Mine 800873B4 80087904 none Laser 800873BE 8008790E none X-Ray Scanner 800873C8 80087918 none Cloaking Device 800873D2 80087922 none Combat Boost 800873DC 8008792C none Shield Other values: Ammo Ammo Type Amount Weapon name 0001 0050 PP9i (PP7) 0001 0050 CC13 (DD44) Dostovei. 0002 0032 KLO1313 (Klobb) 0004 0096 KF7 Special (KF7 Soviet) 0002 0064 ZZT (9mm) (ZMG (9mm)) 0002 0064 DMC (D5K) Deutsche 0004 0096 AR53 (AR33) Assualt Rifle 0002 0096 RC-P45 (RC-P90) 0001 0050 Tester 0008 0003 Big King Rocket 0004 0064 AR27-BETA (Need to pick up double in order to use) 0002 0064 SMG27-BETA (Need to pick up double in order to use) __________________ Modifying costumes __________________ All instances of a costume can be modified in the same way that objects and weapons can be changed. Unfortunately you can't turn Humans into Skedar or vice-versa, but you can change Humans into Maians (I did the Skedar to Humans code in WAR! in Deep Sea by advanced methods that I won't teach you here). You can swap heads, bodies and arms around. You can also set the gender of the body (if the body belongs to a male or female), and you can make it so that all the guards have the same head. The following codes modify a list located at NTSC 8007CF06 and PAL 8007D3D6. The costume number is the number on this list. It can either be a head or a body. It's important to realise that this list only changes the image of a head or body. You won't change blood colour or if the head says anything special (like Cassandra De Vries has loads of Cassandra lines she says). The values used for the body, head and arm images are taken from the global object list. Body image modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~ The first thing you want to do is modify the image of the body a character uses. Use the three lists below to change body, head and arm images. To make a code find the body you want to change, and the body you want to change it into. Use the code from the body you want to change and the value for the body you want to turn it into. Here's an example: Pelagic II Guard Body modifier: NTSC PAL 8107D906 0266 8107DDD6 0266 This code will turn the Pelagic II guard into a Maian. For most bodies this is all you have to do, but in this case the body is too short and you get a gap between the head and the body. This can be solved by modifying the height of the body. To modify body height make two codes and add 6 and 8 to the body image modifier address. Pelagic II Guard Body height is Maian height: NTSC PAL 8107D90C 3F12 8107DDDC 3F12 8107D90E A10D 8107DDDE A10D Wherever the Pelagic II Guard body appears in the game it will be changed into a Maian, and will be the correct height. The body will not however bleed green blood or make any Maian sounds when shot. Common body height values: 3F8D-387D - Mr. Blonde (tallest) 3F80-0000 - Normal height 3F73-FB31 - Joanna Dark (short) 3F12-A10D - Maian (shortest) NTSC / PAL Body image modifier code list: ----------------------------------------- Costume NTSC Body PAL Body Body Gender Number Modifier Modifier Value Value Body Name 00 - 8107CF06 8107D3D6 0047 829C - Dinner Jacket Half open (Djbond) 01 - 8107CF1A 8107D3EA 0199 829C - Dinner Jacket White tuxedo (Connery) 02 - 8107CF2E 8107D3FE 019B 8294 - Dinner Jacket Suit done open (Dalton) 03 - 8107CF42 8107D412 019A 829C - Dinner Jacket Suit undone (Moore) 56 - 8107D5BE 8107DA8E 0042 067C - Joanna Combat 57 - 8107D5D2 8107DAA2 004A 8DA8 - Maian 58 - 8107D5E6 8107DAB6 003F A274 - Area 51 Guard 59 - 8107D5FA 8107DACA 0051 827C - Overalls 5A - 8107D60E 8107DADE 0040 8268 - Daniel Carrington 5B - 8107D622 8107DAF2 004E 96A4 - Mr. Blonde 5C - 8107D636 8107DB06 0053 A27C - Skedar (Don't use as player) 5D - 8107D64A 8107DB1A 0057 8284 - Trent Easton 5E - 8107D65E 8107DB2E 0045 A274 - dataDyne Shock Trooper 5F - 8107D672 8107DB42 004D A274 - Male Lab Technician 60 - 8107D686 8107DB56 0054 A278 - NSA Bodyguard 61 - 8107D69A 8107DB6A 0043 067C - Joanna Party Frock 62 - 8107D6AE 8107DB7E 0044 067C - Joanna Trench coat 63 - 8107D6C2 8107DB92 004F 8274 - Office Casual 64 - 8107D6D6 8107DBA6 0050 8274 - Office Suit 65 - 8107D6EA 8107DBBA 0052 0630 - Secretary 66 - 8107D6FE 8107DBCE 0041 129C - Cassandra De Vries 67 - 8107D712 8107DBE2 0056 8DA8 - Elvis 68 - 8107D726 8107DBF6 004C 2A80 - dataDyne Female Guard 69 - 8107D73A 8107DC0A 0194 A274 - dataDyne Lab Technician 6A - 8107D74E 8107DC1E 0046 A280 - dataDyne Security 6B - 8107D762 8107DC32 0048 C27C - Dr. Caroll (Don't use as player) 6C - 8107D776 8107DC46 004B 827C - CamSpy (Don't use as player) 6D - 8107D78A 8107DC5A 01B1 067C - Joanna Frock (Ripped) 6E - 8107D79E 8107DC6E 01BF A280 - dataDyne Infantry 6F - 8107D7B2 8107DC82 01C4 A274 - dataDyne Trooper 70 - 8107D7C6 8107DC96 0055 C27C - Test body (Don't use as player) 71 - 8107D7DA 8107DCAA 01C8 A26C - Biotechnician 72 - 8107D7EE 8107DCBE 01C9 A27C - FBI Agent 73 - 8107D802 8107DCD2 01CB A27C - CIA Agent 74 - 8107D816 8107DCE6 01CC A27C - Area 51 Trooper 75 - 8107D82A 8107DCFA 0231 8274 - Pilot 76 - 8107D83E 8107DD0E 0236 827C - G5 Sentry Bot (Don't use as player) 77 - 8107D852 8107DD22 0237 8264 - Steward 78 - 8107D866 8107DD36 0239 063C - Stewardess 79 - 8107D87A 8107DD4A 023B 827C - The President 7A - 8107D88E 8107DD5E 023C 063C - Head Stewardess 7B - 8107D8A2 8107DD72 0240 827C - Mini Skedar (Don't use as player) 7C - 8107D8B6 8107DD86 0242 827C - NSA Lackey 7D - 8107D8CA 8107DD9A 0244 827C - Presidential Security 7E - 8107D8DE 8107DDAE 0246 0638 - Negotiator 7F - 8107D8F2 8107DDC2 0261 827C - G5 Guard 80 - 8107D906 8107DDD6 0263 A27C - Pelagic II Guard 81 - 8107D91A 8107DDEA 0264 A278 - G5 SWAT Guard 82 - 8107D92E 8107DDFE 0265 A278 - Alaskan Guard 83 - 8107D942 8107DE12 0266 ADA8 - Maian 84 - 8107D956 8107DE26 0339 827C - Presidents Clone 85 - 8107D96A 8107DE3A 0339 827C - Presidents Clone 86 - 8107D97E 8107DE4E 033C 067C - Joanna Stewardess 87 - 8107D992 8107DE62 049E 067C - Joanna Wet Suit 88 - 8107D9A6 8107DE76 049F 067C - Joanna Aqualung 89 - 8107D9BA 8107DE8A 04A0 067C - Joanna Arctic 8A - 8107D9CE 8107DE9E 04A1 067C - Female Lab Technician 8B - 8107D9E2 8107DEB2 04A2 267C - Joanna Lab Tech 8C - 8107D9F6 8107DEC6 04A3 A27C - dataDyne Sniper 8D - 8107DA0A 8107DEDA 04A4 827C - Air Force One Pilot 8E - 8107DA1E 8107DEEE 04A5 A27C - CI Male Lab Technician 8F - 8107DA32 8107DF02 04A6 267C - CI Female Lab Technician 90 - 8107DA46 8107DF16 04A9 827C - Carrington Evening Wear 91 - 8107DA5A 8107DF2A 04AA 827C - Area 51 Guard 92 - 8107DA6E 8107DF3E 04AB A27C - CI Soldier 93 - 8107DA82 8107DF52 050B 827C - Skedar King (Don't use as player) 94 - 8107DA96 8107DF66 050C 8DA8 - Elvis with America T-shirt 95 - 8107DAAA 8107DF7A 0559 067C - Joanna Leather 96 - 8107DABE 8107DF8E 0796 067C - Joanna Negotiator Head image modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you've changed the body you can change the head. To change a head find the code from the head you want to change, and use the value for the head you want to change it into. Here's an example: Turn Daniel Carringtons head into Cassandra De Vries head: NTSC PAL 8107CF92 01A6 8107D462 Daniel Carrington will still speak like a man, even though he has Cassandras head. NTSC / PAL Head image modifier code list: ----------------------------------------- Costume NTSC Head PAL Head Head Gender Number Modifier Modifier Value Value Head Name 04 - 8107CF56 8107D426 019C 4434 - Joanna Combat head 05 - 8107CF6A 8107D43A 019D CC6C - Elvis head 06 - 8107CF7E 8107D44E 019E C034 - Enemy head (Ross) 07 - 8107CF92 8107D462 019F C034 - Daniel Carrington head 08 - 8107CFA6 8107D476 01A0 D434 - Mr. Blonde head 09 - 8107CFBA 8107D48A 01A1 C034 - Trent Easton head 0A - 8107CFCE 8107D49E 01A2 C034 - Shock Trooper mask 0B - 8107CFE2 8107D4B2 01A3 C034 - Enemy head (Graham) 0C - 8107CFF6 8107D4C6 01A4 4434 - Joanna Frock head 0D - 8107D00A 8107D4DA 01A5 4434 - dataDyne Secretary head 0E - 8107D01E 8107D4EE 01A6 5034 - Cassandra De Vries head 0F - 8107D032 8107D502 01A7 CC6C - Maian head 10 - 8107D046 8107D516 01A8 4034 - Female Enemy head 11 - 8107D05A 8107D52A 01A9 C034 - Enemy head (Jon) 12 - 8107D06E 8107D53E 01B2 C034 - Grimshaw head (Mark2) 13 - 8107D082 8107D552 01B3 C034 - Foster head (Christ) 14 - 8107D096 8107D566 01BC C034 - Enemy head (Russ) 15 - 8107D0AA 8107D57A 01BD CC34 - BETA head (Grey) 16 - 8107D0BE 8107D58E 01BE C034 - Enemy head (Darling) 17 - 8107D0D2 8107D5A2 01C0 C034 - Enemy head (Robert) 18 - 8107D0E6 8107D5B6 01C2 C034 - Enemy head (Beau) 19 - 8107D0FA 8107D5CA 01C5 4034 - Female Enemy head 1A - 8107D10E 8107D5DE 01CD C034 - Enemy head (Brian) 1B - 8107D122 8107D5F2 01CE C034 - Enemy head (Jamie) 1C - 8107D136 8107D606 01CF C034 - Enemy head (Duncan) 1D - 8107D14A 8107D61A 01D0 C034 - Biotechnician mask 1E - 8107D15E 8107D62E 0232 C034 - Enemy head (Neil) 1F - 8107D172 8107D642 0238 C034 - Enemy head (Edmcg) 20 - 8107D186 8107D656 023A 4434 - Female Enemy head (Anka) 21 - 8107D19A 8107D66A 023D 4434 - Female Enemy head (Leslie) 22 - 8107D1AE 8107D67E 0243 C034 - Enemy head (Matt) 23 - 8107D1C2 8107D692 0245 C034 - Enemy head (Peer) 24 - 8107D1D6 8107D6A6 0247 4434 - Female Enemy head (Eileen) 25 - 8107D1EA 8107D6BA 0262 C034 - Enemy head (Andy) 26 - 8107D1FE 8107D6CE 0267 C034 - Enemy head (Ben) 27 - 8107D212 8107D6E2 0268 C034 - Enemy head (Steve) 28 - 8107D226 8107D6F6 033A C034 - Jonathan head 29 - 8107D23A 8107D70A 033B CC6C - Maian Soldier head 2A - 8107D24E 8107D71E 0345 C034 - Enemy head (Shaun) 2B - 8107D262 8107D732 01C2 C034 - Enemy head (Beau) 2C - 8107D276 8107D746 04A7 4434 - Female Enemy head (Eileen) 2D - 8107D28A 8107D75A 04A8 C034 - Enemy head (Scott) 2E - 8107D29E 8107D76E 04AC C034 - Enemy head (Sanchez) 2F - 8107D2B2 8107D782 04AD 4434 - Joanna Scuba head 30 - 8107D2C6 8107D796 04AE C034 - Sniper mask 31 - 8107D2DA 8107D7AA 01C2 C034 - Enemy head (Beau) 32 - 8107D2EE 8107D7BE 01C2 C034 - Enemy head (Beau) 33 - 8107D302 8107D7D2 01C2 C034 - Enemy head (Beau) 34 - 8107D316 8107D7E6 01C2 C034 - Enemy head (Beau) 35 - 8107D32A 8107D7FA 050D C034 - Enemy head (Griffey) 36 - 8107D33E 8107D80E 050E C034 - Shigeru Miyamoto head 37 - 8107D352 8107D822 050F C034 - Enemy head (Keith) 38 - 8107D366 8107D836 0510 4434 - Enemy head (Winner) 39 - 8107D37A 8107D84A 0511 C034 - Area 51 gas mask 3A - 8107D38E 8107D85E 0553 CC6C - Elvis Scuba mask 3B - 8107D3A2 8107D872 0554 C034 - Enemy head (Stevem) 3C - 8107D3B6 8107D886 055A 4434 - Joanna Artic head 3D - 8107D3CA 8107D89A 055B C034 - The President's head 3E - 8107D3DE 8107D8AE 0561 4434 - Velvet Dark head 3F - 8107D3F2 8107D8C2 07C5 C034 - Enemy head (Ken) 40 - 8107D406 8107D8D6 07C6 C034 - Enemy head (Joel) 41 - 8107D41A 8107D8EA 07BD C034 - Enemy head (Tim) 42 - 8107D42E 8107D8FE 07BE C034 - Enemy head (Grant) 43 - 8107D442 8107D912 07BF C034 - Enemy head (Penny) 44 - 8107D456 8107D926 07C0 C034 - Enemy head (Robin) 45 - 8107D46A 8107D93A 07C1 4834 - Female Enemy head (Alex) 46 - 8107D47E 8107D94E 07C2 4834 - Female Enemy head (Julianne) 47 - 8107D492 8107D962 07C3 4834 - Female Enemy head (Laura) 48 - 8107D4A6 8107D976 07C4 C034 - Enemy head (Davec) 49 - 8107D4BA 8107D98A 07CD C034 - Enemy head (Cook) 4A - 8107D4CE 8107D99E 07CE C034 - Enemy head (Pryce) 4B - 8107D4E2 8107D9B2 07CF C034 - Enemy head (Silke) 4C - 8107D4F6 8107D9C6 07D0 C034 - Enemy head (Smith) 4D - 8107D50A 8107D9DA 07D1 C034 - Enemy head (Gareth) 4E - 8107D51E 8107D9EE 07D2 C034 - Enemy head (Murchie) 4F - 8107D532 8107DA02 07D3 C034 - Enemy head (Wong) 50 - 8107D546 8107DA16 07D4 C034 - Enemy head (Carter) 51 - 8107D55A 8107DA2A 07D5 C034 - Enemy head (Tintin) 52 - 8107D56E 8107DA3E 07D6 C034 - Enemy head (Munton) 53 - 8107D582 8107DA52 07D7 C034 - Enemy head (Stamper) 54 - 8107D596 8107DA66 07D8 C034 - Enemy head (Jones) 55 - 8107D5AA 8107DA7A 07D9 C034 - Enemy head (Phelps) Arm image modifier codes: ~~~~~~~~~~~~~~~~~~~~~~~~~ If you intend to play as a character body you've changed, you'll notice that the arms are not changed. To change a set of arms find the body the arms belong to, and the body which has the arms you want to give the body you've changed. Use the code from the body you want to change, and the arms value for the arms you want to give the body. Here's an example: Change Joanna combat arms into Cassandras arms: NTSC PAL 8107D5CC 0537 8107DA9C 0537 NTSC / PAL Arm image modifier code list: ---------------------------------------- Costume NTSC Arm PAL Arm Arm Number Modifier Modifier Value Body the arms belongs to 00 - 8107CF14 8107D3E4 0538 - Dinner Jacket Half open (Djbond) 01 - 8107CF28 8107D3F8 0532 - Dinner Jacket White tuxedo (Connery) 02 - 8107CF3C 8107D40C 0538 - Dinner Jacket Suit done open (Dalton) 03 - 8107CF50 8107D420 0538 - Dinner Jacket Suit undone (Moore) 56 - 8107D5CC 8107DA9C 04E5 - Joanna Combat 57 - 8107D5E0 8107DAB0 0764 - Maian 58 - 8107D5F4 8107DAC4 0766 - Area 51 Guard 59 - 8107D608 8107DAD8 0766 - Overalls 5A - 8107D61C 8107DAEC 0531 - Daniel Carrington 5B - 8107D630 8107DB00 0532 - Mr. Blonde 5C - 8107D644 8107DB14 0000 - Skedar (Don't use as player) 5D - 8107D658 8107DB28 052A - Trent Easton 5E - 8107D66C 8107DB3C 0769 - dataDyne Shock Trooper 5F - 8107D680 8107DB50 0532 - Male Lab Technician 60 - 8107D694 8107DB64 0768 - NSA Bodyguard 61 - 8107D6A8 8107DB78 052B - Joanna Party Frock 62 - 8107D6BC 8107DB8C 052C - Joanna Trench coat 63 - 8107D6D0 8107DBA0 052B - Office Casual 64 - 8107D6E4 8107DBB4 052B - Office Suit 65 - 8107D6F8 8107DBC8 052B - Secretary 66 - 8107D70C 8107DBDC 0537 - Cassandra De Vries 67 - 8107D720 8107DBF0 0764 - Elvis 68 - 8107D734 8107DC04 052C - dataDyne Female Guard 69 - 8107D748 8107DC18 053B - dataDyne Lab Technician 6A - 8107D75C 8107DC2C 0538 - dataDyne Security 6B - 8107D770 8107DC40 0000 - Dr. Caroll (Don't use as player) 6C - 8107D784 8107DC54 0000 - Camspy (Don't use as player) 6D - 8107D798 8107DC68 052B - Joanna Frock (Ripped) 6E - 8107D7AC 8107DC7C 0538 - dataDyne Infantry 6F - 8107D7C0 8107DC90 0767 - dataDyne Trooper 70 - 8107D7D4 8107DCA4 0000 - Test body (Don't use as player) 71 - 8107D7E8 8107DCB8 076A - Biotechnician 72 - 8107D7FC 8107DCCC 0535 - FBI Agent 73 - 8107D810 8107DCE0 0533 - CIA Agent 74 - 8107D824 8107DCF4 052B - Area 51 Trooper 75 - 8107D838 8107DD08 076B - Pilot 76 - 8107D84C 8107DD1C 0000 - G5 Sentry Bot (Don't use as player) 77 - 8107D860 8107DD30 052B - Steward 78 - 8107D874 8107DD44 052B - Stewardess 79 - 8107D888 8107DD58 052E - The President 7A - 8107D89C 8107DD6C 053A - Head Stewardess 7B - 8107D8B0 8107DD80 0000 - Mini Skedar (Don't use as player) 7C - 8107D8C4 8107DD94 0531 - NSA Lackey 7D - 8107D8D8 8107DDA8 0531 - Presidential Security 7E - 8107D8EC 8107DDBC 052B - Negotiator 7F - 8107D900 8107DDD0 076C - G5 Guard 80 - 8107D914 8107DDE4 0539 - Pelagic II Guard 81 - 8107D928 8107DDF8 076C - G5 SWAT Guard 82 - 8107D93C 8107DE0C 0536 - Alaskan Guard 83 - 8107D950 8107DE20 0764 - Maian 84 - 8107D964 8107DE34 04E5 - Presidents Clone 85 - 8107D978 8107DE48 052E - Presidents Clone 86 - 8107D98C 8107DE5C 0530 - Joanna Stewardess 87 - 8107D9A0 8107DE70 0529 - Joanna Wet Suit 88 - 8107D9B4 8107DE84 0529 - Joanna Aqualung 89 - 8107D9C8 8107DE98 0536 - Joanna Arctic 8A - 8107D9DC 8107DEAC 0532 - Female Lab Technician 8B - 8107D9F0 8107DEC0 0532 - Joanna Lab Tech 8C - 8107DA04 8107DED4 052D - dataDyne Sniper 8D - 8107DA18 8107DEE8 0530 - Air Force One Pilot 8E - 8107DA2C 8107DEFC 0534 - CI Male Lab Technician 8F - 8107DA40 8107DF10 0534 - CI Female Lab Technician 90 - 8107DA54 8107DF24 0532 - Carrington Evening Wear 91 - 8107DA68 8107DF38 0766 - Area 51 Guard 92 - 8107DA7C 8107DF4C 076D - CI Soldier 93 - 8107DA90 8107DF60 0000 - Skedar King (Don't use as player) 94 - 8107DAA4 8107DF74 0764 - Elvis with America T-shirt 95 - 8107DAB8 8107DF88 052B - Joanna Leather 96 - 8107DACC 8107DF9C 052F - Joanna Negotiator Gender modifying: ~~~~~~~~~~~~~~~~~ Modifying the gender modifies the kind of head a body gets when it's assigned a head. If the gender is male the body will act and sound like a male. If the gender is female the body will act and sound like a female. By modifying the gender of a body you determine what kind of head that body gets when it's assigned a random head. It's possible to modify the gender of the head, but that only changes what kind of pain sounds the head makes. You can only have females or males. You can't use just a gender modifier and the gender value for Maians to turn the humans into Maians. To modify a bodies gender subtract 2 from the address of the body (or head) image modifier. The values to use are either 2A80 for female, or 827C for male. You can use others that are shown in the lists above, but what they actually change makes very little difference as to which head is given to the body. Here's an example that's used together with the Pelagic II Guard body image modifier above: Pelagic II Guard is a Female dataDyne Bodyguard: NTSC PAL 8107D904 2A80 8107DDD4 2A80 8107D906 004C 8107DDD6 004C The guards in Pelagic II will act and sound like women. They will have female heads and say female things. Random enemy head modifying: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When a body is assigned a random head it picks out heads from a set of predetermined heads. This means that is chooses between a set of heads that are either male or female. The gender value 0DA8 specifies that the body will get one of only four random female heads. It's possible to change which heads are chosen when you set the gender to female with the value 0DA8. Female (0DA8) enemy heads modifier: NTSC PAL 81062C5A 00XX 8106293A 00XX 81062C5E 00XX 8106293E 00XX 81062C62 00XX 81062942 00XX 81062C66 00XX 81062946 00XX The values that these codes use are the costume number values. The codes that change the body image, head image, arm image and gender modify a list that has data related to a costume number. There is more data related to a head or body than what is on this list. This means that elsewhere in the memory there is another list that specifies what language a head / body says, and what kind of pain sounds the head / body makes (I haven't been able to locate this list yet). What all this means is that when you use a costume head value in the code above you will change which head is assigned to a female gendered body. If that head is a male head it will speak like a male and have the same pain sounds as a male. More specifically, if the value is set to that of a Maian head, any body that the female gender 0DA8 is applied to will become a Maian. If the values are all set to the same coustume head value then all enemies will have the same head. Here is an example of how to turn a Human into a Maian: Turn Pelagic II Guard into Maian Soldier: NTSC PAL 8107D904 0DA8 8107DDD4 0DA8 8107D906 0266 8107DDD6 0266 8107D90C 3F12 8107DDDC 3F12 8107D90E A10D 8107DDDE A10D 81062C5A 0029 8106293A 0029 81062C5E 0029 8106293E 0029 81062C62 0029 81062942 0029 81062C66 0029 81062946 0029 The only drawback that this code has is that the Maians will bleed red blood. Otherwise they will run around and say Maian stuff, just like the two Maian soldiers in Attack Ship. You can only turn characters that are assign a random head into Maians. You can't turn Cassandra De Vries into a Maian because she is always given the same head. Unfortunately, Skedar language and pain sounds are associated with the Skedar body (5C). The Skedar body has no head, so you can't use swap Humans with Skedar using this method. __________________________ Moving players into levels __________________________ When you modify a solo mission so that you put it in a different arena, you will most likely start the level outside the arena above an empty void. Even though the objects in the level are put at pads that correspond to the new arena, anything that takes part in the cut-scene is put exactly where it would be put if the level hadn't been changed at all. To give an example, at the end of Crash Site Intro you are put at the coordinates where Joanna starts in Crash Site. If you were to change the arena Crash Site takes place in to Pelagic II you will still be put at the coordinates where Joanna starts Crash Site. This may not nessesarily be in any rooms or corridors in Pelagic II. The result is that you start the level in an empty void and need to be moved to a place with a solid floor. If you just stay put you will fall down and die in the void. This problem can be solved by changing a players coordinates so that you move her into the level. In order to do this you need to be able to hack Perfect Dark in hirez. The easiest way to move a player into a level is by using Nemu, but you can also do this using Project 64 or Perfect Trainer together with GSCC. The real time coordinates list: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The real time coordinates list is a list in the memory containing the current coordinates of all the objects in a level. By changing the coordinates of any of these objects you can move them wherever you want in an arena. Player coordinates are located at the end of the real time coordinates list. If you make a code that moves a player and then remove an object, the code that moved your player will no longer work because the real time coordinates list will have one less object in it. Therefore, making a code that moves a player should be the last thing you do when making a new level. The beginning of the real time coordinates list can be found by following the pointer at: NTSC 8009A2F8 and PAL 8009A848 This pointer points to a part of the memory in the in-game level data. It will point to an address above 80400000. The in-game level data isn't always put in the memory in the same place, which means that any code you make to alter the in-game level data won't always work! Whether or not a code works depends on the last level you loaded, before loading the level the codes activated are meant to work in. Also, the codes that you have activated may affect the level that is loaded before the one you want to modify, often causing it to freeze. To get around these problems while modifying the in-game level data for a solo mission you need to load the level in a specific way. Lets say you want to make a code that changes a players coordinates in a modified level. You want this code to work the first time you load a level, and when you reload the level (if you die). When Perfect Dark starts, the game will load the Carrington Institute Training Ground first. From there you can select your modified level from the Solo Mission menu. When you load your modified level you will have loaded it after loading the CI Training Ground. At this point in time you make a code to move the player along the X-axis which will be 814C5670 (example only). Next, you die and reload the level. Your modified level will now be loaded after loading your modified level (loaded twice). In this example lets say that the in-game level data is put in a different place. The code to modify the players X-axis coord is now 814C5680 and not 814C5670. You have activated a code that freezes a value at 814C5670, but it won't work because the X-axis coord has moved to 814C5680! The code 814C5670 may freeze the game because it's changing something it shouldn't be messing with. This situation can be solved in one of two ways: 1 - You can activate a code so that it works the second time you load the level (simply kill yourself the first time the level loads), but this might freeze it the first time you load the level. 2 - You can activate a code so that it works the first time you load the modified level, and go back to the CI Training Ground and reload it. To reload the CI Training Ground you need to kill yourself in it. This can easily be done by using the CI Training Ground disabler code (mentioned a bit further down in this FAQ). Sometimes the codes you have activated may prevent the CI Training Ground from loading, and freeze the game at the Perfect Dark logo. This can also be fixed with the CI Training Ground disabler. After you've reloaded a level for the third time the game will be used to loading it. The in-game level data will be put in the same spot as the second time you loaded it. When you want to move a player you won't have the code activated all the time. If you did that the player would be stuck on the same spot and unable to move anywhere. You will use an activator to move the player into the level when you press a button. You won't have to worry about your codes freezing anything because they're not constantly on. However, if you decide to move an object like a chair that stays in the same spot for the duration of the level, you won't need an activator. It's when you're not using an activator to modify in-game data that you have to worry about the order in which you load levels. In the outro part of this FAQ there are two fully working solo missions, Crash Site in Villa and WAR! in Deep Sea. Both codes modify the in-game level data without using activators. WAR! in Deep Sea loads it's in-game data in the same spot after loading itself, so there aren't any problems with getting it working again if you die. Crash Site in Villa puts it's in-game data in a different place after you have loaded it. If you die you have to go back to the disabled CI Training Ground, kill yourself, and then load the level again. If you plan to move anything without activators it's best not to use the skip intros code, because you have no level to go back to after loading your modified level for the first time. Finding your current coordinates: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I'm going to describe how to find your current coordinates, and codes to change them, in three different ways. Using Nemu, using Project 64 and ArtMoney, and using Perfect Trainer together with GSCC. The example I'm going to use is Crash Site in Pelagic II. When you load this level you appear outside the level. Crash Site in Pelagic II: NTSC PAL 8107FE88 000E 810803C8 000E 8107FE8A 0160 810803CA 0160 8107FE8C 015F 810803CC 015F Turn on the above code and select Crash Site from the Solo Mission menu. The in-game level data will be put in a different spot depending on which difficulty you choose. The best thing to do is select Perfect Agent. You'll be able to modify enemy difficulty in Perfect Dark Agent mode. Start the level and watch the cut-scene if you like. You will begin outside the level, so to get into it you need to moonjump there. Use the moonjump codes provided in Part One and moonjump into the level. Once inside navigate to the exact spot where you want to start the level and pause the game. In Nemu go to Plugins - Debugger: Memory... In the address box enter the address NTSC 8009A2F8 or PAL 8009A848. Copy the pointer you find there into the address box to navigate to the real time coordinates list. Move down the list by changing the address until you get to the end of the real time coordinates list and find the value 060C0000 (or 068C0000). Alternatively you can do a search for 060C0000 (or 068C0000) and the correct address will be the one closest to where the real time coordinates list is in the memory. After 060C0000 you will find a pointer and three 32bit values. Write down the values and addresses these values are at to make the move player code. Move the Memory window and the game screen window in such a way that you can see them both on the same screen. Right click on the three 32bit values to highlight them green and make them easier to see. Unpause the game and go to where you want to move something else. In the Memory window press Refresh to get the new coordinates of where you moved to. In Project 64 create a savestate and open it in a hex editor. Delete the first 75C addresses and byte flip the file. Go to NTSC 8009A2F8 or PAL 8009A848 and follow the pointer found there to find the real time coordinates list. Do a search for 060C0000 (or 068C0000) and the correct address will be the one closest to the real time coordinates list (or just scroll down to the end of the real time coordinates list to find the value 060C). After 060C0000 you will find a pointer and three 32bit values. Write down the values and addresses these values are at to make the move player code. Turn on ArtMoney and connect it to Project 64 (which should still be paused using F2). Do three different searches for the 32bit values found with the hex editor, and move the three codes over to the active code section. Place the Project 64 window in such a fashion so that you can see both the game screen and the values at the same time. When you unpause the game you should be able to see the coordinates changing as you move about the level. Move about to find coordinates for where you want to put other stuff you wish to move. For Perfect Trainer and GSCC you need to activate the level modifier by changing values in the ram manually. This is done by using the ram edit menu. Once the code is active load the level and pause the game. Use the same method described above to find your current coordinates. Pressing Refresh will update your computer with your latest coordinates. Moving a player with activators: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Whatever method you used you should now know where your coordinates are and which addresses they are at. Remember that they may be at a different address the second time you load the level, so quit and load the level again to make sure they're correct. What you have should look like this (NTSC PC version): 005443E0 - 060C0000 80561860 45A4BE67 C3B0CAC8 005443F0 - C4F46CCE C4CE3E34 00000000 00000000 The first 32bit value after the pointer 80561860 is the X coord, the next is Y and the third is Z. You only need to change the first 16bits, these give you more than enough coordinate precision. A code to move your player would be: 815443E8 XXXX 815443EC YYYY 815443F0 ZZZZ In total there may be six different versions of this code, NTSC PC version 1.0 and 1.1, PAL PC, NTSC Gameshark version 1.0 and 1.1, and PAL Action Replay. Consequently it turns out that both NTSC version 1.0 and 1.1 put their in-game level data in the same place for this particular level modification, so there's actually only four. To find NTSC Gameshark and PAL Action Replay versions you need to use Perfect Trainer, but you can also guess you way to them based on their PC counterparts. The cheating device version will be in the 10's away from the PC version. This means that it could be +50, +20, +10 to name but a few. The cheating device version of a PC coordinate code can therefore usually be found by trial and error. 8107FE88 000E 8107FE8A 0160 8107FE8C 015F D109C7E4 0030 815443E8 449A D109C7E4 0030 815443EC C488 D109C7E4 0030 815443F0 4237 NTSC PAL NTSC PC PAL PC 81544408 XXXX 81541B08 XXXX 815443E8 XXXX 81541AE8 XXXX 8154440C YYYY 81541B0C YYYY 815443EC YYYY 81541AEC YYYY 81544410 ZZZZ 81541B10 ZZZZ 815443F0 ZZZZ 81541AF0 ZZZZ As you can see, the difference between cheating device and PC in this case is +20. It's usually the same for both NTSC and PAL. The next thing you need is a set of coordinates from where you want to start the level: 449AFFA8 C4886009 42374903 Using these coords and the one player button activator you can make the codes that move your player. The button combination L+R (0030) is used because it's unlikely the player will press this combination while playing. NTSC PAL NTSC PC PAL PC D109C7E4 0030 D1099FB0 0030 D109C7E4 0030 D1099FB0 0030 81544408 449A 81541B08 449A 815443E8 449A 81541AE8 449A D109C7E4 0030 D1099FB0 0030 D109C7E4 0030 D1099FB0 0030 8154440C C488 81541B0C C488 815443EC C488 81541AEC C488 D109C7E4 0030 D1099FB0 0030 D109C7E4 0030 D1099FB0 0030 81544410 4237 81541B10 4237 815443F0 4237 81541AF0 4237 The final code should be: Crash Site in Pelagic II: NTSC PAL NTSC PC PAL PC 8107FE88 000E 810803C8 000E 8107FE88 000E 810803C8 000E 8107FE8A 0160 810803CA 0160 8107FE8A 0160 810803CA 0160 8107FE8C 015F 810803CC 015F 8107FE8C 015F 810803CC 015F D109C7E4 0030 D1099FB0 0030 D109C7E4 0030 D1099FB0 0030 81544408 449A 81541B08 449A 815443E8 449A 81541AE8 449A D109C7E4 0030 D1099FB0 0030 D109C7E4 0030 D1099FB0 0030 8154440C C488 81541B0C C488 815443EC C488 81541AEC C488 D109C7E4 0030 D1099FB0 0030 D109C7E4 0030 D1099FB0 0030 81544410 4237 81541B10 4237 815443F0 4237 81541AF0 4237 This code works by pressing L+R when the level starts. You will be magically teleported to the start of the level. It works the second time you load the level in the cheating device versions. The aim of the level is to kill as many guards as possible while avoiding being flanked and walking into booby traps! Last but not least you should test any codes you make to make sure that they work as they should do. The CI Training Ground Disabler: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some time during making a level setup you might experience the game freezing at the Perfect Dark logo. This happens because the codes you've made are either put in the same place as the objects used in the Carrington Institute Training Ground, or interfere with the intro cut-scene. The way to get around this and to make things work again is to disable the CI Training Ground. Hard as it may sound, disabling the CI Training Ground is done quite simply by modifying the level it's in. The Training Ground is at level number 26 on the level list. Carrington Institute Training Ground Disabler: NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C The last line changes the CI Traing Grounds setup into Skedar's solo setup (013C). It's a BETA setup, it has no cut-scenes and no objects in it, only the player. Usually the last line is enough to get things working again, but if it doesn't, use the rest of the code. The rest of the code changes the arena into the Default arena. If all else fails, try 0147 as a setup instead of 013C. In the Default arena you can easily walk off the edge of the level and kill yourself. This resets the way levels work and is useful for levels like Crash Site in Villa (Solo). Something else you may want to note about the CI Training Ground is that player one is always invincible! Don't use level 26 for anything other than the Training Ground, if you do you will end up with an invincible player. Use Defense instead, it works just as well. _______________________________________________________________________________ < Part Three - Advanced level modding > _______________________________________________________________________________ Everything that I have taught you up till now has been a simplified version of Perfect Dark level modding. It is in fact possible to take things one step further than just changing a levels setup files. It's possible to move stuff around in levels, and to change objects at a much deeper level. However, advanced level modding is hard to do, extremely time consuming and requires a lot of foreground work before you can even start changing stuff. When I started writing this FAQ I originally had in mind to explain how advanced level modding is done. Due to time constraints and a general lack of actual Perfect Dark hackers (lets face it, we're few and far between), I decided to axe most of the stuff about advanced level modding. I will however explain how I made the multiplayer levels. Examples of advanced level modding can be seen in the codes in the "Codes" section. They are fully working levels, with everything as you would expect it to be, not with ammo crates stuck in windows, or gigantic lifts flying in the air. > Multiplayer level modding ~ Making the level modifier code ~ Creating the enablers ~ Plotting the pads in the level ~ Creating the code ~ Testing the code _________________________ Multiplayer level modding _________________________ It is my wish that one day we will be able to play in all of Perfect Darks solo arenas in multiplayer. Sadly I don't have the time to do them all myself, but I will however provide you with a quick guide that will help you understand how I made the ones that I did and how to make your own. In this FAQ you will find the multiplayer levels that I have created. These are done using the method that I found to be most effective and low on lines of code. The multiplayer codes that you make will be much like the ones that I have made. They consist of several different parts, and require an enabler to get them working. A quick breakdown of the steps of making a multiplayer level are: 1 -> Making the level modifier code 2 -> Creating the enablers 3 -> Plotting the pads in the level 4 -> Creating the code 5 -> Testing the code To make the level modifier code you need to decide on which arena you want to play in multiplayer, and which multiplayer setup file to use. The setup file is important because it will determine which extra objects you want to add beyond all the usual stuff. You can't add any more objects than there are in the setup file to begin with. This means that if there are only five metal crates in Complexes setup your level will also only have five metal crates. You can however modify them into different objects (like I did in Crash Site Caves). Bases setup is good if you want lots of objects, and Felicity's or Area 52's is good if you want lots of doors. You won't be making a level that has every single bit of furniture in place like it's solo version. Carrington Villa Residence and Rooftop demonstrate the extent to which you can have objects in a multiplayer level. Residence has lots of doors and Rooftop has lots of objects. Once you've made a level modifier code you need to find where the in-game level data for this level is put in each mode of the level. Modes are the level loaded in different formats (NTSC Gameshark version 1.0, NTSC Gameshark version 1.1, PAL Action Replay, NTSC PC version 1.0, NTSC PC version 1.1, and PAL PC), and the level loaded with different player amounts. There are 24 different modes in total. For PC's the in-game level data is found using Nemu or Project 64 with ArtMoney, for cheating devices you need to use Perfect Trainer. I realise that this part can be a lot of hassle so I have found out where the in-game level data is put for you! I have compiled a list over where the data is put in each of Perfect Darks solo arenas when loaded in multiplayer. This list will save you a lot of time and ensure that your codes will work. Once you know where the in-game level data is put you can make enablers for each format. The enablers will work in the same way as the ones that I have made for my levels. You need to choose one of the modes which the final code will be put at. This has to be the highest in the memory (which is usually NTSC Gameshark one player). Once you know where the final code will be you can make enablers for the other modes which move the in-game level data up the memory to line up with where the final code is. In essence the enablers move the in-game level data to the same place as in NTSC Gameshark one player mode. This is why you end up with codes that work in both NTSC and PAL. Once you know where the final code is going to be put, and that it will work with every mode no matter which side of the Atlantic you are on, you can start making codes to move the objects. You can at this point make the final code, but you will realise that you won't know where to move the objects. The objects are placed on the pads, and the codes you make will move the objects to a different pad. In order to know where to move stuff you need to make a map of the level and draw where each pad is in the arena. For some of the larger levels you only need to know where the first hundred or so pads are, you don't need to know where every single pad is, there's more than enough of them to create your level. Pads are found by using object moving codes to move objects to the pads you want to find. Each object is given it's own image so you can tell the difference between them. With all objects put at different pads and with different object images you can find the pads in no time by running around the arena looking for them. Once you know where the pads are and know where the final code will be put in the memory you can create the codes that move and modify stuff. You will need codes to move weapons and ammo crates, codes to move the respawns and codes that move and modify objects. King of the Hill and Capture the Case codes are the same for all levels and aren't part of the in-game level data. Creating the code that moves stuff about and changes it is done by modifying several different object setup files, and the pads file. The files are pointed to from NTSC 8009D030 and PAL 8009D590. These pointers point to in-game level data: NTSC Pointer - PAL Pointer - File description 8009D040 - 8009D5A0 - Object setup list 8009D04C - 8009D5AC - The pads file 8009D03C - 8009D59C - Multiplayer respawns, hills and bases 8009D03C - 8009D59C - Solo mission player info 8009D044 - 8009D5A4 - Solo mission AI 8009A2F8 - 8009A848 - Real time object coordinates list The object setup list is the most important, it contains information about the weapons, ammo crates, doors and objects. The weapons and ammo come first and are in the same order in almost every setup (except Ravine). This means that no matter wether you use Complexes, Bases or Felicity's setup the weapons and ammo codes will always be the same. Take note that the weapons and ammo code is the same in both Crash Site Caves and Crash Site Racing Ground. It's also the same in Carrington Villa Residence and Carrington Villa Rooftop. Any objects that come with the setup will come next and you can modify them as you want. After the objects comes the respawn point data that you will also need to change. The pads file will be put in a different place depending on wether you use NTSC or PAL. Codes that modify the pads file are therefore put in part one of the code together with the level modifier. Changing a pad means moving it's coordinates to put it exactly where you want it. You should only need to move pads in extreme circumstances, like if you want a lift somewhere but there aren't any pads for it to move between. I'll mention the solo specific files breifly since I'm sure you're curious as to what they contain. The solo mission player info file has information about the weapons and ammo you start the level with. The solo mission AI has enemy / allie routine data, like respawning guards, guard behavior and guard destinations. Unlike the other files this one is compact with no reguard to the fact that certain values should start with an even address (you'll understand what I mean when you see it). Once you've made the code it needs to be tested. This has to be done to make sure that the final code works with the enablers. Making the level modifier code: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lets take a look at the level modifier code used in Crash Site Racing Ground: Crash Site in multi using Bases Mp_Setup: NTSC PAL 810800B8 0001 810805F8 0001 CI Training Ground Disabler 810800BA 0184 810805FA 0184 V 810800BC 0183 810805FC 0183 V 810800BE 013C 810805FE 013C V 8107FE90 01E2 810803D0 01E2 Crash Site Mp_Setup modifier (using Base) 80084BF9 001C 80085149 001C Random level modifier (using Crash Site) 81084BFC 569B 8108514C 569B Changes Random (arena) into Crash Site 81084C14 50FF 81085164 50FF Changes Random (arena type) into Hacker The CI Training Ground Disabler is needed to stop the game from freezing once you've made the final code. The level is loaded by choosing what was originally meant to be at Random. Instead of loading a random level we use a random level modifier to always make it load the level we want. The two last codes change the words Random that you find in the arena menu. The Mp_Setup modifier changes Crash Sites Mp_Setup. Since Crash Site doesn't have an Mp_Setup, if we don't change this the level will freeze. The code to change the Mp_Setup and the values for the level and Mp_Setup can be found in Part One - The level modifier. Some common Mp_Setup values are: 01E2 - Base - 24 metal crates, 5 slide up doors and 2 lifts 020A - Felicity - 12 swing doors of which there are 4 double doors, 7 slide across doors, 8 unbreakable panes of glass 011B - Complex - 5 metal crates 0104 - Ravine - 20 metal crates with 16 moveable and 4 unmoveable, 1 lift 0202 - Ruins - 10 faulty slide across doors with 5 double doors 01EA - Area 52 - 8 slide up doors, 12 move up/down doors which open automatically of which there are 6 double doors, 8 breakable panes of glass Choose a setup file depending on what kind of objects you want in your multiplayer level. You don't need to have lots of objects or doors, most of the original levels in Perfect Dark have no objects in them. Which setup file you use has no affect on where the in-game level data is put. If you want more objects or want to do another different level within the same arena simply change the Mp_Setup file you're using. You won't be able to modify how doors open, so think carefully wether you use Felicity or Area 52. Values for the level name are: 5687 – dataDyne Research 5689 – dataDyne Central 568B – Carrington Villa 568D – Chicago 568F – G5 Building 5691 – Area 51 5697 – Air Base 5699 – Air Force One 569B – Crash Site 569D – Pelagic II 569F – Deep Sea 56A1 – Carrington Institute 56A3 – Attack Ship 56A5 – Skedar Ruins An example of a level modifier for Skedar Ruins in multiplayer would be: Skedar Ruins in multi using Bases Mp_Setup: NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 810801A0 01E2 810806E0 01E2 80084BF9 002A 80085149 002A 81084BFC 56A5 8108514C 56A5 81084C14 50FF 81085164 50FF Before going any further it's a good idea to test your level modifier to see if it works. Certain combinations won't work, but most levels load with the setup files mentioned above. Creating the enablers: ~~~~~~~~~~~~~~~~~~~~~~ Now that you have a level modifier code for your multiplayer level it's time to make the enablers. Most of the codes in the level will be modifying the in-game level data which is put rather randomly all over the place. The enablers allow you to choose where the codes should be in each player amount mode and format. This allows you to use just one set of codes instead of 24 different codes. Lets have a look at some enablers from Carrington Villa in multi. Carrington Villa in multiplayerputs it's in-game level data in different places between NTSC version 1.0 and 1.1. We therefore need two different enablers for NTSC Gameshark users. Carrington Villa in Multiplayer Enablers: ----------------------------------------- NTSC v1.0 PAL NTSC PC v1.0 PAL PC D109C7E4 0030 81099958 8042 8109940A 0060 81099958 8042 8109940A 0040 8109995A 1750 D00714DB 0002 8109995A 17B0 D109C7E4 0020 D00717BB 0002 8109940A 7830 D00717BB 0002 8109940A 0000 81099958 8042 D00714DB 0003 81099958 8042 D00714DB 0002 D00717BB 0002 8109940A 7900 D00717BB 0002 8109940A 77D0 8109995A 8FA0 D00714DB 0004 8109995A 9000 D00714DB 0003 D00717BB 0003 8109940A 7830 D00717BB 0003 8109940A 78A0 81099958 8040 81099958 8040 D00714DB 0004 D00717BB 0003 NTSC PC v1.1 D00717BB 0003 8109940A 77D0 8109995A F070 8109940A 76F0 8109995A F0D0 D00717BB 0004 D00714DB 0002 D00717BB 0004 NTSC v1.1 81099958 8040 8109940A EF90 81099958 8040 D109C7E4 0030 D00717BB 0004 D00714DB 0003 D00717BB 0004 8109940A 76D0 8109995A EF30 8109940A F0D0 8109995A EF90 D109C7E4 0020 D00714DB 0004 8109940A 7690 8109940A F0D0 D00714DB 0002 8109940A EF30 D00714DB 0003 8109940A F070 D00714DB 0004 8109940A F070 Once the game has started you have to go straight to the multiplayer menu, select your level from the arena menu without changing anything else and load the level with one player only. You always have to do this because the in-game level data will be put somewhere randomly. I'll refur to this as the unstable one player mode. I use the object setup list pointer as a measure of where the in-game level data is put. For NTSC Gameshark (version 1.1) the pointer will at this stage be 804F06A0. Quit the level and load it again with one player. The in-game level data will now be put slightly higher up in the memory. I'll refur to this as the stable one player mode. Stable means that even though you load it a third time, the level data will still be put in the same place as when it was stable. The pointer will now be 804F06E0. For the PC versions there is no stable or unstable placing of the level data. After the stable one player mode you can then find where the other player amount modes will be put because the level has stabilised in the memory and won't be put randomly somewhere else. These are 804E8E40 for two players and 804E8D00 for three and four players (these usually differ, but in this case it's the same for both three and four player). Once you know where the in-game level data is put you then have to choose where the final code will be. For Carrington Villa I chose 804F7D70 (which was where the one player stable mode for NTSC Gameshark version 1.0 is). The final code must be put higher in the memory than any of the other modes. No matter which mode is being used the object setup list pointer has to always be 804F7D70 for the code to work. We make sure it is by using the following code: In-game level data placement modifier: NTSC PAL 81099408 XXXX 81099958 XXXX 8109940A XXXX 8109995A XXXX This code modifies a pointer which usually has the value 80400000 I.E the start of the extra 4MB given by the Expansion Pak. The in-game level data will be put at 80400000 onwards. By increasing this pointer (and only increasing it) the level data will be put further up in the memory, and the object setup list will line up with the codes you have activated. You can't put the level data further down in the memory because it will overwrite what comes before 80400000. For the unstable NTSC Gameshark one player mode (version 1.1) you need to subtract 804F06A0 from 804F7D70 (use Windows Calculator in Scientific Mode). This gives you the value 76D0, which is what we use as a value in the code above. When the unstable one player mode is loaded the pointer has to be 804076D0 (using the code 8109940A 76D0). For higher values you need to use both lines of code. The code for the stable one player mode would be 8109940A 7690, two player is 8109940A EF30 and three and four player are 8109940A F070. To make sure the value of the in-game level data pointer is correct at the right times we use a combination of button activators and player menu amount activators. A breakdown of the NTSC Gameshark enabler is: NTSC Gameshark Version 1.1 Enabler: D109C7E4 0030 - Activate next code when L+R is pressed 8109940A 76D0 - Move level data +76D0 D109C7E4 0020 - Activate next code when L is pressed 8109940A 7690 - Move level data +7690 D00714DB 0002 - Activate next code when two player menus are active 8109940A EF30 - Move level data +EF30 D00714DB 0003 - Activate next code when three player menus are active 8109940A F070 - Move level data +F070 D00714DB 0004 - Activate next code when four player menus are active 8109940A F070 - Move level data +F070 Instructions: Go straight to the Advanced Combat Simulator menu. Select Crash Site with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Crash Site with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. All you need to create enablers is to know where the in-game level data is put during each mode and where you want the final code to be. As I mentioned earlier on, finding where the level data is put can be a pain in the arse, especially if you don't have access to one of the formats (like NTSC Gameshark or PAL Action Replay). I have therefore compiled a list of where the level data is put in all modes for all 14 solo only arenas! The following list shows where the start of the object setup list is during each mode. I found the values using the level modifier provided. It's the arena files and not the setup file which decides where the in-game level data is put. You can therefore use a different Mp_Setup than the one I used and the enablers you make will still work. Where there are two pointers provided the first will be version 1.0 and the second will be 1.1. dataDyne Central using Bases Mp_Setup: -------------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 810802F0 01E2 81080830 01E2 80084BF9 0030 80085149 0030 Using Defections pads. Difference between cheating device and PC is -50. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804F07A0 / 804F07A0 Loading again (stable) 804F07D0 / 804F07D0 Loading 2 players after stable 1 player 804EB220 / 804EBAE0 Loading 3 players after stable 1 player 804ED4A0 / 804EDD60 Loading 4 players after stable 1 player 804EF270 / 804EFB30 NTSC PC: Loading modified level with 1 player first (unstable) 804F0780 / 804F0780 Loading again (stable) 804F0780 / 804F0780 Loading 2 players after stable 1 player 804EB1D0 / 804EBA90 Loading 3 players after stable 1 player 804ED450 / 804EDD10 Loading 4 players after stable 1 player 804EF220 / 804EFAE0 PAL Action Replay: Loading modified level with 1 player first (unstable) 804EE260 Loading again (stable) 804EE290 Loading 2 players after stable 1 player 804E6A40 Loading 3 players after stable 1 player 804E6A40 Loading 4 players after stable 1 player 804E8F80 PAL PC: Loading modified level with 1 player first (unstable) 804EE240 Loading again (stable) 804EE240 Loading 2 players after stable 1 player 804E69F0 Loading 3 players after stable 1 player 804E69F0 Loading 4 players after stable 1 player 804E8F30 dataDyne Research using Felicitys Mp_Setup: ------------------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 81080398 020A 810808D8 020A 80084BF9 0033 80085149 0033 Using Investigations pads. Difference between cheating device and PC is -10. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804FAC50 / 804FAC50 Loading again (stable) 804FAC60 / 804FAC60 Loading 2 players after stable 1 player 804F5720 / 804F5F70 Loading 3 players after stable 1 player 804F79A0 / 804F8180 Loading 4 players after stable 1 player 804F9770 / 804F9FC0 NTSC PC: Loading modified level with 1 player first (unstable) 804FAC50 / 804FAC50 Loading again (stable) 804FAC50 / 804FAC50 Loading 2 players after stable 1 player 804F5710 / 804F5F60 Loading 3 players after stable 1 player 804F7990 / 804F8170 Loading 4 players after stable 1 player 804F9760 / 804F9FB0 PAL Action Replay: Loading modified level with 1 player first (unstable) 804F86A0 Loading again (stable) 804F86B0 Loading 2 players after stable 1 player 804F0ED0 Loading 3 players after stable 1 player 804F0ED0 Loading 4 players after stable 1 player 804F3410 PAL PC: Loading modified level with 1 player first (unstable) 804F86A0 Loading again (stable) 804F86A0 Loading 2 players after stable 1 player 804F0EC0 Loading 3 players after stable 1 player 804F0EC0 Loading 4 players after stable 1 player 804F3400 Carrington Villa using Felicitys Mp_Setup: ------------------------------------------ NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 81080210 020A 81080750 020A 80084BF9 002C 80085149 002C Using Villa (Solo)'s pads. Difference between cheating device and PC is -60. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804F7D30 / 804F06A0 Loading again (stable) 804F7D70 / 804F06E0 Loading 2 players after stable 1 player 804F05A0 / 804E8E40 Loading 3 players after stable 1 player 804F04D0 / 804E8D00 Loading 4 players after stable 1 player 804F05A0 / 804E8D00 NTSC PC: Loading modified level with 1 player first (unstable) 804F7D10 / 804F0680 Loading again (stable) 804F7D10 / 804F0680 Loading 2 players after stable 1 player 804F0540 / 804E8DE0 Loading 3 players after stable 1 player 804F0470 / 804E8CA0 Loading 4 players after stable 1 player 804F0540 / 804E8CA0 PAL Action Replay: Loading modified level with 1 player first (unstable) 804D6620 Loading again (stable) 804D6620 Loading 2 players after stable 1 player 804CEDD0 Loading 3 players after stable 1 player 804E8CC0 Loading 4 players after stable 1 player 804E8E40 PAL PC: Loading modified level with 1 player first (unstable) 804D65C0 Loading again (stable) 804D65C0 (804D6600 coming back from 3 or 4 player) Loading 2 players after stable 1 player 804CED70 Loading 3 players after stable 1 player 804E8CA0 Loading 4 players after stable 1 player 804E8DE0 Can switch between 1 and 2 players! Don't switch back from 3 or 4 player! Chicago using Complexes Mp_Setup: --------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 8107FEC8 011B 81080408 011B 80084BF9 001D 80085149 001D Using Chicago's pads. Difference between cheating device and PC is -50. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804E3B50 / 804E3B50 Loading again (stable) 804E3B70 / 804E3B70 Loading 2 players after stable 1 player 804DE580 / 804DEE10 Loading 3 players after stable 1 player 804E0800 / 804E1100 Loading 4 players after stable 1 player 804E2610 / 804E2ED0 NTSC PC: Loading modified level with 1 player first (unstable) 804E3B20 / 804E3B20 Loading again (stable) 804E3B20 / 804E3B20 Loading 2 players after stable 1 player 804DE530 / 804DEDC0 Loading 3 players after stable 1 player 804E07B0 / 804E10B0 Loading 4 players after stable 1 player 804E25C0 / 804E2E80 PAL Action Replay: Loading modified level with 1 player first (unstable) 804E15A0 Loading again (stable) 804E15C0 Loading 2 players after stable 1 player 804D9DE0 Loading 3 players after stable 1 player 804D9DE0 Loading 4 players after stable 1 player 804DC320 PAL PC: Loading modified level with 1 player first (unstable) 804E1570 Loading again (stable) 804E1570 Loading 2 players after stable 1 player 804D9D90 Loading 3 players after stable 1 player 804D9D90 Loading 4 players after stable 1 player 804DC2D0 G5 Building (Solo) using Felicitys Mp_Setup: -------------------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 8107FF00 020A 81080440 020A 80084BF9 001E 80085149 001E Using G5 Building (Solo)'s pads. Difference between cheating device and PC is -30. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804E6EB0 / 804E6EB0 Loading again (stable) 804E6EC0 / 804E6EC0 Loading 2 players after stable 1 player 804E1940 / 804E21D0 Loading 3 players after stable 1 player 804E3BC0 / 804E4450 Loading 4 players after stable 1 player 804E5990 / 804E6220 NTSC PC: Loading modified level with 1 player first (unstable) 804E6E90 / 804E6E90 Loading again (stable) 804E6E90 / 804E6E90 Loading 2 players after stable 1 player 804E1910 / 804E21A0 Loading 3 players after stable 1 player 804E3B90 / 804E4420 Loading 4 players after stable 1 player 804E5960 / 804E61F0 PAL Action Replay: Loading modified level with 1 player first (unstable) 804E4900 Loading again (stable) 804E4910 Loading 2 players after stable 1 player 804DD130 Loading 3 players after stable 1 player 804DD0C0 Loading 4 players after stable 1 player 804DF600 PAL PC: Loading modified level with 1 player first (unstable) 804E48E0 Loading again (stable) 804E48E0 Loading 2 players after stable 1 player 804DD100 Loading 3 players after stable 1 player 804DD090 Loading 4 players after stable 1 player 804DF5D0 Area 51 using Bases Mp_Setup: ----------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 81080408 01E2 81080948 01E2 80084BF9 0035 80085149 0035 Using Rescue's pads. Difference between cheating device and PC is -B0. NTSC Gameshark: Loading modified level with 1 player first (unstable) 8052A120 / 8052A120 Loading again (stable) 8052A120 / 8052A120 Loading 2 players after stable 1 player 805246A0 / 805246A0 Loading 3 players after stable 1 player 805262F0 / 80526B70 Loading 4 players after stable 1 player 80526B70 / 80526B70 NTSC PC: Loading modified level with 1 player first (unstable) 8052A070 / 8052A070 Loading again (stable) 8052A070 / 8052A070 Loading 2 players after stable 1 player 805245F0 / 805245F0 Loading 3 players after stable 1 player 80526240 / 80526AC0 Loading 4 players after stable 1 player 80526AC0 / 80526AC0 PAL Action Replay: Loading modified level with 1 player first (unstable) 80525360 Loading again (stable) 80525360 Loading 2 players after stable 1 player 8051DA40 Loading 3 players after stable 1 player 80520D90 Loading 4 players after stable 1 player 80523330 PAL PC: Loading modified level with 1 player first (unstable) 805252B0 Loading again (stable) 805252B0 Loading 2 players after stable 1 player 8051D990 Loading 3 players after stable 1 player 80520CE0 Loading 4 players after stable 1 player 80523280 Air Base using Bases Mp_Setup: ------------------------------ NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 810800F8 01E2 81080638 01E2 80084BF9 0027 80085149 0027 Using Air Bases pads. Difference between cheating device and PC is -50. NTSC Gameshark: Loading modified level with 1 player first (unstable) 80501310 / 80501310 Loading again (stable) 80501330 / 80501330 Loading 2 players after stable 1 player 804FBDD0 / 804FC640 Loading 3 players after stable 1 player 804FE050 / 804FE8C0 Loading 4 players after stable 1 player 804FFE20 / 80500690 NTSC PC: Loading modified level with 1 player first (unstable) 805012E0 / 805012E0 Loading again (stable) 805012E0 / 805012E0 Loading 2 players after stable 1 player 804FBD80 / 804FC5F0 Loading 3 players after stable 1 player 804FE000 / 804FE870 Loading 4 players after stable 1 player 804FFDD0 / 80500640 PAL Action Replay: Loading modified level with 1 player first (unstable) 804FEDD0 Loading again (stable) 804FEDF0 Loading 2 players after stable 1 player 804F75A0 Loading 3 players after stable 1 player 804F75A0 Loading 4 players after stable 1 player 804F9AE0 PAL PC: Loading modified level with 1 player first (unstable) 804FEDA0 Loading again (stable) 804FEDA0 Loading 2 players after stable 1 player 804F7550 Loading 3 players after stable 1 player 804F7550 Loading 4 players after stable 1 player 804F9A90 Air Force One using Felicitys Mp_Setup: --------------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 81080328 020A 81080868 020A 80084BF9 0031 80085149 0031 Using Air Force Ones pads. Difference between cheating device and PC is -40. NTSC Gameshark: Loading modified level with 1 player first (unstable) 805170D0 / 805170D0 Loading again (stable) 80517110 / 80517110 Loading 2 players after stable 1 player 80511C40 / 80512420 Loading 3 players after stable 1 player 80513DC0 / 805146A0 Loading 4 players after stable 1 player 80515C90 / 80516470 NTSC PC: Loading modified level with 1 player first (unstable) 805170D0 / 805170D0 Loading again (stable) 805170D0 / 805170D0 Loading 2 players after stable 1 player 80511C00 / 805123E0 Loading 3 players after stable 1 player 80513D80 / 80514660 Loading 4 players after stable 1 player 80515C50 / 80516430 PAL Action Replay: Loading modified level with 1 player first (unstable) 80514B20 Loading again (stable) 80514B60 Loading 2 players after stable 1 player 8050D310 Loading 3 players after stable 1 player 8050D380 Loading 4 players after stable 1 player 8050F8C0 PAL PC: Loading modified level with 1 player first (unstable) 80514B20 Loading again (stable) 80514B20 Loading 2 players after stable 1 player 8050D2D0 Loading 3 players after stable 1 player 8050D340 Loading 4 players after stable 1 player 8050F880 Crash Site using Complexes Mp_Setup: ------------------------------------ NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 8107FE90 011B 810803D0 011B 80084BF9 001C 80085149 001C Using Crash Sites pads. Difference between cheating device and PC is -50. NTSC Gameshark: Loading modified level with 1 player first (unstable) 80502A00 / 80502A00 Loading again (stable) 80502A50 / 80502A50 Loading 2 players after stable 1 player 804FD4D0 / 804FDD40 Loading 3 players after stable 1 player 804FF750 / 804FFF50 Loading 4 players after stable 1 player 805014B0 / 80501D90 NTSC PC: Loading modified level with 1 player first (unstable) 80502A00 / 80502A00 Loading again (stable) 80502A00 / 80502A00 Loading 2 players after stable 1 player 804FD480 / 804FDCF0 Loading 3 players after stable 1 player 804FF700 / 804FFF00 Loading 4 players after stable 1 player 80501460 / 80501D40 PAL Action Replay: Loading modified level with 1 player first (unstable) 805004E0 Loading again (stable) 80500510 Loading 2 players after stable 1 player 804F8C30 Loading 3 players after stable 1 player 804F8CC0 Loading 4 players after stable 1 player 804FB200 PAL PC: Loading modified level with 1 player first (unstable) 805004C0 Loading again (stable) 805004C0 Loading 2 players after stable 1 player 804F8BE0 Loading 3 players after stable 1 player 804F8C70 Loading 4 players after stable 1 player 804FB1B0 Pelagic II using Felicitys Mp_Setup: ------------------------------------ NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 8107FFA8 020A 810804E8 020A 80084BF9 0021 80085149 0021 Using Pelagic II's pads. Difference between cheating device and PC is -20. NTSC Gameshark: Loading modified level with 1 player first (unstable) 80530130 / 80530130 Loading again (stable) 80530140 / 80530140 Loading 2 players after stable 1 player 8052AB90 / 8052B450 Loading 3 players after stable 1 player 8052CE10 / 8052D6D0 Loading 4 players after stable 1 player 8052EB50 / 8052F4A0 NTSC PC: Loading modified level with 1 player first (unstable) 80530120 / 80530120 Loading again (stable) 80530120 / 80530120 Loading 2 players after stable 1 player 8052AB70 / 8052B430 Loading 3 players after stable 1 player 8052CDF0 / 8052D6B0 Loading 4 players after stable 1 player 8052EB30 / 8052F480 PAL Action Replay: Loading modified level with 1 player first (unstable) 8052DBF0 Loading again (stable) 8052DC00 Loading 2 players after stable 1 player 805263B0 Loading 3 players after stable 1 player 805263B0 Loading 4 players after stable 1 player 805288F0 PAL PC: Loading modified level with 1 player first (unstable) 8052DBE0 Loading again (stable) 8052DBE0 Loading 2 players after stable 1 player 80526390 Loading 3 players after stable 1 player 80526390 Loading 4 players after stable 1 player 805288D0 Deep Sea using Ravines Mp_Setup: -------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 810804B0 0104 810809F0 0104 80084BF9 0038 80085149 0038 Using Deep Sea's pads. Difference between cheating device and PC is -40. NTSC Gameshark: Loading modified level with 1 player first (unstable) 80534E10 / 80534E10 Loading again (stable) 80534E30 / 80534E30 Loading 2 players after stable 1 player 8052F880 / 80530140 Loading 3 players after stable 1 player 80531A30 / 805323C0 Loading 4 players after stable 1 player 805338D0 / 80534190 NTSC PC: Loading modified level with 1 player first (unstable) 80534DF0 / 80534DF0 Loading again (stable) 80534DF0 / 80534DF0 Loading 2 players after stable 1 player 8052F840 / 80530100 Loading 3 players after stable 1 player 805319F0 / 80532380 Loading 4 players after stable 1 player 80533890 / 80534150 PAL Action Replay: Loading modified level with 1 player first (unstable) 805328D0 Loading again (stable) 805328F0 Loading 2 players after stable 1 player 8052B0A0 Loading 3 players after stable 1 player 8052B0A0 Loading 4 players after stable 1 player 8052D5E0 PAL PC: Loading modified level with 1 player first (unstable) 805328B0 Loading again (stable) 805328B0 Loading 2 players after stable 1 player 8052B060 Loading 3 players after stable 1 player 8052B060 Loading 4 players after stable 1 player 8052D5A0 Carrington Institute using Bases Mp_Setup: ------------------------------------------ NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 81080248 01E2 81080788 01E2 80084BF9 002D 80085149 002D Using Defense's pads. Difference between cheating device and PC is -60. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804F34C0 / 804F34C0 Loading again (stable) 804F3500 / 804F3500 Loading 2 players after stable 1 player 804EDF70 / 804EE810 Loading 3 players after stable 1 player 804F01F0 / 804F0A90 Loading 4 players after stable 1 player 804F1FC0 / 804F2860 NTSC PC: Loading modified level with 1 player first (unstable) 804F34A0 / 804F34A0 Loading again (stable) 804F34A0 / 804F34A0 Loading 2 players after stable 1 player 804EDF10 / 804EE7B0 Loading 3 players after stable 1 player 804F0190 / 804F0A30 Loading 4 players after stable 1 player 804F1F60 / 804F2800 PAL Action Replay: Loading modified level with 1 player first (unstable) 804F0F80 Loading again (stable) 804F0FC0 Loading 2 players after stable 1 player 804E9770 Loading 3 players after stable 1 player 804E9770 Loading 4 players after stable 1 player 804EBCB0 PAL PC: Loading modified level with 1 player first (unstable) 804F0F60 Loading again (stable) 804F0F60 Loading 2 players after stable 1 player 804E9710 Loading 3 players after stable 1 player 804E9710 Loading 4 players after stable 1 player 804EBC50 Attack Ship using Bases Mp_Setup: --------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 810803D0 01E2 81080910 01E2 80084BF9 0034 80085149 0034 Using Attack Ships pads. Difference between cheating device and PC is -70. NTSC Gameshark: Loading modified level with 1 player first (unstable) 8053A090 / 8053A090 Loading again (stable) 8053A0D0 / 8053A0D0 Loading 2 players after stable 1 player 80534BB0 / 80535360 Loading 3 players after stable 1 player 80536E30 / 80537660 Loading 4 players after stable 1 player 80538C00 / 805393B0 NTSC PC: Loading modified level with 1 player first (unstable) 8053A060 / 8053A060 Loading again (stable) 8053A060 / 8053A060 Loading 2 players after stable 1 player 80534B40 / 805352F0 Loading 3 players after stable 1 player 80536DC0 / 805375F0 Loading 4 players after stable 1 player 80538B90 / 80539340 PAL Action Replay: Loading modified level with 1 player first (unstable) 80537B50 Loading again (stable) 80537B90 Loading 2 players after stable 1 player 805302C0 Loading 3 players after stable 1 player 80530340 Loading 4 players after stable 1 player 80532800 PAL PC: Loading modified level with 1 player first (unstable) 80537B20 Loading again (stable) 80537B20 Loading 2 players after stable 1 player 80530250 Loading 3 players after stable 1 player 805302D0 Loading 4 players after stable 1 player 80532790 Skedar Ruins using Bases Mp_Setup: ---------------------------------- NTSC PAL 810800B8 0001 810805F8 0001 810800BA 0184 810805FA 0184 810800BC 0183 810805FC 0183 810800BE 013C 810805FE 013C 810801A0 01E2 810806E0 01E2 80084BF9 002A 80085149 002A Using Skedar Ruins pads. Difference between cheating device and PC is -70. NTSC Gameshark: Loading modified level with 1 player first (unstable) 804FFD20 / 804FFD20 Loading again (stable) 804FFD50 / 804FFD50 Loading 2 players after stable 1 player 804FA860 / 804FB060 Loading 3 players after stable 1 player 804FCAE0 / 804FD2E0 Loading 4 players after stable 1 player 804FE8B0 / 804FF020 NTSC PC: Loading modified level with 1 player first (unstable) 804FFCE0 / 804FFCE0 Loading again (stable) 804FFCE0 / 804FFCE0 Loading 2 players after stable 1 player 804FA7F0 / 804FAFF0 Loading 3 players after stable 1 player 804FCA70 / 804FD270 Loading 4 players after stable 1 player 804FE840 / 804FEFB0 PAL Action Replay: Loading modified level with 1 player first (unstable) 804FD7E0 Loading again (stable) 804FD810 Loading 2 players after stable 1 player 804F5FC0 Loading 3 players after stable 1 player 804F5F30 Loading 4 players after stable 1 player 804F8470 PAL PC: Loading modified level with 1 player first (unstable) 804FD7A0 Loading again (stable) 804FD7A0 Loading 2 players after stable 1 player 804F5F50 Loading 3 players after stable 1 player 804F5EC0 Loading 4 players after stable 1 player 804F8400 I'm now going to show you how to create a totally new set of enablers for that Skedar Ruins in multi level modifier I made earlier. The object setup list locations for all modes are: Loading modified level with 1 player first (unstable) NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FFD20 804FFCE0 804FD7E0 804FD7A0 NTSC v1.1 NTSC PC v1.1 804FFD20 804FFCE0 Loading again (stable) NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FFD50 804FFCE0 804FD810 804FD7A0 NTSC v1.1 NTSC PC v1.1 804FFD50 804FFCE0 Loading 2 players after stable 1 player NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FA860 804FA7F0 804F5FC0 804F5F50 NTSC v1.1 NTSC PC v1.1 804FB060 804FAFF0 Loading 3 players after stable 1 player NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FCAE0 804FCA70 804F5F30 804F5EC0 NTSC v1.1 NTSC PC v1.1 804FD2E0 804FD270 Loading 4 players after stable 1 player NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FE8B0 804FE840 804F8470 804F8400 NTSC v1.1 NTSC PC v1.1 804FF020 804FEFB0 The next thing we need to do is to decide on where the final code is going to be put. The highest of all the addresses is the NTSC Gameshark mode (804FFD50). Before we choose this however lets look at what else should be considered. It's entirely possible to make in-game level data modifying codes that work in several different arenas. Below you will find a list of the highest addresses from all arenas. You will notice that some of them put their level data near by one another. dataDyne Central - 804F07D0 dataDyne Research - 804FAC60 Carrington Villa - 804F7D70 (Put at 804F7D70) Chicago - 804E3B70 G5 Building - 804E6EC0 Area 51 - 8052A120 Air Base - 80501330 Air Force One - 80517110 Crash Site - 80502A50 (Put at 80502A50) Pelagic II - 80530140 Deep Sea - 80534E30 Carrington Institute - 804F3500 Attack Ship - 8053A0D0 Skedar Ruins - 804FFD50 Skedar Ruins and dataDyne Research put their level data at 804FFD50 and 804FAC60. You could put the final code at 804FFD50 and make enablers for both levels that put the object setup list at 804FFD50. This would save you having to make two different codes for the two levels. The only thing you would have to change is the pads values in the object moving codes. If the same setup file is being used in both levels things get easier, but if the setup is different we need to make two different sets of object codes. If you can choose where in the memory the object setup list is put, why not just have every level put it at 80540000? If you did then most of the levels wouldn't work properly. You shouldn't put the final code further than 6000 away from where it's originally meant to be. Back to the Skedar Ruins in multiplayer code, for sake of clarity lets put the final code at 80500000. We next have to find the difference between 80500000 and all the other addresses: Loading modified level with 1 player first (unstable) NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FFD20 +2E0 804FFCE0 +320 804FD7E0 +2820 804FD7A0 +2860 NTSC v1.1 NTSC PC v1.1 804FFD20 +2E0 804FFCE0 +320 Loading again (stable) NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FFD50 +2B0 804FFCE0 +320 804FD810 +27F0 804FD7A0 +2860 NTSC v1.1 NTSC PC v1.1 804FFD50 +2B0 804FFCE0 +320 Loading 2 players after stable 1 player NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FA860 +57A0 804FA7F0 +5810 804F5FC0 +A040 804F5F50 +A0B0 NTSC v1.1 NTSC PC v1.1 804FB060 +4FA0 804FAFF0 +5010 Loading 3 players after stable 1 player NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FCAE0 +3520 804FCA70 +3590 804F5F30 +A0D0 804F5EC0 +A140 NTSC v1.1 NTSC PC v1.1 804FD2E0 +2D20 804FD270 +2D90 Loading 4 players after stable 1 player NTSC v1.0 NTSC PC v1.0 PAL PAL PC 804FE8B0 +1750 804FE840 +17C0 804F8470 +7B90 804F8400 +7C00 NTSC v1.1 NTSC PC v1.1 804FF020 +FE0 804FEFB0 +1050 We can now make the enablers for all modes: NTSC v1.0 PAL NTSC PC v1.0 PAL PC D109C7E4 0030 D1099FB0 0030 8109940A 0320 8109995A 2860 8109940A 02E0 8109995A 2820 D00714DB 0002 D00717BB 0002 D109C7E4 0020 D1099FB0 0020 8109940A 5810 8109995A A0B0 8109940A 02B0 8109995A 27F0 D00714DB 0003 D00717BB 0003 D00714DB 0002 D00717BB 0002 8109940A 3590 8109995A A140 8109940A 57A0 8109995A A040 D00714DB 0004 D00717BB 0004 D00714DB 0003 D00717BB 0003 8109940A 17C0 8109995A 7C00 8109940A 3520 8109995A A0D0 D00714DB 0004 D00717BB 0004 NTSC v1.1 8109940A 1750 8109995A 7B90 8109940A 0320 D00714DB 0002 NTSC v1.1 8109940A 5010 D109C7E4 0030 D00714DB 0003 8109940A 02E0 8109940A 2D90 D109C7E4 0020 D00714DB 0004 8109940A 02B0 8109940A 1050 D00714DB 0002 8109940A 4FA0 D00714DB 0003 8109940A 2D20 D00714DB 0004 8109940A 0FE0 The level must be loaded first with one player, and then with one player again. For the cheating device version you need to press L+R before the first time and L before the second time. Once you've loaded the level twice you can select other player amount modes. You should be able to switch between player amount modes without the game freezing. These enablers will work for the most part, but some of the modes may not work properly as you might expect. They need to be tested as well to see if they work. The final complete code may change the method of which the enablers work, so there's no point in testing them until we've finished the code. For now these will do. If you experience any problems at this stage jump to "Testing the code" to solve them. Now would be a good time to make a savestate using the enabler while the object setup list is at 80500000. You'll be able to use such a savestate to create the codes without having to turn the game on all the time. Plotting the pads in the level: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now that you know where the codes that modify the in-game level data will be put, you can begin making codes that modify it. We need to know where the pads are so the first thing we want to do is create a code that helps us to find the pads. It's a good idea to make a rough but accurate sketch of the arena from a top down view. As you find the pads you can draw their numbers on this sketch. You're going to be finding the pads by using the objects in Bases Mp_Setup, so change your level modifier code so that it uses Base. By giving the objects (59 in total) each their own object image and placing them at pads around the arena you can run around identifying where each pad is, finding 59 at a time. In the example I'm going to show you here I'll be finding the pads in Skedar Ruins. From Part One we can see that Skedar Ruins has 152 (in hex) pads. Thats 338 in decimal. The final code is put at 80500000 onwards and I need codes that modify the weapons, ammo crates and objects. All these codes will be modifying the object setup list. In the object setup list each object has initial data about it which is used when the level is loaded. The list isn't used (much) when the level is running, so for the codes to take effect you need to re-load the level. Bases setup has two lifts, five doors and 24 metal crates. We won't be using the lifts. All objects use the same method when being represented on the object setup list, but they use different values. Certain objects take up more memory than others because they have more information. In the following code extraction you will see the code that represents the first weapon from Base, starting at the beginning of the object setup list which is 80500000: 80500000 - 0100 0408 00F5 002C 0000 0001 0000 0000 80500010 - 0000 0000 8050 BDA0 8050 8850 BDCC 8000 80500020 - 0000 0000 0000 0000 0000 0000 3DCC 8000 80500030 - 0000 0000 0000 0000 0000 0000 BDCC 8000 80500040 - 0000 0000 0000 0000 0000 0000 0000 03E8 80500050 - 0806 00A7 0806 00A7 0543 0000 0200 0000 80500060 - 00FF FFFF 0000 0000 First comes the value 0100. This is almost always 0100 but can sometimes be 0099 for ammo crates. You don't need to change this. The next value is 0408. 04 is the local size modifier which will modify the size of just this particular weapon. 08 is the object type, which in this case is 08 for weapon. Next up comes the in-game object image value. You'll find a list of the in-game image values in the Resources section. This particular weapon turns out to be a Falcon 2 (00F5). Take note that this modifies just the weapons image and not the weapon itself. The next value is the most important one because it's the pad the Falcon 2 is put at (002C). Changing this will put the Falcon 2 somewhere else in the arena. Right down at the bottom you will find the value 0200. This is the weapon type value, so changing this will change the weapon type (but not the weapons image). You'll also find a list of weapon types in the Resources section. All the other values are relativly useless for now. The pointer 8050BDA0 points to where the Falcon 2 is on the real time object coordinates list. All objects have the same first 16bit digits (but with different values). This makes it easy to find an object on the object setup list. If you know it's image value you can do a search for that. If you know which pad it's put at you can find it by searching for its pad number. For now all we're going to be modifying is the object image and object pad position. In Bases Mp_Setup the objects come in the following order, and are put at the pads shown next to them: Pad - Object - Object in-game image value: 2C - Weapon 1.1 36 - Ammo Crate - C1 37 - Ammo Crate 2D - Weapon 2.1 38 - Ammo Crate 39 - Ammo Crate 2E - Weapon 3.1 3A - Ammo Crate 3B - Ammo Crate 2F - Weapon 4.1 3C - Ammo Crate 3D - Ammo Crate 30 - Weapon 5 3E - Ammo Crate 3F - Ammo Crate 31 - Weapon 6 40 - Ammo Crate 41 - Ammo Crate 32 - Weapon 1.2 42 - Ammo Crate 43 - Ammo Crate 33 - Weapon 2.2 44 - Ammo Crate 45 - Ammo Crate 34 - Weapon 3.2 46 - Ammo Crate 47 - Ammo Crate 35 - Weapon 4.2 48 - Ammo Crate 49 - Ammo Crate 4C - Lift - 2E (Lift moves between 4C and 4D) 4B - Lift (Lift moves between 4B and 4A) 4E - Door (slide up) - BF 4F - Door (slide up) 51 - Door (slide up) 50 - Door (slide up) 52 - Door (slide up) 53 - Metal Crate - 21 54 - Metal Crate 55 - Metal Crate 56 - Metal Crate 57 - Metal Crate 58 - Metal Crate 59 - Metal Crate 5A - Metal Crate 5B - Metal Crate 5C - Metal Crate 5D - Metal Crate 5E - Metal Crate 5F - Metal Crate 60 - Metal Crate 61 - Metal Crate 62 - Metal Crate 63 - Metal Crate 64 - Metal Crate 65 - Metal Crate 66 - Metal Crate 67 - Metal Crate 68 - Metal Crate 69 - Metal Crate 6A - Metal Crate We'll start by making codes that modify the weapons. There are 6 different weapons put at 10 different places. That means that there are going to be 6 different weapon object images. We have to change the 4 weapons that are doubles, so that we don't end up with two objects that look the same. To change them we need to change both the object image and the weapon type. We need to load the level with the following weapon settings: 1: Falcon 2 (Silencer) - 00FB 2: Falcon 2 (Scope) - 00FC 3: Magsec 4 - 00F6 4: Mauler - 00F7 5: Phoenix - 00FA 6: DY357 Magnum - 00F8 The first thing we want to do is make codes that move all of the 10 different weapons. To do this, search for their weapon image, followed by the pad they are put at (like 00FB002C for weapon 1.1, or 00FC002D for weapon 2.1) within the object setup list. Between each weapon is 1B8 8bit values, so an alternate way to find the codes is add 1B8 to the weapon code to find the next weapon. Move weapons into pads: 81500006 0XXX - Weapon 1.1 - Falcon 2 (Silencer) 815001BE 0XXX - Weapon 2.1 - Falcon 2 (Scope) 81500376 0XXX - Weapon 3.1 - Magsec 4 8150052E 0XXX - Weapon 4.1 - Mauler 815006E6 0XXX - Weapon 5 - Phoenix 8150089E 0XXX - Weapon 6 - DY357 Magnum 81500A56 0XXX - Weapon 1.2 - Farsight XR-20 81500C0E 0XXX - Weapon 2.2 - X-ray Scanner 81500DC6 0XXX - Weapon 3.2 - Horizon Scanner 81500F7E 0XXX - Weapon 4.2 - CamSpy To change the doubles we need to change both the weapon image and weapon type. If we change just the weapon type, the weapon image will automatically become 0000 (Ceiling dronegun), and will block everything in sight with a gray haze. While we're at it we might as well turn the four weapons into something useful. To change the weapon image, just change the 16bit value before the pad number (subtract 2 from the address of the pad modifier). To change the weapon type, add 56 to the pad modifier. Weapon / Item: Weapon type: Object image: Farsight XR-20 0016 010B X-ray Scanner 002F 019E Horizon Scanner 0032 0140 CamSpy 002E 01A0 Change double weapons into something useful: 81500A54 010B 81500AAC 1600 81500C0C 019E 81500C64 2F00 81500DC4 01A0 81500E1C 2E00 81500F7C 0140 81500FD4 3200 Moving ammo crates and metal crates is pretty easy. Just find the object image number and pad. Ammo crates are object image number 00C1, and metal crates are 0021. We have to change both the object image and pad. Ammo crates come is sets of two. Between the first two is A8 8bit values, and between the second and third is 110. Between the third and fourth is A8, and the fourth and fith have 110 between them, and so on and so on... Add the values A8 or 110 onto the last ammo crate code to easily find codes for all 20 ammo crates. To find the first one, do a search for 00C10036. Check the last code (00C10049) to see if the calculations were correct. Move ammo crates: 8150006E 0XXX 81500116 0XXX 81500226 0XXX 815002CE 0XXX 815003DE 0XXX 81500486 0XXX 81500596 0XXX 8150063E 0XXX 8150074E 0XXX 815007F6 0XXX 81500906 0XXX 815009AE 0XXX 81500ABE 0XXX 81500B66 0XXX 81500C76 0XXX 81500D1E 0XXX 81500E2E 0XXX 81500ED6 0XXX 81500FE6 0XXX 8150108E 0XXX To make the object image mods, simply subtract 2 from the pad mod of the given ammo crate. Change ammo crate object images: 8150006C 0XXX 81500114 0XXX 81500224 0XXX 815002CC 0XXX 815003DC 0XXX 81500484 0XXX 81500594 0XXX 8150063C 0XXX 8150074C 0XXX 815007F4 0XXX 81500904 0XXX 815009AC 0XXX 81500ABC 0XXX 81500B64 0XXX 81500C74 0XXX 81500D1C 0XXX 81500E2C 0XXX 81500ED4 0XXX 81500FE4 0XXX 8150108C 0XXX To find the first metal crate, do a search for 00210053. Between metal crates there are 5C 8bit values, so add 5C onto each code to get the next metal crate pad mod. The last metal crate can be found by searching for 0021006A. Move metal crates: 815016CA 0XXX 81501726 0XXX 81501782 0XXX 815017DE 0XXX 8150183A 0XXX 81501896 0XXX 815018F2 0XXX 8150194E 0XXX 815019AA 0XXX 81501A06 0XXX 81501A62 0XXX 81501ABE 0XXX 81501B1A 0XXX 81501B76 0XXX 81501BD2 0XXX 81501C2E 0XXX 81501C8A 0XXX 81501CE6 0XXX 81501D42 0XXX 81501D9E 0XXX 81501DFA 0XXX 81501E56 0XXX 81501EB2 0XXX 81501F0E 0XXX To make the object image mods, simply subtract 2 from the pad mod of the given metal crate. Change metal crate images: 815016C8 0XXX 81501724 0XXX 81501780 0XXX 815017DC 0XXX 81501838 0XXX 81501894 0XXX 815018F0 0XXX 8150194C 0XXX 815019A8 0XXX 81501A04 0XXX 81501A60 0XXX 81501ABC 0XXX 81501B18 0XXX 81501B74 0XXX 81501BD0 0XXX 81501C2C 0XXX 81501C88 0XXX 81501CE4 0XXX 81501D40 0XXX 81501D9C 0XXX 81501DF8 0XXX 81501E54 0XXX 81501EB0 0XXX 81501F0C 0XXX The lifts will be put at pads 4C and 4B, and will be object image number 2E. To find them easily on the object setup list simply do a search for 002E004C or 002E004B. We don't want to use the lifts so we remove them by making their local size 00 and object type 08: Remove lifts: 81501142 0008 815011E6 0008 We can use the five doors as well, but they need to be turned into objects first. We do this by making their size 0C and their object type 15. Once we've done this we can change their image and move them. To find the first door, do a search for 00BF004E. Change doors into objects: 8150127A 0C15 81501356 0C15 81501432 0C15 8150150E 0C15 815015EA 0C15 Move doors: 8150127E 0XXX 8150135A 0XXX 81501436 0XXX 81501512 0XXX 815015EE 0XXX Change door object images: 8150127C 0XXX 81501358 0XXX 81501434 0XXX 81501510 0XXX 815015EC 0XXX We now have all the codes we need to get started. The next thing that needs to be done is to assign an object image to all the 59 objects. The best object images to use are the weapon item images. These are neither to small, nor to big to be in the way. You can only use about 30 weapon images, the rest has to be other small sized items. Most of the object images that fit are: 01A0 - CamSpy 00F5 - Falcon 2 00F4 - Shield 00F6 - Magsec 4 00F7 - Mauler 00F8 - DY357 Magnum 00FA - Phoenix 00FB - Falcon 2 Silencer 00FC - Falcon 2 Scope 00FD - CMP150 010D - Crossbow 010E - Tranquilizer / Psychosis Gun 0117 - PP9i (PP7) 0118 - CC13 (Dostovei) 012F - Combat boost pills 019E - X-ray Scanner 0140 - HorizonScanner 00FE - AR34 00FF - Dragon 0101 - K7 Avenger 0102 - Cyclone 0103 - Callisto NTG 0104 - RCP-120 0105 - Laptop Gun 0106 - Shotgun 0107 - Reaper 0108 - Rocket Launcher 0109 - Devastator 010A - Slayer 010B - Farsight XR-20 010C - Sniper Rifle 0119 - KLO1313 (Klobb) 011A - KF7 Special (KF7 Soviet) 011B - ZZT (9mm) 011C - DMC (Deutch) 011D - AR33 011E - RC-P45 (RC-P90) 0011 - Briefcase 0017 - Area 51 Control Panel / Button 0065 - Area 51 Trashcan 0157 - Laptop Sentry dronegun 015B - Area 51 Lab cloths 0182 - BETA Body armour (Looks like the one from GoldenEye) 008C - Hoverbot (Orange) 00EC - Air Base Stewardesses Bag 0016 - BETA Flag from GoldenEye 003E - Plant, white base 00AF - Security Camera 0193 - BETA Touch That Box, Box 003C - Plant, tall round leaves 003D - Plant, short brown base 0144 - Deep Sea Ceiling dronegun 00BA - Area 51 Explodable container 00C1 - Ammo crate 00E2 - Metal barrel 015A - Skedar Kings holy sceptre (Big King Rocket image) 01A2 - Air Force One Table 0185 - Air Force One Lamp 0186 - Air Force One Toilet This list is ordered with the smallest object image at the top, and gradually bigger images the further down you go. Use the big objects for ammo crates, and the smaller objects for metal crates (remember that you can't walk through the objects that were originally metal crates). Also take note that the weapons and ammo crates won't get resized if the pad tries to reshape them. Metal crates will get resized and reshaped, so try to give them images you can easily tell the difference between, or recognise easily. Weapons images: Weapon 1.1 - Falcon 2 (Silencer) Weapon 2.1 - Falcon 2 (Scope) Weapon 3.1 - Magsec 4 Weapon 4.1 - Mauler Weapon 5 - Phoenix Weapon 6 - DY357 Magnum Weapon 1.2 - Farsight XR-20 Weapon 2.2 - X-ray Scanner Weapon 3.2 - Horizon Scanner Weapon 4.2 - CamSpy Ammo crate images: 8150006C 0065 - Area 51 Trashcan 81500114 0157 - Laptop Sentry dronegun 81500224 015B - Area 51 Lab cloths 815002CC 0182 - BETA Body armour (Looks like the one from GoldenEye) 815003DC 008C - Hoverbot (Orange) 81500484 00EC - Air Base Stewardesses Bag 81500594 0016 - BETA Flag from GoldenEye 8150063C 003E - Plant, white base 8150074C 00AF - Security Camera 815007F4 0193 - BETA Touch That Box, Box 81500904 003C - Plant, tall round leaves 815009AC 003D - Plant, short brown base 81500ABC 0144 - Deep Sea Ceiling dronegun 81500B64 00BA - Area 51 Explodable container 81500C74 00C1 - Ammo crate 81500D1C 00E2 - Metal barrel 81500E2C 015A - Skedar Kings holy sceptre (Big King Rocket image) 81500ED4 01A2 - Air Force One Table 81500FE4 0185 - Air Force One Lamp 8150108C 0186 - Air Force One Toilet Metal crate images: 815016C8 00F5 - Falcon 2 81501724 00F4 - Shield 81501780 00FD - CMP150 815017DC 010D - Crossbow 81501838 010E - Tranquilizer / Psychosis Gun 81501894 0117 - PP9i (PP7) 815018F0 0118 - CC13 (Dostovei) 8150194C 012F - Combat boost pills 815019A8 00FE - AR34 81501A04 00FF - Dragon 81501A60 0101 - K7 Avenger 81501ABC 0102 - Cyclone 81501B18 0103 - Callisto NTG 81501B74 0104 - RCP-120 81501BD0 0105 - Laptop Gun 81501C2C 0106 - Shotgun 81501C88 0107 - Reaper 81501CE4 0108 - Rocket Launcher 81501D40 0109 - Devastator 81501D9C 010A - Slayer 81501DF8 010C - Sniper Rifle 81501E54 0119 - KLO1313 (Klobb) 81501EB0 011A - KF7 Special (KF7 Soviet) 81501F0C 011B - ZZT (9mm) Door images: 8150127C 011C - DMC (Deutch) 81501358 011D - AR33 81501434 011E - RC-P45 (RC-P90) 81501510 0011 - Briefcase 815015EC 0017 - Area 51 Control Panel / Button The final code should be compiled with the pad modifiers in one part and the rest of the codes in another. Each part shouldn't be more than 60 lines long because that's about how many lines you can input for each code in a cheating device. Skedar Ruins Pad Finder: ------------------------ Part One: NTSC Level modifier code: 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 810801A0 01E2 80084BF9 002A 81084BFC 56A5 81084C14 50FF PAL Level modifier code: 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 810806E0 01E2 80085149 002A 8108514C 56A5 81085164 50FF NTSC AND PAL Double weapon changer: 81500A54 010B 81500AAC 1600 81500C0C 019E 81500C64 2F00 81500DC4 01A0 81500E1C 2E00 81500F7C 0140 81500FD4 3200 Remove lifts: 81501142 0008 815011E6 0008 Change doors into objects: 8150127A 0C15 81501356 0C15 81501432 0C15 8150150E 0C15 815015EA 0C15 Door images: 8150127C 011C 81501358 011D 81501434 011E 81501510 0011 815015EC 0017 Part Two: NTSC AND PAL Ammo crate images: 8150006C 0065 81500114 0157 81500224 015B 815002CC 0182 815003DC 008C 81500484 00EC 81500594 0016 8150063C 003E 8150074C 00AF 815007F4 0193 81500904 003C 815009AC 003D 81500ABC 0144 81500B64 00BA 81500C74 00C1 81500D1C 00E2 81500E2C 015A 81500ED4 01A2 81500FE4 0185 8150108C 0186 Metal crate images: 815016C8 00F5 81501724 00F4 81501780 00FD 815017DC 010D 81501838 010E 81501894 0117 815018F0 0118 8150194C 012F 815019A8 00FE 81501A04 00FF 81501A60 0101 81501ABC 0102 81501B18 0103 81501B74 0104 81501BD0 0105 81501C2C 0106 81501C88 0107 81501CE4 0108 81501D40 0109 81501D9C 010A 81501DF8 010C 81501E54 0119 81501EB0 011A 81501F0C 011B Part Three: NTSC AND PAL Object to look for Move weapons: 81500006 0XXX - Falcon 2 (Silencer) 815001BE 0XXX - Falcon 2 (Scope) 81500376 0XXX - Magsec 4 8150052E 0XXX - Mauler 815006E6 0XXX - Phoenix 8150089E 0XXX - DY357 Magnum 81500A56 0XXX - Farsight XR-20 81500C0E 0XXX - X-ray Scanner 81500DC6 0XXX - Horizon Scanner 81500F7E 0XXX - CamSpy Move ammo crates: 8150006E 0XXX - Area 51 Trashcan 81500116 0XXX - Laptop Sentry dronegun 81500226 0XXX - Area 51 Lab cloths 815002CE 0XXX - BETA Body armour (Looks like the one from GoldenEye) 815003DE 0XXX - Hoverbot (Orange) 81500486 0XXX - Air Base Stewardesses Bag 81500596 0XXX - BETA Flag from GoldenEye 8150063E 0XXX - Plant, white base 8150074E 0XXX - Security Camera 815007F6 0XXX - BETA Touch That Box, Box 81500906 0XXX - Plant, tall round leaves 815009AE 0XXX - Plant, short brown base 81500ABE 0XXX - Deep Sea Ceiling dronegun 81500B66 0XXX - Area 51 Explodable container 81500C76 0XXX - Ammo crate 81500D1E 0XXX - Metal barrel 81500E2E 0XXX - Skedar Kings holy sceptre (Big King Rocket image) 81500ED6 0XXX - Air Force One Table 81500FE6 0XXX - Air Force One Lamp 8150108E 0XXX - Air Force One Toilet Move metal crates: 815016CA 0XXX - Falcon 2 81501726 0XXX - Shield 81501782 0XXX - CMP150 815017DE 0XXX - Crossbow 8150183A 0XXX - Tranquilizer / Psychosis Gun 81501896 0XXX - PP9i (PP7) 815018F2 0XXX - CC13 (Dostovei) 8150194E 0XXX - Combat boost pills 815019AA 0XXX - AR34 81501A06 0XXX - Dragon 81501A62 0XXX - K7 Avenger 81501ABE 0XXX - Cyclone 81501B1A 0XXX - Callisto NTG 81501B76 0XXX - RCP-120 81501BD2 0XXX - Laptop Gun 81501C2E 0XXX - Shotgun 81501C8A 0XXX - Reaper 81501CE6 0XXX - Rocket Launcher 81501D42 0XXX - Devastator 81501D9E 0XXX - Slayer 81501DFA 0XXX - Sniper Rifle 81501E56 0XXX - KLO1313 (Klobb) 81501EB2 0XXX - KF7 Special (KF7 Soviet) 81501F0E 0XXX - ZZT (9mm) Move doors: 8150127E 0XXX - DMC (Deutch) 8150135A 0XXX - AR33 81501436 0XXX - RC-P45 (RC-P90) 81501512 0XXX - Briefcase 815015EE 0XXX - Area 51 Control Panel / Button End Don't forget to use an enabler: NTSC v1.0 PAL NTSC PC v1.0 PAL PC D109C7E4 0030 D1099FB0 0030 8109940A 0320 8109995A 2860 8109940A 02E0 8109995A 2820 D00714DB 0002 D00717BB 0002 D109C7E4 0020 D1099FB0 0020 8109940A 5810 8109995A A0B0 8109940A 02B0 8109995A 27F0 D00714DB 0003 D00717BB 0003 D00714DB 0002 D00717BB 0002 8109940A 3590 8109995A A140 8109940A 57A0 8109995A A040 D00714DB 0004 D00717BB 0004 D00714DB 0003 D00717BB 0003 8109940A 17C0 8109995A 7C00 8109940A 3520 8109995A A0D0 D00714DB 0004 D00717BB 0004 NTSC v1.1 8109940A 1750 8109995A 7B90 8109940A 0320 D00714DB 0002 NTSC v1.1 8109940A 5010 D109C7E4 0030 D00714DB 0003 8109940A 02E0 8109940A 2D90 D109C7E4 0020 D00714DB 0004 8109940A 02B0 8109940A 1050 D00714DB 0002 8109940A 4FA0 D00714DB 0003 8109940A 2D20 D00714DB 0004 8109940A 0FE0 To use this code put the number of the pad you want to find in one of the pad modifiers and search the arena for its corresponding object image. To give an example, if pad number 003C is put at the code that modifies the position of the first door, search the level for a DMC (Deutch) and the spot you find it will be where pad 003C is located. Then draw the number 3C on the map of the arena that you've drawn before hand. As you start finding out where the pads are you will start to see patterns in how they are placed. The are several different types of pads to be found. The first kind of pads that you will find, and the most useful when it comes to placing weapons and ammo crates, are navigational pads. These are used by the AI (sims and guards) as path finders, telling them where to walk and how to navigate around a level. There should be loads of navigational pads depending on how big the level is. All navigational pads have are coordinates, they don't have any other information. These pads are great for putting weapons or ammo crates at because they are usually found in a line, and will all be alligned correctly. The next kind of pads you come across will be the enemy positions. These have a direction defined which makes them excellent respawn pads. After the navigational and enemy pads come the object pads where the furniture and doors from the arenas solo mission are put. These pads will reshape and resize what's put at them because they're meant to be used with a specific object image only (weapons and ammo crates won't get resized though). Door pads can be tested by putting a door there, and turning off the object image and object type code for that door. You don't have to find every single pad in the arena. If all you want is a simple multiplayer level then all you need to know is where the navigational and enemy pads are. If however you want to recreate an object from the arenas solo mission, like a door, the easiest way to find it is to search the arenas solo mission object setup list. Simply do a search for the objects image value. In the Resources section you will find a list of object images that are sorted by level. To give an example, if I wanted to find the spinning power generator pillar from Skedar Ruins I'd do a search for 007A. Once I've located the correct object, all I need to do is write down the value of the next 16bit digit after 007A. In this case it turns out to be 0126, which is where the spinning pillar is put. At this point in time it's probably a good idea I told you that you don't need to remake the pads finder above. If you want to find the pads in a different arena (except dataDyne Research, for which the code can be reused), you can simply port the code. Say you want to find the pads in Attack Ship. After you've made the enablers you end up with the final code starting at 80540000. The final code for Skedar Ruins starts at 80500000. To port the pads finder code you need to first find the difference between the two pointers, 80540000 - 80500000 = 40000. Simply add 40000 to the address of every code that modifies the in-game level data. Remember to make sure that the level modifier uses Bases Mp_Setup. Likewise you could port one of the multiplayer levels that I have made so that they work in Skedar Ruins. You would need to change the values of the codes to correspond with the new set of pads. If you've made a pads map, either on a PC or scanned in like I did, please share it with other people so that they can use it too. I've found the pads in Crash Site, Villa (Solo), Skedar Ruins and Deep Sea, so you don't need to do any of them. Creating the code: ~~~~~~~~~~~~~~~~~~ Now that you know where the pads are and where the final code will be put you can begin creating the code to move stuff about. Your aim will be to create a multiplayer level in which there are no objects out of place. You'll also want to place enough objects in the level that it looks like it's original solo mission, although that isn't neccesary. Many of PD's original multiplayer levels don't have objects in them at all. You don't want to clutter the level up so much that it becomes hard to move around. The final complete code will consist of codes that: -> Modify a level (Part One) -> Move the weapons and ammo crates (Part Two) -> Modify and move the objects (Part Three) -> Move the respawn points (Part Four) -> Move the Hills (also Part Four) -> Move the Bases and their respawn points (Part Five) -> Multiplayer level enablers for all formats Moving the weapons and ammo crates requires a pad modifier for each object. You already have the pad modifiers for these from the pads finder code, but if you're starting from scratch there is an easy way to find them. For all Mp_Setups except Ravine the weapons and ammo crates will come first on the object setup list, and in the same order. This means that you could simply port the codes from one of my multiplayer levels. If you don't want to port the codes another way of doing it is to find the first weapon pad modifier code. Add 68 to find the first ammo crate, then add A8 to find the next. Add A8 again to find the next weapon and 68 to find it's first ammo crate, and so on and so on, until you've made codes for all 10 weapon points. A quick way of finding the first weapon pad modifier (for all setups except Ravines) is to add 6 to the object setup list pointer. You can also subtract 6 from the first weapon pad modifier to find where the final code is put in my multiplayer level codes. The codes that move the weapons and ammo crates for Skedar Ruins are: Move weapons and ammo crates: 81500006 0XXX - Weapon 1.1 8150006E 0XXX - Ammo crate 1.1.1 81500116 0XXX - Ammo crate 1.1.2 815001BE 0XXX - Weapon 2.1 81500226 0XXX - Ammo crate 2.1.1 815002CE 0XXX - Ammo crate 2.1.2 81500376 0XXX - Weapon 3.1 815003DE 0XXX - Ammo crate 3.1.1 81500486 0XXX - Ammo crate 3.1.2 8150052E 0XXX - Weapon 4.1 81500596 0XXX - Ammo crate 4.1.1 8150063E 0XXX - Ammo crate 4.1.2 815006E6 0XXX - Weapon 5 8150074E 0XXX - Ammo crate 5.1 815007F6 0XXX - Ammo crate 5.2 8150089E 0XXX - Weapon 6 81500906 0XXX - Ammo crate 6.1 815009AE 0XXX - Ammo crate 6.2 81500A56 0XXX - Weapon 1.2 81500ABE 0XXX - Ammo crate 1.2.1 81500B66 0XXX - Ammo crate 1.2.2 81500C0E 0XXX - Weapon 2.2 81500C76 0XXX - Ammo crate 2.2.1 81500D1E 0XXX - Ammo crate 2.2.2 81500DC6 0XXX - Weapon 3.2 81500E2E 0XXX - Ammo crate 3.2.1 81500ED6 0XXX - Ammo crate 3.2.2 81500F7E 0XXX - Weapon 4.2 81500FE6 0XXX - Ammo crate 4.2.1 8150108E 0XXX - Ammo crate 4.2.2 When you place the weapon points at pads around the arena you need to make sure you put them in accessible places. If you don't the sims won't be able to get them. Where the weapon points are put will determine where the sims go, and the power of the weapon will determine which weapon all the sims are trying to get at. Sims won't go into parts of the level where there aren't any weapons, so the weapon placements will determine the flow of the level. Put the double weapons at opposite sides of the level and not next to each other. Put weapons 5 and 6 in places you want the sims to go. Since there are only one of these you can place a powerful weapon or shield at these weapon points. Quite annoyingly the sims know when there is a weapon there or if it's just been taken. Put a weapon too far away from where the main action takes place and you will see lots of sims running there to get it. You will also see them turn around half way there because they know that another sim has got it before them! Remember to check the weapon points to make sure that you can pick up all the objects that you've moved. I placed the weapon points in Skedar Ruins at the following places: Weapon 1.1 - Rectangular pillar room (without Skedar relic) 81500006 002D 8150006E 002E 81500116 002F Weapon 2.1 - Half circle room with pillar 815001BE 001F 81500226 0020 815002CE 0021 Weapon 3.1 - WAR! starting point area 81500376 0053 815003DE 0051 81500486 0052 Weapon 4.1 - Canyon 8150052E 0034 81500596 0035 8150063E 0037 Weapon 5 - Royal Chamber (Skedar Kings room) 815006E6 0094 8150074E 00CE 815007F6 00CF Weapon 6 - Solo starting point area 8150089E 000B 81500906 000C 815009AE 000D Weapon 1.2 - Bridge activation room 81500A56 0060 81500ABE 005F 81500B66 0061 Weapon 2.2 - 2 rolling pillars corridoor 81500C0E 006C 81500C76 006B 81500D1E 006D Weapon 3.2 - Underneath power generator room bridge 81500DC6 00D6 81500E2E 007B 81500ED6 007C Weapon 4.2 - Inner shrine corridoor 81500F7E 008B 81500FE6 0088 8150108E 0082 We'll jump over the objects for now and do the respawns first. The respawns can be found by following the pointer at NTSC 8009D03C or PAL 8009D59C. You'll find a list of numbers which are the pads the respawns are put at. You simply need to change these values. Base has 16 respawns ranging from 1C to 2B. Once you've found the code that moves the first respawn, simply add C to the address to find the next respawn placement modifier. The code to move respawn points in Skedar Ruins is: Move respawn points: 81501F6E 0XXX 81501F7A 0XXX 81501F86 0XXX 81501F92 0XXX 81501F9E 0XXX 81501FAA 0XXX 81501FB6 0XXX 81501FC2 0XXX 81501FCE 0XXX 81501FDA 0XXX 81501FE6 0XXX 81501FF2 0XXX 81501FFE 0XXX 8150200A 0XXX 81502016 0XXX 81502022 0XXX Respawn points can be placed wherever you want, but for best results place them on enemy pads. Some pads won't accept a respawn being placed on them. Instead you will appear in nothingness and die. To avoid this you need to test all the pads you intend to put your respawn points at. The following code allows you to test one pad at a time. If you're using an N64 emulator then you can change this code without having to reload the level. Put lots of Rocket Launchers in the level so that you can kill yourself easily. Respawn Tester: NTSC PAL 8109DE6A 0001 8109E3DA 0001 8109DE38 0XXX 8109E3A8 0XXX I put the respawns for Skedar Ruins at the following pads: 81501F6E 0000 81501F7A 00A2 81501F86 00A7 81501F92 00AA 81501F9E 00AE 81501FAA 00B3 81501FB6 00B8 81501FC2 00BA 81501FCE 00BE 81501FDA 00E2 81501FE6 00C1 81501FF2 00C3 81501FFE 00C5 8150200A 008D 81502016 008F 81502022 00D2 The Hills from King of the Hill are easy to modify providing you know where the pads are. Hills are placed at pads and the room the pad is in gets highlighted. The codes that modify the Hills work in all levels because they don't modify the in-game level data. You do however need to know where the pads are in order to get any use out of them. You can make codes that simply change the existing Hills, or you can increase the amount of Hills giving you a total of nine different Hills. King of the Hill Modifier: NTSC PAL 800AC11D 000X 800AC6BD 000X - Number of Hills (1 to 9) 810AC122 0XXX 810AC6C2 0XXX - Hill 1 pad 810AC124 0XXX 810AC6C4 0XXX - Hill 2 pad 810AC126 0XXX 810AC6C6 0XXX - Hill 3 pad 810AC128 0XXX 810AC6C8 0XXX - Hill 4 pad 810AC12A 0XXX 810AC6CA 0XXX - Hill 5 pad 810AC12C 0XXX 810AC6CC 0XXX - Hill 6 pad 810AC12E 0XXX 810AC6CE 0XXX - Hill 7 pad 810AC130 0XXX 810AC6D0 0XXX - Hill 8 pad 810AC132 0XXX 810AC6D2 0XXX - Hill 9 pad Like respawn points, Hills need to be tested. Use the same pad as the value of both codes below. Like the respawn tester, this can be changed during gameplay so you don't need to reload the level to try a different value. Hill Tester: NTSC PAL 800AC11D 0002 800AC6BD 0002 810AC122 0XXX 810AC6C2 0XXX 810AC124 0XXX 810AC6C4 0XXX I put the Hills for Skedar Ruins at the following pads: NTSC 800AC11D 0009 810AC122 0000 810AC124 00A9 810AC126 0030 810AC128 003E 810AC12A 004F 810AC12C 00BE 810AC12E 007F 810AC130 008C 810AC132 0094 PAL 800AC6BD 0009 810AC6C2 0000 810AC6C4 00A9 810AC6C6 0030 810AC6C8 003E 810AC6CA 004F 810AC6CC 00BE 810AC6CE 007F 810AC6D0 008C 810AC6D2 0094 Capture the Case, like King of the Hill, is modified using codes that work in all levels. Just use the same codes for each level. Capture the Case bases consist of a case position and 6 respawn points. The respawn points should be placed as close to the case as possible, but not so close next to one another that players start appearing in one another. Respawns need to be tested and an easy way to do this is put all players and 8 sims on the same team. If anyone dies when the level starts then one of the pads is faulty. Capture the Case Modifier: NTSC PAL Base 1: 810AC128 0XXX 810AC6C8 0XXX - Case 1 and highlingt zone 810AC12C 0XXX 810AC6CC 0XXX - Respawn 1 810AC12E 0XXX 810AC6CE 0XXX - Respawn 2 810AC130 0XXX 810AC6D0 0XXX - Respawn 3 810AC132 0XXX 810AC6D2 0XXX - Respawn 4 810AC134 0XXX 810AC6D4 0XXX - Respawn 5 810AC136 0XXX 810AC6D6 0XXX - Respawn 6 Base 2: 810AC138 0XXX 810AC6D8 0XXX - Case 2 and highlingt zone 810AC13C 0XXX 810AC6DC 0XXX - Respawn 1 810AC13E 0XXX 810AC6DE 0XXX - Respawn 2 810AC140 0XXX 810AC6E0 0XXX - Respawn 3 810AC142 0XXX 810AC6E2 0XXX - Respawn 4 810AC144 0XXX 810AC6E4 0XXX - Respawn 5 810AC146 0XXX 810AC6E6 0XXX - Respawn 6 Base 3: 810AC148 0XXX 810AC6E8 0XXX - Case 3 and highlingt zone 810AC14C 0XXX 810AC6EC 0XXX - Respawn 1 810AC14E 0XXX 810AC6EE 0XXX - Respawn 2 810AC150 0XXX 810AC6F0 0XXX - Respawn 3 810AC152 0XXX 810AC6F2 0XXX - Respawn 4 810AC154 0XXX 810AC6F4 0XXX - Respawn 5 810AC156 0XXX 810AC6F6 0XXX - Respawn 6 Base 4: 810AC158 0XXX 810AC6F8 0XXX - Case 4 and highlingt zone 810AC15C 0XXX 810AC6FC 0XXX - Respawn 1 810AC15E 0XXX 810AC6FE 0XXX - Respawn 2 810AC160 0XXX 810AC700 0XXX - Respawn 3 810AC162 0XXX 810AC702 0XXX - Respawn 4 810AC164 0XXX 810AC704 0XXX - Respawn 5 810AC166 0XXX 810AC706 0XXX - Respawn 6 I put the bases at the following pads in Skedar Ruins: NTSC Base 1: - Royal Chamber 810AC128 00D2 810AC12C 00D0 810AC12E 00D1 810AC130 00D3 810AC132 0130 810AC134 012D 810AC136 0095 Base 2: - Solo starting area 810AC138 0000 810AC13C 0001 810AC13E 00A0 810AC140 00A1 810AC142 00A2 810AC144 00A3 810AC146 0006 Base 3: - WAR! starting area 810AC148 004F 810AC14C 00BA 810AC14E 004D 810AC150 00D7 810AC152 0046 810AC154 004C 810AC156 0055 Base 4: - Slanting chamber with pillar 810AC158 0030 810AC15C 00B3 810AC15E 00B4 810AC160 00B1 810AC162 00B2 810AC164 002B 810AC166 00DE PAL Base 1: - Royal Chamber 810AC6C8 00D2 810AC6CC 00D0 810AC6CE 00D1 810AC6D0 00D3 810AC6D2 0130 810AC6D4 012D 810AC6D6 0095 Base 2: - Solo starting area 810AC6D8 0000 810AC6DC 0001 810AC6DE 00A0 810AC6E0 00A1 810AC6E2 00A2 810AC6E4 00A3 810AC6E6 0006 Base 3: - WAR! starting area 810AC6E8 004F 810AC6EC 00BA 810AC6EE 004D 810AC6F0 00D7 810AC6F2 0046 810AC6F4 004C 810AC6F6 0055 Base 4: - Rectangular pillar room (without Skedar relic) 810AC6F8 0030 810AC6FC 00B3 810AC6FE 00B4 810AC700 00B1 810AC702 00B2 810AC704 002B 810AC706 00DE Objects are the hardest to modify. You usually need to change several values in order to make them the way you want. The type and amount of objects at your disposal depends on the Mp_Setup thats used. You can either have a level with lots of doors (using Area 52 or Felicity), or a level with lots of objects (using Base or Ravine). You want to make the objects in your multiplayer level as much like they are in the solo mission. To do this you need to reference what values they have on the solo mission setup for the arena you're doing. Modifying the object type must be done with great care. When you change the type you usually end up with an object that doesn't quite work as you expected. More than just the object type must be modified to get the object you want. Doors should be left as doors, glass left as glass and lifts left as lifts. Normal objects like metal crates are the most flexible. Metal crates can be turned into Hoverbikes or Hovercrates. Turning a metal crate into a Hoverbike requires four metal crates in a row. I haven't worked out how to modify the way in which doors open, so you have to take into account that doors might swing or slide open in the wrong direction. I won't go into detail about how you modify objects. I've barely scratched the surface myself in the codes that I've made. Below you will find the object modifiers from my multiplayer levels, telling you what each code does. You should be able to figure out how I did certain stuff from the codes below. To give an example: if you find something you want to do yourself like making an object moveable, find the difference between the code that makes the object moveable and the code that modifies the objects pad. Then simply add that difference to the pad modifier of the object you want to make moveable. Values vary depending on what you want to do to the object. Skedar Ruins Objects: (using Bases Mp_Setup) Lifts 81501144 0191 - Turn lift image into Skedar bridge 8150119C 0136 - Move lift destination 1 to bridge pad 136 8150119E 0136 - Move lift destination 2 to bridge pad 136 815011E6 0003 - Turn lift into object 815011E8 01B8 - Turn lift image into Buddy bridge 815011EA 00EA - Move lift to bridge pad EA 81501240 00E9 - Move lift destination 1 to bridge pad E9 81501242 00E9 - Move lift destination 2 to bridge pad E9 Doors 8150127C 006E - Turn door image into Skedar door 8150127E 00F7 - Move Skedar door to door pad F7 81501334 8050 - Connect first door to second door 81501336 1354 - Connect first door to second door 8150133E 0400 - Modify Skedar door sound 81501358 006E - Turn door image into Skedar door 8150135A 00F8 - Move Skedar door to door pad F8 81501410 8050 - Connect second door to first door 81501412 1278 - Connect second door to first door 8150141A 0400 - Modify Skedar door sound 81501434 006E - Turn door image into Skedar door 81501436 00F5 - Move Skedar door to door pad F5 815014EC 8050 - Connect third door to fourth door 815014EE 150C - Connect third door to fourth door 815014F6 0400 - Modify Skedar door sound 81501510 006E - Turn door image into Skedar door 81501512 00F6 - Move Skedar door to door pad F6 815015C8 8050 - Connect fourth door to third door 815015CA 1430 - Connect fourth door to third door 815015D2 0400 - Modify Skedar door sound 815015EA 000A - Turn door into object 815015EC 0079 - Turn door image into power generator pillar 815015EE 0126 - Move door to power generator pillar pad 126 815015F0 0002 - Make power generator pillar indestructable Metal crates 815016C8 00DC - Turn metal crate image into pillar 815016CA 010C - Move pillar to pillar pad 10C 81501724 00DC - Turn metal crate image into pillar 81501726 010A - Move pillar to pillar pad 10A 81501780 00DD - Turn metal crate image into pillar 81501782 010D - Move pillar to pillar pad 10D 815017DC 018C - Turn metal crate image into pillar 815017DE 0111 - Move pillar to pillar pad 111 81501838 00DD - Turn metal crate image into pillar 8150183A 010B - Move pillar to pillar pad 10B 81501894 00DE - Turn metal crate image into pillar shadow on floor 81501896 014F - Move floor piece to floor pad 14F 815018F0 00DF - Turn metal crate image into pillar shadow on wall 815018F2 0150 - Move wall piece to wall pad 150 8150194C 006A - Turn metal crate image into canyon wall 8150194E 00E6 - Move canyon wall to wall pad E6 81501952 04E8 - Fit canyon wall piece properly into place 815019A8 006C - Turn metal crate image into hole-in-wall frame 815019AA 00E8 - Move hole-in-wall frame to wall pad E8 815019AE 04E8 - Fit hole-in-wall frame properly into place 81501A04 00D1 - Turn metal crate image into floor piece 81501A06 014A - Move floor piece to floor pad 14A 81501A60 00D2 - Turn metal crate image into floor piece 81501A62 014B - Move floor piece to floor pad 14B 81501ABC 00D3 - Turn metal crate image into floor piece 81501ABE 014C - Move floor piece to floor pad 14C 81501B18 00D4 - Turn metal crate image into floor piece 81501B1A 014D - Move floor piece to floor pad 14D 81501B74 00D5 - Turn metal crate image into floor piece 81501B76 014E - Move floor piece to floor pad 14E 81501BD0 00CC - Turn metal crate image into Skedar relic piece 81501BD2 0145 - Move Skedar relic piece to relic pad 145 81501C2C 00CD - Turn metal crate image into Skedar relic piece 81501C2E 0146 - Move Skedar relic piece to relic pad 146 81501C88 00CE - Turn metal crate image into Skedar relic piece 81501C8A 0147 - Move Skedar relic piece to relic pad 147 81501CE4 00D0 - Turn metal crate image into Skedar relic piece 81501CE6 0148 - Move Skedar relic piece to relic pad 148 81501CEA 05E8 - Fit Skedar relic piece properly into place 81501D40 00CF - Turn metal crate image into Skedar relic piece 81501D42 0149 - Move Skedar relic piece to relic pad 149 81501D46 05E8 - Fit Skedar relic piece properly into place 81501D9C 00E2 - Turn metal crate image into metal barrel 81501D9E 00C4 - Move metal barrel to pad C4 81501DAA 0001 - Make metal barrel moveable 81501DA0 0000 - Make metal barrel explodable 81501DF8 00E2 - Turn metal crate image into metal barrel 81501DFA 0089 - Move metal barrel to pad 89 81501E06 0001 - Make metal barrel moveable 81501DFC 0000 - Make metal barrel explodable 81501E54 00E2 - Turn metal crate image into metal barrel 81501E56 00B0 - Move metal barrel to pad B0 81501E62 0001 - Make metal barrel moveable 81501E58 0000 - Make metal barrel explodable 81501EB0 00E2 - Turn metal crate image into metal barrel 81501EB2 003E - Move metal barrel to pad 3E 81501EBE 0001 - Make metal barrel moveable 81501EB4 0000 - Make metal barrel explodable 81501F0C 00E2 - Turn metal crate image into metal barrel 81501F0E 000E - Move metal barrel to pad E 81501F1A 0001 - Make metal barrel moveable 81501F10 0000 - Make metal barrel explodable Crash Site Caves Objects: (using Complexes Mp_Setup) Metal crates 81503B84 00EB - Turn metal crate image into UFO 81503B86 0095 - Move UFO to pad 95 81503BE0 00EB - Turn metal crate image into UFO 81503BE2 0054 - Move UFO to pad 54 81503C3C 0190 - Turn metal crate image into escape pod 81503C3E 0057 - Move escape pod to pad 57 81503C98 0190 - Turn metal crate image into escape pod 81503C9A 018A - Move escape pod to pad 18A 81503CF4 0190 - Turn metal crate image into escape pod 81503CF6 0158 - Move escape pod to pad 158 Crash Site Racing Ground Objects: (using Bases Mp_Setup) Metal crates 81504116 0833 - Turn object into Hoverbike 81504118 003A - Turn metal crate image into Hoverbike 8150411A 00D1 - Move Hoverbike to pad D1 8150411C 0000 - Make Hoverbike destructable 81504126 0003 - Make Hoverbike weightless and moveable 81504286 0833 - Turn object into Hoverbike 81504288 003A - Turn metal crate image into Hoverbike 8150428A 00CA - Move Hoverbike to pad CA 8150428C 0000 - Make Hoverbike destructable 81504296 0003 - Make Hoverbike weightless and moveable 815043F6 0833 - Turn object into Hoverbike 815043F8 003A - Turn metal crate image into Hoverbike 815043FA 009C - Move Hoverbike to pad 9C 815043FC 0000 - Make Hoverbike destructable 81504406 0003 - Make Hoverbike weightless and moveable 81504566 0833 - Turn object into Hoverbike 81504568 003A - Turn metal crate image into Hoverbike 8150456A 000C - Move Hoverbike to pad C 8150456C 0000 - Make Hoverbike destructable 81504576 0003 - Make Hoverbike weightless and moveable 815046D8 00EB - Turn metal crate image into UFO 815046DA 0095 - Move UFO to pad 95 81504736 0103 - Move metal crate to pad 103 81504790 0190 - Turn metal crate image into escape pod 81504792 01D8 - Move escape pod to escape pod pad 1D8 Felicity's Mp_Setup has objects in the following order: Pad - Object - Object in-game image value: 46 - Door (Slide across) - 01B6 47 - Door (Slide across) 48 - Door (Slide across) 49 - Door (Slide across) 4A - Door (Slide across) 4B - Door (Slide across) 4C - Door (Slide across) 62 - Glass (unbreakable) - 003F 63 - Glass (unbreakable) 64 - Glass (unbreakable) 65 - Glass (unbreakable) 66 - Glass (unbreakable) 67 - Glass (unbreakable) 68 - Glass (unbreakable) 69 - Glass (unbreakable) 4D - Door (Swing) - 01B6 4E - Door (Swing) 4F - Door (Swing) - Connected to door at 50 50 - Door (Swing) - Connected to door at 4F 51 - Door (Swing) - Connected to door at 52 52 - Door (Swing) - Connected to door at 51 53 - Door (Swing) - Connected to door at 54 54 - Door (Swing) - Connected to door at 53 55 - Door (Swing) - Connected to door at 56 56 - Door (Swing) - Connected to door at 55 58 - Door (Swing) 57 - Door (Swing) Carrington Villa Residence Objects: (using Felicity's Mp_Setup) Slide doors 814F8EA4 0029 - Turn door image into Villa door 814F8EA6 0174 - Move Villa door to door pad 174 814F8F5C 804F - Connect first door to second door 814F8F5E 8F7C - Connect first door to second door 814F8F80 0029 - Turn door image into Villa door 814F8F82 0175 - Move Villa door to door pad 175 814F9038 804F - Connect second door to first door 814F903A 8EA0 - Connect second door to first door 814F905C 0029 - Turn door image into Villa door 814F905E 0172 - Move Villa door to door pad 172 814F90CE 0020 - Lock third Villa door 814F9114 804F - Connect third door to fourth door 814F9116 9134 - Connect third door to fourth door 814F9138 0029 - Turn door image into Villa door 814F913A 0173 - Move Villa door to door pad 173 814F91AA 0020 - Lock fourth Villa door 814F91F0 804F - Connect fourth door to third door 814F91F2 9058 - Connect fourth door to third door 814F9214 0029 - Turn door image into Villa door 814F9216 0170 - Move Villa door to door pad 170 814F9286 0020 - Lock fifth Villa door 814F92CC 804F - Connect fifth door to sixth door 814F92CE 92EC - Connect fifth door to sixth door 814F92F0 0029 - Turn door image into Villa door 814F92F2 0171 - Move Villa door to door pad 171 814F9362 0020 - Lock sixth Villa door 814F93A8 804F - Connect sixth door to fifth door 814F93AA 9210 - Connect sixth door to fifth door 814F93CC 0029 - Turn door image into Villa door 814F93CE 0176 - Move Villa door to door pad 176 Glass 814F94AA 016F - Move glass to glass pad 16F 814F9512 015D - Move glass to glass pad 15D 814F957A 016E - Move glass to glass pad 16E 814F95E2 0165 - Move glass to glass pad 165 814F964A 0164 - Move glass to glass pad 164 814F96B2 015E - Move glass to glass pad 15E 814F971A 016D - Move glass to glass pad 16D 814F9782 016C - Move glass to glass pad 16C Swing doors 814F97E8 0029 - Turn door image into Villa door 814F97EA 0177 - Move Villa door to door pad 177 814F98C4 0029 - Turn door image into Villa door 814F98C6 017B - Move Villa door to door pad 17B 814F99A0 0029 - Turn door image into Villa door 814F99A2 0190 - Move Villa door to door pad 190 814F9A7C 0029 - Turn door image into Villa door 814F9A7E 018F - Move Villa door to door pad 18F 814F9B58 0029 - Turn door image into Villa door 814F9B5A 0178 - Move Villa door to door pad 178 814F9C34 0029 - Turn door image into Villa door 814F9C36 0179 - Move Villa door to door pad 179 814F9D10 0029 - Turn door image into Villa door 814F9D12 018C - Move Villa door to door pad 18C 814F9DEC 0029 - Turn door image into Villa door 814F9DEE 018B - Move Villa door to door pad 18B 814F9EC8 0029 - Turn door image into Villa door 814F9ECA 017C - Move Villa door to door pad 17C 814F9FA4 0029 - Turn door image into Villa door 814F9FA6 017D - Move Villa door to door pad 17D 814FA080 002A - Turn door image into BETA Villa door 814FA082 017E - Move BETA Villa door to BETA pad 17E 814FA0D8 42B0 - Modify BETA Villa door swing radius 814FA0F2 0020 - Lock BETA Villa door 814FA15A 080D - Turn door into dronegun 814FA15C 0032 - Turn door image into Windmill propellar 814FA15E 0191 - Move Windmill propellar to dronegun pad 191 Carrington Villa Rooftop Objects: (using Bases Mp_Setup) Lifts NTSC PAL 814FCB70 F441 814FAD30 F441 - Move pad A1 X coordinate to F441 814FCB74 ECC2 814FAD34 ECC2 - Move pad A1 Y coordinate to ECC2 8107B69A 0150 8107BB6A 0150 - Modify CI lift size NTSC AND PAL 814F8EB4 00C5 - Turn lift image into CI lift 814F8EB6 009B - Move CI lift to pad 9B 814F8F0C 009B - Move lift destination 1 to pad 9B 814F8F0E 009C - Move lift destination 2 to pad 9C NTSC PAL 814FCAF8 F4DB 814FACB8 F4DB - Move pad 9B X coordinate to F4DB 814FCAFA 0120 814FACBA 0120 - Move pad 9B Y coordinate to 0120 814FCAFC 02FE 814FACBC 02FE - Move pad 9B Z coordinate to 02FE 814FCB12 FDBA 814FACD2 FDBA - Move pad 9C Y coordinate to FDBA NTSC AND PAL 814F8F58 00C5 - Turn lift image into CI lift 814F8F5A 004E - Move CI lift to pad 4E 814F8FB0 004E - Move lift destination 1 to pad 4E 814F8FB2 004F - Move lift destination 2 to pad 4F NTSC PAL 814FC5DC E7E8 814FA79C E7E8 - Move pad 4E X coordinate to E7E8 814FC5DE FEB0 814FA79E FEB0 - Move pad 4E Y coordinate to FEB0 814FC5E0 078A 814FA7A0 078A - Move pad 4E Z coordinate to 078A 814FC5EA FDB0 814FA7AA FDB0 - Move pad 4F Y coordinate to FDB0 Doors 814F8FEC 002A - Turn door into BETA Villa door 814F8FEE 017F - Move BETA Villa door to door pad 17F 814F90A4 804F - Connect first door to second door 814F90A6 90C4 - Connect first door to second door 814F90AE 1000 - Modify BETA Villa door sound 814F90C8 002A - Turn door into BETA Villa door 814F90CA 0180 - Move BETA Villa door to door pad 180 814F9180 804F - Connect second door to first door 814F9182 8FE8 - Connect second door to first door 814F918A 1000 - Modify BETA Villa door sound 814F91A2 080D - Turn door into dronegun 814F91A4 0032 - Turn door image into Windmill propellar 814F91A6 0191 - Move Windmill propellar to dronegun pad 191 814F9280 002A - Turn door into BETA Villa door 814F9282 017E - Move BETA Villa door to door pad 17E 814F9342 1000 - Modify BETA Villa door sound 814F935C 002A - Turn door into BETA Villa door 814F935E 0182 - Move BETA Villa door to door pad 182 814F941E 1000 - Modify BETA Villa door sound Metal crates 814F9438 016A - Turn metal crate image into Villa sofa 814F943A 019C - Move Villa sofa to sofa pad 19C 814F9446 0001 - Make Villa sofa moveable 814F9494 016A - Turn metal crate image into Villa sofa 814F9496 019D - Move Villa sofa to sofa pad 19D 814F94A2 0001 - Make Villa sofa moveable 814F94F0 016A - Turn metal crate image into Villa sofa 814F94F2 019E - Move Villa sofa to sofa pad 19E 814F94FE 0001 - Make Villa sofa moveable 814F954C 016A - Turn metal crate image into Villa sofa 814F954E 019F - Move Villa sofa to sofa pad 19F 814F955A 0001 - Make Villa sofa moveable 814F95A8 016A - Turn metal crate image into Villa sofa 814F95AA 01A1 - Move Villa sofa to sofa pad 1A1 814F95B6 0001 - Make Villa sofa moveable 814F9604 016A - Turn metal crate image into Villa sofa 814F9606 01A2 - Move Villa sofa to sofa pad 1A2 814F9612 0001 - Make Villa sofa moveable 814F9660 016A - Turn metal crate image into Villa sofa 814F9662 01A3 - Move Villa sofa to sofa pad 1A3 814F966E 0001 - Make Villa sofa moveable 814F96BC 016A - Turn metal crate image into Villa sofa 814F96BE 01A4 - Move Villa sofa to sofa pad 1A4 814F96CA 0001 - Make Villa sofa moveable 814F9718 016A - Turn metal crate image into Villa sofa 814F971A 01A5 - Move Villa sofa to sofa pad 1A5 814F9726 0001 - Make Villa sofa moveable 814F9774 016A - Turn metal crate image into Villa sofa 814F9776 01A6 - Move Villa sofa to sofa pad 1A6 814F9782 0001 - Make Villa sofa moveable 814F97D0 016A - Turn metal crate image into Villa sofa 814F97D2 01A0 - Move Villa sofa to sofa pad 1A0 814F97DE 0001 - Make Villa sofa moveable 814F982C 017B - Turn metal crate image into Villa wooden table 814F982E 01A7 - Move Villa wooden table to table pad 1A7 814F983A 0001 - Make Villa wooden table moveable 814F9888 017B - Turn metal crate image into Villa wooden table 814F988A 01A8 - Move Villa wooden table to table pad 1A8 814F9896 0001 - Make Villa wooden table moveable 814F98E4 017B - Turn metal crate image into Villa wooden table 814F98E6 01B0 - Move Villa wooden table to table pad 1B0 814F98F2 0001 - Make Villa wooden table moveable 814F9940 0167 - Turn metal crate image into Villa coffee table 814F9942 01AD - Move Villa coffee table to table pad 1AD 814F994E 0001 - Make Villa coffee table moveable 814F999C 0167 - Turn metal crate image into Villa coffee table 814F999E 01AE - Move Villa coffee table to table pad 1AE 814F99AA 0001 - Make Villa coffee table moveable 814F99F8 0167 - Turn metal crate image into Villa coffee table 814F99FA 01AC - Move Villa coffee table to table pad 1AC 814F9A06 0001 - Make Villa coffee table moveable 814F9A54 0167 - Turn metal crate image into Villa coffee table 814F9A56 01AB - Move Villa coffee table to table pad 1AB 814F9A62 0001 - Make Villa coffee table moveable 814F9AB0 0167 - Turn metal crate image into Villa coffee table 814F9AB2 01AF - Move Villa coffee table to table pad 1AF 814F9ABE 0001 - Make Villa coffee table moveable 814F9B0C 016E - Turn metal crate image into Villa double bed 814F9B0E 0226 - Move Villa double bed to bed pad 226 814F9B68 003C - Turn metal crate image into rubber pot plant 814F9B6A 0200 - Move rubber plant to pot plant pad 200 814F9BC4 003E - Turn metal crate image into spike pot plant 814F9BC6 0212 - Move spike plant to pot plant pad 212 814F9C20 003E - Turn metal crate image into spike pot plant 814F9C22 020A - Move spike plant to pot plant pad 20A 814F9C7C 005B - Turn metal crate image into Carrington Institute drop ship 814F9C7E 00A1 - Move Carrington Institute drop ship to pad A1 The pads file (pointed to from NTSC 8009D04C or PAL 8009D5AC) is located in different places in the memory of NTSC and PAL. You therefore need to make two sets of code for NTSC and PAL and put them in part one of the code together with the level modifier. You shouldn't have to move any pads unless you really need to. In the object code above from Carrington Villa Rooftop I moved three pads. The first moves the pad A1 to the centre of the hoverpad, and the CI drop ship is placed on it. The second moves the pad 4E above 4F and the third moves the pad 9B above 9C. I also moved pads 4F and 9C up a little bit, and changed the size of the CI lift. Pads use a format of coordinates that differs from that used in the real time coordinates list. It is however possible to convert between the two coordinate systems. The very first 32bit value you'll come across in the pads file shows the amount of pads there are in it. Next there will be four other 32bit values that do nothing we need to know about. After the five 32bit values you'll see a set of 16bit values that are gradually increasing. These are internal pointers within the pads file to where pad coordinates are located. They start at pad 0. To use them simply add the 16bit pad pointer to the address from the beginning of the pads file. To give an example: if the pads file starts at 804F9F50 and the first 16bit pad pointer is 0488, 804F9F50 + 0488 = 804FA3D8. 804FA3D8 is the address where information and coordinates about pad 0 is located. 804FA3D8 - 0009 4010 FCF9 0064 02E4 0000 Pad 0 is a navigational pad and has nothing but coordinates defined. The first two 16bit values define which room the pad can be in. It also does lots of other stuff that I haven't worked out yet. If you want to move a pad from one room to another room you need to change this. If you're moving a pad within the same room (like I did in Carrington Villa Rooftop) this doesn't need to be changed. If you're using an N64 emulator and make a code that moves a pad elsewhere in the level without changing this value, don't be fooled. The code won't work in a Gameshark or Action Replay. FCF9 is the X coordinate, 0064 is the Y coordinate (up or down) and 02E4 is the Z coordinate. 0000 does something too (but what indeed?). To convert the pad coordinates (FCF9 0064 02E4) into real time coordinates you need a little program called Float Convert: http://www.gscentral.com/lib/downloads/FloatConvert.zip This program converts 32bit real time coordinates into decimal numbers and vice-versa. It doesn't convert them into hexadecimal numbers. Positive coordinates like 3F800000 and up will become positive decimal numbers, negative coordinates like BF800000 and up will become negative decimal numbers. The decimal coordinates then need to be converted to hexadecimal (using Windows Calculator). Positive pad coordinates are positive hexadecimal values. Negative pad coordinates are FFFF and down. 0000 is the middle, 0001 is positive and FFFF is negative. This can all get very confusing so I'll give you some examples of converting coordinates. Lets convert the Y coordinate 0064 into a real time coordinate. 64 in decimal is 100. Putting 100 in Float Convert we get 42C80000. 0064 = 42C80000. Next lets convert the X coordinate FCF9 into a real time coordinate. First we need to turn FCF9 into a negative hex number, 10000 - FCF9 = 307 = -307. -307 in decimal is -755. -755 in Float Convert gives C43CC000. FCF9 = C43CC000. Converting a negative real time coordinate can get confusing. Lets convert C5675EE4 into a pad coordinate. C5675EE4 in decimal is -3701.93. Discard the fraction and you get -3701. -3701 in hex is -E74. 10000 - +E74 = F18C. F18C is roughly equal to C5675EE4. Real time coordinates are found by using the methods described at the end of Part Two. The pad modifications that I have made modify navigational pads. This should be avoided because it messes up the sim navigational routines. Move too many navigational pads away from an area and the sims will stand on the spot doing the CanCan. Try and move navigational pads from places sims are unlikely to go. Once you've created all the codes you need to put them all together in an understandable way so that other people can use them. Cheating devices won't accept more than about 60 lines of code per cheat code, so you need to divide the final complete code up into parts. Project 64 won't accept more than 100 lines of code per cheat code either. You can't have the Hill codes and Base codes on at the same time. Likewise, the respawns don't need to be on when the Bases are turned on because they have their own respawns. We put the respawn and Hill codes in one part and the Base codes in another. You can then select between the two before loading the game up. The level modifier and any other codes that modify just NTSC or PAL are put in part one. Weapons and ammo are put in part two, objects are put in part three (and four if they're too long), the respawns and Hills are put in part four and the Bases in part five. Skedar Ruins in Multi: ---------------------- Enablers: NTSC v1.0 PAL NTSC PC v1.0 PAL PC D109C7E4 0030 D1099FB0 0030 8109940A 0320 8109995A 2860 8109940A 02E0 8109995A 2820 D00714DB 0002 D00717BB 0002 D109C7E4 0020 D1099FB0 0020 8109940A 5810 8109995A A0B0 8109940A 02B0 8109995A 27F0 D00714DB 0003 D00717BB 0003 D00714DB 0002 D00717BB 0002 8109940A 3590 8109995A A140 8109940A 57A0 8109995A A040 D00714DB 0004 D00717BB 0004 D00714DB 0003 D00717BB 0003 8109940A 17C0 8109995A 7C00 8109940A 3520 8109995A A0D0 D00714DB 0004 D00717BB 0004 NTSC v1.1 8109940A 1750 8109995A 7B90 8109940A 0320 D00714DB 0002 NTSC v1.1 8109940A 5010 D109C7E4 0030 D00714DB 0003 8109940A 02E0 8109940A 2D90 D109C7E4 0020 D00714DB 0004 8109940A 02B0 8109940A 1050 D00714DB 0002 8109940A 4FA0 D00714DB 0003 8109940A 2D20 D00714DB 0004 8109940A 0FE0 Part One: (Level modifier code) NTSC 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 810801A0 01E2 80084BF9 002A 81084BFC 56A5 81084C14 50FF PAL 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 810806E0 01E2 80085149 002A 8108514C 56A5 81085164 50FF Part Two: (Weapons and ammo) NTSC AND PAL 81500006 002D 8150006E 002E 81500116 002F 815001BE 001F 81500226 0020 815002CE 0021 81500376 0053 815003DE 0051 81500486 0052 8150052E 0034 81500596 0035 8150063E 0037 815006E6 0094 8150074E 00CE 815007F6 00CF 8150089E 000B 81500906 000C 815009AE 000D 81500A56 0060 81500ABE 005F 81500B66 0061 81500C0E 006C 81500C76 006B 81500D1E 006D 81500DC6 00D6 81500E2E 007B 81500ED6 007C 81500F7E 008B 81500FE6 0088 8150108E 0082 Part Three: (Objects) NTSC AND PAL 81501144 0191 8150119C 0136 8150119E 0136 815011E6 0003 815011E8 01B8 815011EA 00EA 81501240 00E9 81501242 00E9 8150127C 006E 8150127E 00F7 81501334 8050 81501336 1354 8150133E 0400 81501358 006E 8150135A 00F8 81501410 8050 81501412 1278 8150141A 0400 81501434 006E 81501436 00F5 815014EC 8050 815014EE 150C 815014F6 0400 81501510 006E 81501512 00F6 815015C8 8050 815015CA 1430 815015D2 0400 815015EA 000A 815015EC 0079 815015EE 0126 815015F0 0002 815016C8 00DC 815016CA 010C 81501724 00DC 81501726 010A 81501780 00DD 81501782 010D 815017DC 018C 815017DE 0111 81501838 00DD 8150183A 010B 81501894 00DE 81501896 014F 815018F0 00DF 815018F2 0150 Part Four: (More objects) NTSC AND PAL 8150194C 006A 8150194E 00E6 81501952 04E8 815019A8 006C 815019AA 00E8 815019AE 04E8 81501A04 00D1 81501A06 014A 81501A60 00D2 81501A62 014B 81501ABC 00D3 81501ABE 014C 81501B18 00D4 81501B1A 014D 81501B74 00D5 81501B76 014E 81501BD0 00CC 81501BD2 0145 81501C2C 00CD 81501C2E 0146 81501C88 00CE 81501C8A 0147 81501CE4 00D0 81501CE6 0148 81501CEA 05E8 81501D40 00CF 81501D42 0149 81501D46 05E8 81501D9C 00E2 81501D9E 00C4 81501DAA 0001 81501DA0 0000 81501DF8 00E2 81501DFA 0089 81501E06 0001 81501DFC 0000 81501E54 00E2 81501E56 00B0 81501E62 0001 81501E58 0000 81501EB0 00E2 81501EB2 003E 81501EBE 0001 81501EB4 0000 81501F0C 00E2 81501F0E 000E 81501F1A 0001 81501F10 0000 Part Five: (Hills and Respawns) NTSC AND PAL (Respawns) 81501F6E 0000 81501F7A 00A2 81501F86 00A7 81501F92 00AA 81501F9E 00AE 81501FAA 00B3 81501FB6 00B8 81501FC2 00BA 81501FCE 00BE 81501FDA 00E2 81501FE6 00C1 81501FF2 00C3 81501FFE 00C5 8150200A 008D 81502016 008F 81502022 00D2 NTSC (Hills) 800AC11D 0009 810AC122 0000 810AC124 00A9 810AC126 0030 810AC128 003E 810AC12A 004F 810AC12C 00BE 810AC12E 007F 810AC130 008C 810AC132 0094 PAL (Hills) 800AC6BD 0009 810AC6C2 0000 810AC6C4 00A9 810AC6C6 0030 810AC6C8 003E 810AC6CA 004F 810AC6CC 00BE 810AC6CE 007F 810AC6D0 008C 810AC6D2 0094 Part Six: (Capture the Case Bases) NTSC 810AC128 00D2 810AC12C 00D0 810AC12E 00D1 810AC130 00D3 810AC132 0130 810AC134 012D 810AC136 0095 810AC138 0000 810AC13C 0001 810AC13E 00A0 810AC140 00A1 810AC142 00A2 810AC144 00A3 810AC146 0006 810AC148 004F 810AC14C 00BA 810AC14E 004D 810AC150 00D7 810AC152 0046 810AC154 004C 810AC156 0055 810AC158 0030 810AC15C 00B3 810AC15E 00B4 810AC160 00B1 810AC162 00B2 810AC164 002B 810AC166 00DE PAL 810AC6C8 00D2 810AC6CC 00D0 810AC6CE 00D1 810AC6D0 00D3 810AC6D2 0130 810AC6D4 012D 810AC6D6 0095 810AC6D8 0000 810AC6DC 0001 810AC6DE 00A0 810AC6E0 00A1 810AC6E2 00A2 810AC6E4 00A3 810AC6E6 0006 810AC6E8 004F 810AC6EC 00BA 810AC6EE 004D 810AC6F0 00D7 810AC6F2 0046 810AC6F4 004C 810AC6F6 0055 810AC6F8 0030 810AC6FC 00B3 810AC6FE 00B4 810AC700 00B1 810AC702 00B2 810AC704 002B 810AC706 00DE End Testing the code: ~~~~~~~~~~~~~~~~~ Before releasing your multiplayer level to the public it's a good idea to test it first. The enablers need to be tested with the final complete code, and the level needs to be tested on both PC and cheating device to see if all the codes work as they should. There are some methods of modifying objects that only work on a PC, and some that only work on a cheating device. You'll need to test the code in all four formats. If you don't have access to one or more of them you need to ask someone else who has to do the testing for you. You don't need four controllers to test up to four players. You can pull controllers in and out of their sockets to control each player independently. Perfect Dark puts the in-game level data rather randomly in the memory, and it takes very little to knock it out of place so that the enablers no longer work. To test the enablers activate the enabler for the format you're testing, part one (level modifier) and part two (weapons and ammo). These parts are bound to work in all formats. Don't activate the objects, respawns, Hills or Bases just yet. Once the enabler, part one and part two are activated run Perfect Dark and go straight to the Advanced Menu in the Combat Simulator. Select your level from the arena menu. Press L+R if the enabler requires it. Load the level with one player and quit. Back at the menu press L if the enabler requires it. Load the level again with one player and quit. If everything worked up until now, and you found the weapons and ammo in the places you put them, then one player works and you should be able to keep loading it without the game freezing. If you're using an N64 emulator create a savestate at this stage. Two player, three player and four player are meant to work after one player has been loaded. Load two player (waiting for the two menus to appear for a second or two) and quit. Two player works as well if you found the weapons and ammo. At this stage do not activate a third player and test three players. Three player is meant to work after one player, not two player. Either load that savestate you created earlier, or deactivate the second player and load one player once (remembering to press L before entering the level if the enabler requires it). After one player load three player to see if it works. Repeat the process for four player. If all player amount modes have worked so far you can start switching between different amounts and testing the level after two, three and four player. If you can switch between player amount modes without the game freezing the enabler works perfectly. If you encounter the game freezing while trying a player amount mode after the stable one player mode, the enabler needs to be modified. The game is putting the in-game level data elsewhere than it should. It shouldn't be far off though. It can be something like +10 off. It will always be in the 10's off. If you're using an N64 emulator you can make a savestate to find out how much the memory deviates from where it should be. If you're using a cheating device you need to test the enabler by trial and error. To give an example: say the value that modifies the in-game level data placement is 2780 for two player mode. If two player mode doesn't work try 2790 or 2770 instead. Keep increasing or decreasing the value until two player works. You shouldn't have to go further than +-100. If the player amount mode still isn't working, and if the soundtrack is playing but the level isn't loading, you've made a mistake in the weapons and ammo moving codes (part two). Once you've got the enablers working in both a PC and cheating device (whatever format) you can test the entire multiplayer code. Activate all parts except five or six (depending on the scenario you want to play). If the game freezes then there is most likely a mistake in the object codes. This usually happens if you have changed the object type of any objects. Turning a door into an object tends to make the game freeze a lot. Stick to using the value 000A (which should work in both PC and cheating device). Instructions on how to use the enabler must be made for each format. Add any information about not being able to switch between various player amount modes here. As long as all modes work after the stable one player mode you don't need to fiddle with the enabler. Switching between player amounts isn't that important. When I tested Skedar Ruins in multiplayer all the enablers worked. I did however come across a problem in the PAL PC version. I couldn't switch from three players to two players. I also made a mistake in the code that changes the fifth door into a pillar. I originally used object type 36 to turn the door into an object. While this worked in an emulator it didn't work in a cheating device and needed to be changed to 0A. Skedar Ruins in Multi Enablers: ------------------------------- NTSC Gameshark Enabler: Version 1.0 Version 1.1 D109C7E4 0030 D109C7E4 0030 8109940A 02E0 8109940A 02E0 D109C7E4 0020 D109C7E4 0020 8109940A 02B0 8109940A 02B0 D00714DB 0002 D00714DB 0002 8109940A 57A0 8109940A 4FA0 D00714DB 0003 D00714DB 0003 8109940A 3520 8109940A 2D20 D00714DB 0004 D00714DB 0004 8109940A 1750 8109940A 0FE0 Instructions: Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. PAL Action Replay Enabler: D1099FB0 0030 8109995A 2820 D1099FB0 0020 8109995A 27F0 D00717BB 0002 8109995A A040 D00717BB 0003 8109995A A0D0 D00717BB 0004 8109995A 7B90 Instructions: Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts, but don't switch back to two players after playing with three players. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. NTSC PC Enabler: Version 1.0 Version 1.1 8109940A 0320 8109940A 0320 D00714DB 0002 D00714DB 0002 8109940A 5810 8109940A 5010 D00714DB 0003 D00714DB 0003 8109940A 3590 8109940A 2D90 D00714DB 0004 D00714DB 0004 8109940A 17C0 8109940A 1050 Instructions: Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one player and quit as soon as possible. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. PAL PC Enabler: 8109995A 2860 D00717BB 0002 8109995A A0B0 D00717BB 0003 8109995A A140 D00717BB 0004 8109995A 7C00 Instructions: Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one player and quit as soon as possible. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. The full Skedar Ruins in multiplayer code can be found in the "Codes" section below. _______________________________________________________________________________ <<< Outro >>> _______________________________________________________________________________ The outro part contains codes and resources. You will find some awesome codes in the codes part, and the resources come in handy for when you want to hack a specific thing in Perfect Dark. > Codes ~ Fully working multiplayer levels - Crash Site Caves / Crash Site Racing Ground - Carrington Villa Residence / Carrington Villa Rooftop - Skedar Ruins ~ Fully working solo missions - Crash Site in Carrington Villa - WAR! in Deep Sea - Pelagic II in Carrington Villa ~ Extra Codes > Resources ~ Global object list (values and names) ~ Global object list (addresses in ROM) ~ In-game object list (sorted by number) ~ In-game object list (sorted by level) ~ Costume list ~ Weapon type list ~ Ammo type list ~ Object type list ~ Text lists ~ BETA Text compilation > End credits _____ Codes _____ The following section contains codes for fully working modified levels, and some cool extra codes as well. Fully working multiplayer levels: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crash Site Caves / Crash Site Racing Ground: -------------------------------------------- Since Crash Site is such a big arena I managed to place two fundamentally different multiplayer levels into it. Crash Site Caves takes place in the middle area of the arena, in the big and small caves. It resembles the original multiplayer levels in that you have multiple routes of going from one place to another. The areas that you're not supposed to go to are blocked off by UFO's and Presidential escape capsules. Crash Site Racing Ground takes place in the area where you start the solo mission, and the area around the front end of the crashed Air Force One. This version of Crash Site has four hoverbikes in it (hence the name Racing Ground), and is also an excellent level for sniping (something that none of the other original levels offer much of). Both Crash Site in multiplayer levels have been optimalised so that they are accessed in the same way, using the same player amount enablers. They can also both be played by people that only have a version 3.0 cheating device (the codes are under 79 lines of code). The only exception is that they have a few extra codes that can only be activated by version 3.3 users or PC users. In Crash Site Caves some of the ammo crates will be missing. In Crash Site Racing Ground there will only be two hoverbikes instead of four, and there are also some ammo crates missing. The PC versions have been tested and work in Project 64. There are two versions of the NTSC enablers. If you don't know which version you have you just have to try by trial and error the two enablers. How to use both codes: ---------------------- Input the code in four different parts. Part one and two should always be on. If you want to play in any scenario other than Capture the Case activate part three (but not part four). If you want to play only Capture the Case, activate part four (but not part three). Both Crash Site Caves and Crash Site Racing Ground work in the same way. To get the codes working with different player amounts you have to use an enabler. In total you should have activated four different codes: part one and two, part three or four, and an enabler. Only activate either the Caves version or the Racing Ground version, you can't activate them both at the same time. If your cheating device version is below 3.3, don't activate any other codes (except the must be on enabler). Once all the correct codes have been input, start the game and go straight to the Combat Simulator Advanced menu. From here follow the instructions that go with the enabler. Don't try and play in any arenas other than Crash Site. Once the code is working you can exit and enter the level as many times as you wish. Crash Site in Multiplayer Enablers: ----------------------------------- NTSC Gameshark Enabler: Version 1.0 Version 1.1 8109940A 0000 8109940A 0000 D00714DB 0002 D00714DB 0002 8109940A 5580 8109940A 4D10 D00714DB 0003 D00714DB 0003 8109940A 3300 8109940A 2B00 D00714DB 0004 D00714DB 0004 8109940A 15A0 8109940A 0CC0 Version 3.3 Pro Instructions: Go straight to the Advanced Combat Simulator menu. Load Crash Site with one player and quit as soon as possible. Load Crash Site with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Version 3.0 Instructions: To play with one, two and three players activate only the first five lines of code in the enabler. To play with one, three and four players activate all lines of codes but the third and fourth. Don't use any other codes except the hi-rez enabler when using this code. Otherwise simply follow the instructions for version 3.3 users. PAL Action Replay Enabler: D1099FB0 0030 8109995A 2570 D1099FB0 0020 8109995A 2540 D00717BB 0002 8109995A 9E20 D00717BB 0003 8109995A 9D90 D00717BB 0004 8109995A 7850 Version 3.3 Pro Instructions: Go straight to the Advanced Combat Simulator menu. Select Crash Site with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Crash Site with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Version 3.0 (Equalizer) Instructions: To play with one and two players activate only the first six lines of code in the enabler. To play with one and three players activate the first four lines and lines seven and eight. To play with one player and four players activate the first four lines and lines nine and ten. Don't use any other codes except the hi-rez enabler when using this code. Otherwise simply follow the instructions for version 3.3 users. NTSC PC Enabler: Version 1.0 Version 1.1 8109940A 0050 8109940A 0050 D00714DB 0002 D00714DB 0002 8109940A 55D0 8109940A 4D60 D00714DB 0003 D00714DB 0003 8109940A 3350 8109940A 2B50 D00714DB 0004 D00714DB 0004 8109940A 15F0 8109940A 0D10 Instructions: Go straight to the Advanced Combat Simulator menu. Load Crash Site with one player and quit as soon as possible. Load Crash Site with one player again and quit. The code should work from then on. Next turn on the amount of players you want to play with. You can switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. PAL PC Enabler: 8109995A 2590 D00717BB 0002 8109995A 9E70 D00717BB 0003 8109995A 9DE0 D00717BB 0004 8109995A 78A0 Instructions: Go straight to the Advanced Combat Simulator menu. Load Crash Site with one player and quit as soon as possible. Load Crash Site with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Crash Site Caves: ----------------- Part One: (Level modifier code) NTSC 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 8107FE90 011B 80084BF9 001C 81084BFC 569B 81084C14 50FF PAL 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 810803D0 011B 80085149 001C 8108514C 569B 81085164 50FF Part Two: (Weapons, ammo and objects) NTSC AND PAL 81502A56 0058 81502ABE 0059 81502B66 005A 81502C0E 0071 81502D1E 006D 81502DC6 0061 81502E2E 0078 81502ED6 0062 81502F7E 014C 81502FE6 0150 8150308E 01BD 81503136 0086 8150319E 0085 815032EE 0080 81503356 0081 815034A6 01A2 8150350E 01A1 815035B6 01AB 8150365E 0146 815036C6 0145 81503816 019A 8150387E 019B 81503926 0196 815039CE 0191 81503A36 018D 81503ADE 0190 81503B84 00EB 81503B86 0095 81503BE0 00EB 81503BE2 0054 81503C3C 0190 81503C3E 0057 81503C98 0190 81503C9A 018A 81503CF4 0190 81503CF6 0158 Version 3.3 / PC Objects (Don't activate these if you're using a version 3.0) 81502C76 006C 81503246 0088 815033FE 007F 8150376E 0147 Part Three: (Hills and respawns) NTSC AND PAL (Respawns) 81503D56 0192 81503D62 005B 81503D6E 006E 81503D7A 0084 81503D86 006B 81503D92 014A 81503D9E 014B 81503DAA 0195 81503DB6 0093 81503DC2 01AA 81503DCE 01A5 81503DDA 018F 81503DE6 005E 81503DF2 01B3 81503DFE 0062 81503E0A 0074 81503E16 0079 81503E22 0154 81503E2E 0090 NTSC (Hills) 800AC11D 0009 810AC122 0059 810AC126 01BD 810AC128 0065 810AC12C 0056 810AC12E 019A 810AC130 015D 810AC132 018F PAL (Hills) 800AC6BD 0009 810AC6C2 0059 810AC6C6 01BD 810AC6C8 0065 810AC6CC 0056 810AC6CE 019A 810AC6D0 015D 810AC6D2 018F Part Four: (Capture the Case Bases) NTSC 810AC128 0090 810AC12C 0091 810AC12E 0088 810AC130 008F 810AC132 0086 810AC134 0085 810AC136 0087 810AC138 0079 810AC13C 007E 810AC13E 007A 810AC140 007B 810AC142 0081 810AC144 007C 810AC146 0082 810AC148 014B 810AC14C 014C 810AC14E 01BD 810AC150 01B6 810AC152 01B5 810AC154 0155 810AC156 014F 810AC158 0096 810AC15C 0059 810AC15E 0058 810AC160 005A 810AC162 005B 810AC164 01B1 810AC166 01B0 PAL 810AC6C8 0090 810AC6CC 0091 810AC6CE 0088 810AC6D0 008F 810AC6D2 0086 810AC6D4 0085 810AC6D6 0087 810AC6D8 0079 810AC6DC 007E 810AC6DE 007A 810AC6E0 007B 810AC6E2 0081 810AC6E4 007C 810AC6E6 0082 810AC6E8 014B 810AC6EC 014C 810AC6EE 01BD 810AC6F0 01B6 810AC6F2 01B5 810AC6F4 0155 810AC6F6 014F 810AC6F8 0096 810AC6FC 0059 810AC6FE 0058 810AC700 005A 810AC702 005B 810AC704 01B1 810AC706 01B0 End Crash Site Racing Ground: ------------------------- Part One: (Level modifier code) NTSC 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 8107FE90 01E2 80084BF9 001C 81084BFC 569B 81084C14 50FF PAL 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 810803D0 01E2 80085149 001C 8108514C 569B 81085164 50FF Part Two: (Weapons, ammo and objects) NTSC AND PAL 81502A56 0008 81502ABE 0009 81502B66 0007 81502C0E 0015 81502C76 0016 81502D1E 0019 81502DC6 0024 81502E2E 0025 81502ED6 0023 81502F7E 00A1 81502FE6 00A2 8150308E 00A3 81503136 00C5 8150319E 00C4 81503246 00C6 815032EE 00B7 81503356 00B6 815033FE 00B8 815034A6 00D5 8150350E 00D6 815035B6 00D4 8150365E 00C9 815036C6 00C8 81504116 0833 81504118 003A 8150411A 00D1 8150411C 0000 81504126 0003 81504286 0833 81504288 003A 8150428A 00CA 8150428C 0000 81504296 0003 815046D8 00EB 815046DA 0095 81504736 0103 Version 3.3 / PC Objects (Don't activate these if you're using a version 3.0) 815043F6 0833 815043F8 003A 815043FA 009C 815043FC 0000 81504406 0003 81504566 0833 81504568 003A 8150456A 000C 8150456C 0000 81504576 0003 8150376E 00BF 81503816 00AE 8150387E 00A9 81503926 00AF 815039CE 001C 81503A36 001D 81503ADE 0002 81504790 0190 81504792 01D8 Part Three: (Hills and Respawns) NTSC AND PAL (Respawns) 815049BE 00BD 815049CA 00C7 815049E2 0000 815049EE 0141 815049FA 00C2 81504A06 0097 81504A12 009F 81504A1E 000D 81504A2A 0005 81504A36 0013 81504A42 00C1 81504A4E 00BA 81504A5A 00D3 81504A66 0017 81504A72 009B NTSC (Hills) 800AC11D 0009 810AC122 0094 810AC124 00C9 810AC12A 00A1 810AC12C 0142 810AC12E 0024 810AC130 0009 810AC132 0012 PAL (Hills) 800AC6BD 0009 810AC6C2 0094 810AC6C4 00C9 810AC6CA 00A1 810AC6CC 0142 810AC6CE 0024 810AC6D0 0009 810AC6D2 0012 Part Four: (Capture the Case Bases) NTSC 810AC12C 0007 810AC12E 000A 810AC138 00BE 810AC13C 00BD 810AC13E 0094 810AC140 00BC 810AC142 00CB 810AC144 00C8 810AC146 00BF 810AC148 00CC 810AC14C 00A6 810AC14E 00CD 810AC150 0000 810AC152 00AB 810AC154 00CE 810AC156 00B0 810AC158 0101 810AC15C 00FF 810AC15E 013F 810AC160 00D4 810AC162 0142 810AC164 00D6 810AC166 00D5 PAL 810AC6CC 0007 810AC6CE 000A 810AC6D8 00BE 810AC6DC 00BD 810AC6DE 0094 810AC6E0 00BC 810AC6E2 00CB 810AC6E4 00C8 810AC6E6 00BF 810AC6E8 00CC 810AC6EC 00A6 810AC6EE 00CD 810AC6F0 0000 810AC6F2 00AB 810AC6F4 00CE 810AC6F6 00B0 810AC6F8 0101 810AC6FC 00FF 810AC6FE 013F 810AC700 00D4 810AC702 0142 810AC704 00D6 810AC706 00D5 End Carrington Villa Residence / Carrington Villa Rooftop: ------------------------------------------------------ Carrington Villa is one of the best solo levels in the game, and it also doubles as a great multiplayer level as well. Like with Crash Site, I have chosen to make two different multiplayer levels for Carrington Villa. The first level is called Carrington Villa Residence and takes place inside the actual building. This version just has doors and windows and is made to run at the best framerate possible. The second level is called Carrington Villa Rooftop, and allows you to walk around on the roof and some of the outside areas. It also has lots of objects inside the building, like sofas and tables to hide behind. Since you have such a good view of the entire level from the rooftop, this version can lag quite a bit sometimes. If you intend to play with three or four players and lots of sims, the best level to play in is Carrington Villa Residence. You can also lock the doors leading out into the empty parts of Carrington Villa Residence. Both Carrington Villa Residence and Carrington Villa Rooftop work in the same way. To get the codes working with different player amounts you have to use an enabler. Both codes are longer than 78 lines of code, so you can only play in the levels if you have a version 3.3 Professional cheating device. You will need to activate the following hirez enabler if you run these codes in a cheating device: NTSC FF72C5A0 0000 PAL FF730000 0000 Make sure any other enablers are off. The PC version enablers have been tested and work in Project 64. There are two versions of the NTSC enablers. If you don't know which version you have you just have to try by trial and error the two enablers. How to get both codes working: ------------------------------ Enter the code into your cheating device in six different parts. Parts one, two and three should always be on when you run the code. In Villa Residence part four is optional, if you want to lock the doors leading to the empty parts of the level turn it on. The sims shouldn't try to go to the empty parts even if the doors are unlocked (unless you give them a good reason, like if you're holding the briefcase). Part four of Villa Rooftop should always be on. If you want to play in any scenario BUT Capture the Case, turn part five on, and leave part six off. If you want to play in just Capture the Case, turn part six on, and leave part five off. You also need to activate an enabler which gets the level working. Make sure you follow the enabler instuctions correctly or the game will freeze. Once the code is working you can exit and enter the level as many times as you wish. Carrington Villa in Multiplayer Enablers: ----------------------------------------- NTSC Gameshark Enabler: Version 1.0 Version 1.1 D109C7E4 0030 D109C7E4 0030 8109940A 0040 8109940A 76D0 D109C7E4 0020 D109C7E4 0020 8109940A 0000 8109940A 7690 D00714DB 0002 D00714DB 0002 8109940A 77D0 8109940A EF30 D00714DB 0003 D00714DB 0003 8109940A 78A0 8109940A F070 D00714DB 0004 D00714DB 0004 8109940A 77D0 8109940A F070 Instructions: Go straight to the Advanced Combat Simulator menu. Select Carrington Villa with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Carrington Villa with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. PAL Action Replay Enabler: 81099958 8042 8109995A 1750 D00717BB 0002 81099958 8042 D00717BB 0002 8109995A 8FA0 D00717BB 0003 81099958 8040 D00717BB 0003 8109995A F070 D00717BB 0004 81099958 8040 D00717BB 0004 8109995A EF30 Instructions: Go straight to the Advanced Combat Simulator menu. Load Carrington Villa with one player and quit as soon as possible. Load Carrington Villa with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. NTSC PC Enabler: Version 1.0 Version 1.1 8109940A 0060 8109940A 76F0 D00714DB 0002 D00714DB 0002 8109940A 7830 8109940A EF90 D00714DB 0003 D00714DB 0003 8109940A 7900 8109940A F0D0 D00714DB 0004 D00714DB 0004 8109940A 7830 8109940A F0D0 Instructions: Go straight to the Advanced Combat Simulator menu. Load Carrington Villa with one player and quit as soon as possible. Load Carrington Villa with one player again and quit. The code should work from then on. You can then turn on the amount of players you want to play with. Don't switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. PAL PC Enabler: 81099958 8042 8109995A 17B0 D00717BB 0002 81099958 8042 D00717BB 0002 8109995A 9000 D00717BB 0003 81099958 8040 D00717BB 0003 8109995A F0D0 D00717BB 0004 81099958 8040 D00717BB 0004 8109995A EF90 Instructions: Go straight to the Advanced Combat Simulator menu. Load Carrington Villa with one player and quit as soon as possible. Load Carrington Villa with one player again and quit. The code should work from then on. You can then turn on the amount of players you want to play with. Don't switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Carrington Villa Residence: --------------------------- Part One: (Level modifier code) NTSC 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 80084BF9 002C 81080210 020A 81084BFC 568B 81084C14 50FF PAL 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 80085149 002C 81080750 020A 8108514C 568B 81085164 50FF Part Two: (Weapons and ammo) NTSC AND PAL 814F7D76 006D 814F7DDE 006C 814F7E86 006E 814F7F2E 01CE 814F7F96 005D 814F803E 01CC 814F80E6 0210 814F814E 0064 814F81F6 0062 814F829E 022B 814F8456 004B 814F84BE 004C 814F8566 0049 814F860E 01B0 814F8676 0224 814F871E 0225 814F87C6 01AC 814F882E 01A1 814F88D6 01A2 814F897E 01B7 814F89E6 022C 814F8A8E 01B8 814F8B36 0008 814F8B9E 0009 814F8C46 0007 814F8CEE 01AE 814F8D56 019C 814F8DFE 019D Part Three: (All Objects) NTSC AND PAL 814F8EA4 0029 814F8EA6 0174 814F8F5C 804F 814F8F5E 8F7C 814F9038 804F 814F903A 8EA0 814F8F80 0029 814F8F82 0175 814F905C 0029 814F905E 0172 814F9114 804F 814F9116 9134 814F91F0 804F 814F91F2 9058 814F9138 0029 814F913A 0173 814F9214 0029 814F9216 0170 814F92CC 804F 814F92CE 92EC 814F93A8 804F 814F93AA 9210 814F92F0 0029 814F92F2 0171 814F93CC 0029 814F93CE 0176 814F94AA 016F 814F9512 015D 814F957A 016E 814F95E2 0165 814F964A 0164 814F96B2 015E 814F971A 016D 814F9782 016C 814F97E8 0029 814F97EA 0177 814F98C4 0029 814F98C6 017B 814F99A0 0029 814F99A2 0190 814F9A7C 0029 814F9A7E 018F 814F9B58 0029 814F9B5A 0178 814F9C34 0029 814F9C36 0179 814F9D10 0029 814F9D12 018C 814F9DEC 0029 814F9DEE 018B 814F9EC8 0029 814F9ECA 017C 814F9FA4 0029 814F9FA6 017D 814FA080 002A 814FA082 017E 814FA0D8 42B0 814FA15A 080D 814FA15C 0032 814FA15E 0191 Part Four: (Lock Doors) NTSC AND PAL 814F90CE 0020 814F91AA 0020 814F9286 0020 814F9362 0020 814FA0F2 0020 Part Five: (Hills and Respawns) NTSC AND PAL (Respawns) 814FA23E 01CD 814FA24A 01C9 814FA256 0060 814FA262 004D 814FA26E 01A3 814FA27A 01BF 814FA286 0014 814FA292 01B5 814FA29E 01BB 814FA2AA 01B2 814FA2B6 01B3 814FA2C2 0226 NTSC (Hills) 800AC11D 0009 810AC122 01CD 810AC124 01C9 810AC126 0065 810AC128 0052 810AC12A 01B6 810AC12C 001B 810AC12E 01BB 810AC130 01A7 810AC132 0028 PAL (Hills) 800AC6BD 0009 810AC6C2 01CD 810AC6C4 01C9 810AC6C6 0065 810AC6C8 0052 810AC6CA 01B6 810AC6CC 001B 810AC6CE 01BB 810AC6D0 01A7 810AC6D2 0028 Part Six: (Capture the Case Bases) NTSC 810AC128 01CD 810AC12C 01CC 810AC12E 01CE 810AC130 005B 810AC132 005F 810AC134 005D 810AC136 005E 810AC138 0019 810AC13C 001A 810AC13E 001B 810AC140 001C 810AC142 0009 810AC144 0008 810AC146 0007 810AC148 0035 810AC14C 0036 810AC14E 01A3 810AC150 01A4 810AC152 01BD 810AC154 01BE 810AC156 0037 810AC158 0226 810AC15C 000F 810AC15E 000E 810AC160 0234 810AC162 000B 810AC164 000A 810AC166 000D PAL 810AC6C8 01CD 810AC6CC 01CC 810AC6CE 01CE 810AC6D0 005B 810AC6D2 005D 810AC6D4 005E 810AC6D6 005F 810AC6D8 0019 810AC6DC 001A 810AC6DE 001B 810AC6E0 001C 810AC6E2 0007 810AC6E4 0008 810AC6E6 0009 810AC6E8 0035 810AC6EC 0036 810AC6EE 0037 810AC6F0 01A3 810AC6F2 01A4 810AC6F4 01BD 810AC6F6 01BE 810AC6F8 0226 810AC6FC 000A 810AC6FE 000B 810AC700 000D 810AC702 000E 810AC704 000F 810AC706 0234 End Carrington Villa Rooftop: ------------------------- Part One: (Level modifier code and lifts code) NTSC 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 80084BF9 002C 81080210 01E2 81084BFC 568B 81084C14 50FF 814FCB70 F441 814FCB74 ECC2 8107B69A 0150 814F8EB4 00C5 814F8EB6 009B 814F8F0C 009B 814F8F0E 009C 814FCAF8 F4DB 814FCAFA 0120 814FCAFC 02FE 814FCB12 FDBA 814F8F58 00C5 814F8F5A 004E 814F8FB0 004E 814F8FB2 004F 814FC5DC E7E8 814FC5DE FEB0 814FC5E0 078A 814FC5EA FDB0 PAL 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 80085149 002C 81080750 01E2 8108514C 568B 81085164 50FF 814FAD30 F441 814FAD34 ECC2 8107BB6A 0150 814F8EB4 00C5 814F8EB6 009B 814F8F0C 009B 814F8F0E 009C 814FACB8 F4DB 814FACBA 0120 814FACBC 02FE 814FACD2 FDBA 814F8F58 00C5 814F8F5A 004E 814F8FB0 004E 814F8FB2 004F 814FA79C E7E8 814FA79E FEB0 814FA7A0 078A 814FA7AA FDB0 Part Two: (Weapons and ammo) NTSC AND PAL 814F7D76 01ED 814F7DDE 01EC 814F7E86 01EE 814F7F2E 009A 814F7F96 0099 814F803E 0094 814F80E6 022B 814F814E 003B 814F81F6 003A 814F829E 0089 814F8306 0088 814F83AE 0083 814F8456 0008 814F84BE 0007 814F8566 0009 814F860E 0033 814F8676 0031 814F871E 0032 814F87C6 0005 814F882E 0004 814F88D6 0006 814F897E 0015 814F89E6 01B9 814F8A8E 0016 814F8B36 01B5 814F8B9E 01B6 814F8C46 0011 814F8CEE 0023 814F8D56 0022 814F8DFE 01BC Part Three: (Objects) NTSC AND PAL 814F8FEC 002A 814F8FEE 017F 814F90AE 1000 814F90A4 804F 814F90A6 90C4 814F9180 804F 814F9182 8FE8 814F90C8 002A 814F90CA 0180 814F918A 1000 814F91A2 080D 814F91A4 0032 814F91A6 0191 814F9280 002A 814F9282 017E 814F9342 1000 814F935C 002A 814F935E 0182 814F941E 1000 814F9438 016A 814F943A 019C 814F9446 0001 814F9494 016A 814F9496 019D 814F94A2 0001 814F94F0 016A 814F94F2 019E 814F94FE 0001 814F954C 016A 814F954E 019F 814F955A 0001 814F95A8 016A 814F95AA 01A1 814F95B6 0001 814F9604 016A 814F9606 01A2 814F9612 0001 814F9660 016A 814F9662 01A3 814F966E 0001 814F96BC 016A 814F96BE 01A4 814F96CA 0001 814F9718 016A 814F971A 01A5 814F9726 0001 814F9774 016A 814F9776 01A6 814F9782 0001 814F97D0 016A 814F97D2 01A0 814F97DE 0001 814F982C 017B 814F982E 01A7 814F983A 0001 814F9888 017B 814F988A 01A8 814F9896 0001 814F98E4 017B 814F98E6 01B0 Part Four: (More objects) NTSC AND PAL 814F98F2 0001 814F9940 0167 814F9942 01AD 814F994E 0001 814F999C 0167 814F999E 01AE 814F99AA 0001 814F99F8 0167 814F99FA 01AC 814F9A06 0001 814F9A54 0167 814F9A56 01AB 814F9A62 0001 814F9AB0 0167 814F9AB2 01AF 814F9ABE 0001 814F9B0C 016E 814F9B0E 0226 814F9B68 003C 814F9B6A 0200 814F9BC4 003E 814F9BC6 0212 814F9C20 003E 814F9C22 020A 814F9C7C 005B 814F9C7E 00A1 Part Five: (Hills and Respawns) NTSC AND PAL (Respawns) 814F9CDE 01B4 814F9CEA 003D 814F9CF6 009F 814F9D02 000F 814F9D0E 001E 814F9D1A 01B8 814F9D26 001D 814F9D32 0013 814F9D3E 0015 814F9D4A 01EC 814F9D56 0198 814F9D62 0001 814F9D6E 0194 814F9D7A 0196 814F9D86 0021 814F9D92 002E NTSC (Hills) 800AC11D 0009 810AC122 01EC 810AC124 003D 810AC126 01B3 810AC128 0039 810AC12A 0211 810AC12C 000F 810AC12E 0205 810AC130 0050 810AC132 002C PAL (Hills) 800AC6BD 0009 810AC6C2 01EC 810AC6C4 003D 810AC6C6 01B3 810AC6C8 0039 810AC6CA 0211 810AC6CC 000F 810AC6CE 0205 810AC6D0 0050 810AC6D2 002C Part Six: (Capture the Case Bases) NTSC 810AC128 0238 810AC12C 01EC 810AC12E 0095 810AC130 019A 810AC132 00A0 810AC134 0198 810AC136 0094 810AC138 0039 810AC13C 003B 810AC13E 0038 810AC140 003C 810AC142 003E 810AC144 003F 810AC146 0040 810AC148 0219 810AC14C 01B3 810AC14E 0000 810AC150 01FE 810AC152 000C 810AC154 0002 810AC156 01FF 810AC158 0053 810AC15C 0054 810AC15E 0056 810AC160 0057 810AC162 0058 810AC164 005A 810AC166 0213 PAL 810AC6C8 0238 810AC6CC 01EC 810AC6CE 0095 810AC6D0 019A 810AC6D2 00A0 810AC6D4 0198 810AC6D6 0094 810AC6D8 0039 810AC6DC 003B 810AC6DE 0038 810AC6E0 003C 810AC6E2 003E 810AC6E4 003F 810AC6E6 0040 810AC6E8 0219 810AC6EC 01B3 810AC6EE 0000 810AC6F0 01FE 810AC6F2 000C 810AC6F4 0002 810AC6F6 01FF 810AC6F8 0053 810AC6FC 0054 810AC6FE 0056 810AC700 0057 810AC702 0058 810AC704 005A 810AC706 0213 End Skedar Ruins: ------------- I created Skedar Ruins at the same time as writing about multiplayer level modding. I chose to make a level full of objects rather than doors. You'll see almost all the objects seen in the solo mission, but you'll only find two sets of doors. I placed the Buddy bridge over the canyon (as seen in Co-Operative mode) and the sims have no problems in passing over it. Two of the Bases are where the Maian leader and third Skedar King are in WAR!, so you can relive WAR! by playing Capture the Case. The PC versions have been tested and work in Project 64. There are two versions of the NTSC enablers. If you don't know which version you have you just have to try by trial and error the two enablers. Version 3.0 Gameshark / Equalizer users can use this code but must use the version 3.0 objects instead of parts three and four, and not all of the weapons and ammo codes. All objects will be missing except the bridges. Some of the ammo crates will be missing too. How to use the code: -------------------- Input the code in six different parts. Part one, two, three and four should always be on. If you want to play in any scenario other than Capture the Case activate part five (but not part six). If you want to play only Capture the Case, activate part six (but not part five). To get the codes working with different player amounts you have to use an enabler. In total you should have activated six different codes: part one, two, three and four, part five or six, and an enabler. Once all the correct codes have been input, start the game and go straight to the Combat Simulator Advanced menu. From here follow the instructions that go with the enabler. Don't try and play in any arenas other than Skedar Ruins. Once the code is working you can exit and enter the level as many times as you wish. Skedar Ruins in Multi Enablers: ------------------------------- NTSC Gameshark Enabler: Version 1.0 Version 1.1 D109C7E4 0030 D109C7E4 0030 8109940A 02E0 8109940A 02E0 D109C7E4 0020 D109C7E4 0020 8109940A 02B0 8109940A 02B0 D00714DB 0002 D00714DB 0002 8109940A 57A0 8109940A 4FA0 D00714DB 0003 D00714DB 0003 8109940A 3520 8109940A 2D20 D00714DB 0004 D00714DB 0004 8109940A 1750 8109940A 0FE0 Version 3.3 Pro Instructions: Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Version 3.0 Instructions: To play with one and two players activate only the first six lines of code in the enabler. To play with one and three players activate the first four lines and lines seven and eight. To play with one player and four players activate the first four lines and lines nine and ten. Don't use any other codes except the hi-rez enabler when using this code. Otherwise simply follow the instructions for version 3.3 users. PAL Action Replay Enabler: D1099FB0 0030 8109995A 2820 D1099FB0 0020 8109995A 27F0 D00717BB 0002 8109995A A040 D00717BB 0003 8109995A A0D0 D00717BB 0004 8109995A 7B90 Version 3.3 Pro Instructions: Go straight to the Advanced Combat Simulator menu. Select Skedar Ruins with one player but before entering the level press and hold L+R for a few seconds. When letting go make sure you pull your finger off L before R. Load the level and quit as soon as possible. Back at the Advanced Menu press and hold L for a few seconds. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts, but don't switch back to two players after playing with three players. When switching back to one player mode you have to press L before loading the level. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Version 3.0 (Equalizer) Instructions: To play with one and two players activate only the first six lines of code in the enabler. To play with one and three players activate the first four lines and lines seven and eight. To play with one player and four players activate the first four lines and lines nine and ten. Don't use any other codes except the hi-rez enabler when using this code. Otherwise simply follow the instructions for version 3.3 users. NTSC PC Enabler: Version 1.0 Version 1.1 8109940A 0320 8109940A 0320 D00714DB 0002 D00714DB 0002 8109940A 5810 8109940A 5010 D00714DB 0003 D00714DB 0003 8109940A 3590 8109940A 2D90 D00714DB 0004 D00714DB 0004 8109940A 17C0 8109940A 1050 Instructions: Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one player and quit as soon as possible. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. PAL PC Enabler: 8109995A 2860 D00717BB 0002 8109995A A0B0 D00717BB 0003 8109995A A140 D00717BB 0004 8109995A 7C00 Instructions: Go straight to the Advanced Combat Simulator menu. Load Skedar Ruins with one player and quit as soon as possible. Load Skedar Ruins with one player again and quit. The code should work from then on. You can turn on the amount of players you want to play with. You can also switch between different player amounts. Allow time for each players independent multiplayer menu to appear before loading the level. Don't quickly add/remove another player and start the game before his menu has time to appear/disappear. Don't use the drop out function. Skedar Ruins: ------------- Part One: (Level modifier code) NTSC 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 810801A0 01E2 80084BF9 002A 81084BFC 56A5 81084C14 50FF PAL 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 810806E0 01E2 80085149 002A 8108514C 56A5 81085164 50FF Part Two: (Weapons and ammo) NTSC AND PAL 81500006 002D 8150006E 002E 815001BE 001F 81500226 0020 815002CE 0021 81500376 0053 81500486 0052 815006E6 0094 8150074E 00CE 815007F6 00CF 8150089E 000B 81500906 000C 815009AE 000D 81500A56 0060 81500B66 0061 81500C0E 006C 81500D1E 006D 81500DC6 00D6 81500ED6 007C 81500F7E 008B 8150108E 0082 Version 3.3 / PC (Don't activate these if you're using a version 3.0) 81500116 002F 815003DE 0051 8150052E 0034 81500596 0035 8150063E 0037 81500ABE 005F 81500C76 006B 81500E2E 007B 81500FE6 0088 Version 3.0 Objects: Use these instead of parts three and four if you only have a version 3.0 cheating device. NTSC AND PAL 81501144 0191 8150119C 0136 8150119E 0136 815011E6 0003 815011E8 01B8 815011EA 00EA 81501240 00E9 81501242 00E9 8150127E 0096 8150135A 0097 81501436 0098 81501512 0099 815015EE 009A NTSC 8107B178 0100 8107B17A 0001 PAL 8107B648 0100 8107B64A 0001 Part Three: (Objects) For version 3.3 Pro and PC users NTSC AND PAL 81501144 0191 8150119C 0136 8150119E 0136 815011E6 0003 815011E8 01B8 815011EA 00EA 81501240 00E9 81501242 00E9 8150127C 006E 8150127E 00F7 81501334 8050 81501336 1354 8150133E 0400 81501358 006E 8150135A 00F8 81501410 8050 81501412 1278 8150141A 0400 81501434 006E 81501436 00F5 815014EC 8050 815014EE 150C 815014F6 0400 81501510 006E 81501512 00F6 815015C8 8050 815015CA 1430 815015D2 0400 815015EA 000A 815015EC 0079 815015EE 0126 815015F0 0002 815016C8 00DC 815016CA 010C 81501724 00DC 81501726 010A 81501780 00DD 81501782 010D 815017DC 018C 815017DE 0111 81501838 00DD 8150183A 010B 81501894 00DE 81501896 014F 815018F0 00DF 815018F2 0150 Part Four: (More objects) For version 3.3 Pro and PC users NTSC AND PAL 8150194C 006A 8150194E 00E6 81501952 04E8 815019A8 006C 815019AA 00E8 815019AE 04E8 81501A04 00D1 81501A06 014A 81501A60 00D2 81501A62 014B 81501ABC 00D3 81501ABE 014C 81501B18 00D4 81501B1A 014D 81501B74 00D5 81501B76 014E 81501BD0 00CC 81501BD2 0145 81501C2C 00CD 81501C2E 0146 81501C88 00CE 81501C8A 0147 81501CE4 00D0 81501CE6 0148 81501CEA 05E8 81501D40 00CF 81501D42 0149 81501D46 05E8 81501D9C 00E2 81501D9E 00C4 81501DAA 0001 81501DA0 0000 81501DF8 00E2 81501DFA 0089 81501E06 0001 81501DFC 0000 81501E54 00E2 81501E56 00B0 81501E62 0001 81501E58 0000 81501EB0 00E2 81501EB2 003E 81501EBE 0001 81501EB4 0000 81501F0C 00E2 81501F0E 000E 81501F1A 0001 81501F10 0000 Part Five: (Hills and Respawns) NTSC AND PAL (Respawns) 81501F6E 0000 81501F7A 00A2 81501F86 00A7 81501F92 00AA 81501F9E 00AE 81501FAA 00B3 81501FB6 00B8 81501FC2 00BA 81501FCE 00BE 81501FDA 00E2 81501FE6 00C1 81501FF2 00C3 81501FFE 00C5 8150200A 008D 81502016 008F 81502022 00D2 NTSC (Hills) 800AC11D 0009 810AC122 0000 810AC124 00A9 810AC126 0030 810AC128 003E 810AC12A 004F 810AC12C 00BE 810AC12E 007F 810AC130 008C 810AC132 0094 PAL (Hills) 800AC6BD 0009 810AC6C2 0000 810AC6C4 00A9 810AC6C6 0030 810AC6C8 003E 810AC6CA 004F 810AC6CC 00BE 810AC6CE 007F 810AC6D0 008C 810AC6D2 0094 Part Six: (Capture the Case Bases) NTSC 810AC128 00D2 810AC12C 00D0 810AC12E 00D1 810AC130 00D3 810AC132 0130 810AC134 012D 810AC136 0095 810AC138 0000 810AC13C 0001 810AC13E 00A0 810AC140 00A1 810AC142 00A2 810AC144 00A3 810AC146 0006 810AC148 004F 810AC14C 00BA 810AC14E 004D 810AC150 00D7 810AC152 0046 810AC154 004C 810AC156 0055 810AC158 0030 810AC15C 00B3 810AC15E 00B4 810AC160 00B1 810AC162 00B2 810AC164 002B 810AC166 00DE PAL 810AC6C8 00D2 810AC6CC 00D0 810AC6CE 00D1 810AC6D0 00D3 810AC6D2 0130 810AC6D4 012D 810AC6D6 0095 810AC6D8 0000 810AC6DC 0001 810AC6DE 00A0 810AC6E0 00A1 810AC6E2 00A2 810AC6E4 00A3 810AC6E6 0006 810AC6E8 004F 810AC6EC 00BA 810AC6EE 004D 810AC6F0 00D7 810AC6F2 0046 810AC6F4 004C 810AC6F6 0055 810AC6F8 0030 810AC6FC 00B3 810AC6FE 00B4 810AC700 00B1 810AC702 00B2 810AC704 002B 810AC706 00DE End Fully working solo missions: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crash Site in Carrington Villa: ------------------------------- To get this code working, go to the Solo Mission menu and select Crash Site in either Perfect Agent or Perfect Dark Agent mode. Once the cut-scene starts, press L and R at the same time. If you want to restart the level, go back to the empty level and walk off the edge, then repeat the process. This code will work in all versions of cheating devices. The PC versions work in Project 64. It should be possible to complete this level, the Skedar shuttle has been moved into the level and changed into a different object. NTSC Gameshark: (Both versions) 8107FE88 0018 8107FE8A 016A 8107FE8C 0169 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 80084563 003D 800A221B 00FF D109C7E4 0030 81516248 C5E0 D109C7E4 0030 8151624C 4492 D109C7E4 0030 81516250 C582 815004F2 00BF 81501E3C 0032 81501E3E 0191 815160E0 C5AE 815160E4 449D 815160E8 4528 End NTSC PC: (Both versions) 8107FE88 0018 8107FE8A 016A 8107FE8C 0169 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 80084563 003D 800A221B 00FF D109C7E4 0030 81516228 C5E0 D109C7E4 0030 8151622C 4492 D109C7E4 0030 81516230 C582 815004D2 00BF 81501E1C 0032 81501E1E 0191 815160C0 C5AE 815160C4 449D 815160C8 4528 End PAL Action Replay: 810803C8 0018 810803CA 016A 810803CC 0169 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 80084AB3 003D 800A27BB 00FF D1099FB0 0030 81513948 C5E0 D1099FB0 0030 8151394C 4492 D1099FB0 0030 81513950 C582 814FF5F2 00BF 81500F3C 0032 81500F3E 0191 815137E0 C5AE 815137E4 449D 815137E8 4528 End PAL PC: 810803C8 0018 810803CA 016A 810803CC 0169 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 80084AB3 003D 800A27BB 00FF D1099FB0 0030 81513928 C5E0 D1099FB0 0030 8151392C 4492 D1099FB0 0030 81513930 C582 814FF5D2 00BF 81500F1C 0032 81500F1E 0191 815137C0 C5AE 815137C4 449D 815137C8 4528 End WAR! in Deep Sea: ----------------- Briefing: The true conspiracy has finally been revealed! Using a modified version of the Ceten teleports, a Carrington Institute S.W.A.T team has infiltrated the Ceten battleship. It would seem that part of the ship survived the explosion, and that the CI are there to retrieve data on the Ceten Megaweapon. Join a team of Maian soldiers and put a stop to their evil plans. Objective One: Complete objective two before objective three Objective Two: Eliminate Elvis This human-loving traitor has allied himself with the humans. He is in control of the Carrington Institute troops that are swarming the Ceten ship. It is therefore imperative that you eliminate him as fast as possible. Objective Three: Assassinate Daniel Carrington Daniel Carrington is currently retrieving the data on the Ceten Megaweapon. He knows too much and must be silenced. Unfortunately, Carrington has got hold of one of those mass-spawning-clone machines of the Skedar. He's currently using it to spawn an army of Perfect Dark's, the Carrington Institute's best agent. Expect heavy resistance. END To get this code working, simply choose WAR! on either the Perfect Agent, or Perfect Dark Agent difficulty, from the Solo Missions menu. Once the cutscene starts, press L and R. If you've got a Gameshark version 3.0, then don't activate any other codes while using this one. This level might be a bit difficult, so you'll want to adjust the settings in Perfect Dark Agent Mode. You can change the costumes, weapons and soundtrack. If you remove the costumes and weapons you end up with Skedar, like in WAR!. Costumes can be changed by using the values on the costume list, weapons can be changes by using the weapon type list and the in-game object list (see resources section). The PC versions have been tested and work in Project 64. NTSC Gameshark v1.0: (77 lines of code) 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 8107FD38 0024 8107FD3A 017A 8107FD3C 0179 D1067E56 0400 81067E56 0600 D109C7E4 0030 8150BA78 450A D109C7E4 0030 8150BA7C 4352 D109C7E4 0030 8150BA80 463D 814F5B8A 0000 814F5D2A 0003 814F5DAA 0004 814F7936 0005 814F7A12 0006 814F7AEE 0007 814F7BCA 0008 814F7CA6 0009 814F6176 0013 814F6252 0014 814F632E 0015 814F640A 0016 814F6506 0017 814F65E2 0018 814F66DE 0019 814F67BA 001A 814F68B6 001B 814F6992 001C 814F6A6E 001D 814F6B4A 001E 814F6C46 001F 814F6D22 0020 814F6E1E 0021 814F6EFA 0022 814F7152 0023 814F71BE 0024 814F7262 0025 814F5736 0026 814F5792 0027 814F5802 0028 814F58DE 0029 814F5036 00D2 814F8880 00D7 814F888E DD04 814F889A 00D8 814F88A8 E004 814F88B4 00D2 814F88C2 D904 814F51F2 00EE 814F8A8A 00F0 814F8A98 E904 814F8AA4 00EF 814F8AB2 EB04 814F5286 010E 814F8C8E 1204 814F515E 029B 814F528A 0404 814F52AC 0108 Second Skedar Kings costume 814F51F4 9405 Second Skedar respawns costumes 814F8A88 92FF 814F8A94 C692 814F8AA2 92FF 814F8AAE C692 Third Skedar Kings costume 814F5288 5A07 Third Skedar respawns costume 814F8C8A C695 814F8C8C 0C01 Second Skedar respawns weapon 814F8D22 00FE 814F8D24 1100 Third Skedar respawns weapon 814F8DBA 011D 814F8DBC 2A00 Player One's weapon 814F86A6 000C Soundtrack 810845AA 003C End NTSC Gameshark v1.1: (77 lines of code) 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 8107FD38 0024 8107FD3A 017A 8107FD3C 0179 D1067E56 0400 81067E56 0600 D109C7E4 0030 815042D8 450A D109C7E4 0030 815042DC 4352 D109C7E4 0030 815042E0 463D 814EE3EA 0000 814EE58A 0003 814EE60A 0004 814F0196 0005 814F0272 0006 814F034E 0007 814F042A 0008 814F0506 0009 814EE9D6 0013 814EEAB2 0014 814EEB8E 0015 814EEC6A 0016 814EED66 0017 814EEE42 0018 814EEF3E 0019 814EF01A 001A 814EF116 001B 814EF1F2 001C 814EF2CE 001D 814EF3AA 001E 814EF4A6 001F 814EF582 0020 814EF67E 0021 814EF75A 0022 814EF9B2 0023 814EFA1E 0024 814EFAC2 0025 814EDF96 0026 814EDFF2 0027 814EE062 0028 814EE13E 0029 814ED896 00D2 814F10E0 00D7 814F10EE DD04 814F10FA 00D8 814F1108 E004 814F1114 00D2 814F1122 D904 814EDA52 00EE 814F12EA 00F0 814F12F8 E904 814F1304 00EF 814F1312 EB04 814EDAE6 010E 814F14EE 1204 814ED9BE 029B 814EDAEA 0404 814EDB0C 0108 Second Skedar Kings costume 814EDA54 9405 Second Skedar respawns costumes 814F12E8 92FF 814F12F4 C692 814F1302 92FF 814F130E C692 Third Skedar Kings costume 814EDAE8 5A07 Third Skedar respawns costume 814F14EA C695 814F14EC 0C01 Second Skedar respawns weapon 814F1582 00FE 814F1584 1100 Third Skedar respawns weapon 814F161A 011D 814F161C 2A00 Player One's weapon 814F0F06 000C Soundtrack 810845AA 003C End NTSC PC v1.0: 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 8107FD38 0024 8107FD3A 017A 8107FD3C 0179 D1067E56 0400 81067E56 0600 D109C7E4 0030 8150BA38 450A D109C7E4 0030 8150BA3C 4352 D109C7E4 0030 8150BA40 463D 814F5B4A 0000 814F5CEA 0003 814F5D6A 0004 814F78F6 0005 814F79D2 0006 814F7AAE 0007 814F7B8A 0008 814F7C66 0009 814F6136 0013 814F6212 0014 814F62EE 0015 814F63CA 0016 814F64C6 0017 814F65A2 0018 814F669E 0019 814F677A 001A 814F6876 001B 814F6952 001C 814F6A2E 001D 814F6B0A 001E 814F6C06 001F 814F6CE2 0020 814F6DDE 0021 814F6EBA 0022 814F7112 0023 814F717E 0024 814F7222 0025 814F56F6 0026 814F5752 0027 814F57C2 0028 814F589E 0029 814F4FF6 00D2 814F8840 00D7 814F884E DD04 814F885A 00D8 814F8868 E004 814F8874 00D2 814F8882 D904 814F51B2 00EE 814F8A4A 00F0 814F8A58 E904 814F8A64 00EF 814F8A72 EB04 814F5246 010E 814F8C4E 1204 814F511E 029B 814F524A 0404 814F526C 0108 Second Skedar Kings costume 814F51B4 9405 Second Skedar respawns costumes 814F8A48 92FF 814F8A54 C692 814F8A62 92FF 814F8A6E C692 Third Skedar Kings costume 814F5248 5A07 Third Skedar respawns costume 814F8C4A C695 814F8C4C 0C01 Second Skedar respawns weapon 814F8CE2 00FE 814F8CE4 1100 Third Skedar respawns weapon 814F8D7A 011D 814F8D7C 2A00 Player One's weapon 814F8666 000C Soundtrack 810845AA 003C End NTSC PC v1.1: 810800B8 0001 810800BA 0184 810800BC 0183 810800BE 013C 8107FD38 0024 8107FD3A 017A 8107FD3C 0179 D1067E56 0400 81067E56 0600 D109C7E4 0030 81504298 450A D109C7E4 0030 8150429C 4352 D109C7E4 0030 815042A0 463D 814EE3AA 0000 814EE54A 0003 814EE5CA 0004 814F0156 0005 814F0232 0006 814F030E 0007 814F03EA 0008 814F04C6 0009 814EE996 0013 814EEA72 0014 814EEB4E 0015 814EEC2A 0016 814EED26 0017 814EEE02 0018 814EEEFE 0019 814EEFDA 001A 814EF0D6 001B 814EF1B2 001C 814EF28E 001D 814EF36A 001E 814EF466 001F 814EF542 0020 814EF63E 0021 814EF71A 0022 814EF972 0023 814EF9DE 0024 814EFA82 0025 814EDF56 0026 814EDFB2 0027 814EE022 0028 814EE0FE 0029 814ED856 00D2 814F10A0 00D7 814F10AE DD04 814F10BA 00D8 814F10C8 E004 814F10D4 00D2 814F10E2 D904 814EDA12 00EE 814F12AA 00F0 814F12B8 E904 814F12C4 00EF 814F12D2 EB04 814EDAA6 010E 814F14AE 1204 814ED97E 029B 814EDAAA 0404 814EDACC 0108 Second Skedar Kings costume 814EDA14 9405 Second Skedar respawns costumes 814F12A8 92FF 814F12B4 C692 814F12C2 92FF 814F12CE C692 Third Skedar Kings costume 814EDAA8 5A07 Third Skedar respawns costume 814F14AA C695 814F14AC 0C01 Second Skedar respawns weapon 814F1542 00FE 814F1544 1100 Third Skedar respawns weapon 814F15DA 011D 814F15DC 2A00 Player One's weapon 814F0EC6 000C Soundtrack 810845AA 003C End PAL Action Replay: (78 lines of code) 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 81080278 0024 8108027A 017A 8108027C 0179 D1067B36 0400 81067B36 0600 D1099FB0 0030 815037D8 450A D1099FB0 0030 815037DC 4352 D1099FB0 0030 815037E0 463D 814EE36A 0000 814EE50A 0003 814EE58A 0004 814F0116 0005 814F01F2 0006 814F02CE 0007 814F03AA 0008 814F0486 0009 814EE956 0013 814EEA32 0014 814EEB0E 0015 814EEBEA 0016 814EECE6 0017 814EEDC2 0018 814EEEBE 0019 814EEF9A 001A 814EF096 001B 814EF172 001C 814EF24E 001D 814EF32A 001E 814EF426 001F 814EF502 0020 814EF5FE 0021 814EF6DA 0022 814EF932 0023 814EF99E 0024 814EFA42 0025 814EDF16 0026 814EDF72 0027 814EDFE2 0028 814EE0BE 0029 814ED816 00D2 814F1060 00D7 814F106E DD04 814F107A 00D8 814F1088 E004 814F1094 00D2 814F10A2 D904 814ED9D2 00EE 814F126A 00F0 814F1278 E904 814F1284 00EF 814F1292 EB04 814EDA66 010E 814F146E 1204 814ED93E 029B Second Skedar King's costume 814ED9D4 9405 Second Skedar respawn costumes 814F1268 92FF 814F1274 C692 814F1282 92FF 814F128E C692 Third Skedar King's costume 814EDA68 5A07 Third Skedar respawns costume 814F146A C695 814F146C 0C01 Second Skedar respawns weapon 814F1502 00FE 814F1504 1100 Third Skedar respawns weapon 814F159A 011D 814F159C 2A00 Third Skedar King's weapon 814EDA8C 00F9 814EDAE4 0900 Player One's weapon 814F0E86 000C Third Skedar King's behaviour 814EDA6A 0404 Soundtrack 81084AFA 003C End PAL PC: 810805F8 0001 810805FA 0184 810805FC 0183 810805FE 013C 81080278 0024 8108027A 017A 8108027C 0179 D1099FB0 0030 81503798 450A D1099FB0 0030 8150379C 4352 D1099FB0 0030 815037A0 463D D1067B36 0400 81067B36 0600 814EE32A 0000 814EE4CA 0003 814EE54A 0004 814F00D6 0005 814F01B2 0006 814F028E 0007 814F036A 0008 814F0446 0009 814EE916 0013 814EE9F2 0014 814EEACE 0015 814EEBAA 0016 814EECA6 0017 814EED82 0018 814EEE7E 0019 814EEF5A 001A 814EF056 001B 814EF132 001C 814EF20E 001D 814EF2EA 001E 814EF3E6 001F 814EF4C2 0020 814EF5BE 0021 814EF69A 0022 814EF8F2 0023 814EF95E 0024 814EFA02 0025 814EDED6 0026 814EDF32 0027 814EDFA2 0028 814EE07E 0029 814ED7D6 00D2 814F1020 00D7 814F102E DD04 814F103A 00D8 814F1048 E004 814F1054 00D2 814F1062 D904 814ED992 00EE 814F122A 00F0 814F1238 E904 814F1244 00EF 814F1252 EB04 814EDA26 010E 814F142E 1204 814ED8FE 029B 814EDA2A 0404 Second Skedar Kings costume 814ED994 9405 Second Skedar respawns costumes 814F1228 92FF 814F1234 C692 814F1242 92FF 814F124E C692 Third Skedar Kings costume 814EDA28 5A07 Third Skedar respawns costume 814F142A C695 814F142C 0C01 Second Skedar respawns weapon 814F14C2 00FE 814F14C4 1100 Third Skedar respawns weapon 814F155A 011D 814F155C 2A00 Third Skedar Kings weapon 814EDA4C 00F9 814EDAA4 0900 Player One's weapon 814F0E46 000C Soundtrack 81084AFA 003C End Pelagic II in Carrington Villa: ------------------------------- Maian terrorists have invaded Carrington's Villa! In order to stop this alien invasion you need to eliminate all of them. Reconnesiance reveals that the Maians have made a stonghold in the lower basement where they are testing a new kind of time manipulative device, resulting in what can only be described as real time lag. Avoid meeting too many Maians at once. Time could slow so much down that they overwhelm you! This code will work a few seconds after the small Rareware logo at the bottom of the screen turns up. The aim of the mission is to kill as many Maians as possible! If you die simply press A a few times to restart. Don't press B at the objectives menu. The only value that you can change is the one for the last code on the list. This is the difficulty mod, so set this to 0 for Agent, 1 for Special Agent and 2 for Perfect Agent (which is extremely hard). NTSC: 8105D9B7 0021 8009DFE9 0021 81075582 0000 81074602 0000 8107459A 0000 8107FFA0 0018 8107FFA2 016A 8107FFA4 0169 8108456A 003E 8107B178 0100 8107B17A 0001 8106FF42 EB40 8107B858 036E 8107D904 0DA8 8107D906 0266 8107D90C 3F12 8107D90E A10D 81062C5A 0029 81062C5E 0029 81062C62 0029 81062C66 0029 80084023 000X End PAL 8105D656 0021 8009E589 0021 81075A52 0000 81074AAA 0000 81074A42 0000 810804E0 0018 810804E2 016A 810804E4 0169 81084ABA 003E 8107B648 0100 8107B64A 0001 810702D2 EED0 8107BD28 036E 8107DDD4 0DA8 8107DDD6 0266 8107DDDC 3F12 8107DDDE A10D 8106293A 0029 8106293E 0029 81062942 0029 81062946 0029 80084563 000X End ___________ Extra Codes ___________ Perfect Bloodness: (Increases blood amount) ------------------ NTSC 8107F8A8 4180 8107F8B0 4534 8107F8B8 4358 8007F8A0 0042 8007F8A4 0043 8007F8B4 0043 PAL 8107FE08 4180 8107FE10 4534 8107FE18 4358 8007FE00 0042 8007FE04 0043 8007FE14 0043 This code can be really...satisfying...sometimes. Real Skedar in multiplayer: --------------------------- They run like Skedar, they roar like Skedar and they die like Skedar! The following codes change the ShockTrooper character into Skedar, and change the human animations seen in multiplayer into Skedar animations. To get this code working set all the sim characters to ShockTrooper, with ShockTrooper helmets. Exit the character select menu and hold down L for a few seconds. Unfortunately, you can't play as a Skedar, so make sure none of the human players are using the ShockTrooper costume. Once you've pressed L, don't enter the character costume menu again. Replace the XX on line four with: 5C - Skedar 7B - Mini Skedar 93 - Skedar King NTSC Gameshark: D009C7E5 0020 80087561 00FF D009C7E5 0020 80087875 00XX 81070768 0337 8107076A 0338 8107076C 0339 8107076E 033A 81070770 033B 81070772 033C 81070774 033D 81070776 0336 81065BE0 00C0 81067AA0 0392 81067AE8 0394 810709F4 032A 81070A3C 032A 810656C0 00C0 81067A10 0392 81067A58 0394 81070A84 032A 81070ACC 032A 81070CF8 032F 81070D10 0392 81070D28 0394 81070D40 032A 81070D58 032A 81070D70 032A 81070D88 032A 810663D8 00C0 81067B30 0392 81067B78 0394 81070B14 032A 81070B5C 032A PAL Action Replay / Equalizer: D0099FB1 0020 80087AB1 00FF D0099FB1 0020 80087DC5 00XX 81070A48 0337 81070A4A 0338 81070A4C 0339 81070A4E 033A 81070A50 033B 81070A52 033C 81070A54 033D 81070A56 0336 810658C0 00C0 81067780 0392 810677C8 0394 81070CD4 032A 81070D1C 032A 810653A0 00C0 810676F0 0392 81067738 0394 81070D64 032A 81070DAC 032A 81070FD8 032F 81070FF0 0392 81071008 0394 81071020 032A 81071038 032A 81071050 032A 81071068 032A 810660B8 00C0 81067810 0392 81067858 0394 81070DF4 032A 81070E3C 032A If you want to play with a selection of different Skedar types, use these additional codes. These codes use the same values as above. To give an example, if you want to play with Skedar and Skedar Kings at the same time, set the main code as Skedar (5C), and the dataDyne Sniper code as Skedar King (93). When you select character costumes for the sims, set all Skedar to the ShockTrooper costume, and all Skedar Kings to the dataDyne Sniper costume (with the correct masks): dataDyne Sniper costume and mask mod: NTSC D009C7E5 0020 80087569 00FF D009C7E5 0020 800878BD 00XX PAL D0099FB1 0020 80087AB9 00FF D0099FB1 0020 80087E0D 00XX Biotechnician costume and mask mod: NTSC D009C7E5 0020 80087565 00FF D009C7E5 0020 80087925 00XX PAL D0099FB1 0020 80087AB5 00FF D0099FB1 0020 80087E75 00XX This code has one major flaw. The human player animations have been changed into Skedar animations, which means that all the human players that are using human bodies will look weird. They will be flying in the air with their legs and arms sticking out! This code works best with just one player (because you can't see yourself). Several minor flaws result from the fact that the Skedar animations were never meant to be used in multiplayer. When the Skedar run their guns will point downward, but they will still shoot in the right direction. Another flaw is the fact that there is no Skedar bent down animation. I used a BETA halting Skedar animation that has the Skedar look like it's bent down, but they jump up and down. Don't play with the sims in Warehouse because the Skedar sims jump out of the level in the small air ducts. I changed the "sim standing still with no guns" animation into the BETA Skedar Scratching His Left Ear animation, because it's cute to watch. GoldenEye Weapons in Multiplayer: --------------------------------- These codes change Perfect Darks weapons into GoldenEye's weapons, and allow you to use them in multiplayer. The codes are a mixture of codes that I have hacked myself, and codes that I got from SquareGuru's PD weapons FAQ on gamefaqs.com. There's a code for each weapon, so you can choose which GE weapons to activate. There are also different versions of some of the codes. If you want to play with a specific Perfect Dark weapon at the same time as a GoldenEye weapon, you can choose between several weapons to change into that GoldenEye weapon. To get the best results use the first eight codes, these give you all eight GE weapons. They will be in the correct order, and the sims will use them correctly according to how powerful each weapon is. The PAL versions are slightly longer because they change the name of the weapon to it's PAL name (like PP9i to PP7). Some of the guns have an extra code that only lets players pick up one gun (by default you will be able to get double). These codes aren't just limited to multiplayer, they work perfectly in the solo mission. To give an example, Falcon 2 to PP91 (PP7) gives you a PP91 (PP7) at the start of Investigation. Falcon 2 to PP9i (PP7) NTSC 8106B658 0408 8106FF22 E85C 8107B818 036A PAL 8106B9E8 0408 810702B2 EBEC 8107BCE8 036A 8106AA98 4C32 811A6C56 3720 Falcon 2 Scope to CC13 (DD44) Dostovei. NTSC 8106B654 40C0 8106FF2A E918 8107B850 036B PAL 8106B9E4 40C0 810702BA ECA8 8107BD20 036B 8106AAB8 4C33 811A6C5C 4444 811A6C5E 3434 Magsec 4 to KLO1313 (Klobb) NTSC 8106B98C 3F19 8106B990 4170 8106B994 0000 80087291 0002 80087292 0032 8106FF2E E9D0 8107B820 036C PAL 8106BD1C 3F19 8106BD20 4170 8106BD24 0000 800877E1 0002 800877E2 0032 810702BE ED60 8107BCF0 036C 8106AAC8 4C34 801A6C65 006C 811A6C66 6F62 811A6C68 620A 811A6C6A 0000 Laptop Gun to KF7 Special (KF7 Soviet) NTSC 8106D0FC 3F80 8106D100 4120 8106D104 040C 800872EB 0004 8106FF52 EA88 8107B898 036D 8006EAD7 0050 Can only hold one: 8006EAD6 0026 PAL 8106D48C 3F80 8106D490 4120 8106D494 040C 8008783B 0004 810702E2 EE18 8107BD68 036D 8006EE67 0050 8106AB58 4C35 801A6C75 006F 811A6C76 7669 811A6C78 6574 801A6C7A 0020 Can only hold one: 8006EE66 0026 CMP150 to ZZT (9mm) (ZMG (9mm)) NTSC 8106C328 4110 8106FF42 EB40 8107B858 036E PAL 8106C6B8 4110 810702D2 EED0 8107BD28 036E 8106AB18 4C36 801A6C81 004D 801A6C82 0047 Dragon to DMC (D5K) Deutsche NTSC 8106C928 3F80 8106C92C 40E0 800872F5 0002 800872F6 0064 8106FF56 EBF8 8107B868 036F 8006EC47 0050 Can only hold one: 8006EC46 0026 PAL 8106CCB8 3F80 8106CCBC 40E0 80087845 0002 80087846 0064 810702E6 EF88 8107BD38 036F 8006EFD7 0050 8106AB68 4C37 801A6C8D 0035 801A6C8E 004B Can only hold one: 8006EFD6 0026 K7 Avenger to AR53 (AR33) Assault Rifle NTSC 8106CEB8 3FB3 8006EC84 0005 8106FF5A ECB0 8107B878 0370 8006ECFF 0050 Change AR53 to AR33: 801A52C6 0033 Can only hold one: 8006ECFE 0026 PAL 8106D248 3FB3 8006F014 0005 810702EA F040 8107BD48 0370 8006F08F 0050 8106AB78 4C38 801A6C96 0033 Can only hold one: 8006F08E 0026 AR34 to RC-P45 (RC-P90) NTSC 8106CCE0 3FE6 8106CCE4 40C0 8106CCE8 0408 8006ED3C 0005 80087309 0002 8106FF5E ED68 8107B860 0371 8006EDB7 0050 Can only hold one: 8006EDB6 0026 PAL 8106D070 3FE6 8106D074 40C0 8106D078 0408 8006F0CC 0005 80087859 0002 810702EE F0F8 8107BD30 0371 8006F147 0050 8106AB88 4C39 811A6CA0 3930 Can only hold one: 8006F146 0026 ----------------------------------------- Cyclone to KLO1313 (Klobb) (Blue bullets) NTSC 8106C4D0 3F19 8106C4D4 4170 8106C4D8 0000 8106FF46 E9D0 8107B880 036C 800872CE 0032 PAL 8106C860 3F19 8106C864 4170 8106C868 0000 810702D6 ED60 8107BD50 036C 8008781E 0032 8106AB28 4C34 801A6C65 006C 811A6C66 6F62 811A6C68 620A 811A6C6A 0000 Phoenix to KLO1313 (Klobb) (Green bullets) NTSC 8106BEBC 3F19 8106BEC0 4170 8106BEC4 0000 800872A5 0002 800872A6 0032 8106FF36 E9D0 8107B840 036C PAL 8106C24C 3F19 8106C250 4170 8106C254 0000 800877F5 0002 800877F6 0032 810702C6 ED60 8107BD10 036C 8106AAE8 4C34 801A6C65 006C 811A6C66 6F62 811A6C68 620A 811A6C6A 0000 K7 Avenger to KF7 Special (KF7 Soviet) NTSC 8106CEB8 3F80 8106CEBC 4120 8106CEC0 040C 8106FF5A EA88 8107B878 036D 8006EAD7 0050 Can only hold one: 8006EAD6 0026 PAL 8106D248 3F80 8106D24C 4120 8106D250 040C 810702EA EE18 8107BD48 036D 8006EE67 0050 8106AB78 4C35 801A6C75 006F 811A6C76 7669 811A6C78 6574 801A6C7A 0020 Can only hold one: 8006EE66 0026 Callisto NTG to ZZT (9mm) (ZMG (9mm)) (Green bullets) NTSC 8106C7A8 3F80 800872D8 0064 8106FF4A EB40 8107B888 036E PAL 8106CB38 3F80 80087828 0064 810702DA EED0 8107BD58 036E 8106AB38 4C36 801A6C81 004D 801A6C82 0047 Phoenix to DMC (D5K) Deutsche (Green bullets) NTSC 8106BEBC 3F80 8106BEC0 40E0 8106BEC4 0612 800872A5 0002 800872A6 0064 8106FF36 EBF8 8107B840 036F 8006EC47 0050 Can only hold one: 8006EC46 0026 PAL 8106C24C 3F80 8106C250 40E0 8106C254 0612 800877F5 0002 800877F6 0064 810702C6 EF88 8107BD10 036F 8006EFD7 0050 8106AAE8 4C37 801A6C8D 0035 801A6C8E 004B Can only hold one: 8006EFD6 0026 Cyclone to DMC (D5K) Deutsche (Blue bullets) NTSC 8106C4D0 3F80 8106C4D4 40E0 8106C4D8 0612 8106FF46 EBF8 8107B880 036F 800872CE 0032 8006EC47 0050 Can only hold one: 8006EC46 0026 PAL 8106C860 3F80 8106C864 40E0 8106C868 0612 810702D6 EF88 8107BD50 036F 8008781E 0032 8006EFD7 0050 8106AB28 4C37 801A6C8D 0035 801A6C8E 004B Can only hold one: 8006EFD6 0026 AR34 to AR53 (AR33) Assault Rifle NTSC 8106CCE4 40C0 8006EC84 0005 8106FF5E ECB0 8107B860 0370 8006ECFF 0050 Change AR53 to AR33: 801A52C6 0033 Can only hold one: 8006ECFE 0026 PAL 8106D074 40C0 8006F014 0005 810702EE F040 8107BD30 0370 8006F08F 0050 8106AB88 4C38 801A6C96 0033 Can only hold one: 8006F08E 0026 Laptop Gun to RC-P45 (RC-P90) NTSC 8106D0FC 3FE6 8106D104 0408 8006ED3C 0005 8106FF52 ED68 8107B898 0371 8006EDB7 0050 Can only hold one: 8006EDB6 0026 PAL 8106D48C 3FE6 8106D494 0408 8006F0CC 0005 810702E2 F0F8 8107BD68 0371 8006F147 0050 8106AB58 4C39 811A6CA0 3930 Can only hold one: 8006F146 0026 _______________________________________________________________________________ < Resources > _______________________________________________________________________________ The Resources section contains the following lists: Global object list (values and names) Global object list (addresses in ROM) In-game object list (sorted by number) In-game object list (sorted by level) Costume list Weapon type list Ammo type list Text lists BETA Text compilation Perfect Dark Global object list: (showing values and names) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The values on this list are used as a first reference to any object in the game. To find an object in the memory, do a search for its value. These values are best used to locate the level list (for level modding), weapon list (for weapon modding), costumes list (for costume modding) and local (in-game) object list (for object modding). The file names are found in the ROM. Value: File name: What it is (if known): | | | v v v 0000 - Nothing 0001 - bgdata/bg_sev.seg 0002 - bgdata/bg_silo.seg 0003 - bgdata/bg_stat.seg 0004 - bgdata/bg_arec.seg - Ravine bgdata 0005 - bgdata/bg_arch.seg 0006 - bgdata/bg_tra.seg 0007 - bgdata/bg_dest.seg 0008 - bgdata/bg_sevb.seg 0009 - bgdata/bg_azt.seg - Crash Site bgdata 000A - bgdata/bg_pete.seg - Chicago bgdata 000B - bgdata/bg_depo.seg - G5 Building (Solo) bgdata 000C - bgdata/bg_ref.seg - Complex bgdata 000D - bgdata/bg_cryp.seg - G5 Building (MP) bgdata 000E - bgdata/bg_dam.seg - Pelagic II bgdata 000F - bgdata/bg_ark.seg 0010 - bgdata/bg_run.seg 0011 - bgdata/bg_sevx.seg 0012 - bgdata/bg_jun.seg - Temple bgdata 0013 - bgdata/bg_dish.seg - CI Training bgdata 0014 - bgdata/bg_cave.seg - Air Base bgdata 0015 - bgdata/bg_cat.seg 0016 - bgdata/bg_crad.seg - Pipes bgdata 0017 - bgdata/bg_sho.seg - Skedar Ruins bgdata 0018 - bgdata/bg_eld.seg - Villa bgdata 0019 - bgdata/bg_imp.seg 001A - bgdata/bg_ash.seg 001B - bgdata/bg_lue.seg - Area 51 bgdata 001C - bgdata/bg_ame.seg - dataDyne Building bgdata 001D - bgdata/bg_rit.seg - Air Force One bgdata 001E - bgdata/bg_oat.seg - Skedar bgdata 001F - bgdata/bg_ear.seg - Investigation bgdata 0020 - bgdata/bg_lee.seg - Attack Ship bgdata 0021 - bgdata/bg_lip.seg 0022 - bgdata/bg_len.seg 0023 - bgdata/bg_wax.seg 0024 - bgdata/bg_pam.seg - Deep Sea bgdata 0025 - bgdata/bg_uff.seg 0026 - bgdata/bg_old.seg 0027 - bgdata/bg_ate.seg 0028 - bgdata/bg_lam.seg 0029 - bgdata/bg_mp1.seg - Base bgdata 002A - bgdata/bg_mp2.seg 002B - bgdata/bg_mp3.seg - Area 52 bgdata 002C - bgdata/bg_mp4.seg - Warehouse bgdata 002D - bgdata/bg_mp5.seg - Car Park bgdata 002E - bgdata/bg_mp6.seg 002F - bgdata/bg_mp7.seg 0030 - bgdata/bg_mp8.seg 0031 - bgdata/bg_mp9.seg - Ruins bgdata 0032 - bgdata/bg_mp10.seg - Sewers bgdata 0033 - bgdata/bg_mp11.seg - Felicity bgdata 0034 - bgdata/bg_mp12.seg - Fortress bgdata 0035 - bgdata/bg_mp13.seg - Villa bgdata 0036 - bgdata/bg_mp14.seg 0037 - bgdata/bg_mp15.seg - Grid bgdata 0038 - bgdata/bg_mp16.seg 0039 - bgdata/bg_mp17.seg 003A - bgdata/bg_mp18.seg 003B - bgdata/bg_mp19.seg 003C - bgdata/bg_mp20.seg 003D - ob/ob_mid.seg 003E - Ca51guardZ - BETA Area 51 Guard 003F - Carea51guardZ - Area 51 Guard 0040 - CcarringtonZ - Carrington 0041 - CcassandraZ - Cassandra de Vries 0042 - Cdark_combatZ - Joanna Dark Combat Suit 0043 - Cdark_frockZ - Joanna Dark Party Frock 0044 - Cdark_trenchZ - Joanna Dark Trench Coat 0045 - CddshockZ - dataDyne Shock Trooper 0046 - Cdd_secguardZ - dataDyne Security Guard 0047 - CdjbondZ - Black Tuxedo 0048 - CdrcarrollZ - Dr. Caroll 0049 - CelvisZ - Elvis 004A - Celvis1Z - Elvis1 004B - CeyespyZ - Camspy, Drugspy, Bombspy 004C - Cfem_guardZ - Cassandra’s Bodyguard 004D - ClabtechZ - CI Lab Technician 004E - CmrblondeZ - Mr. Blonde 004F - CofficeworkerZ - dataDyne Programmer 0050 - Cofficeworker2Z - dataDyne Programmer 0051 - CoverallZ - Area 51 Overall 0052 - CsecretaryZ - dataDyne Secretary 0053 - CskedarZ - Skedar 0054 - CstripesZ - Trent Easton’s Bodyguard 0055 - CtestchrZ - Trent Easton Standing upright 0056 - CthekingZ - Maian with Blue Shoes 0057 - CtrentZ - Trent Easton 0058 - GcartblueZ - Bullet long version 0059 - GcartridgeZ - Bullet short version 005A - GcartrifleZ - Slayer Rocket 005B - GcartshellZ - Shotgun shell 005C - GjoypadZ - Nintendo 64 Controller 005D - Pa51_crate1Z - Crate 005E - Pa51_crate2Z - Blue Tinted Crate 005F - Pa51_crate3Z - Brown Tinted Crate 0060 - Pa51_exp1Z - Area 51 Hole-in-wall frame 0061 - Pa51_exp2Z - Area 51 Hole-in-wall frame 0062 - Pa51_horiz_door_botZ - Area 51 Square Door (Bottom part) 0063 - Pa51_horiz_door_glZ - Area 51 Door with glass window 0064 - Pa51_horiz_door_secretZ - Area 51 Door 0065 - Pa51_horiz_door_topZ - Area 51 Square Door (Top part) 0066 - Pa51_lift_controlZ - Area 51 Small lift from hanger 0067 - Pa51_lift_hangarZ - Area 51 Hanger lift 0068 - Pa51_lift_storeZ - Area 51 Storage lift 1 0069 - Pa51_lift_thinwallZ - Area 51 Storage lift 2 006A - Pa51_unexp1Z - Area 51 Wall you blow up 006B - Pa51_unexp2Z - Area 51 Wall you blow up 006C - Pa51_unexp3Z - Area 51 Wall you blow up 006D - Pa51_vert_door_leftZ - Area 51 Door (Left) 006E - Pa51_vert_door_rightZ - Area 51 Door (Right) 006F - Pa51_vert_door_stZ - Area 51 Door 0070 - Pa51boardZ - Area 51 Bulletin board with Maian pictures 0071 - Pa51chairZ - BETA Area 51 Chair 0072 - Pa51deskentZ - Area 51 Entrance hall desk 0073 - Pa51divideZ - Area 51 Office divider (Peachy coloured) 0074 - Pa51screenZ - BETA Area 51 Screen 0075 - Pa51tableZ - Area 51 Table 0076 - Pa51trolleyZ - Area 51 Empty Hoverbed 0077 - Pa51wastebinZ - Area51 Trashcan 0078 - Paivillabot1Z - Villa Wine Bottle (Green) 0079 - Paivillabot2Z - Villa Wine Bottle (Red) 007A - Paivillabot3Z - Villa Wine Bottle (Red, not JUNG brand) 007B - Paivilladoor1Z - BETA Villa door 007C - Paivilladoor2aZ - Villa Wooden door 007D - Paivilladoor4Z - BETA Villa Wooden slide door 007E - PaivillawindmillZ - Villa Windmill propellar 007F - Pal_airlockZ - Deep Sea Door from beginning of level 0080 - Pal_dockliftZ - Deep Sea Lift 0081 - Paldoor_lZ - Deep Sea Door (Left) 0082 - Paldoor_rZ - Deep Sea Door (Right) 0083 - Pborg_crateZ - BETA Cube with a circuit-like texture 0084 - PcaseZ - Case 0085 - Pch_shutter1Z - Chicago Metal shutter 0086 - PchrbriefcaseZ - Briefcase 0087 - PchrbugZ - Tracer Bug 0088 - PchrdatathiefZ - Data Uplink 0089 - Pcryptdoor1bZ - BETA Door 008A - Pdd_ac_expZ - dataDyne Building Hole-in-tube frame 008B - Pdd_ac_unexpZ - dataDyne Building Hole-in-tube unexploded 008C - Pdd_acbot_expZ - dataDyne Building Hole-in-wall frame 008D - Pdd_acbot_unexpZ - dataDyne Building Hole-in-wall unexploded 008E - Pdd_bannerZ - dataDyne Building Rooftop banner 008F - Pdd_chairZ - dataDyne Building Desk chair 0090 - Pdd_decodoorZ - dataDyne Building Slide door 0091 - Pdd_deskZ - dataDyne Building Desk 0092 - Pdd_fanroofZ - dataDyne Building Roof fan 0093 - Pdd_fanwallZ - dataDyne Building Wall fan 0094 - Pdd_hovcabZ - Hovercab 0095 - Pdd_hovcarZ - Hovercar 0096 - Pdd_hovcopZ - Hovercop 0097 - Pdd_hovercopterZ - dataDyne Hovercopter 0098 - Pdd_hovmotoZ - Hovermoto 0099 - Pdd_hovtruckZ - Hovertruck 009A - Pdd_lab_cautionZ - Investigation Caution door with window 009B - Pdd_lab_cautiontopZ - Investigation Slide-up door caution (Top) 009C - Pdd_lab_door_bsZ - BETA Investigation Door 009D - Pdd_lab_door_secZ - Investigation Secret door 009E - Pdd_lab_door_windZ - Investigation Sector One Door 009F - Pdd_lab_hazardZ - Investigation Slide-up door hazardous (Top) 00A0 - Pdd_lab_restrictedZ - Investigation Slide-up door restricted (Top) 00A1 - Pdd_lab_sector2botZ - Investigation Slide-down door (Bottom) 00A2 - Pdd_lab_sector2topZ - Investigation Sector Two Slide-up door (Top) 00A3 - Pdd_lab_sector3Z - Investigation Sector Three Door 00A4 - Pdd_lab_sector3topZ - Investigation Sector Three Slide-up door (Top) 00A5 - Pdd_lab_sector3windZ - Investigation Sector Three Door with window 00A6 - Pdd_lab_sector4topZ - Investigation Sector Four Slide-up door (Top) 00A7 - Pdd_liftdoorZ - dataDyne Building Lift door 00A8 - Pdd_liftrZ - dataDyne Building Lift 00A9 - Pdd_officedoorZ - dataDyne Building Office door 00AA - Pdd_plantrubberZ - Pot plant (Rubber plant) 00AB - Pdd_plantspiderZ - Pot plant (Spider plant) 00AC - Pdd_plantspikeZ - Pot plant (Spike plant) 00AD - Pdd_redarmZ - dataDyne Building Armchair 00AE - Pdd_redsofaZ - dataDyne Building Sofa 00AF - Pdd_secretdoorZ - dataDyne Building Secret Door 1 00B0 - Pdd_secretdoor2Z - dataDyne Building Secret door 2 00B1 - Pdd_servicedoorZ - dataDyne Building Service door 00B2 - Pdd_stonedeskZ - dataDyne Building Cassandra's desk 00B3 - Pdd_vertblindZ - dataDyne Building Vertical blind 00B4 - Pdd_winddoorZ - dataDyne Building Grating door 00B5 - Pdd_windowZ - dataDyne Building Pane of glass 00B6 - PddjumpshipZ - CI Jumpship from Defection Intro 00B7 - Pdoor1a_G5Z - G5 Building Part of fire door 00B8 - Pdoor1atri_G5Z - G5 Building Part of fire door 00B9 - Pdoor1b_G5Z - G5 Building Part of fire door 00BA - Pdoor2_G5Z - G5 Building Slide open door with window 00BB - Pdoor2a_G5Z - G5 Building Slide open door without window 00BC - Pdoor4a_G5Z - G5 Building Slide door with dataDyne logo 00BD - Pdoor4b_G5Z - G5 Building Slide door with dataDyne logo 00BE - Pdoor_rollertrainZ - Metal panel 00BF - PdoorconsoleZ - BETA Computer Terminal from GoldenEye 00C0 - Pdr_caroll_doorZ - A part of Dr. Caroll’s hiding place 00C1 - Pdr_caroll_door_baseZ - A part of Dr. Caroll’s hiding place 00C2 - Pdr_caroll_door_bleftZ - A part of Dr. Caroll’s hiding place 00C3 - Pdr_caroll_door_bmainZ - A part of Dr. Caroll’s hiding place 00C4 - Pdr_caroll_door_brightZ - A part of Dr. Caroll’s hiding place 00C5 - Pdr_caroll_door_leftZ - A part of Dr. Caroll’s hiding place 00C6 - Pdr_caroll_door_mainZ - A part of Dr. Caroll’s hiding place 00C7 - Pdr_caroll_door_rightZ - A part of Dr. Caroll’s hiding place 00C8 - PdropshipZ - CI Jumpship from Villa, Defense 00C9 - PdumpsterZ - Chicago Dumpster 00CA - PexplosionbitZ - Explosion bit (Freezes game) 00CB - PflagZ - BETA Flag from GoldenEye 00CC - Pg5_escdoordownZ - G5 Building Lower hole-in-wall unexploded 00CD - Pg5_escdoordownboomZ - G5 Building Lower hole-in-wall frame 00CE - Pg5_escdoorupZ - G5 Building Upper hole-in-wall unexploded 00CF - Pg5_escdoorupboomZ - G5 Building Upper hole-in-wall frame 00D0 - Pg5_mainframeZ - G5 Building Mainframe 00D1 - Pg5safedoorZ - G5 Building Vault door 00D2 - Pg5carliftdoorZ - Chicago Unopened fire door 00D3 - PgoldeneyelogoZ - BETA GoldenEye Logo 00D4 - PhooverbotZ - Hoverbot (Orange) 00D5 - PhovbikeZ - Hoverbike 00D6 - PhoverbedZ - Area 51 Hoverbed with Elvis 00D7 - Phovercrate1Z - Hovercrate 00D8 - PlasdoorZ - Laser beam Door / Block 00D9 - PmarkerZ - BETA Muilticoloured crate 00DA - Pmedlabwin1Z - Area 51 Caution glass 1 00DB - Pmedlabwin2Z - Area 51 Caution glass 2 00DC - PmodemboxZ - Area51 Button / Control panel 00DD - PnintendologoZ - Nintendo Logo 00DE - Pnlogo2Z - Changing N logo 2 00DF - Pnlogo3Z - Changing N logo 3 00E0 - PnlogoZ - Changing N logo 00E1 - Ppc1Z - Blue Computer 00E2 - PpdfourZ - Perfect Dark Logo 4 00E3 - PpdoneZ - Perfect Dark Logo 1 00E4 - PpdthreeZ - Perfect Dark Logo 3 00E5 - PpdtwoZ - Perfect Dark Logo 2 00E6 - PperfectdarkZ - Perfect Dark Logo 00E7 - PpolicecarZ - Chicago Police hovercar 00E8 - PravineliftZ - Ravine Lift 00E9 - PropeZ - dataDyne Building Defection Intro Rope 00EA - Psk_cryopod1_botZ - Secret Skedar Army hatch door (Bottom) 00EB - Psk_cryopod1_topZ - Secret Skedar Army hatch door (Top) 00EC - Psk_door1Z - Skedar Ruins Door 00ED - Psk_fighter1Z - BETA Skedar Fighter ship 00EE - Psk_hangardoor_botZ - Attack Ship Hanger door (Bottom half) 00EF - Psk_hangardoor_topZ - Attack Ship Hanger door (Top half) 00F0 - Psk_ship_door1Z - Attack Ship yYellow slide door 00F1 - Psk_ship_holo1Z - Attack Ship Holographic star map 00F2 - Psk_ship_holo2Z - Attack Ship Holographic star map 00F3 - Psk_ship_hulldoor1Z - Attack Ship Hanger hull door part 1 00F4 - Psk_ship_hulldoor2Z - Attack Ship Hanger hull door part 2 00F5 - Psk_ship_hulldoor3Z - Attack Ship Hanger hull door part 3 00F6 - Psk_ship_hulldoor4Z - Attack Ship Hanger hull door part 4 00F7 - Psk_under_generatorZ - Skedar Ruins Spinning power generator pillar 00F8 - Psk_under_transZ - Skedar Ruins Rolling round pillar 00F9 - Pskcrev_exp1Z - Skedar Ruins Canyon wall after blowing up rock 00FA - Pskcrev_unexp1Z - Skedar Ruins Canyon rock 00FB - Psktnl_exp1Z - Skedar Ruins Hole-in-wall frame 00FC - Psktnl_unexp1Z - Skedar Ruins Hole-in-wall unexploded 00FD - PtaxicabZ - Chicago Hovertaxi 00FE - PtesterbotZ - Hoverbot (White/blue) 00FF - PtestobjZ - BETA Chicago Limo 0100 - PtvscreenZ - Tv screen 0101 - PwindowZ - Pane of glass 0102 - Ump_setupameZ 0103 - Ump_setuparchZ 0104 - Ump_setuparecZ - Ravine mp_setup 0105 - Ump_setuparkZ 0106 - Ump_setupashZ 0107 - Ump_setupaztZ 0108 - Ump_setupcatZ 0109 - Ump_setupcaveZ 010A - Ump_setupcradZ - Pipes mp_setup 010B - Ump_setupcrypZ - G5 Building (MP) mp_setup 010C - Ump_setupdamZ - BETA GoldenEye Dam solo setup something 010D - Ump_setupdepoZ 010E - Ump_setupdestZ 010F - Ump_setupdishZ 0110 - Ump_setupearZ 0111 - Ump_setupeldZ 0112 - Ump_setupimpZ 0113 - Ump_setupjunZ - Temple mp_setup 0114 - Ump_setupleeZ 0115 - Ump_setuplenZ 0116 - Ump_setuplipZ 0117 - Ump_setuplueZ 0118 - Ump_setupoatZ - Skedar mp_setup 0119 - Ump_setuppamZ 011A - Ump_setuppeteZ - BETA GoldenEye Streets solo setup something 011B - Ump_setuprefZ - Complex mp_setup 011C - Ump_setupritZ 011D - Ump_setuprunZ 011E - Ump_setupsevZ 011F - Ump_setupsevbZ - Retaking the Institute mp_setup 0120 - Ump_setupsevxZ 0121 - Ump_setupshoZ 0122 - Ump_setupsiloZ 0123 - Ump_setupstatZ 0124 - Ump_setuptraZ 0125 - Ump_setupwaxZ 0126 - UsetupameZ - Defection solo setup 0127 - UsetuparchZ 0128 - UsetuparecZ 0129 - UsetuparkZ - Extraction solo setup 012A - UsetupashZ 012B - UsetupaztZ - Crash Site solo setup 012C - UsetupcatZ 012D - UsetupcaveZ - Air Base solo setup 012E - UsetupcradZ 012F - UsetupcrypZ 0130 - UsetupdamZ - Pelagic II solo setup 0131 - UsetupdepoZ - G5 Building (Solo) solo setup 0132 - UsetupdestZ 0133 - UsetupdishZ - CI Training solo setup 0134 - UsetupearZ - Investigation solo setup 0135 - UsetupeldZ - Villa (Solo) solo setup 0136 - UsetupimpZ - Defense solo setup 0137 - UsetupjunZ 0138 - UsetupleeZ - Attack Ship solo setup 0139 - UsetuplenZ 013A - UsetuplipZ - Rescue solo setup 013B - UsetuplueZ - Infiltration solo setup 013C - UsetupoatZ - Skedar solo setup 013D - UsetuppamZ - Deep Sea solo setup 013E - UsetuppeteZ - Chicago solo setup 013F - UsetuprefZ 0140 - UsetupritZ - Air Force One solo setup 0141 - UsetuprunZ 0142 - UsetupsevZ - Maian SOS solo setup 0143 - UsetupsevbZ - Retaking the Institute solo setup 0144 - UsetupsevxZ 0145 - UsetupsevxbZ 0146 - UsetupshoZ - Skedar Ruins solo setup 0147 - UsetupsiloZ - Unknown solo setup 0148 - UsetupstatZ - WAR! solo setup 0149 - UsetuptraZ - Escape solo setup 014A - UsetupwaxZ - Mr. Blondes Revenge solo setup 014B - bgdata/bg_ame_padsZ - Defection pads 014C - bgdata/bg_ame_tilesZ - dataDyne Building tiles 014D - bgdata/bg_arch_padsZ 014E - bgdata/bg_arch_tilesZ 014F - bgdata/bg_arec_padsZ - Ravine pads 0150 - bgdata/bg_arec_tilesZ - Ravine tiles 0151 - bgdata/bg_ark_padsZ - Extraction pads 0152 - bgdata/bg_ark_tilesZ 0153 - bgdata/bg_ash_padsZ 0154 - bgdata/bg_ash_tilesZ 0155 - bgdata/bg_azt_padsZ - Crash Site pads 0156 - bgdata/bg_azt_tilesZ - Crash Site tiles 0157 - bgdata/bg_cat_padsZ 0158 - bgdata/bg_cat_tilesZ 0159 - bgdata/bg_cave_padsZ - Air Base pads 015A - bgdata/bg_cave_tilesZ - Air Base tiles 015B - bgdata/bg_crad_padsZ - Pipes pads 015C - bgdata/bg_crad_tilesZ - Pipes tiles 015D - bgdata/bg_cryp_padsZ - G5 Building (MP) pads 015E - bgdata/bg_cryp_tilesZ - G5 Building (MP) tiles 015F - bgdata/bg_dam_padsZ - Pelagic II pads 0160 - bgdata/bg_dam_tilesZ - Pelagic II tiles 0161 - bgdata/bg_depo_padsZ - G5 Building (Solo) pads 0162 - bgdata/bg_depo_tilesZ - G5 Building (Solo) tiles 0163 - bgdata/bg_dest_padsZ 0164 - bgdata/bg_dest_tilesZ 0165 - bgdata/bg_dish_padsZ - CI Training pads 0166 - bgdata/bg_dish_tilesZ - Carrington Institute tiles 0167 - bgdata/bg_ear_padsZ - Investigation pads 0168 - bgdata/bg_ear_tilesZ - Investigation tiles 0169 - bgdata/bg_eld_padsZ - Villa (Solo) pads 016A - bgdata/bg_eld_tilesZ - Villa (Solo) tiles 016B - bgdata/bg_imp_padsZ - Defense pads 016C - bgdata/bg_imp_tilesZ 016D - bgdata/bg_jun_padsZ - Temple pads 016E - bgdata/bg_jun_tilesZ - Temple tiles 016F - bgdata/bg_lee_padsZ - Attack Ship pads 0170 - bgdata/bg_lee_tilesZ - Attack Ship tiles 0171 - bgdata/bg_len_padsZ 0172 - bgdata/bg_len_tilesZ 0173 - bgdata/bg_lip_padsZ - Rescue pads 0174 - bgdata/bg_lip_tilesZ 0175 - bgdata/bg_lue_padsZ - Infiltration pads 0176 - bgdata/bg_lue_tilesZ - Area 51 tiles 0177 - bgdata/bg_oat_padsZ - Skedar pads 0178 - bgdata/bg_oat_tilesZ - Skedar tiles 0179 - bgdata/bg_pam_padsZ - Deep Sea pads 017A - bgdata/bg_pam_tilesZ - Deep Sea tiles 017B - bgdata/bg_pete_padsZ - Chicago pads 017C - bgdata/bg_pete_tilesZ - Chicago tiles 017D - bgdata/bg_ref_padsZ - Complex pads 017E - bgdata/bg_ref_tilesZ - Complex tiles 017F - bgdata/bg_rit_padsZ - Air Force One pads 0180 - bgdata/bg_rit_tilesZ - Air Force One tiles 0181 - bgdata/bg_run_padsZ 0182 - bgdata/bg_run_tilesZ 0183 - bgdata/bg_sev_padsZ - Maian SOS pads 0184 - bgdata/bg_sev_tilesZ 0185 - bgdata/bg_sevb_padsZ - Retaking the Institute pads 0186 - bgdata/bg_sevb_tilesZ 0187 - bgdata/bg_sevx_padsZ 0188 - bgdata/bg_sevx_tilesZ 0189 - bgdata/bg_sho_padsZ - Skedar Ruins pads 018A - bgdata/bg_sho_tilesZ - Skedar Ruins tiles 018B - bgdata/bg_silo_padsZ - Unknown pads 018C - bgdata/bg_silo_tilesZ - Unknown tiles 018D - bgdata/bg_stat_padsZ - WAR! pads 018E - bgdata/bg_stat_tilesZ 018F - bgdata/bg_tra_padsZ - Escape pads 0190 - bgdata/bg_tra_tilesZ 0191 - bgdata/bg_wax_padsZ - Mr. Blonde's Revenge pads 0192 - bgdata/bg_wax_tilesZ 0193 - GtestgunZ - Testgun (Looks like grenade) player 0194 - Cdd_labtechZ - dataDyne Lab Technician 0195 - Pcctv_pdZ - Security Camera 0196 - PcomhubZ - Communications hub 0197 - PquadpodZ - dataDyne Building Rocket Launcher stand 0198 - Ppd_consoleZ - Blue computer terminal 0199 - CconneryZ - White Tuxedo 019A - CmooreZ - Black Tuxedo 019B - CdaltonZ - Black Tuxedo with open jacket 019C - Cheaddark_combatZ - Joanna Head 019D - CheadelvisZ - Elvis Head 019E - CheadrossZ - Enemy Head (Ross) 019F - CheadcarringtonZ - Carrington’s Head 01A0 - CheadmrblondeZ - Mr. Blonde Head 01A1 - CheadtrentZ - Trent Easton Head 01A2 - CheadddshockZ - Shock Trooper Head 01A3 - CheadgrahamZ - Enemy Head (Graham) 01A4 - Cheaddark_frockZ - Joanna Frock Head 01A5 - CheadsecretaryZ - dataDyne Secretary Head 01A6 - CheadcassandraZ - Cassandra’s Head 01A7 - CheadthekingZ - Maian head with closes eyes 01A8 - Cheadfem_guardZ - Female Enemy Head 01A9 - CheadjonZ - Enemy Head (Jon) 01AA - Plift_platformZ - Investigation Lift 01AB - Pdd_grateZ - Red grate panel 01AC - PlightswitchZ - Light switch 01AD - PblastshieldZ - dataDyne Building Extraction Blue blast shield 01AE - Plightswitch2Z - dataDyne Building Light switch 01AF - Pdd_accessdoorupZ - Investigation Sector Four Door (Top half) 01B0 - Pdd_accessdoordnZ - Investigation Sector Four Door (Bottom half) 01B1 - Cdark_rippedZ - Joanna Frock (ripped) 01B2 - Cheadmark2Z - Enemy Head (Mark2) 01B3 - CheadchristZ - Enemy Head (Christ) 01B4 - Plab_containerZ - Area 51 Oil container 01B5 - Plab_chairZ - Investigation Metal chair 01B6 - Plab_tableZ - Investigation Table 01B7 - Plab_microscopeZ - BETA Investigation Microscope 01B8 - Plab_mainframeZ - BETA Investigation Mainframe 01B9 - Pdd_labdoorZ - Investigation Laboratory door 01BA - Pdd_lab_doortopZ - Investigation Slide-up door laboratory (Top) 01BB - Pmulti_ammo_crateZ - Ammo Crate 01BC - CheadrussZ - Enemy Head (Russ) 01BD - CheadgreyZ - BETA Head 01BE - CheaddarlingZ - Enemy Head (Darling) 01BF - Cdd_guardZ - dataDyne Guard 01C0 - CheadrobertZ - Enemy Head (Robert) 01C1 - Cdd_shockZ - Shock Trooper 01C2 - CheadbeauZ - Enemy Head (Beau) 01C3 - PchrchainZ - Cassandra De Vries Necklace 01C4 - Cdd_shock_infZ - dataDyne Guard from Investigation 01C5 - Cheadfem_guard2Z - Female Enemy Head 01C6 - ProofgunZ - Investigation Ceiling dronegun 01C7 - PtdoorZ - Temple Door 01C8 - CbiotechZ - Area 51 Bio Technician 01C9 - CfbiguyZ - FBI Agent 01CA - PgroundgunZ - Crash Site Dronegun 01CB - CciaguyZ - CIA Agent 01CC - Ca51trooperZ - Area 51 Trooper 01CD - CheadbrianZ - Enemy Head (Brian) 01CE - CheadjamieZ - Enemy Head (Jamie) 01CF - Cheadduncan2Z - Enemy Head (Duncan) 01D0 - CheadbiotechZ - Bio Technician Head 01D1 - UsetupuffZ 01D2 - Ump_setupuffZ 01D3 - bgdata/bg_uff_padsZ 01D4 - bgdata/bg_uff_tilesZ 01D5 - UsetupoldZ 01D6 - Ump_setupoldZ 01D7 - bgdata/bg_old_padsZ 01D8 - bgdata/bg_old_tilesZ 01D9 - UsetupateZ - Duel solo setup 01DA - Ump_setupateZ 01DB - bgdata/bg_ate_padsZ - Duel pads 01DC - bgdata/bg_ate_tilesZ 01DD - UsetuplamZ 01DE - Ump_setuplamZ 01DF - bgdata/bg_lam_padsZ 01E0 - bgdata/bg_lam_tilesZ 01E1 - Usetupmp1Z 01E2 - Ump_setupmp1Z - Base mp_setup 01E3 - bgdata/bg_mp1_padsZ - Base pads 01E4 - bgdata/bg_mp1_tilesZ - Base tiles 01E5 - Usetupmp2Z 01E6 - Ump_setupmp2Z 01E7 - bgdata/bg_mp2_padsZ 01E8 - bgdata/bg_mp2_tilesZ 01E9 - Usetupmp3Z 01EA - Ump_setupmp3Z - Area 52 mp_setup 01EB - bgdata/bg_mp3_padsZ - Area 52 pads 01EC - bgdata/bg_mp3_tilesZ - Area 52 tiles 01ED - Usetupmp4Z 01EE - Ump_setupmp4Z - Warehouse mp_setup 01EF - bgdata/bg_mp4_padsZ - Warehouse pads 01F0 - bgdata/bg_mp4_tilesZ - Warehouse tiles 01F1 - Usetupmp5Z 01F2 - Ump_setupmp5Z - Car Park mp_setup 01F3 - bgdata/bg_mp5_padsZ - Car Park pads 01F4 - bgdata/bg_mp5_tilesZ - Car Park tiles 01F5 - Usetupmp6Z 01F6 - Ump_setupmp6Z 01F7 - bgdata/bg_mp6_padsZ 01F8 - bgdata/bg_mp6_tilesZ 01F9 - Usetupmp7Z 01FA - Ump_setupmp7Z 01FB - bgdata/bg_mp7_padsZ 01FC - bgdata/bg_mp7_tilesZ 01FD - Usetupmp8Z 01FE - Ump_setupmp8Z 01FF - bgdata/bg_mp8_padsZ 0200 - bgdata/bg_mp8_tilesZ 0201 - Usetupmp9Z 0202 - Ump_setupmp9Z - Ruins mp_setup 0203 - bgdata/bg_mp9_padsZ - Ruins pads 0204 - bgdata/bg_mp9_tilesZ - Ruins tiles 0205 - Usetupmp10Z 0206 - Ump_setupmp10Z - Sewers mp_setup 0207 - bgdata/bg_mp10_padsZ - Sewers pads 0208 - bgdata/bg_mp10_tilesZ - Sewers tiles 0209 - Usetupmp11Z 020A - Ump_setupmp11Z - Felicity mp_setup 020B - bgdata/bg_mp11_padsZ - Felicity pads 020C - bgdata/bg_mp11_tilesZ - Felicity tiles 020D - Usetupmp12Z 020E - Ump_setupmp12Z - Fortress mp_setup 020F - bgdata/bg_mp12_padsZ - Fortress pads 0210 - bgdata/bg_mp12_tilesZ - Fortress tiles 0211 - Usetupmp13Z 0212 - Ump_setupmp13Z - Villa mp_setup 0213 - bgdata/bg_mp13_padsZ - Villa pads 0214 - bgdata/bg_mp13_tilesZ - Villa tiles 0215 - Usetupmp14Z 0216 - Ump_setupmp14Z 0217 - bgdata/bg_mp14_padsZ 0218 - bgdata/bg_mp14_tilesZ 0219 - Usetupmp15Z 021A - Ump_setupmp15Z - Grid mp_setup 021B - bgdata/bg_mp15_padsZ - Grid pads 021C - bgdata/bg_mp15_tilesZ - Grid tiles 021D - Usetupmp16Z 021E - Ump_setupmp16Z 021F - bgdata/bg_mp16_padsZ 0220 - bgdata/bg_mp16_tilesZ 0221 - Usetupmp17Z 0222 - Ump_setupmp17Z 0223 - bgdata/bg_mp17_padsZ 0224 - bgdata/bg_mp17_tilesZ 0225 - Usetupmp18Z 0226 - Ump_setupmp18Z 0227 - bgdata/bg_mp18_padsZ 0228 - bgdata/bg_mp18_tilesZ 0229 - Usetupmp19Z 022A - Ump_setupmp19Z 022B - bgdata/bg_mp19_padsZ 022C - bgdata/bg_mp19_tilesZ 022D - Usetupmp20Z 022E - Ump_setupmp20Z 022F - bgdata/bg_mp20_padsZ 0230 - bgdata/bg_mp20_tilesZ 0231 - Ca51airmanZ - Area 51 Pilot 0232 - Cheadneil2Z - Enemy Head (Neil) 0233 - Pci_sofaZ - Carrington Institute Sofa (with mirror image) 0234 - Pci_liftZ - Carrington Institute Lift 0235 - Pci_liftdoorZ - Carrington Institute Glass door 0236 - CchicrobZ - Sentry Robot 0237 - CstewardZ - Steward 0238 - CheadedmcgZ - Enemy Head (Edmcg) 0239 - CstewardessZ - Stewardess 023A - CheadankaZ - Enemy Head (Anka) 023B - CpresidentZ - US President 023C - Cstewardess_coatZ - Stewardess with scarf on 023D - Cheadleslie_sZ - Enemy Head (Leslie) 023E - PlasercutZ - Laser beam 023F - Psk_shuttleZ - Skedar Shuttle 0240 - CminiskedarZ - Mini Skedar 0241 - PnewvilladoorZ - Villa Door with wooden frame 0242 - Cnsa_lackeyZ - NSA Lackey 0243 - Cheadmatt_cZ - Enemy Head (Matt) 0244 - Cpres_securityZ - Presidential Bodyguard 0245 - Cheadpeer_sZ - Enemy Head (Peer) 0246 - CnegotiatorZ - Negotiator 0247 - Cheadeileen_tZ - Enemy Head (Eileen) 0248 - Psk_pillarleftZ - Skedar Ruins Royal Chamber Stone block 0249 - Psk_pillarrightZ - Skedar Ruins Royal Chamber Stone block 024A - Psk_plinth_tZ - Skedar statue relic piece 024B - Psk_plinth_mlZ - Skedar statue relic piece 024C - Psk_plinth_mrZ - Skedar statue relic piece 024D - Psk_plinth_blZ - Skedar statue relic piece 024E - Psk_plinth_brZ - Skedar statue relic piece 024F - Psk_fl_shad_tZ - Skedar Ruins Floor piece 0250 - Psk_fl_shad_mlZ - Skedar Ruins Floor piece 0251 - Psk_fl_shad_mrZ - Skedar Ruins Floor piece 0252 - Psk_fl_shad_blZ - Skedar Ruins Floor piece 0253 - Psk_fl_shad_brZ - Skedar Ruins Floor piece 0254 - Psk_fl_noshad_tZ - Skedar Ruins Floor piece 0255 - Psk_fl_noshad_mlZ - Skedar Ruins Floor piece 0256 - Psk_fl_noshad_mrZ - Skedar Ruins Floor piece 0257 - Psk_fl_noshad_blZ - Skedar Ruins Floor piece 0258 - Psk_fl_noshad_brZ - Skedar Ruins Floor piece 0259 - GhudpieceZ - Menu Image Projector 025A - Psk_templecolumn1Z - Skedar Ruins Pillar 1 025B - Psk_templecolumn2Z - Skedar Ruins Pillar 2 025C - Psk_templecolumn3Z - Skedar Ruins Pillar 3 025D - Psk_sunshad1Z - Skedar Ruins Floor piece 025E - Psk_sunshad2Z - Skedar Ruins Wall piece 025F - Psk_sunnoshad1Z - Skedar Ruins Floor piece 0260 - Psk_sunnoshad2Z - Skedar Ruins Wall piece 0261 - Cg5_guardZ - G5 Building Guard 0262 - Cheadandy_rZ - Enemy Head (Andy) 0263 - Cpelagic_guardZ - Pelagic II Guard 0264 - Cg5_swat_guardZ - G5 Building Swat Guard 0265 - Calaskan_guardZ - Air Base White Guard 0266 - Cmaian_soldierZ - Maian 0267 - Cheadben_rZ - Enemy Head (Ben) 0268 - Cheadsteve_kZ - Enemy Head (Steve) 0269 - PbarrelZ - Area 51 Metal barrel 026A - Pglass_floorZ - Grid Pane of glass used as floor 026B - Pesca_stepZ - Air Base Escalator step 026C - Pmatrix_liftZ - Grid lift 026D - Prubble1Z - Skedar Ruins Rubble (Wall) 026E - Prubble2Z - Skedar Ruins Rubble (Pillar) 026F - Prubble3Z - Skedar Ruins Rubble (Block) 0270 - Prubble4Z - Skedar Ruins Rubble (Small pillar) 0271 - Arecep01M 0272 - Arecep02M 0273 - Arecep03M 0274 - Arecep04M 0275 - Arecep05M 0276 - Arecep06M 0277 - Arlguard1M 0278 - Arltech01M 0279 - Arltech02M 027A - Arltech03M 027B - Arltech04M 027C - Arltech05M 027D - Arltech06M 027E - Ascie2aM 027F - Ascie2bM 0280 - Ascie2cM 0281 - Ascie2dM 0282 - Ascie2eM 0283 - Ascie2fM 0284 - Ascie2gM 0285 - Ascie3aM 0286 - Ascie3bM 0287 - Ascie3cM 0288 - Ascie3dM 0289 - Ascie3eM 028A - Ascie3gM 028B - Ascien10aM 028C - Ascien2_aM 028D - Ascien3_aM 028E - Ascien4_aM 028F - Ascien5_aM 0290 - Ascien6_aM 0291 - Ascien7_aM 0292 - Ascien9_aM 0293 - AvilgrimM 0294 - Awepgd01M 0295 - Awepgd02M 0296 - Awepgd03M 0297 - Awepsc01M 0298 - Awepsc02M 0299 - Awepsc03M 029A - Aa51elv01M 029B - Aa51elv02M 029C - Aa51elv03M 029D - Aa51grd01M 029E - Aa51grd02M 029F - Aa51grd03M 02A0 - Aa51grd04M 02A1 - Aa51grd05M 02A2 - Aa51grd06M 02A3 - Aa51grd07M 02A4 - Aa51grd08M 02A5 - Aa51grd09M 02A6 - Aa51grd10M 02A7 - Aa51jo1M 02A8 - Aa51jo2M 02A9 - Aa51jo3M 02AA - Aa51jo4M 02AB - Aa51jo5M 02AC - Aa51jo6M 02AD - Aa51jon01M 02AE - Aa51jon02M 02AF - Aa51jon03M 02B0 - Aa51jon04M 02B1 - Aa51jon05M 02B2 - Aa51jon06M 02B3 - Aa51jon07M 02B4 - Aa51jon08M 02B5 - Aa51jon09M 02B6 - Aa51jon10M 02B7 - Aa51jon11M 02B8 - Aa51jon12M 02B9 - Aa51jon14M 02BA - Aa51jon15M 02BB - Aa51sci1M 02BC - Aaf1jo01M 02BD - Aaf1jo02M 02BE - Aaf1jo03M 02BF - Aaf1pr01M 02C0 - Aaf1pr02M 02C1 - Aaf1pr03M 02C2 - Aaf1pr04M 02C3 - Aaf1pr05M 02C4 - Aaf1pr06M 02C5 - Aaf1pr07M 02C6 - Aaf1pr08M 02C7 - Aaf1pr09M 02C8 - Aaf1pr10M 02C9 - Aaf1tr01M 02CA - Aaf1tr02M 02CB - Aaf1tr03M 02CC - Aairbgd01M 02CD - Aairbgd02M 02CE - Aairbgd03M 02CF - Aairbgd04M 02D0 - Aairbgd05M 02D1 - Aairbgd06M 02D2 - Aairbgd07M 02D3 - Aairbgd08M 02D4 - Aairbgd09M 02D5 - Aairbgd10M 02D6 - Aairbgd11M 02D7 - Aairbgd12M 02D8 - Aairbgd13M 02D9 - Aairbgd14M 02DA - Aairbgd15M 02DB - Aairbgd16M 02DC - Aairstw01M 02DD - Aairstw02M 02DE - Aairstw03M 02DF - Aassael01M 02E0 - Aassael02M 02E1 - Aassael03M 02E2 - Aassael04M 02E3 - Aassael05M 02E4 - Aassael06M 02E5 - Absewrk01M 02E6 - Absewrk02M 02E7 - Absewrk03M 02E8 - Absewrk04M 02E9 - Absewrk05M 02EA - Acetael01M 02EB - Achdroid1M 02EC - Achdroid2M 02ED - Acsec01M 02EE - Acsec02M 02EF - Acsec03M 02F0 - Acstan1M 02F1 - Acstan2M 02F2 - Adevr01M 02F3 - Adevr02M 02F4 - Adevr03M 02F5 - Adevr04M 02F6 - Adevr05M 02F7 - Adevr06M 02F8 - Adevr07M 02F9 - Adevr08M 02FA - Adevr09M 02FB - Adevr10M 02FC - Adevr11M 02FD - Adevr12M 02FE - Aexec01M 02FF - Aexec02M 0300 - Aexec04M 0301 - Aexec05M 0302 - Aexec06M 0303 - Aexec07M 0304 - Aexec08M 0305 - Aexec09M 0306 - Aexec10M 0307 - Aexec11M 0308 - Aexec12M 0309 - Aexec13M 030A - Aexec14M 030B - Ahelic01M 030C - Ahelic02M 030D - Ahelic03M 030E - Ahologd01M 030F - AholohopkM 0310 - Ainvcar01M 0311 - Ainvcar02M 0312 - Ainvcar03M 0313 - Ainvcar04M 0314 - Ainvcar05M 0315 - Ainvcar06M 0316 - Ainvcar07M 0317 - Ainvcar08M 0318 - Ainvcar09M 0319 - Ainvcar10M 031A - Ainvcar11M 031B - Ainvcar12M 031C - AinvfarrM 031D - AinvfemaM 031E - AinvfostM 031F - AinvgrimM 0320 - AinvhopkM 0321 - AinvmaleM 0322 - Ajoexec01M 0323 - Ajoexec02M 0324 - Ajosci01M 0325 - Ajosci02M 0326 - Ajosci03M 0327 - Alabacc1M 0328 - Alabacc2M 0329 - Alabacc3M 032A - Alabacc4M 032B - Alabacc5M 032C - Alabacc6M 032D - Alabtech1M 032E - Alabtech2M 032F - Alabtech3M 0330 - Alabtech5M 0331 - Alabtech6M 0332 - Alabtech7M 0333 - Alabtech8M 0334 - Alabtech9M 0335 - Aoffwrk01M 0336 - Aoffwrk02M 0337 - Aoffwrk03M 0338 - Aoffwrk04M 0339 - Cpresident_cloneZ - President Clone 033A - CheadjonathanZ - Enemy Head (Jonathan) 033B - Cheadmaian_sZ - Maian head with maian hat 033C - Cdark_af1Z - Joanna Stewardess Suit 033D - Pcable_carZ - Air Base Intro Cable Car 033E - Pelvis_saucerZ - Maian Saucer 033F - Pstewardess_trolleyZ - Air Base Stewardesses Bag 0340 - Pairbase_lift_enclosedZ - Air Base Small hanger lift 0341 - Pairbase_lift_angleZ - Air Base Diagonal lift 0342 - Pairbase_safedoorZ - Air Base Safe Door 0343 - Paf1_pilotchairZ - Air Force One Pilots seat 0344 - Paf1_passchairZ - Air Force One Passenger seat 0345 - CheadshaunZ - Enemy Head (Shaun) 0346 - PchrnightsightZ - NightVision Goggles 0347 - PchrshieldZ - Shield 0348 - Pchrfalcon2Z - Falcon 2 item 0349 - Pchrleegun1Z - Magsec 4 item 034A - PchrmaulerZ - Mauler item 034B - Pchrdy357Z - DY357 Magnum item 034C - Pchrdy357trentZ - DY357-LX item 034D - PchrmaianpistolZ - Phoenix item 034E - Pchrfalcon2silZ - Falcon 2 Silencer item 034F - Pchrfalcon2scopeZ - Falcon 2 Scope item 0350 - Pchrcmp150Z - CMP150 item 0351 - Pchrar34Z - AR34 item 0352 - PchrdragonZ - Dragon item 0353 - PchrsuperdragonZ - SuperDragon item 0354 - PchravengerZ - K7 Avenger item 0355 - PchrcycloneZ - Cyclone item 0356 - PchrmaiansmgZ - Callisto NTG item 0357 - Pchrrcp120Z - RC-P120 item 0358 - PchrpcgunZ - Laptop Gun item 0359 - PchrshotgunZ - Shotgun item 035A - PchrskminigunZ - Reaper item 035B - PchrdyrocketZ - Rocket Launcher item 035C - PchrdevastatorZ - Devastator item 035D - PchrskrocketZ - Slayer item 035E - Pchrz2020Z - Farsight XR-20 item 035F - PchrsniperrifleZ - Sniper Rifle item 0360 - PchrcrossbowZ - Crossbow item 0361 - PchrdruggunZ - Psychosis / Tranquilizer item 0362 - PchrknifeZ - Combat Knife item 0363 - PchrnbombZ - N-Bomb item 0364 - PchrflashbangZ - BETA Flashbang (Grenade from GoldenEye) 0365 - PchrgrenadeZ - Grenade item 0366 - PchrtimedmineZ - Timed Mine 0367 - PchrproximitymineZ - Proximity Mine 0368 - PchrremotemineZ - Remote Mine 0369 - PchrecmmineZ - ECM Mine item 036A - PchrwppkZ - PP9i (PP7) item 036B - Pchrtt33Z - CC13 (DD44) Dostovei. item 036C - PchrskorpionZ - KLO1313 (Klobb) item 036D - PchrkalashZ - KF7 Special (KF7 Soviet) item 036E - PchruziZ - ZZT (9mm) (ZMG (9mm)) item 036F - Pchrmp5kZ - DMC (D5K) Deutsche item 0370 - Pchrm16Z - AR53 (AR33) Assualt Rifle item 0371 - Pchrfnp90Z - RC-P45 (RC-P90) item 0372 - PchrdyrocketmisZ - Rocket Launcher Rocket 0373 - PchrskrocketmisZ - Slayer Rocket 0374 - PchrcrossboltZ - Bolt 0375 - PchrdevgrenadeZ - Devastator Grenade 0376 - PchrdraggrenadeZ - Dragon Grenade 0377 - Gfalcon2Z - Falcon 2 Silencer Scope player 0378 - Gleegun1Z - Magsec 4 player 0379 - GskpistolZ - Mauler player 037A - Gdy357Z - DY357 Magnum player 037B - Gdy357trentZ - DY357-LX player 037C - GmaianpistolZ - Phoenix player 037D - Gcmp150Z - CMP150 player 037E - Gar34Z - AR34 player 037F - GdydragonZ - Dragon player 0380 - GdysuperdragonZ - SuperDragon player 0381 - Gk7avengerZ - K7 Avenger player 0382 - GcycloneZ - Cyclone player 0383 - GmaiansmgZ - Callisto NTG player 0384 - Grcp120Z - RC-P120 player 0385 - GpcgunZ - Laptop Gun player 0386 - GshotgunZ - Shotgun player 0387 - GskminigunZ - Reaper player 0388 - GdyrocketZ - Rocket Launcher player 0389 - GdydevastatorZ - Devastator player 038A - GskrocketZ - Slayer player 038B - Gz2020Z - Farsight XR-20 player 038C - GsniperrifleZ - Sniper Rifle player 038D - GcrossbowZ - Crossbow player 038E - GdruggunZ - Psychosis / Tranquilizer player 038F - GknifeZ - Combat Knife player 0390 - GgrenadeZ - Grenade player 0391 - GtimedmineZ - Timed Mine player 0392 - GproximitymineZ - Proximity Mine player 0393 - GremotemineZ - Remote Mine and Detonator player 0394 - GwppkZ - PP9i (PP7) player 0395 - Gtt33Z - CC13 (DD44) Dostovei. player 0396 - GskorpionZ - KLO1313 (Klobb) player 0397 - Gak47Z - KF7 Special (KF7 Soviet) player 0398 - GuziZ - ZZT (9mm) (ZMG (9mm)) player 0399 - Gmp5kZ - DMC (D5K) Deutsche player 039A - Gm16Z - AR53 (AR33) Assualt Rifle player 039B - Gfnp90Z - RC-P45 (RC-P90) player 039C - Gfalcon2lodZ - Falcon 2 Silencer Scope reloader 039D - GskminigunlodZ - Reaper reloader 039E - Pa51_turretZ - Area 51 Infiltration Brown dronegun 039F - PpelagicdoorZ - Pelagic II Door with window 03A0 - Am1_l1_aM 03A1 - Am1_l1_bM 03A2 - Am1_l1_cM 03A3 - Am1_l1_dM 03A4 - Am1_l2_aM 03A5 - Am1_l2_bM 03A6 - Am1_l2_cM 03A7 - Am1_l2_dM 03A8 - Am1_l3_aM 03A9 - Am1_l3_bM 03AA - Am1_l3_cM 03AB - Am1_l3_dM 03AC - Am2_l1_aM 03AD - Am2_l1_bM 03AE - Am2_l1_cM 03AF - Am2_l1_dM 03B0 - Am3_l1_aM 03B1 - Am3_l1_bM 03B2 - Am3_l1_cM 03B3 - Am3_l1_dM 03B4 - Am3_l2_aM 03B5 - Am3_l2_bM 03B6 - Am3_l2_cM 03B7 - Am3_l2_dM 03B8 - Am4_l1_aM 03B9 - Am4_l1_bM 03BA - Am4_l1_cM 03BB - Am4_l1_dM 03BC - Am4_l2_aM 03BD - Am4_l2_bM 03BE - Am4_l2_cM 03BF - Am4_l2_dM 03C0 - Am4_l3_aM 03C1 - Am4_l3_bM 03C2 - Am4_l3_cM 03C3 - Am4_l3_dM 03C4 - Am5_l1_aM 03C5 - Am5_l1_bM 03C6 - Am5_l1_cM 03C7 - Am5_l1_dM 03C8 - Am5_l2_aM 03C9 - Am5_l2_bM 03CA - Am5_l2_cM 03CB - Am5_l2_dM 03CC - Am5_l3_aM 03CD - Am5_l3_bM 03CE - Am5_l3_cM 03CF - Am5_l3_dM 03D0 - Am6_l1_aM 03D1 - Am6_l1_bM 03D2 - Am6_l1_cM 03D3 - Am6_l1_dM 03D4 - Am6_l2_aM 03D5 - Am6_l2_bM 03D6 - Am6_l2_cM 03D7 - Am6_l2_dM 03D8 - Am7_l1_aM 03D9 - Am7_l1_bM 03DA - Am7_l1_cM 03DB - Am7_l1_dM 03DC - Am8_l1_aM 03DD - Am8_l1_bM 03DE - Am8_l1_cM 03DF - Am8_l1_dM 03E0 - Am9_l1_aM 03E1 - Am9_l1_bM 03E2 - Am9_l1_cM 03E3 - Am9_l1_dM 03E4 - Ap1_01_joM 03E5 - Ap1_02_caM 03E6 - Ap1_03_joM 03E7 - Ap1_04_caM 03E8 - Ap1_05_joM 03E9 - Ap1_06_caM 03EA - Ap1_07_joM 03EB - Ap1_08_caM 03EC - Ap2_01_joM 03ED - Ap2_02_joM 03EE - Ap2_03_drM 03EF - Ap2_04_joM 03F0 - Ap2_05_joM 03F1 - Ap2_06_drM 03F2 - Ap2_07_drM 03F3 - Ap3_01_gdM 03F4 - Ap3_02_joM 03F5 - Ap3_03_joM 03F6 - Ap4_01_dvM 03F7 - Ap4_02_joM 03F8 - Ap4_03_dvM 03F9 - Ap4_04_joM 03FA - Ap4_05_dvM 03FB - Ap4_06_joM 03FC - Ap4_07_blM 03FD - Ap4_08_dvM 03FE - Ap4_09_dvM 03FF - Ap5_01_joM 0400 - Ap5_02_joM 0401 - Ap5_03_joM 0402 - Ap6_01_joM 0403 - Ap6_02_caM 0404 - Ap6_03_joM 0405 - Ap6_04_caM 0406 - Ap6_05_joM 0407 - Ap6_06_caM 0408 - Ap7_01_caM 0409 - Ap7_02_joM 040A - Ap7_03_caM 040B - Ap7_04_joM 040C - Ap8_01_dvM 040D - Ap8_02_blM 040E - Ap8_03_dvM 040F - Ap8_04_blM 0410 - Ap8_06_blM 0411 - Ap8_07_trM 0412 - Ap8_08_dvM 0413 - Ap8_09_trM 0414 - Ap8_10_blM 0415 - Ap9_01_joM 0416 - Ap9_02_caM 0417 - Ap9_03_joM 0418 - Ap10_01_caM 0419 - Ap10_02_caM 041A - Ap10_03_caM 041B - Ap10_04_caM 041C - Ap10_05_joM 041D - Ap10_06_caM 041E - Ap10_07_joM 041F - Ap10_08_caM 0420 - Ap10_09_joM 0421 - Ap11_01_jnM 0422 - Ap11_02_joM 0423 - Ap11_03_jnM 0424 - Ap11_04_joM 0425 - Ap11_05_jnM 0426 - Ap11_06_joM 0427 - Ap11_07_jnM 0428 - Ap11_08_joM 0429 - Ap12_01_jnM 042A - Ap12_02_joM 042B - Ap12_03_jnM 042C - Ap12_04_joM 042D - Ap12_05_jnM 042E - Ap12_06_joM 042F - Ap12_07_jnM 0430 - Ap12_08_joM 0431 - Ap12_09_jnM 0432 - Ap12_10_joM 0433 - Ap13_01_joM 0434 - Ap13_02_suM 0435 - Ap13_03_joM 0436 - Ap13_04_suM 0437 - Ap13_06_suM 0438 - Ap14_03_suM 0439 - Ap14_04_joM 043A - Ap14_05_suM 043B - Ap14_07_joM 043C - Ap15_01_elM 043D - Ap15_02_elM 043E - Ap15_03_joM 043F - Ap15_04_jnM 0440 - Ap15_05_elM 0441 - Ap15_06_joM 0442 - Ap15_07_elM 0443 - Ap15_08_joM 0444 - Ap15_09_elM 0445 - Ap15_10_joM 0446 - Ap15_11_elM 0447 - Ap16_01_joM 0448 - Ap16_02_caM 0449 - Ap16_04_caM 044A - Ap16_05_joM 044B - Ap16_06_caM 044C - Ap17_01_trM 044D - Ap17_02_prM 044E - Ap17_03_trM 044F - Ap17_04_prM 0450 - Ap17_05_trM 0451 - Ap17_06_trM 0452 - Ap18_01_joM 0453 - Ap18_02_elM 0454 - Ap18_03_elM 0455 - Ap18_04_joM 0456 - Ap18_05_elM 0457 - Ap19_01_caM 0458 - Ap19_02_caM 0459 - Ap19_03_joM 045A - Ap19_04_caM 045B - Ap19_05_joM 045C - Ap19_06_joM 045D - Ap20_01_joM 045E - Ap20_02_prM 045F - Ap20_03_joM 0460 - Ap20_04_prM 0461 - Ap20_05_joM 0462 - Ap20_06_blM 0463 - Ap20_07_trM 0464 - Ap20_08_trM 0465 - Ap21_01_elM 0466 - Ap21_02_joM 0467 - Ap21_03_elM 0468 - Ap21_04_joM 0469 - Ap22_01_elM 046A - Ap22_02_joM 046B - Ap22_03_elM 046C - Ap22_04_joM 046D - Ap23_01_joM 046E - Ap23_02_drM 046F - Ap23_03_joM 0470 - Ap23_04_drM 0471 - Ap23_05_joM 0472 - Ap23_06_drM 0473 - Ap23_07_joM 0474 - Ap23_08_drM 0475 - Ap24_01_caM 0476 - Ap24_02_joM 0477 - Ap24_03_caM 0478 - Ap24_04_joM 0479 - Ap24_05_caM 047A - Ap24_06_caM 047B - Ap24_07_joM 047C - Ap24_08_joM 047D - Ap25_01_joM 047E - Ap25_02_joM 047F - Ap26_01_joM 0480 - Ap26_02_dvM 0481 - Ap26_03_joM 0482 - Ap26_04_dvM 0483 - Ap26_05_dvM 0484 - Ap26_06_joM 0485 - Ap26_07_dvM 0486 - Ap26_08_dvM 0487 - Ap27_01_joM 0488 - Ap27_02_elM 0489 - Ap27_03_elM 048A - Ap27_04_joM 048B - Ap27_05_joM 048C - Ap27_06_elM 048D - Ap28_01_elM 048E - Ap28_02_joM 048F - Ap28_03_elM 0490 - Ap28_04_joM 0491 - Ap28_05_elM 0492 - Ap28_06_joM 0493 - Ap29_01_elM 0494 - Ap29_02_joM 0495 - Ap29_03_elM 0496 - Ap29_04_joM 0497 - Ap29_05_joM 0498 - Ap29_06_elM 0499 - Ap29_07_joM 049A - Ap29_08_elM 049B - Ap29_09_joM 049C - Ap29_10_elM 049D - PautosurgeonZ - Area 51 Alien Medpak 049E - CdarkwetZ - Joanna Dive Suit 049F - CdarkaqualungZ - Joanna Dive Suit 2 04A0 - CdarksnowZ - Joanna Arctic Suit 04A1 - CdarklabZ - Area 51 Lab Technician (Man) 04A2 - CfemlabtechZ - Area 51 Lab Technician (Woman) 04A3 - CddsniperZ - dataDyne Sniper 04A4 - Cpilotaf1Z - Air Force One Pilot 04A5 - CcilabtechZ - Carrington Institute Lab Technician (Man) 04A6 - CcifemtechZ - Carrington Institute Lab Technician (Woman) 04A7 - Cheadeileen_hZ - Enemy Head (Eileen) 04A8 - Cheadscott_hZ - Enemy Head (Scott) 04A9 - CcarreveningsuitZ - Daniel Carrington White Tuxedo 04AA - CjonathonZ - Jonathon 04AB - CcisoldierZ - Carrington Institute Agent 04AC - CheadsanchezZ - Enemy Head (Sanchez) 04AD - CheaddarkaquaZ - Joanna Scuba Head 04AE - CheadddsniperZ - Sniper Head 04AF - PlimoZ - Chicago Limo 04B0 - PpdmenuZ - Part of Perfect Dark logo 04B1 - Pa51interceptorZ - Area 51 Interceptor 04B2 - Pa51dishZ - Area 51 Parabola Dish 04B3 - Pa51radarconsoleZ - BETA Area51 Radar Console 04B4 - Pa51lockerdoorZ - Area51 Locker door 04B5 - Pg5generatorZ - BETA G5 Generator 04B6 - Pg5dumpsterZ - BETA G5 Dumpster 04B7 - Gar34lodZ - AR34 reloader 04B8 - GavengerlodZ - K7 Avenger reloader 04B9 - Gcmp150lodZ - CMP150 reloader 04BA - GcrossbowlodZ - Crossbow reloader 04BB - GcyclonelodZ - Cyclone reloader 04BC - GdruggunlodZ - Phychosis / Tranquilizer reloader 04BD - Gdy357lodZ - DY357 Magnum reloader 04BE - Gdy357trentlodZ - DY357-LX reloader 04BF - GdevastatorlodZ - Devastator reloader 04C0 - GdydragonlodZ - Dragon reloader 04C1 - GdysuperdragonlodZ - SuperDragon reloader 04C2 - GknifelodZ - Combat Knife reloader 04C3 - GlaserlodZ - Laser reloader 04C4 - GmagseclodZ - Magsec 4 reloader 04C5 - GmayanpistollodZ - Phoenix reloader 04C6 - GmayansmglodZ - Callisto NTG reloader 04C7 - GpcgunlodZ - Laptop Gun reloader 04C8 - Grcp120lodZ - RC-P120 reloader 04C9 - GrocketlodZ - Rocket Launcher reloader 04CA - GshotgunlodZ - Shotgun reloader 04CB - GskpistollodZ - Mauler reloader 04CC - GskrocketlodZ - Slayer reloader 04CD - GsniperlodZ - Sniper Rifle reloader 04CE - Gz2020lodZ - Farsight XR-20 reloader 04CF - PchrcloakerZ - Cloaking Device 04D0 - PchrspeedpillZ - Combat Boost Pills 04D1 - PbaggagecarrierZ - Air Base Baggage carrier 04D2 - PminesignZ - BETA Area 51 Mine sign 04D3 - PchamberZ - Area 51 Maian Containment Coffins 04D4 - PisotopeexperimentZ - Investigation Radioactive isotope 04D5 - PisotopeZ - Investigation Part of the radioactive isotope 04D6 - PreactordoorZ - BETA Big round flat thing 04D7 - PsaucerinsideZ - Crash Site Interior of Maian UFO 04D8 - PvillastoolZ - Villa Stool that Carrington sits on 04D9 - Pcetanwindow1Z - Deep Sea Glass 1 04DA - Pcetanwindow2Z - Deep Sea Glass 2 (Add-on) 04DB - Pcetanwindow3Z - Deep Sea Glass 3 (Add-on opposite) 04DC - Apelelv01M - "You go on ahead Jo, I'll secure the 04DD - Apelgrd01M perimeter. We'll meet up later." 04DE - Ap29_11_joM 04DF - GlaserZ - Laser 04E0 - PbigpelagicdoorZ - Pelagic II Moon pool hanger door 04E1 - Psk_jonrubble3Z - Piece of pillar from Skedar Ruins 04E2 - Psk_jonrubble4Z - Piece of Pillar from Skedar Ruins 04E3 - Psk_jonrubble5Z - Piece of pillar from Skedar Ruins 04E4 - Psk_jonrubble6Z - Piece of pillar from Skedar Ruins 04E5 - GcombathandslodZ - Combat hands 04E6 - PbinocularsZ - Horizon Scanner 04E7 - PsubmarineZ - Pelagic II Outro Submarine 04E8 - Pairforce1Z - Air Force One (The actual plane) 04E9 - PenginepartZ - Attack Ship Engine part 04EA - Am3l2carrM 04EB - Aelvcet01M 04EC - Aelvcet02M 04ED - Ajorep01M 04EE - Ajorep02M 04EF - Ajorep03M 04F0 - Ajorep04M 04F1 - PcetroofgunZ - Deep Sea Green dronegun 04F2 - PcetansmalldoorZ - BETA Deep Sea Small door 04F3 - PpowernodeZ - Deep Sea Switch node 04F4 - PcetanbluegreenlZ - BETA Deep Sea Door (Left) 04F5 - PcetanbluegreenrZ - BETA Deep Sea Door (Right) 04F6 - PskedarconsoleZ - Attack Ship Computer from bridge 04F7 - PskedarconsolepanelZ - Attack Ship Computer panel from bridge 04F8 - Ajorpld01M 04F9 - Ajorpld02M 04FA - Ajorpld03M 04FB - Ajorpld04M 04FC - GnbombZ - N-Bomb 04FD - GnbomblodZ - N-Bomb reloader 04FE - GgrenadelodZ - Grenade reloader 04FF - PweaponcdoorZ - Blue panel 0500 - PtargetZ - CI Target from Firing Range 0501 - PdevicesecretdoorZ - CI Secret door (Device Lab) 0502 - PcarringtonsecretdoorZ - CI Secret door (Carrington's Office) 0503 - PsinisterpcZ - dataDyne PC 0504 - PsinisterstationZ - dataDyne PC on stand 0505 - PkeypadlockZ - BETA Keypad Lock 0506 - PthumbprintscannerZ - BETA Fingerprint Skanner 0507 - PretinalockZ - BETA Retina Lock 0508 - PcardlockZ - BETA Card Lock 0509 - PgoodstationZ - Air Force One Button on stand 050A - PgoodpcZ - PC from Villa or Carrington Institute 050B - CskedarkingZ - Skedar King 050C - CelviswaistcoatZ - Elvis with America vest 050D - CheadgriffeyZ - Enemy Head (Griffey) 050E - CheadmotoZ - Enemy Head (Shigeru Miyamoto) 050F - CheadkeithZ - Enemy Head (Keith) 0510 - CheadwinnerZ - Enemy Head (Winner) 0511 - Ca51faceplateZ - Area 51 Guard Mask 0512 - PchrautogunZ - Laptop Sentry dronegun 0513 - Pg5bigchairZ - G5 Building Special Big chair 0514 - Pg5smallchairZ - G5 Building Special Small chair 0515 - PkingsceptreZ - Skedar Kings holy sceptre 0516 - PlabcoatZ - Area 51 Lab Cloths 0517 - Atrjo01M 0518 - Atrgrim01M 0519 - Atrgrim02M 051A - Atrcarr06M 051B - Atrcarr07M 051C - Atrcarr08M 051D - Atrcarr01M 051E - Atrcarr02M 051F - Atrcarr03M 0520 - Atrcarr04M 0521 - Atrcarr05M 0522 - Atrcarr12M 0523 - Abnblde01M 0524 - Abncass01M 0525 - Pcidoor1Z - BETA Carrington Institute Door 0526 - Pg5_chairZ - G5 Building Special Chair 0527 - Pg5_chair2Z - G5 Building Special Small chair 0528 - Pdd_window_foyerZ - dataDyne Building Foyer glass 0529 - Ghand_jowetsuitZ - Joanna Wet Suit arms 052A - Ghand_trentZ - Trent Easton arms 052B - Ghand_jofrockZ - Bare arms 052C - Ghand_jotrenchZ - Joanna Trench Suit arms 052D - Ghand_ddsniperZ - dataDyne Sniper arms 052E - Ghand_presidentZ - President arms 052F - Ghand_joaf1Z - Red arms 0530 - Ghand_jopilotZ - Stewardess arms 0531 - Ghand_carringtonZ - Carrington arms 0532 - Ghand_mrblondeZ - Mr. Blonde arms 0533 - Ghand_ciaZ - CIA arms 0534 - Ghand_cifemtechZ - Carrington Institute Lab Technician arms 0535 - Ghand_fbiarmZ - FBI arms 0536 - Ghand_josnowZ - Joanna Arctic Suit arms 0537 - Ghand_vriesZ - Cassandra arms 0538 - Ghand_ddsecurityZ - dataDyne Security arms 0539 - Ghand_tragic_pelagicZ - Pelagic II Guard arms 053A - Ghand_stewardess_coatZ - Stewardess Coat arms 053B - Ghand_ddlabtechZ - dataDyne Lab Technician arms 053C - Pci_cabinetZ - BETA CI Cabinet 053D - Pci_deskZ - BETA CI Desk 053E - Pci_carr_deskZ - BETA CI Desk 2 053F - Pci_f_chairZ - BETA CI Leather Armchair 0540 - Pci_loungerZ - BETA CI Leather Bed 0541 - Pci_f_sofaZ - BETA CI Leather Sofa 0542 - Pci_tableZ - BETA CI Table 0543 - Pcv_coffee_tableZ - Villa Wooden table 0544 - Pcv_chair1Z - Villa Chair 0545 - Pcv_chair2Z - Villa Armchair 0546 - Pcv_sofaZ - Villa Sofa 0547 - Pcv_chair4Z - Villa Chair 0548 - Pcv_lampZ - BETA Villa Cabinet with lamp 0549 - Pcv_cabinetZ - Villa Side Cabinet 054A - Pcv_f_bedZ - Villa Carrington’s Bed 054B - Ppel_chair1Z - BETA Pelagic II Chair 054C - Psk_console2Z - Attack Ship Skedar Console 054D - Pdd_ear_tableZ - BETA Investigation Table 054E - Pdd_ear_chairZ - BETA Investigation Chair 054F - Pairbase_table2Z - Air Base Table 0550 - Pairbase_chair2Z - BETA Air Base Chair 0551 - Pmisc_crateZ - BETA White Box 0552 - Pmisc_irspecsZ - IR Scanner 0553 - Cheadelvis_gogsZ - Elvis head with scuba mask 0554 - CheadstevemZ - Enemy Head (Stevem) 0555 - Pa51_roofgunZ - Area 51 Dronegun 0556 - Psk_drone_gunZ - BETA Skedar Dronegun 0557 - Pci_roofgunZ - Carrington Institute dronegun 0558 - Pcv_tableZ - Villa Wooden table 0559 - Cdark_leatherZ - Joanna Leather 055A - Cheaddark_snowZ - Joanna with Arctic Hat Head 055B - CheadpresidentZ - President head 055C - Pcidoor1_refZ - Carrington Institute door 055D - Palaskadoor_outZ - BETA Air Base Door 055E - Palaskadoor_inZ - BETA Air Base Door 2 055F - PwirefenceZ - Chicago Wire fence 0560 - PrarelogoZ - Rareware Logo 0561 - Chead_vdZ - Velvet Dark Head 0562 - Apelelv02M 0563 - PkeycardZ - Keycard 0564 - PbodyarmourZ - BETA Body armour 0565 - Pa51gate_rZ - Area 51 Infiltration Big door(Right) 0566 - Pa51gate_lZ - Area 51 Infiltration Big door (Left) 0567 - Paf1_lampZ - Air Force One Lamp 0568 - Paf1_toiletZ - Air Force One Toilet 0569 - Paf1_doorbig2Z - Air Force One Big door 056A - Paf1_phoneZ - Air Force One Phone 056B - Paf1_cargodoorZ - BETA Air Force One Cargo door 056C - Pg5_alarmZ - G5 Building Alarm 056D - Pg5_laser_switchZ - G5 Building Laser switch 056E - Psk_templecolumn4Z - Skedar Ruins Pillar 4 056F - PcorehatchZ - Core Hatch from Pelagic II power generator 0570 - LameE 0571 - LameJ 0572 - LameP 0573 - Lame_str_gZ 0574 - Lame_str_fZ 0575 - Lame_str_sZ 0576 - Lame_str_iZ 0577 - LarchE 0578 - LarchJ 0579 - LarchP 057A - Larch_str_gZ 057B - Larch_str_fZ 057C - Larch_str_sZ 057D - Larch_str_iZ 057E - LarecE 057F - LarecJ 0580 - LarecP 0581 - Larec_str_gZ 0582 - Larec_str_fZ 0583 - Larec_str_sZ 0584 - Larec_str_iZ 0585 - LarkE 0586 - LarkJ 0587 - LarkP 0588 - Lark_str_gZ 0589 - Lark_str_fZ 058A - Lark_str_sZ 058B - Lark_str_iZ 058C - LashE 058D - LashJ 058E - LashP 058F - Lash_str_gZ 0590 - Lash_str_fZ 0591 - Lash_str_sZ 0592 - Lash_str_iZ 0593 - LateE 0594 - LateJ 0595 - LateP 0596 - Late_str_gZ 0597 - Late_str_fZ 0598 - Late_str_sZ 0599 - Late_str_iZ 059A - LaztE 059B - LaztJ 059C - LaztP 059D - Lazt_str_gZ 059E - Lazt_str_fZ 059F - Lazt_str_sZ 05A0 - Lazt_str_iZ 05A1 - LcatE 05A2 - LcatJ 05A3 - LcatP 05A4 - Lcat_str_gZ 05A5 - Lcat_str_fZ 05A6 - Lcat_str_sZ 05A7 - Lcat_str_iZ 05A8 - LcaveE 05A9 - LcaveJ 05AA - LcaveP 05AB - Lcave_str_gZ 05AC - Lcave_str_fZ 05AD - Lcave_str_sZ 05AE - Lcave_str_iZ 05AF - LcradE 05B0 - LcradJ 05B1 - LcradP 05B2 - Lcrad_str_gZ 05B3 - Lcrad_str_fZ 05B4 - Lcrad_str_sZ 05B5 - Lcrad_str_iZ 05B6 - LcrypE 05B7 - LcrypJ 05B8 - LcrypP 05B9 - Lcryp_str_gZ 05BA - Lcryp_str_fZ 05BB - Lcryp_str_sZ 05BC - Lcryp_str_iZ 05BD - LdamE 05BE - LdamJ 05BF - LdamP 05C0 - Ldam_str_gZ 05C1 - Ldam_str_fZ 05C2 - Ldam_str_sZ 05C3 - Ldam_str_iZ 05C4 - LdepoE 05C5 - LdepoJ 05C6 - LdepoP 05C7 - Ldepo_str_gZ 05C8 - Ldepo_str_fZ 05C9 - Ldepo_str_sZ 05CA - Ldepo_str_iZ 05CB - LdestE 05CC - LdestJ 05CD - LdestP 05CE - Ldest_str_gZ 05CF - Ldest_str_fZ 05D0 - Ldest_str_sZ 05D1 - Ldest_str_iZ 05D2 - LdishE 05D3 - LdishJ 05D4 - LdishP 05D5 - Ldish_str_gZ 05D6 - Ldish_str_fZ 05D7 - Ldish_str_sZ 05D8 - Ldish_str_iZ 05D9 - LearE 05DA - LearJ 05DB - LearP 05DC - Lear_str_gZ 05DD - Lear_str_fZ 05DE - Lear_str_sZ 05DF - Lear_str_iZ 05E0 - LeldE 05E1 - LeldJ 05E2 - LeldP 05E3 - Leld_str_gZ 05E4 - Leld_str_fZ 05E5 - Leld_str_sZ 05E6 - Leld_str_iZ 05E7 - LgunE 05E8 - LgunJ 05E9 - LgunP 05EA - Lgun_str_gZ 05EB - Lgun_str_fZ 05EC - Lgun_str_sZ 05ED - Lgun_str_iZ 05EE - LimpE 05EF - LimpJ 05F0 - LimpP 05F1 - Limp_str_gZ 05F2 - Limp_str_fZ 05F3 - Limp_str_sZ 05F4 - Limp_str_iZ 05F5 - LjunE 05F6 - LjunJ 05F7 - LjunP 05F8 - Ljun_str_gZ 05F9 - Ljun_str_fZ 05FA - Ljun_str_sZ 05FB - Ljun_str_iZ 05FC - LlamE 05FD - LlamJ 05FE - LlamP 05FF - Llam_str_gZ 0600 - Llam_str_fZ 0601 - Llam_str_sZ 0602 - Llam_str_iZ 0603 - LleeE 0604 - LleeJ 0605 - LleeP 0606 - Llee_str_gZ 0607 - Llee_str_fZ 0608 - Llee_str_sZ 0609 - Llee_str_iZ 060A - LlenE 060B - LlenJ 060C - LlenP 060D - Llen_str_gZ 060E - Llen_str_fZ 060F - Llen_str_sZ 0610 - Llen_str_iZ 0611 - LlipE 0612 - LlipJ 0613 - LlipP 0614 - Llip_str_gZ 0615 - Llip_str_fZ 0616 - Llip_str_sZ 0617 - Llip_str_iZ 0618 - LlueE 0619 - LlueJ 061A - LlueP 061B - Llue_str_gZ 061C - Llue_str_fZ 061D - Llue_str_sZ 061E - Llue_str_iZ 061F - LmiscE 0620 - LmiscJ 0621 - LmiscP 0622 - Lmisc_str_gZ 0623 - Lmisc_str_fZ 0624 - Lmisc_str_sZ 0625 - Lmisc_str_iZ 0626 - Lmp10E 0627 - Lmp10J 0628 - Lmp10P 0629 - Lmp10_str_gZ 062A - Lmp10_str_fZ 062B - Lmp10_str_sZ 062C - Lmp10_str_iZ 062D - Lmp11E 062E - Lmp11J 062F - Lmp11P 0630 - Lmp11_str_gZ 0631 - Lmp11_str_fZ 0632 - Lmp11_str_sZ 0633 - Lmp11_str_iZ 0634 - Lmp12E 0635 - Lmp12J 0636 - Lmp12P 0637 - Lmp12_str_gZ 0638 - Lmp12_str_fZ 0639 - Lmp12_str_sZ 063A - Lmp12_str_iZ 063B - Lmp13E 063C - Lmp13J 063D - Lmp13P 063E - Lmp13_str_gZ 063F - Lmp13_str_fZ 0640 - Lmp13_str_sZ 0641 - Lmp13_str_iZ 0642 - Lmp14E 0643 - Lmp14J 0644 - Lmp14P 0645 - Lmp14_str_gZ 0646 - Lmp14_str_fZ 0647 - Lmp14_str_sZ 0648 - Lmp14_str_iZ 0649 - Lmp15E 064A - Lmp15J 064B - Lmp15P 064C - Lmp15_str_gZ 064D - Lmp15_str_fZ 064E - Lmp15_str_sZ 064F - Lmp15_str_iZ 0650 - Lmp16E 0651 - Lmp16J 0652 - Lmp16P 0653 - Lmp16_str_gZ 0654 - Lmp16_str_fZ 0655 - Lmp16_str_sZ 0656 - Lmp16_str_iZ 0657 - Lmp17E 0658 - Lmp17J 0659 - Lmp17P 065A - Lmp17_str_gZ 065B - Lmp17_str_fZ 065C - Lmp17_str_sZ 065D - Lmp17_str_iZ 065E - Lmp18E 065F - Lmp18J 0660 - Lmp18P 0661 - Lmp18_str_gZ 0662 - Lmp18_str_fZ 0663 - Lmp18_str_sZ 0664 - Lmp18_str_iZ 0665 - Lmp19E 0666 - Lmp19J 0667 - Lmp19P 0668 - Lmp19_str_gZ 0669 - Lmp19_str_fZ 066A - Lmp19_str_sZ 066B - Lmp19_str_iZ 066C - Lmp1E 066D - Lmp1J 066E - Lmp1P 066F - Lmp1_str_gZ 0670 - Lmp1_str_fZ 0671 - Lmp1_str_sZ 0672 - Lmp1_str_iZ 0673 - Lmp20E 0674 - Lmp20J 0675 - Lmp20P 0676 - Lmp20_str_gZ 0677 - Lmp20_str_fZ 0678 - Lmp20_str_sZ 0679 - Lmp20_str_iZ 067A - Lmp2E 067B - Lmp2J 067C - Lmp2P 067D - Lmp2_str_gZ 067E - Lmp2_str_fZ 067F - Lmp2_str_sZ 0680 - Lmp2_str_iZ 0681 - Lmp3E 0682 - Lmp3J 0683 - Lmp3P 0684 - Lmp3_str_gZ 0685 - Lmp3_str_fZ 0686 - Lmp3_str_sZ 0687 - Lmp3_str_iZ 0688 - Lmp4E 0689 - Lmp4J 068A - Lmp4P 068B - Lmp4_str_gZ 068C - Lmp4_str_fZ 068D - Lmp4_str_sZ 068E - Lmp4_str_iZ 068F - Lmp5E 0690 - Lmp5J 0691 - Lmp5P 0692 - Lmp5_str_gZ 0693 - Lmp5_str_fZ 0694 - Lmp5_str_sZ 0695 - Lmp5_str_iZ 0696 - Lmp6E 0697 - Lmp6J 0698 - Lmp6P 0699 - Lmp6_str_gZ 069A - Lmp6_str_fZ 069B - Lmp6_str_sZ 069C - Lmp6_str_iZ 069D - Lmp7E 069E - Lmp7J 069F - Lmp7P 06A0 - Lmp7_str_gZ 06A1 - Lmp7_str_fZ 06A2 - Lmp7_str_sZ 06A3 - Lmp7_str_iZ 06A4 - Lmp8E 06A5 - Lmp8J 06A6 - Lmp8P 06A7 - Lmp8_str_gZ 06A8 - Lmp8_str_fZ 06A9 - Lmp8_str_sZ 06AA - Lmp8_str_iZ 06AB - Lmp9E 06AC - Lmp9J 06AD - Lmp9P 06AE - Lmp9_str_gZ 06AF - Lmp9_str_fZ 06B0 - Lmp9_str_sZ 06B1 - Lmp9_str_iZ 06B2 - LmpmenuE 06B3 - LmpmenuJ 06B4 - LmpmenuP 06B5 - Lmpmenu_str_gZ 06B6 - Lmpmenu_str_fZ 06B7 - Lmpmenu_str_sZ 06B8 - Lmpmenu_str_iZ 06B9 - LmpweaponsE 06BA - LmpweaponsJ 06BB - LmpweaponsP 06BC - Lmpweapons_str_gZ 06BD - Lmpweapons_str_fZ 06BE - Lmpweapons_str_sZ 06BF - Lmpweapons_str_iZ 06C0 - LoatE 06C1 - LoatJ 06C2 - LoatP 06C3 - Loat_str_gZ 06C4 - Loat_str_fZ 06C5 - Loat_str_sZ 06C6 - Loat_str_iZ 06C7 - LoldE 06C8 - LoldJ 06C9 - LoldP 06CA - Lold_str_gZ 06CB - Lold_str_fZ 06CC - Lold_str_sZ 06CD - Lold_str_iZ 06CE - LoptionsE 06CF - LoptionsJ 06D0 - LoptionsP 06D1 - Loptions_str_gZ 06D2 - Loptions_str_fZ 06D3 - Loptions_str_sZ 06D4 - Loptions_str_iZ 06D5 - LpamE 06D6 - LpamJ 06D7 - LpamP 06D8 - Lpam_str_gZ 06D9 - Lpam_str_fZ 06DA - Lpam_str_sZ 06DB - Lpam_str_iZ 06DC - LpeteE 06DD - LpeteJ 06DE - LpeteP 06DF - Lpete_str_gZ 06E0 - Lpete_str_fZ 06E1 - Lpete_str_sZ 06E2 - Lpete_str_iZ 06E3 - LpropobjE 06E4 - LpropobjJ 06E5 - LpropobjP 06E6 - Lpropobj_str_gZ 06E7 - Lpropobj_str_fZ 06E8 - Lpropobj_str_sZ 06E9 - Lpropobj_str_iZ 06EA - LrefE 06EB - LrefJ 06EC - LrefP 06ED - Lref_str_gZ 06EE - Lref_str_fZ 06EF - Lref_str_sZ 06F0 - Lref_str_iZ 06F1 - LritE 06F2 - LritJ 06F3 - LritP 06F4 - Lrit_str_gZ 06F5 - Lrit_str_fZ 06F6 - Lrit_str_sZ 06F7 - Lrit_str_iZ 06F8 - LrunE 06F9 - LrunJ 06FA - LrunP 06FB - Lrun_str_gZ 06FC - Lrun_str_fZ 06FD - Lrun_str_sZ 06FE - Lrun_str_iZ 06FF - LsevE 0700 - LsevJ 0701 - LsevP 0702 - Lsev_str_gZ 0703 - Lsev_str_fZ 0704 - Lsev_str_sZ 0705 - Lsev_str_iZ 0706 - LsevbE 0707 - LsevbJ 0708 - LsevbP 0709 - Lsevb_str_gZ 070A - Lsevb_str_fZ 070B - Lsevb_str_sZ 070C - Lsevb_str_iZ 070D - LsevxE 070E - LsevxJ 070F - LsevxP 0710 - Lsevx_str_gZ 0711 - Lsevx_str_fZ 0712 - Lsevx_str_sZ 0713 - Lsevx_str_iZ 0714 - LsevxbE 0715 - LsevxbJ 0716 - LsevxbP 0717 - Lsevxb_str_gZ 0718 - Lsevxb_str_fZ 0719 - Lsevxb_str_sZ 071A - Lsevxb_str_iZ 071B - LshoE 071C - LshoJ 071D - LshoP 071E - Lsho_str_gZ 071F - Lsho_str_fZ 0720 - Lsho_str_sZ 0721 - Lsho_str_iZ 0722 - LsiloE 0723 - LsiloJ 0724 - LsiloP 0725 - Lsilo_str_gZ 0726 - Lsilo_str_fZ 0727 - Lsilo_str_sZ 0728 - Lsilo_str_iZ 0729 - LstatE 072A - LstatJ 072B - LstatP 072C - Lstat_str_gZ 072D - Lstat_str_fZ 072E - Lstat_str_sZ 072F - Lstat_str_iZ 0730 - LtitleE 0731 - LtitleJ 0732 - LtitleP 0733 - Ltitle_str_gZ 0734 - Ltitle_str_fZ 0735 - Ltitle_str_sZ 0736 - Ltitle_str_iZ 0737 - LtraE 0738 - LtraJ 0739 - LtraP 073A - Ltra_str_gZ 073B - Ltra_str_fZ 073C - Ltra_str_sZ 073D - Ltra_str_iZ 073E - LuffE 073F - LuffJ 0740 - LuffP 0741 - Luff_str_gZ 0742 - Luff_str_fZ 0743 - Luff_str_sZ 0744 - Luff_str_iZ 0745 - LwaxE 0746 - LwaxJ 0747 - LwaxP 0748 - Lwax_str_gZ 0749 - Lwax_str_fZ 074A - Lwax_str_sZ 074B - Lwax_str_iZ 074C - Pa51grateZ - Area 51 Grate 074D - GecmmineZ - ECM Mine 074E - GcommsuplinkZ - Data Uplink 074F - GirscannerZ - IR Scanner 0750 - Paf1escapedoorZ - Air Force One Escape door 0751 - PprescapsuleZ - Presidential Escape Pod 0752 - PskedarbridgeZ - Skedar Ruins Bridge 0753 - Ppelagicdoor2Z - Pelagic II Windowless door 0754 - Avault2M 0755 - Ap29_12_elM 0756 - Pttb_boxZ - BETA Touch That Box, Box 0757 - PinstfrontdoorZ - Carrington Institute Front Door 0758 - Ap14_09_joM 0759 - Ap19_07_joM 075A - Ap19_08_joM 075B - PchrlaserZ - Laser (Item) 075C - PbaftaZ - G5 Building BAFTA Award 075D - PchrsonicscrewerZ - Area 51 Surgeons Dissection Laser 075E - PchrlumphammerZ - Crash Site Outro Elvis’s hammer 075F - PskedarbombZ - Skedar Bomb from Mr. Blonde’s Revenge 0760 - PexplosivebrickZ - Infiltration Explosives 0761 - PresearchtapeZ - BETA GoldenEye video Cassette 0762 - PziggycardZ - Dr Caroll’s Backup disk 0763 - PsafeitemZ - Air Base Flight plans 0764 - Ghand_elvisZ - Elvis Arms 0765 - Paf1_tableZ - Air Force One Table 0766 - Ghand_a51guardZ - Area 51 Guard arms 0767 - Ghand_ddshockZ - dataDyne Green Guard arms 0768 - Ghand_blackguardZ - Black Guard arms 0769 - Ghand_ddfodderZ - Grey arms 076A - Ghand_ddbioZ - Bio Technician arms 076B - Ghand_a51airmanZ - Area 51 Pilot arms 076C - Ghand_g5guardZ - G5 Building Guard arms 076D - Ghand_cisoldierZ - Carrington Institute Agent arms 076E - PsensitiveinfoZ - CI Sensitive information 076F - PrussdarZ - R-Tracker 0770 - PxrayspecsZ - Xray Scanner 0771 - PchreyespyZ - Camspy, Drugspy, Bombspy 0772 - PchrdoordecoderZ - Door Decoder 0773 - PbriefcaseZ - BETA Briefcase 0774 - PsuitcaseZ - BETA Suitcase 0775 - PshuttledoorZ - Air Base Air Force Ones private loader door 0776 - PruinbridgeZ - Skedar Ruins Backdrop 0777 - PsecretindoorZ - CI Secret door (Device training) 0778 - PskpuzzleobjectZ - Skedar Ruins Push-block to activate bridge 0779 - Pa51liftdoorZ - Area 51 Lift bars/door 077A - Acicarr06M 077B - Acicarr11M 077C - Acifarr08M 077D - Acifarr12M 077E - Acifema01M 077F - Acifema04M 0780 - Acifema07M 0781 - Acifema08M 0782 - Acifema09M 0783 - Acifema14M 0784 - Acifost08M 0785 - Acifost12M 0786 - Acigrim05M 0787 - Acigrim06M 0788 - Acigrim07M 0789 - Acigrim08M 078A - Acigrim09M 078B - Acigrim10M 078C - Acihopk09M 078D - Acihopk11M 078E - Acimale02M 078F - Acimale03M 0790 - Acimale07M 0791 - Acimale09M 0792 - Acimale11M 0793 - Acimale13M 0794 - Aciroge08M 0795 - Aciroge12M 0796 - Cdark_negotiatorZ - Joanna Negotiator 0797 - PcihubZ - Carrington Institute Switch 0798 - Psk_ship_door2Z - Attack Ship Blue door 0799 - Psk_window1Z - Attack Ship Window 079A - Psk_hangardoorb_topZ - Attack Ship Hanger door (Top half) 079B - Psk_hangardoorb_botZ - Attack Ship Hanger door (Bottom half) 079C - Paf1_innerdoorZ - Air Force One Inner door 079D - Plaser_postZ - BETA Laser post 079E - Atrfost01M 079F - Atrfost02M 07A0 - Atrfost03M 07A1 - Atrcarr09M 07A2 - Atrcarr10M 07A3 - Atrcarr11M 07A4 - Acifarr01M 07A5 - Acifarr02M 07A6 - Acifarr03M 07A7 - Acigrim01M 07A8 - Acigrim03M 07A9 - Acigrim04M 07AA - Acihopk01M 07AB - Acihopk04M 07AC - Acihopk06M 07AD - Aciroge01M 07AE - Aciroge02M 07AF - Atrroge01M 07B0 - Acicarr07M 07B1 - Acicarr08M 07B2 - PtargetampZ - Target Amplifier 07B3 - Psk_liftZ - Attack Ship Lift 07B4 - PknockknockZ - CI Defense Smashed front door 07B5 - PcetandoorZ - Deep Sea Slide-up door 07B6 - Ajoinst01M 07B7 - Ajoinst02M 07B8 - Ajoinst03M 07B9 - Ajoinst04M 07BA - Ap25_03_joM 07BB - Paf1rubbleZ - Air Force One Rubble 07BC - Pdd_dr_nonrefZ - dataDyne Building Door 07BD - CheadtimZ - Enemy Head (Tim) 07BE - CheadgrantZ - Enemy Head (Grant) 07BF - CheadpennyZ - Enemy Head (Penny) 07C0 - CheadrobinZ - Enemy Head (Robin) 07C1 - CheadalexZ - Female Enemy Head (Alex) 07C2 - CheadjulianneZ - Female Enemy Head (Julianne) 07C3 - CheadlauraZ - Female Enemy Head (Laura) 07C4 - CheaddavecZ - Enemy Head (Davec) 07C5 - CheadkenZ - Enemy Head (Ken) 07C6 - CheadjoelZ - Enemy Head (Joel) 07C7 - PcetandoorsideZ - Deep Sea Slide door 07C8 - Ap29_13_joM 07C9 - Ap29_14_joM 07CA - Acicarr09M 07CB - Acicarr10M 07CC - PbuddybridgeZ - Skedar Ruins Buddy Bridge 07CD - CheadcookZ - Enemy Head (Cook) 07CE - CheadpryceZ - Enemy Head (Pryce) 07CF - CheadsilkeZ - Enemy Head (Silke) 07D0 - CheadsmithZ - Enemy Head (Smith) 07D1 - CheadgarethZ - Enemy Head (Gareth) 07D2 - CheadmurchieZ - Enemy Head (Murchie) 07D3 - CheadwongZ - Enemy Head (Wong) 07D4 - CheadcarterZ - Enemy Head (Carter) 07D5 - CheadtintinZ - Enemy Head (Tintin) 07D6 - CheadmuntonZ - Enemy Head (Munton) 07D7 - CheadstamperZ - Enemy Head (Stamper) 07D8 - CheadjonesZ - Enemy Head (Jones) 07D9 - CheadphelpsZ - Enemy Head (Phelps) 07DA - Ap29_15_joM 07DB - Ap16_03_joM 07DC - Acarrbye02M 07DD - Asaucerexp1M 07DE - ??? End Perfect Dark Global object list: (Showing ROM addresses) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the same list as above, except this one shows the addresses at which the files are stored in the ROM. These values are found at NTSC 80082060 and PAL 800825A0. By changing the address pointers on the list you can change anything on the global object list. Value: NTSC: PAL: File name: | | | | v v v v 0000 - 00000000 - 00000000 - Nothing 0001 - 00ED83A0 - 00EC6930 - bgdata/bg_sev.seg 0002 - 00ED85A0 - 00EC6B30 - bgdata/bg_silo.seg 0003 - 00ED87A0 - 00EC6D30 - bgdata/bg_stat.seg 0004 - 00ED89A0 - 00EC6F30 - Ravine bgdata 0005 - 00EDDA50 - 00ECBFE0 - bgdata/bg_arch.seg 0006 - 00EDDC50 - 00ECC1E0 - bgdata/bg_tra.seg 0007 - 00EDDE50 - 00ECC3E0 - bgdata/bg_dest.seg 0008 - 00EDE050 - 00ECC5E0 - bgdata/bg_sevb.seg 0009 - 00EDE250 - 00ECC7E0 - Crash Site bgdata 000A - 00F08EF0 - 00EF7480 - Chicago bgdata 000B - 00F27070 - 00F15600 - G5 building (Solo) bgdata 000C - 00F40BD0 - 00F2F160 - Complex bgdata 000D - 00F4A040 - 00F385D0 - G5 Building (MP) bgdata 000E - 00F52420 - 00F409B0 - Pelagic II bgdata 000F - 00F9F4E0 - 00F8DA70 - bgdata/bg_ark.seg 0010 - 00F9F6E0 - 00F8DC70 - bgdata/bg_run.seg 0011 - 00F9F8E0 - 00F8DE70 - bgdata/bg_sevx.seg 0012 - 00F9FAE0 - 00F8E070 - Temple bgdata 0013 - 00FA42F0 - 00F92880 - Carrington Institute bgdata 0014 - 00FCCEF0 - 00FBB480 - Air Base bgdata 0015 - 00FFB5C0 - 00FE9B50 - bgdata/bg_cat.seg 0016 - 00FFB7C0 - 00FE9D50 - Pipes bgdata 0017 - 01005CF0 - 00FF4280 - Skedar Ruins bgdata 0018 - 0103CBF0 - 0102B180 - Villa (Solo) bgdata 0019 - 01075B20 - 010640B0 - bgdata/bg_imp.seg 001A - 01075D20 - 010642B0 - bgdata/bg_ash.seg 001B - 01076380 - 01064910 - Area 51 bgdata 001C - 010E8250 - 010D67E0 - dataDyne Building bgdata 001D - 011277B0 - 01115D40 - Air Force One bgdata 001E - 01169790 - 01157D20 - Skedar bgdata 001F - 01173600 - 01161B90 - Investigation bgdata 0020 - 011A37F0 - 01191D80 - Attack Ship bgdata 0021 - 011EF5B0 - 011DDB40 - bgdata/bg_lip.seg 0022 - 011EF7B0 - 011DDD40 - bgdata/bg_len.seg 0023 - 011EF9B0 - 011DDF40 - bgdata/bg_wax.seg 0024 - 011EFBB0 - 011DE140 - Deep Sea bgdata 0025 - 01246820 - 01234DB0 - bgdata/bg_uff.seg 0026 - 01246A20 - 01234FB0 - bgdata/bg_old.seg 0027 - 01246C20 - 012351B0 - bgdata/bg_ate.seg 0028 - 01246E20 - 012353B0 - bgdata/bg_lam.seg 0029 - 01247020 - 012355B0 - Base bgdata 002A - 012507F0 - 0123ED80 - bgdata/bg_mp2.seg 002B - 012509F0 - 0123EF80 - Area 52 bgdata 002C - 01259940 - 01247ED0 - Warehouse bgdata 002D - 01263890 - 01251E20 - Car Park bgdata 002E - 0126BA60 - 01259FF0 - bgdata/bg_mp6.seg 002F - 0126BC60 - 0125A1F0 - bgdata/bg_mp7.seg 0030 - 0126BE60 - 0125A3F0 - bgdata/bg_mp8.seg 0031 - 0126C060 - 0125A5F0 - Ruins bgdata 0032 - 01278420 - 012669B0 - Sewers bgdata 0033 - 01283F50 - 012724E0 - Felicity bgdata 0034 - 012928D0 - 01280E60 - Fortress bgdata 0035 - 012A8670 - 01296C00 - Villa bgdata 0036 - 012B4540 - 012A2AD0 - bgdata/bg_mp14.seg 0037 - 012B4740 - 012A2CD0 - Grid bgdata 0038 - 012BA2E0 - 012A8870 - bgdata/bg_mp16.seg 0039 - 012BA4E0 - 012A8A70 - bgdata/bg_mp17.seg 003A - 012BA6E0 - 012A8C70 - bgdata/bg_mp18.seg 003B - 012BA8E0 - 012A8E70 - bgdata/bg_mp19.seg 003C - 012BAAE0 - 012A9070 - bgdata/bg_mp20.seg 003D - 012BACE0 - 012A9270 - ob/ob_mid.seg 003E - 012BACE0 - 012A9270 - BETA Area 51 Guard 003F - 012C96D0 - 012B7C60 - Area 51 Guard 0040 - 012CD670 - 012BBC00 - Carrington 0041 - 012D1D20 - 012C02B0 - Cassandra de Vries 0042 - 012D6D90 - 012C5320 - Joanna Dark Combat Suit 0043 - 012DA460 - 012C89F0 - Joanna Dark Party Frock 0044 - 012DDDF0 - 012CC380 - Joanna Dark Trench Coat 0045 - 012E32B0 - 012D1840 - dataDyne Shock Trooper 0046 - 012E7220 - 012D57B0 - dataDyne Security Guard 0047 - 012EABD0 - 012D9160 - Black Tuxedo 0048 - 012EE3B0 - 012DC940 - Dr. Caroll 0049 - 012EF5E0 - 012DDB70 - Elvis 004A - 012FBC20 - 012EA1B0 - Elvis1 004B - 012FFC00 - 012EE190 - Camspy, Drugspy, Bombspy 004C - 01300AD0 - 012EF060 - Cassandra’s Bodyguard 004D - 01304600 - 012F2B90 - CI Lab Technician 004E - 01308370 - 012F6900 - Mr. Blonde 004F - 0130DB30 - 012FC0C0 - dataDyne Programmer 0050 - 013112C0 - 012FF850 - dataDyne Programmer 0051 - 01314A50 - 01302FE0 - Area 51 Overall 0052 - 013185E0 - 01306B70 - dataDyne Secretary 0053 - 0131BFC0 - 0130A550 - Skedar 0054 - 01320FD0 - 0130F560 - Trent Easton’s Bodyguard 0055 - 01324DE0 - 01313370 - Trent Easton Standing upright 0056 - 01334D10 - 013232A0 - Maian with Blue Shoes 0057 - 01338CE0 - 01327270 - Trent Easton 0058 - 0133DB10 - 0132C0A0 - Bullet long version 0059 - 0133E9F0 - 0132CF80 - Bullet short version 005A - 0133F1E0 - 0132D770 - Slayer Rocket 005B - 013410D0 - 0132F660 - Shotgun shell 005C - 013419A0 - 0132FF30 - Nintendo 64 Controller 005D - 01344130 - 013326C0 - Crate 005E - 01344270 - 01332800 - Blue Tinted Crate 005F - 013443C0 - 01332950 - Brown Tinted Crate 0060 - 013444F0 - 01332A80 - Area 51 Hole-in-wall frame 0061 - 01344830 - 01332DC0 - Area 51 Hole-in-wall frame 0062 - 01344DB0 - 01333340 - Area 51 Square Door (Bottom part) 0063 - 01345070 - 01333600 - Area 51 Door with glass window 0064 - 013453C0 - 01333950 - Area 51 Door 0065 - 01345570 - 01333B00 - Area 51 Square Door (Top part) 0066 - 01345830 - 01333DC0 - Area 51 Small lift from hanger 0067 - 01345B60 - 013340F0 - Area 51 Hanger lift 0068 - 013466E0 - 01334C70 - Area 51 Storage lift 1 0069 - 013468D0 - 01334E60 - Area 51 Storage lift 2 006A - 01346AE0 - 01335070 - Area 51 Wall you blow up 006B - 01347A60 - 01335FF0 - Area 51 Wall you blow up 006C - 01347CD0 - 01336260 - Area 51 Wall you blow up 006D - 01347ED0 - 01336460 - Area 51 Door (Left) 006E - 013481D0 - 01336760 - Area 51 Door (Right) 006F - 013484E0 - 01336A70 - Area 51 Door 0070 - 013487F0 - 01336D80 - Area 51 Bulletin board with Maian pictures 0071 - 01348B50 - 013370E0 - BETA Area 51 Chair 0072 - 01348E60 - 013373F0 - Area 51 Entrance hall desk 0073 - 013490B0 - 01337640 - Area 51 Office divider (Peachy coloured) 0074 - 013492B0 - 01337840 - BETA Area 51 Screen 0075 - 013494E0 - 01337A70 - Area 51 Table 0076 - 013497A0 - 01337D30 - Area 51 Empty Hoverbed 0077 - 01349BF0 - 01338180 - Area51 Trashcan 0078 - 01349E10 - 013383A0 - Villa Wine Bottle (Green) 0079 - 0134A050 - 013385E0 - Villa Wine Bottle (Red) 007A - 0134A2B0 - 01338840 - Villa Wine Bottle (Red, not JUNG brand) 007B - 0134A4D0 - 01338A60 - BETA Villa door 007C - 0134B640 - 01339BD0 - Villa Wooden door 007D - 0134C4B0 - 0133AA40 - BETA Villa Wooden slide door 007E - 0134CE90 - 0133B420 - Villa Windmill propellar 007F - 0134D950 - 0133BEE0 - Deep Sea Door from beginning of level 0080 - 0134F310 - 0133D8A0 - Deep Sea Lift 0081 - 0134F5A0 - 0133DB30 - Deep Sea Door (Left) 0082 - 013505E0 - 0133EB70 - Deep Sea Door (Right) 0083 - 013515F0 - 0133FB80 - BETA Cube with a circuit-like texture 0084 - 01351730 - 0133FCC0 - Case 0085 - 01353110 - 013416A0 - Chicago Metal shutter 0086 - 01353250 - 013417E0 - Briefcase 0087 - 01354C20 - 013431B0 - Tracer Bug 0088 - 01355540 - 01343AD0 - Data Uplink 0089 - 01355AB0 - 01344040 - BETA Door 008A - 01355C00 - 01344190 - dataDyne Building Hole-in-tube frame 008B - 01355DC0 - 01344350 - dataDyne Building Hole-in-tube unexploded 008C - 01356690 - 01344C20 - dataDyne Building Hole-in-wall frame 008D - 013569E0 - 01344F70 - dataDyne Building Hole-in-wall unexploded 008E - 01356B20 - 013450B0 - dataDyne Building Rooftop banner 008F - 01356DD0 - 01345360 - dataDyne Building Desk chair 0090 - 01357090 - 01345620 - dataDyne Building Slide door 0091 - 013572C0 - 01345850 - dataDyne Building Desk 0092 - 013574C0 - 01345A50 - dataDyne Building Roof fan 0093 - 013576B0 - 01345C40 - dataDyne Building Wall fan 0094 - 01357910 - 01345EA0 - Hovercab 0095 - 01357CF0 - 01346280 - Hovercar 0096 - 01358090 - 01346620 - Hovercop 0097 - 013584E0 - 01346A70 - dataDyne Hovercopter 0098 - 01359D80 - 01348310 - Hovermoto 0099 - 0135A140 - 013486D0 - Hovertruck 009A - 0135A540 - 01348AD0 - Investigation Caution door with window 009B - 0135AA40 - 01348FD0 - Investigation Slide-up door caution (Top) 009C - 0135ADA0 - 01349330 - BETA Investigation Door 009D - 0135AFF0 - 01349580 - Investigation Secret door 009E - 0135B130 - 013496C0 - Investigation Sector One Door 009F - 0135B640 - 01349BD0 - Investigation Slide-up door hazardous (Top) 00A0 - 0135BAD0 - 0134A060 - Investigation Slide-up door restricted (Top) 00A1 - 0135BE40 - 0134A3D0 - Investigation Slide-down door (Bottom) 00A2 - 0135C1C0 - 0134A750 - Investigation Sector Two Slide-up door (Top) 00A3 - 0135C520 - 0134AAB0 - Investigation Sector Three Door 00A4 - 0135C8F0 - 0134AE80 - Investigation Sector Three Slide-up door (Top) 00A5 - 0135CC50 - 0134B1E0 - Investigation Sector Three Door with window 00A6 - 0135D150 - 0134B6E0 - Investigation Sector Four Slide-up door (Top) 00A7 - 0135D4B0 - 0134BA40 - dataDyne Building Lift door 00A8 - 0135D670 - 0134BC00 - dataDyne Building Lift 00A9 - 0135DA60 - 0134BFF0 - dataDyne Building Office door 00AA - 0135DDA0 - 0134C330 - Pot plant (Rubber plant) 00AB - 0135E200 - 0134C790 - Pot plant (Spider plant) 00AC - 0135E460 - 0134C9F0 - Pot plant (Spike plant) 00AD - 0135E720 - 0134CCB0 - dataDyne Building Armchair 00AE - 0135E9C0 - 0134CF50 - dataDyne Building Sofa 00AF - 0135ECC0 - 0134D250 - dataDyne Building Secret Door 1 00B0 - 0135EE70 - 0134D400 - dataDyne Building Secret door 2 00B1 - 0135EFD0 - 0134D560 - dataDyne Building Service door 00B2 - 0135F200 - 0134D790 - dataDyne Building Cassandra's desk 00B3 - 0135F570 - 0134DB00 - dataDyne Building Vertical blind 00B4 - 0135F680 - 0134DC10 - dataDyne Building Grating door 00B5 - 0135F920 - 0134DEB0 - dataDyne Building Pane of glass 00B6 - 0135FA10 - 0134DFA0 - CI Jumpship from Defection Intro 00B7 - 01361600 - 0134FB90 - G5 Building Part of fire door 00B8 - 01361980 - 0134FF10 - G5 Building Part of fire door 00B9 - 01361AE0 - 01350070 - G5 Building Part of fire door 00BA - 01361E00 - 01350390 - G5 Building Slide open door with window 00BB - 01362060 - 013505F0 - G5 Building Slide open door without window 00BC - 013621B0 - 01350740 - G5 Building Slide door with dataDyne logo 00BD - 01362490 - 01350A20 - G5 Building Slide door with dataDyne logo 00BE - 01362700 - 01350C90 - Metal panel 00BF - 01362820 - 01350DB0 - BETA Computer Terminal from GoldenEye 00C0 - 01362B60 - 013510F0 - A part of Dr. Caroll’s hiding place 00C1 - 013630E0 - 01351670 - A part of Dr. Caroll’s hiding place 00C2 - 01363970 - 01351F00 - A part of Dr. Caroll’s hiding place 00C3 - 01363D30 - 013522C0 - A part of Dr. Caroll’s hiding place 00C4 - 01364110 - 013526A0 - A part of Dr. Caroll’s hiding place 00C5 - 013644E0 - 01352A70 - A part of Dr. Caroll’s hiding place 00C6 - 013647B0 - 01352D40 - A part of Dr. Caroll’s hiding place 00C7 - 01364A80 - 01353010 - A part of Dr. Caroll’s hiding place 00C8 - 01364D60 - 013532F0 - CI Jumpship from Villa, Defense 00C9 - 01367EA0 - 01356430 - Chicago Dumpster 00CA - 013680E0 - 01356670 - Explosion bit (Freezes game) 00CB - 013680E0 - 01356670 - BETA Flag from GoldenEye 00CC - 01368220 - 013567B0 - G5 Building Lower hole-in-wall unexploded 00CD - 01368350 - 013568E0 - G5 Building Lower hole-in-wall frame 00CE - 01368880 - 01356E10 - G5 Building Upper hole-in-wall unexploded 00CF - 013689B0 - 01356F40 - G5 Building Upper hole-in-wall frame 00D0 - 01368ED0 - 01357460 - G5 Building Mainframe 00D1 - 01369050 - 013575E0 - G5 Building Vault door 00D2 - 01369450 - 013579E0 - Chicago Unopened fire door 00D3 - 01369A10 - 01357FA0 - BETA GoldenEye Logo 00D4 - 0136AB10 - 013590A0 - Hoverbot (Orange) 00D5 - 0136AD40 - 013592D0 - Hoverbike 00D6 - 0136BDE0 - 0135A370 - Area 51 Hoverbed with Elvis 00D7 - 0136DC80 - 0135C210 - Hovercrate 00D8 - 0136E0D0 - 0135C660 - Laser beam Door / Block 00D9 - 0136E1B0 - 0135C740 - BETA Muilticoloured crate 00DA - 0136E900 - 0135CE90 - Area 51 Caution glass 1 00DB - 0136EA70 - 0135D000 - Area 51 Caution glass 2 00DC - 0136EBE0 - 0135D170 - Area51 Button / Control panel 00DD - 0136EE90 - 0135D420 - Nintendo Logo 00DE - 01372400 - 01360990 - Changing N logo 2 00DF - 01373EF0 - 01362480 - Changing N logo 3 00E0 - 01375A00 - 01363F90 - Changing N logo 00E1 - 013796C0 - 01367C50 - Blue Computer 00E2 - 01379A20 - 01367FB0 - Perfect Dark Logo 4 00E3 - 0137E190 - 0136C720 - Perfect Dark Logo 1 00E4 - 01380A70 - 0136F000 - Perfect Dark Logo 3 00E5 - 01384ED0 - 01373460 - Perfect Dark Logo 2 00E6 - 01388930 - 01376EC0 - Perfect Dark Logo 00E7 - 0138C390 - 0137A920 - Chicago Police hovercar 00E8 - 0138D360 - 0137B8F0 - Ravine Lift 00E9 - 0138D530 - 0137BAC0 - dataDyne Building Defection Intro Rope 00EA - 0138DDE0 - 0137C370 - Secret Skedar Army hatch door (Bottom) 00EB - 0138F130 - 0137D6C0 - Secret Skedar Army hatch door (Top) 00EC - 01390180 - 0137E710 - Skedar Ruins Door 00ED - 013903C0 - 0137E950 - BETA Skedar Fighter ship 00EE - 01394550 - 01382AE0 - Attack Ship Hanger door (Bottom half) 00EF - 01395A00 - 01383F90 - Attack Ship Hanger door (Top half) 00F0 - 013977A0 - 01385D30 - Attack Ship yYellow slide door 00F1 - 01397BD0 - 01386160 - Attack Ship Holographic star map 00F2 - 01397DA0 - 01386330 - Attack Ship Holographic star map 00F3 - 01397EF0 - 01386480 - Attack Ship Hanger hull door part 1 00F4 - 013981B0 - 01386740 - Attack Ship Hanger hull door part 2 00F5 - 01398480 - 01386A10 - Attack Ship Hanger hull door part 3 00F6 - 01398690 - 01386C20 - Attack Ship Hanger hull door part 4 00F7 - 013988B0 - 01386E40 - Skedar Ruins Spinning power generator pillar 00F8 - 01399A70 - 01388000 - Skedar Ruins Rolling round pillar 00F9 - 0139A420 - 013889B0 - Skedar Ruins Canyon wall after blowing up rock 00FA - 0139A620 - 01388BB0 - Skedar Ruins Canyon rock 00FB - 0139AF60 - 013894F0 - Skedar Ruins Hole-in-wall frame 00FC - 0139B1C0 - 01389750 - Skedar Ruins Hole-in-wall unexploded 00FD - 0139B400 - 01389990 - Chicago Hovertaxi 00FE - 0139C3C0 - 0138A950 - Hoverbot (White/blue) 00FF - 0139C790 - 0138AD20 - BETA Chicago Limo 0100 - 013A43D0 - 01392960 - Tv screen 0101 - 013A44A0 - 01392A30 - Pane of glass 0102 - 013A4590 - 01392B20 - Ump_setupameZ 0103 - 013A45B0 - 01392B40 - Ump_setuparchZ 0104 - 013A45D0 - 01392B60 - Ravine mp_setup 0105 - 013A47E0 - 01392D70 - Ump_setuparkZ 0106 - 013A4800 - 01392D90 - Ump_setupashZ 0107 - 013A4820 - 01392DB0 - Ump_setupaztZ 0108 - 013A4840 - 01392DD0 - Ump_setupcatZ 0109 - 013A4860 - 01392DF0 - Ump_setupcaveZ 010A - 013A4880 - 01392E10 - Pipes mp_setup 010B - 013A4A40 - 01392FD0 - G5 Building (MP) mp_setup 010C - 013A4BD0 - 01393160 - BETA GoldenEye Dam solo setup something 010D - 013A4ED0 - 01393460 - Ump_setupdepoZ 010E - 013A4EF0 - 01393480 - Ump_setupdestZ 010F - 013A4F10 - 013934A0 - Ump_setupdishZ 0110 - 013A4F30 - 013934C0 - Ump_setupearZ 0111 - 013A4F60 - 013934F0 - Ump_setupeldZ 0112 - 013A4F90 - 01393520 - Ump_setupimpZ 0113 - 013A4FB0 - 01393540 - Temple mp_setup 0114 - 013A5160 - 013936F0 - Ump_setupleeZ 0115 - 013A5190 - 01393720 - Ump_setuplenZ 0116 - 013A51C0 - 01393750 - Ump_setuplipZ 0117 - 013A51E0 - 01393770 - Ump_setuplueZ 0118 - 013A5200 - 01393790 - Skedar mp_setup 0119 - 013A53C0 - 01393950 - Ump_setuppamZ 011A - 013A53F0 - 01393980 - BETA GoldenEye Streets solo setup something 011B - 013A54E0 - 01393A70 - Complex mp_setup 011C - 013A5680 - 01393C10 - Ump_setupritZ 011D - 013A56B0 - 01393C40 - Ump_setuprunZ 011E - 013A56E0 - 01393C70 - Ump_setupsevZ 011F - 013A5700 - 01393C90 - Retaking the Institute mp_setup 0120 - 013A5720 - 01393CB0 - Ump_setupsevxZ 0121 - 013A5740 - 01393CD0 - Ump_setupshoZ 0122 - 013A5760 - 01393CF0 - Ump_setupsiloZ 0123 - 013A5780 - 01393D10 - Ump_setupstatZ 0124 - 013A57A0 - 01393D30 - Ump_setuptraZ 0125 - 013A57C0 - 01393D50 - Ump_setupwaxZ 0126 - 013A57E0 - 01393D70 - Defection solo setup 0127 - 013A7950 - 01395EE0 - UsetuparchZ 0128 - 013A7970 - 01395F00 - UsetuparecZ 0129 - 013A79C0 - 01395F50 - Extraction solo setup 012A - 013A9790 - 01397D20 - UsetupashZ 012B - 013A97B0 - 01397D40 - Crash Site solo setup 012C - 013AAA30 - 01398FC0 - UsetupcatZ 012D - 013AAA50 - 01398FE0 - Air Base solo setup 012E - 013ACFD0 - 0139B560 - UsetupcradZ 012F - 013AD000 - 0139B590 - UsetupcrypZ 0130 - 013AD030 - 0139B5C0 - Pelagic II solo setup 0131 - 013AEB40 - 0139D0D0 - G5 Building (Solo) solo setup 0132 - 013B0510 - 0139EAA0 - UsetupdestZ 0133 - 013B0530 - 0139EAC0 - CI Training solo setup 0134 - 013B29D0 - 013A0F80 - Investigation solo setup 0135 - 013B4860 - 013A2E10 - Villa (Solo) solo setup 0136 - 013B6760 - 013A4D10 - Defense solo setup 0137 - 013B87E0 - 013A6D90 - UsetupjunZ 0138 - 013B8810 - 013A6DC0 - Attack Ship solo setup 0139 - 013BA680 - 013A8C30 - UsetuplenZ 013A - 013BA6B0 - 013A8C60 - Rescue solo setup 013B - 013BCE20 - 013AB3D0 - Infiltration solo setup 013C - 013BEB80 - 013AD140 - Skedar solo setup 013D - 013BED30 - 013AD2F0 - Deep Sea solo setup 013E - 013C1470 - 013AFA30 - Chicago solo setup 013F - 013C2DF0 - 013B13B0 - UsetuprefZ 0140 - 013C2E20 - 013B13E0 - Air Force One solo setup 0141 - 013C4D80 - 013B3340 - UsetuprunZ 0142 - 013C4DA0 - 013B3360 - Maian SOS solo setup 0143 - 013C62E0 - 013B48A0 - Retaking the Institute solo setup 0144 - 013C6300 - 013B48C0 - UsetupsevxZ 0145 - 013C6320 - 013B48E0 - UsetupsevxbZ 0146 - 013C6340 - 013B4900 - Skedar Ruins solo setup 0147 - 013C8350 - 013B6920 - Unknown solo setup 0148 - 013C8370 - 013B6940 - WAR! solo setup 0149 - 013C8E80 - 013B7450 - Escape solo setup 014A - 013CB040 - 013B9610 - Mr. Blondes Revenge solo setup 014B - 013CC5C0 - 013BAB90 - Defection pads 014C - 013CF8F0 - 013BDEC0 - dataDyne Building tiles 014D - 013D78F0 - 013C5EC0 - bgdata/bg_arch_padsZ 014E - 013D7910 - 013C5EE0 - bgdata/bg_arch_tilesZ 014F - 013D79C0 - 013C5F90 - Ravine pads 0150 - 013D9220 - 013C77F0 - Ravine tiles 0151 - 013DA5F0 - 013C8BC0 - Extraction pads 0152 - 013DD960 - 013CBF30 - bgdata/bg_ark_tilesZ 0153 - 013DDA10 - 013CBFE0 - bgdata/bg_ash_padsZ 0154 - 013DDA30 - 013CC000 - bgdata/bg_ash_tilesZ 0155 - 013DDAE0 - 013CC0B0 - Crash Site pads 0156 - 013E14D0 - 013CFAA0 - Crash Site tiles 0157 - 013F6450 - 013E4A20 - bgdata/bg_cat_padsZ 0158 - 013F6470 - 013E4A40 - bgdata/bg_cat_tilesZ 0159 - 013F6520 - 013E4AF0 - Air Base pads 015A - 013F97C0 - 013E7D90 - Air Base tiles 015B - 01409AA0 - 013F8070 - Pipes pads 015C - 0140B320 - 013F98F0 - Pipes tiles 015D - 0140E2D0 - 013FC8A0 - G5 Building (MP) pads 015E - 0140F700 - 013FDCD0 - G5 Building (MP) tiles 015F - 014121E0 - 014007B0 - Pelagic II pads 0160 - 01415910 - 01403EE0 - Pelagic II tiles 0161 - 01433B00 - 014220D0 - G5 Building (Solo) pads 0162 - 01435200 - 014237D0 - G5 Building (Solo) tiles 0163 - 0143D680 - 0142BC50 - bgdata/bg_dest_padsZ 0164 - 0143D6A0 - 0142BC70 - bgdata/bg_dest_tilesZ 0165 - 0143D750 - 0142BD20 - CI Training pads 0166 - 01441920 - 0142FEF0 - Carrington Institute tiles 0167 - 0144D730 - 0143BD00 - Investigation pads 0168 - 014521C0 - 01440790 - Investigation tiles 0169 - 014626E0 - 01450CB0 - Villa (Solo) pads 016A - 014663C0 - 01454990 - Villa (Solo) tiles 016B - 01476010 - 014645E0 - Defense pads 016C - 0147A1D0 - 014687A0 - bgdata/bg_imp_tilesZ 016D - 0147A280 - 01468850 - Temple pads 016E - 0147B650 - 01469C20 - Temple tiles 016F - 0147C7F0 - 0146ADC0 - Attack Ship pads 0170 - 0147FAC0 - 0146E090 - Attack Ship tiles 0171 - 014A1CA0 - 01490270 - bgdata/bg_len_padsZ 0172 - 014A1CC0 - 01490290 - bgdata/bg_len_tilesZ 0173 - 014A1D70 - 01490340 - Rescue pads 0174 - 014A9760 - 01497D30 - bgdata/bg_lip_tilesZ 0175 - 014A9810 - 01497DE0 - Infiltration pads 0176 - 014B1200 - 0149F7D0 - Area 51 tiles 0177 - 014D7E40 - 014C6410 - Skedar pads 0178 - 014D9B20 - 014C80F0 - Skedar tiles 0179 - 014DC900 - 014CAED0 - Deep Sea pads 017A - 014E2850 - 014D0E20 - Deep Sea tiles 017B - 015063F0 - 014F49C0 - Chicago pads 017C - 01507BC0 - 014F6190 - Chicago tiles 017D - 0150F810 - 014FDDE0 - Complex pads 017E - 01510C00 - 014FF1D0 - Complex tiles 017F - 01513FB0 - 01502580 - Air Force One pads 0180 - 01516440 - 01504A10 - Air Force One tiles 0181 - 0152F3A0 - 0151D970 - bgdata/bg_run_padsZ 0182 - 0152F3C0 - 0151D990 - bgdata/bg_run_tilesZ 0183 - 0152F470 - 0151DA40 - Maian SOS pads 0184 - 01536E60 - 01525430 - bgdata/bg_sev_tilesZ 0185 - 01536F10 - 015254E0 - Retaking the Institute 0186 - 01536F30 - 01525500 - bgdata/bg_sevb_tilesZ 0187 - 01536FE0 - 015255B0 - bgdata/bg_sevx_padsZ 0188 - 01537000 - 015255D0 - bgdata/bg_sevx_tilesZ 0189 - 015370B0 - 01525680 - Skedar Ruins pads 018A - 01539630 - 01527C00 - Skedar Ruins tiles 018B - 01549860 - 01537E30 - Unknown pads 018C - 01549880 - 01537E50 - Unknown tiles 018D - 01549930 - 01537F00 - WAR! pads 018E - 0154BEB0 - 0153A480 - bgdata/bg_stat_tilesZ 018F - 0154BF60 - 0153A530 - Escape pads 0190 - 01553950 - 01541F20 - bgdata/bg_tra_tilesZ 0191 - 01553A00 - 01541FD0 - Mr. Blonde's Revenge pads 0192 - 01556D30 - 01545300 - bgdata/bg_wax_tilesZ 0193 - 01556DE0 - 015453B0 - Testgun (Looks like grenade) player 0194 - 01557D80 - 01546350 - dataDyne Lab Technician 0195 - 0155B830 - 01549E00 - Security Camera 0196 - 0155BC70 - 0154A240 - Communications hub 0197 - 0155C410 - 0154A9E0 - dataDyne Building Rocket Launcher stand 0198 - 0155C760 - 0154AD30 - Blue computer terminal 0199 - 0155CBF0 - 0154B1C0 - White Tuxedo 019A - 015603E0 - 0154E9B0 - Black Tuxedo 019B - 01563B10 - 015520E0 - Black Tuxedo with open jacket 019C - 015672E0 - 015558B0 - Joanna Head 019D - 01568CC0 - 01557290 - Elvis Head 019E - 0156A1E0 - 015587B0 - Enemy Head (Ross) 019F - 0156B010 - 015595E0 - Carrington’s Head 01A0 - 0156C280 - 0155A850 - Mr. Blonde Head 01A1 - 0156D4D0 - 0155BAA0 - Trent Easton Head 01A2 - 0156E6F0 - 0155CCC0 - Shock Trooper Head 01A3 - 0156F680 - 0155DC50 - Enemy Head (Graham) 01A4 - 01570420 - 0155E9F0 - Joanna Frock Head 01A5 - 01572040 - 01560610 - dataDyne Secretary Head 01A6 - 01573250 - 01561820 - Cassandra’s Head 01A7 - 01574EF0 - 015634C0 - Maian head with closes eyes 01A8 - 01576420 - 015649F0 - Female Enemy Head 01A9 - 01577820 - 01565DF0 - Enemy Head (Jon) 01AA - 01578660 - 01566C30 - Investigation Lift 01AB - 01578990 - 01566F60 - Red grate panel 01AC - 01578B00 - 015670D0 - Light switch 01AD - 01578C30 - 01567200 - dataDyne Building Extraction Blue blast shield 01AE - 01579010 - 015675E0 - dataDyne Building Light switch 01AF - 015792C0 - 01567890 - Investigation Sector Four Door (Top half) 01B0 - 01579800 - 01567DD0 - Investigation Sector Four Door (Bottom half) 01B1 - 01579A20 - 01567FF0 - Joanna Frock (ripped) 01B2 - 0157E7D0 - 0156CDA0 - Enemy Head (Mark2) 01B3 - 0157F920 - 0156DEF0 - Enemy Head (Christ) 01B4 - 01580A20 - 0156EFF0 - Area 51 Oil container 01B5 - 01580CD0 - 0156F2A0 - Investigation Metal chair 01B6 - 01580F30 - 0156F500 - Investigation Table 01B7 - 01581190 - 0156F760 - BETA Investigation Microscope 01B8 - 015816C0 - 0156FC90 - BETA Investigation Mainframe 01B9 - 01581980 - 0156FF50 - Investigation Laboratory door 01BA - 01581E00 - 015703D0 - Investigation Slide-up door laboratory (Top) 01BB - 01582130 - 01570700 - Ammo Crate 01BC - 015822E0 - 015708B0 - Enemy Head (Russ) 01BD - 01583370 - 01571940 - BETA Head 01BE - 01584200 - 015727D0 - Enemy Head (Darling) 01BF - 015852B0 - 01573880 - dataDyne Guard 01C0 - 01588DA0 - 01577370 - Enemy Head (Robert) 01C1 - 01589C30 - 01578200 - Shock Trooper 01C2 - 01594AF0 - 015830C0 - Enemy Head (Beau) 01C3 - 01595D90 - 01584360 - Cassandra De Vries Necklace 01C4 - 01596050 - 01584620 - dataDyne Guard from Investigation 01C5 - 01599F00 - 015884D0 - Female Enemy Head 01C6 - 0159B1F0 - 015897C0 - Investigation Ceiling dronegun 01C7 - 0159E7A0 - 0158CD70 - Temple Door 01C8 - 0159E8E0 - 0158CEB0 - Area 51 Bio Technician 01C9 - 015A23F0 - 015909C0 - FBI Agent 01CA - 015A5FD0 - 015945A0 - Crash Site Dronegun 01CB - 015A8150 - 01596720 - CIA Agent 01CC - 015ABE70 - 0159A440 - Area 51 Trooper 01CD - 015AF8A0 - 0159DE70 - Enemy Head (Brian) 01CE - 015B09B0 - 0159EF80 - Enemy Head (Jamie) 01CF - 015B1940 - 0159FF10 - Enemy Head (Duncan) 01D0 - 015B2880 - 015A0E50 - Bio Technician Head 01D1 - 015B3780 - 015A1D50 - UsetupuffZ 01D2 - 015B37A0 - 015A1D70 - Ump_setupuffZ 01D3 - 015B37C0 - 015A1D90 - bgdata/bg_uff_padsZ 01D4 - 015B37E0 - 015A1DB0 - bgdata/bg_uff_tilesZ 01D5 - 015B3890 - 015A1E60 - UsetupoldZ 01D6 - 015B39A0 - 015A1F70 - Ump_setupoldZ 01D7 - 015B39C0 - 015A1F90 - bgdata/bg_old_padsZ 01D8 - 015B39E0 - 015A1FB0 - bgdata/bg_old_tilesZ 01D9 - 015B3A90 - 015A2060 - Duel solo setup 01DA - 015B3E00 - 015A23D0 - Ump_setupateZ 01DB - 015B3E20 - 015A23F0 - Duel pads 01DC - 015B7FE0 - 015A65B0 - bgdata/bg_ate_tilesZ 01DD - 015B8090 - 015A6660 - UsetuplamZ 01DE - 015B80B0 - 015A6680 - Ump_setuplamZ 01DF - 015B80D0 - 015A66A0 - bgdata/bg_lam_padsZ 01E0 - 015B80F0 - 015A66C0 - bgdata/bg_lam_tilesZ 01E1 - 015B81A0 - 015A6770 - Usetupmp1Z 01E2 - 015B81C0 - 015A6790 - Base mp_setup 01E3 - 015B8410 - 015A69E0 - Base pads 01E4 - 015B9E90 - 015A8460 - Base tiles 01E5 - 015BD9D0 - 015ABFA0 - Usetupmp2Z 01E6 - 015BD9F0 - 015ABFC0 - Ump_setupmp2Z 01E7 - 015BDA20 - 015ABFF0 - bgdata/bg_mp2_padsZ 01E8 - 015BDA40 - 015AC010 - bgdata/bg_mp2_tilesZ 01E9 - 015BDAF0 - 015AC0C0 - Usetupmp3Z 01EA - 015BDB20 - 015AC0F0 - Area 52 mp_setup 01EB - 015BDD90 - 015AC360 - Area 52 pads 01EC - 015BFB10 - 015AE0E0 - Area 52 tiles 01ED - 015C31D0 - 015B17A0 - Usetupmp4Z 01EE - 015C31F0 - 015B17C0 - Warehouse mp_setup 01EF - 015C33A0 - 015B1970 - Warehouse pads 01F0 - 015C5CB0 - 015B4280 - Warehouse tiles 01F1 - 015C9BD0 - 015B81A0 - Usetupmp5Z 01F2 - 015C9BF0 - 015B81C0 - Car Park mp_setup 01F3 - 015C9DB0 - 015B8380 - Car Park pads 01F4 - 015CBB00 - 015BA0D0 - Car Park tiles 01F5 - 015CE610 - 015BCBE0 - Usetupmp6Z 01F6 - 015CE630 - 015BCC00 - Ump_setupmp6Z 01F7 - 015CE660 - 015BCC30 - bgdata/bg_mp6_padsZ 01F8 - 015CE680 - 015BCC50 - bgdata/bg_mp6_tilesZ 01F9 - 015CE730 - 015BCD00 - Usetupmp7Z 01FA - 015CE750 - 015BCD20 - Ump_setupmp7Z 01FB - 015CE790 - 015BCD60 - bgdata/bg_mp7_padsZ 01FC - 015CE7B0 - 015BCD80 - bgdata/bg_mp7_tilesZ 01FD - 015CE860 - 015BCE30 - Usetupmp8Z 01FE - 015CE880 - 015BCE50 - Ump_setupmp8Z 01FF - 015CE8C0 - 015BCE90 - bgdata/bg_mp8_padsZ 0200 - 015CE8E0 - 015BCEB0 - bgdata/bg_mp8_tilesZ 0201 - 015CE990 - 015BCF60 - Usetupmp9Z 0202 - 015CE9B0 - 015BCF80 - Ruins mp_setup 0203 - 015CEB80 - 015BD150 - Ruins pads 0204 - 015CFE10 - 015BE3E0 - Ruins tiles 0205 - 015D2DD0 - 015C1420 - Usetupmp10Z 0206 - 015D2E30 - 015C1480 - Sewers mp_setup 0207 - 015D3020 - 015C1670 - Sewers pads 0208 - 015D4230 - 015C2880 - Sewers tiles 0209 - 015D7830 - 015C5E80 - Usetupmp11Z 020A - 015D7850 - 015C5EA0 - Felicity mp_setup 020B - 015D7AA0 - 015C60F0 - Felicity pads 020C - 015D9160 - 015C77B0 - Felicity tiles 020D - 015DF670 - 015CDCC0 - Usetupmp12Z 020E - 015DF690 - 015CDCE0 - Fortress mp_setup 020F - 015DF9B0 - 015CE000 - Fortress pads 0210 - 015E2740 - 015D0D90 - Fortress tiles 0211 - 015E83E0 - 015D6A30 - Usetupmp13Z 0212 - 015E8400 - 015D6A50 - Villa mp_setup 0213 - 015E8570 - 015D6BC0 - Villa pads 0214 - 015E9CE0 - 015D8330 - Villa tiles 0215 - 015EE200 - 015DC850 - Usetupmp14Z 0216 - 015EE220 - 015DC870 - Ump_setupmp14Z 0217 - 015EE250 - 015DC8A0 - bgdata/bg_mp14_padsZ 0218 - 015EE270 - 015DC8C0 - bgdata/bg_mp14_tilesZ 0219 - 015EE320 - 015DC970 - Usetupmp15Z 021A - 015EE340 - 015DC990 - Grid mp_setup 021B - 015EE5C0 - 015DCC10 - Grid pads 021C - 015EF990 - 015DDFE0 - Grid tiles 021D - 015F17F0 - 015DFE40 - Usetupmp16Z 021E - 015F1810 - 015DFE60 - Ump_setupmp16Z 021F - 015F1840 - 015DFE90 - bgdata/bg_mp16_padsZ 0220 - 015F1860 - 015DFEB0 - bgdata/bg_mp16_tilesZ 0221 - 015F1910 - 015DFF60 - Usetupmp17Z 0222 - 015F1930 - 015DFF80 - Ump_setupmp17Z 0223 - 015F1970 - 015DFFC0 - bgdata/bg_mp17_padsZ 0224 - 015F1990 - 015DFFE0 - bgdata/bg_mp17_tilesZ 0225 - 015F1A40 - 015E0090 - Usetupmp18Z 0226 - 015F1A60 - 015E00B0 - Ump_setupmp18Z 0227 - 015F1AA0 - 015E00F0 - bgdata/bg_mp18_padsZ 0228 - 015F1AC0 - 015E0110 - bgdata/bg_mp18_tilesZ 0229 - 015F1B70 - 015E01C0 - Usetupmp19Z 022A - 015F1B90 - 015E01E0 - Ump_setupmp19Z 022B - 015F1BD0 - 015E0220 - bgdata/bg_mp19_padsZ 022C - 015F1BF0 - 015E0240 - bgdata/bg_mp19_tilesZ 022D - 015F1CA0 - 015E02F0 - Usetupmp20Z 022E - 015F1CC0 - 015E0310 - Ump_setupmp20Z 022F - 015F1D00 - 015E0350 - bgdata/bg_mp20_padsZ 0230 - 015F1D20 - 015E0370 - bgdata/bg_mp20_tilesZ 0231 - 015F1DD0 - 015E0420 - Area 51 Pilot 0232 - 015F5720 - 015E3D70 - Enemy Head (Neil) 0233 - 015F66D0 - 015E4D20 - Carrington Institute Sofa (with mirror image) 0234 - 015F6E60 - 015E54B0 - Carrington Institute Lift 0235 - 015F6FE0 - 015E5630 - Carrington Institute Glass door 0236 - 015F71E0 - 015E5830 - Sentry Robot 0237 - 015F8680 - 015E6CD0 - Steward 0238 - 015FBFB0 - 015EA600 - Enemy Head (Edmcg) 0239 - 015FCF70 - 015EB5C0 - Stewardess 023A - 016007E0 - 015EEE30 - Enemy Head (Anka) 023B - 016017A0 - 015EFDF0 - US President 023C - 01606240 - 015F4890 - Stewardess with scarf on 023D - 01609D00 - 015F8350 - Enemy Head (Leslie) 023E - 0160AD30 - 015F9380 - Laser beam 023F - 0160ADF0 - 015F9440 - Skedar Shuttle 0240 - 0160E380 - 015FC9D0 - Mini Skedar 0241 - 01612BE0 - 01601230 - Villa Door with wooden frame 0242 - 016142D0 - 01602920 - NSA Lackey 0243 - 01617EA0 - 016064F0 - Enemy Head (Matt) 0244 - 01618E30 - 01607480 - Presidential Bodyguard 0245 - 0161CA50 - 0160B0A0 - Enemy Head (Peer) 0246 - 0161D6E0 - 0160BD30 - Negotiator 0247 - 01621260 - 0160F8B0 - Enemy Head (Eileen) 0248 - 016222E0 - 01610930 - Skedar Ruins Royal Chamber Stone block 0249 - 01622B50 - 016111A0 - Skedar Ruins Royal Chamber Stone block 024A - 016233D0 - 01611A20 - Skedar statue relic piece 024B - 01623590 - 01611BE0 - Skedar statue relic piece 024C - 01623740 - 01611D90 - Skedar statue relic piece 024D - 01623900 - 01611F50 - Skedar statue relic piece 024E - 01623B10 - 01612160 - Skedar statue relic piece 024F - 01623D20 - 01612370 - Skedar Ruins Floor piece 0250 - 01623E00 - 01612450 - Skedar Ruins Floor piece 0251 - 01623EE0 - 01612530 - Skedar Ruins Floor piece 0252 - 01623FC0 - 01612610 - Skedar Ruins Floor piece 0253 - 016240B0 - 01612700 - Skedar Ruins Floor piece 0254 - 016241A0 - 016127F0 - Skedar Ruins Floor piece 0255 - 01624280 - 016128D0 - Skedar Ruins Floor piece 0256 - 01624360 - 016129B0 - Skedar Ruins Floor piece 0257 - 01624440 - 01612A90 - Skedar Ruins Floor piece 0258 - 01624530 - 01612B80 - Skedar Ruins Floor piece 0259 - 01624620 - 01612C70 - Menu Image Projector 025A - 01625130 - 01613780 - Skedar Ruins Pillar 1 025B - 01625A00 - 01614050 - Skedar Ruins Pillar 2 025C - 016262F0 - 01614940 - Skedar Ruins Pillar 3 025D - 01626C30 - 01615280 - Skedar Ruins Floor piece 025E - 01626DB0 - 01615400 - Skedar Ruins Wall piece 025F - 01626F20 - 01615570 - Skedar Ruins Floor piece 0260 - 01627080 - 016156D0 - Skedar Ruins Wall piece 0261 - 01627200 - 01615850 - G5 Building Guard 0262 - 0162B230 - 01619880 - Enemy Head (Andy) 0263 - 0162C170 - 0161A7C0 - Pelagic II Guard 0264 - 0162FFD0 - 0161E620 - G5 Building Swat Guard 0265 - 01634230 - 01622880 - Air Base White Guard 0266 - 01637ED0 - 01626520 - Maian 0267 - 0163ADE0 - 01629430 - Enemy Head (Ben) 0268 - 0163BD40 - 0162A390 - Enemy Head (Steve) 0269 - 0163CCA0 - 0162B2F0 - Area 51 Metal barrel 026A - 0163CEB0 - 0162B500 - Grid Pane of glass used as floor 026B - 0163CFD0 - 0162B620 - Air Base Escalator step 026C - 0163D100 - 0162B750 - Grid lift 026D - 0163D450 - 0162BAA0 - Skedar Ruins Rubble (Wall) 026E - 0163D7F0 - 0162BE40 - Skedar Ruins Rubble (Pillar) 026F - 0163D990 - 0162BFE0 - Skedar Ruins Rubble (Block) 0270 - 0163DB20 - 0162C170 - Skedar Ruins Rubble (Small pillar) 0271 - 0163DCC0 - 0162C310 - Arecep01M 0272 - 0163E6D0 - 0162CD20 - Arecep02M 0273 - 0163F9C0 - 0162E010 - Arecep03M 0274 - 01640D00 - 0162F350 - Arecep04M 0275 - 01642390 - 016309E0 - Arecep05M 0276 - 01642F30 - 01631580 - Arecep06M 0277 - 01644750 - 01632DA0 - Arlguard1M 0278 - 016458B0 - 01633F00 - Arltech01M 0279 - 01646DC0 - 01635410 - Arltech02M 027A - 01648450 - 01636AA0 - Arltech03M 027B - 016495B0 - 01637C00 - Arltech04M 027C - 0164A150 - 016387A0 - Arltech05M 027D - 0164AFF0 - 01639640 - Arltech06M 027E - 0164BB90 - 0163A1E0 - Ascie2aM 027F - 0164D440 - 0163BA90 - Ascie2bM 0280 - 0164E510 - 0163CB60 - Ascie2cM 0281 - 0164F980 - 0163DFD0 - Ascie2dM 0282 - 01651010 - 0163F660 - Ascie2eM 0283 - 01652520 - 01640B70 - Ascie2fM 0284 - 01653F60 - 016425B0 - Ascie2gM 0285 - 01655250 - 016438A0 - Ascie3aM 0286 - 01656280 - 016448D0 - Ascie3bM 0287 - 01657790 - 01645DE0 - Ascie3cM 0288 - 01658D80 - 016473D0 - Ascie3dM 0289 - 0165A850 - 01648EA0 - Ascie3eM 028A - 0165C410 - 0164AA60 - Ascie3gM 028B - 0165E1F0 - 0164C840 - Ascien10aM 028C - 0165F8D0 - 0164DF20 - Ascien2_aM 028D - 01660770 - 0164EDC0 - Ascien3_aM 028E - 016616B0 - 0164FD00 - Ascien4_aM 028F - 01662810 - 01650E60 - Ascien5_aM 0290 - 016645F0 - 01652C40 - Ascien6_aM 0291 - 01665F90 - 016545E0 - Ascien7_aM 0292 - 01667400 - 01655A50 - Ascien9_aM 0293 - 016682A0 - 016568F0 - AvilgrimM 0294 - 0166D890 - 0165BEE0 - Awepgd01M 0295 - 0166EAE0 - 0165D130 - Awepgd02M 0296 - 0166F8A0 - 0165DEF0 - Awepgd03M 0297 - 01670740 - 0165ED90 - Awepsc01M 0298 - 016710C0 - 0165F710 - Awepsc02M 0299 - 01671BC0 - 01660210 - Awepsc03M 029A - 016725D0 - 01660C20 - Aa51elv01M 029B - 01675030 - 01663680 - Aa51elv02M 029C - 01676D70 - 016653C0 - Aa51elv03M 029D - 01679340 - 01667990 - Aa51grd01M 029E - 01679CC0 - 01668310 - Aa51grd02M 029F - 0167A4B0 - 01668B00 - Aa51grd03M 02A0 - 0167B4E0 - 01669B30 - Aa51grd04M 02A1 - 0167C420 - 0166AA70 - Aa51grd05M 02A2 - 0167D2C0 - 0166B910 - Aa51grd06M 02A3 - 0167E600 - 0166CC50 - Aa51grd07M 02A4 - 0167F630 - 0166DC80 - Aa51grd08M 02A5 - 01680570 - 0166EBC0 - Aa51grd09M 02A6 - 01681110 - 0166F760 - Aa51grd10M 02A7 - 01681E30 - 01670480 - Aa51jo1M 02A8 - 01683080 - 016716D0 - Aa51jo2M 02A9 - 01684E60 - 016734B0 - Aa51jo3M 02AA - 016862D0 - 01674920 - Aa51jo4M 02AB - 01687740 - 01675D90 - Aa51jo5M 02AC - 016885E0 - 01676C30 - Aa51jo6M 02AD - 0168A990 - 01678FE0 - Aa51jon01M 02AE - 0168CEC0 - 0167B510 - Aa51jon02M 02AF - 0168E770 - 0167CDC0 - Aa51jon03M 02B0 - 01690860 - 0167EEB0 - Aa51jon04M 02B1 - 016924C0 - 01680B10 - Aa51jon05M 02B2 - 01695710 - 01683D60 - Aa51jon06M 02B3 - 01698260 - 016868B0 - Aa51jon07M 02B4 - 016994B0 - 01687B00 - Aa51jon08M 02B5 - 0169A580 - 01688BD0 - Aa51jon09M 02B6 - 0169BC60 - 0168A2B0 - Aa51jon10M 02B7 - 0169CA20 - 0168B070 - Aa51jon11M 02B8 - 0169DD10 - 0168C360 - Aa51jon12M 02B9 - 0169EF60 - 0168D5B0 - Aa51jon14M 02BA - 016A0ED0 - 0168F520 - Aa51jon15M 02BB - 016A39D0 - 01692020 - Aa51sci1M 02BC - 016A5410 - 01693A60 - Aaf1jo01M 02BD - 016A7B60 - 016961B0 - Aaf1jo02M 02BE - 016AA5C0 - 01698C10 - Aaf1jo03M 02BF - 016AC6B0 - 0169AD00 - Aaf1pr01M 02C0 - 016AE530 - 0169CB80 - Aaf1pr02M 02C1 - 016AF470 - 0169DAC0 - Aaf1pr03M 02C2 - 016B1030 - 0169F680 - Aaf1pr04M 02C3 - 016B1DF0 - 016A0440 - Aaf1pr05M 02C4 - 016B3260 - 016A18B0 - Aaf1pr06M 02C5 - 016B46D0 - 016A2D20 - Aaf1pr07M 02C6 - 016B57A0 - 016A3DF0 - Aaf1pr08M 02C7 - 016B9B50 - 016A81A0 - Aaf1pr09M 02C8 - 016BDA20 - 016AC070 - Aaf1pr10M 02C9 - 016BEF30 - 016AD580 - Aaf1tr01M 02CA - 016C1020 - 016AF670 - Aaf1tr02M 02CB - 016C28D0 - 016B0F20 - Aaf1tr03M 02CC - 016C46B0 - 016B2D00 - Aairbgd01M 02CD - 016C4F90 - 016B35E0 - Aairbgd02M 02CE - 016C5C10 - 016B4260 - Aairbgd03M 02CF - 016C72F0 - 016B5940 - Aairbgd04M 02D0 - 016C8C90 - 016B72E0 - Aairbgd05M 02D1 - 016C9D60 - 016B83B0 - Aairbgd06M 02D2 - 016CAC00 - 016B9250 - Aairbgd07M 02D3 - 016CBAA0 - 016BA0F0 - Aairbgd08M 02D4 - 016CCAD0 - 016BB120 - Aairbgd09M 02D5 - 016CD2C0 - 016BB910 - Aairbgd10M 02D6 - 016CDF40 - 016BC590 - Aairbgd11M 02D7 - 016CEF70 - 016BD5C0 - Aairbgd12M 02D8 - 016D0260 - 016BE8B0 - Aairbgd13M 02D9 - 016D16D0 - 016BFD20 - Aairbgd14M 02DA - 016D2F80 - 016C15D0 - Aairbgd15M 02DB - 016D42C0 - 016C2910 - Aairbgd16M 02DC - 016D5200 - 016C3850 - Aairstw01M 02DD - 016D6A20 - 016C5070 - Aairstw02M 02DE - 016D76A0 - 016C5CF0 - Aairstw03M 02DF - 016D8540 - 016C6B90 - Aassael01M 02E0 - 016DB830 - 016C9E80 - Aassael02M 02E1 - 016DDFD0 - 016CC620 - Aassael03M 02E2 - 016DF130 - 016CD780 - Aassael04M 02E3 - 016E1130 - 016CF780 - Aassael05M 02E4 - 016E3B90 - 016D21E0 - Aassael06M 02E5 - 016E6F60 - 016D55B0 - Absewrk01M 02E6 - 016E93F0 - 016D7A40 - Absewrk02M 02E7 - 016EA420 - 016D8A70 - Absewrk03M 02E8 - 016EBAB0 - 016DA100 - Absewrk04M 02E9 - 016ED0A0 - 016DB6F0 - Absewrk05M 02EA - 016EEB70 - 016DD1C0 - Acetael01M 02EB - 016F1DC0 - 016E0410 - Achdroid1M 02EC - 016F32D0 - 016E1920 - Achdroid2M 02ED - 016F4610 - 016E2C60 - Acsec01M 02EE - 016F5A80 - 016E40D0 - Acsec02M 02EF - 016F67A0 - 016E4DF0 - Acsec03M 02F0 - 016F7560 - 016E5BB0 - Acstan1M 02F1 - 016F9780 - 016E7DD0 - Acstan2M 02F2 - 016FBC10 - 016EA260 - Adevr01M 02F3 - 016FCF00 - 016EB550 - Adevr02M 02F4 - 016FE8A0 - 016ECEF0 - Adevr03M 02F5 - 016FFDB0 - 016EE400 - Adevr04M 02F6 - 01701AF0 - 016F0140 - Adevr05M 02F7 - 01703000 - 016F1650 - Adevr06M 02F8 - 01704BC0 - 016F3210 - Adevr07M 02F9 - 01706560 - 016F4BB0 - Adevr08M 02FA - 01708030 - 016F6680 - Adevr09M 02FB - 01709710 - 016F7D60 - Adevr10M 02FC - 0170A960 - 016F8FB0 - Adevr11M 02FD - 0170B460 - 016F9AB0 - Adevr12M 02FE - 0170D680 - 016FBCD0 - Aexec01M 02FF - 0170E7E0 - 016FCE30 - Aexec02M 0300 - 0170F8B0 - 016FDF00 - Aexec04M 0301 - 01710B00 - 016FF150 - Aexec05M 0302 - 017119A0 - 016FFFF0 - Aexec06M 0303 - 01712B00 - 01701150 - Aexec07M 0304 - 01714840 - 01702E90 - Aexec08M 0305 - 01715B30 - 01704180 - Aexec09M 0306 - 01716E20 - 01705470 - Aexec10M 0307 - 0171B4D0 - 01709B20 - Aexec11M 0308 - 017200B0 - 0170E700 - Aexec12M 0309 - 017218D0 - 0170FF20 - Aexec13M 030A - 01722D40 - 01711390 - Aexec14M 030B - 01724080 - 017126D0 - Ahelic01M 030C - 01725B50 - 017141A0 - Ahelic02M 030D - 01727890 - 01715EE0 - Ahelic03M 030E - 01728E80 - 017174D0 - Ahologd01M 030F - 0172A170 - 017187C0 - AholohopkM 0310 - 0172B4B0 - 01719B00 - Ainvcar01M 0311 - 0172CE50 - 0171B4A0 - Ainvcar02M 0312 - 0172E920 - 0171CF70 - Ainvcar03M 0313 - 017301D0 - 0171E820 - Ainvcar04M 0314 - 01731CA0 - 017202F0 - Ainvcar05M 0315 - 01733D90 - 017223E0 - Ainvcar06M 0316 - 01735F20 - 01724570 - Ainvcar07M 0317 - 01738C40 - 01727290 - Ainvcar08M 0318 - 0173A800 - 01728E50 - Ainvcar09M 0319 - 0173CB10 - 0172B160 - Ainvcar10M 031A