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Featured N64 The World is Not Enough (TWINE) Beta

Discussion in 'OG Prototype Release 2017' started by Paulweeze71, Oct 1, 2017.

  1. Paulweeze71

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    Another release brought to you by yours truly...

    The World is Not Enough (TWINE) N64 Beta

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    Here are some gameplay shots...

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    Too many differences in the ROM to count. Feel free to reply here with your findings :)

    Enjoy!!!

    Hidden Content:
    You must either reply or click 'Like' to see the hidden information contained here.
     
  2. Demon

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    Awesome release Paul :D

    Also as a note: the NFS release and any of release is moving 1 day forward. we decided this is a better Sunday release :D and yeah I need to fix the date typos too :nailbiting:
     
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  3. kuze

    kuze Member

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    Wow, awesome! Thanks for putting this out there. Looking forward to seeing what everyone finds.
     
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  4. Spaceman

    Spaceman Member

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    Brilliant release. Cheers for sharing with us Paulweeze. Knowing this community, it won't take long for this build to be thoroughly examined. :p
     
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  5. SESOG

    SESOG Member

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    Thanks Paulweeze71
     
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  6. Daniel316

    Daniel316 Member

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    Sadly the multiplayer is broken
    Sadly the multiplayer is broken
     
  7. Paulweeze71

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    Yes, it does seem that multiplayer is broken in the sense of AI respawns will cause the game to crash on hardware and on emulators. Respawn of human characters will not cause the game to crash however.
     
  8. ehw

    ehw
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    Thanks!

    (By the way, what did you dump this with?)
     
  9. SubDrag

    SubDrag Member

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    Incredible release, many many thanks. Can't wait to see what's different, especially behind the scenes! This thing is different from the get go...apparently BMW and its kidney shaped logo no longer was thanked in the retail...

    Ported the level select code:
    Here's loading Crate Yard
    8010ECDF 0008

    Digit 000F is Subterrenea. Doesn't seem different.

    Digit 0006 in retail is the castle, but in the beta it's 0005...And in 0006 in beta you're at the place with Doctor and M, I don't think in retail you can walk around here. The cut-scene takes place here.
     
    #9 SubDrag, Oct 3, 2017
    Last edited: Oct 3, 2017
    kuze, Paulweeze71 and mistamontiel like this.
  10. Paulweeze71

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    Dumped using a Gameshark Pro 3.2 and this TUT http://www.nesworld.com/article.php?system=n64&data=n64-howtodumproms

    No problem! Glad to see you join the forum btw, looking forward to any other future discoveries you may find :)
     
  11. olivieryuyu

    olivieryuyu Member

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    thanks a lot!
     
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  12. BingoBro70

    BingoBro70 Member

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    Looks GREAT! This game doesn't get the press it deserves
     
  13. Paulweeze71

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    Like or reply to gain access to the link. And you just replied so...
     
  14. SubDrag

    SubDrag Member

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    Added to N64 Midi Tool ini as 007 - The World is Not Enough (U) TWINE Proto. Looks like 3 less songs (not sure how different any of them are, if at all).
     
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  15. SubDrag

    SubDrag Member

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    Someone need to go through the process of detailing everything. Just about every last thing is different. First level, punch the first receptionist - she keeps talking about the safe deposit box. Then they tell you mission is compromised and to leave the bank after every civilian that is punched (text doesn't say to leave bank in final). Says Mission Failed over and over instead of Abort Mission. Text is white in proto and harder to see and it seems to be grouped differently, like for safe deposit box text, in one text instead of two). Cut-scene unfinished for middle of level, girl doesn't shoot you and not chaos after. It's incredible how different the first level is even, this is amazing.

    Even in menu, Characters became Surveillance in final, and proto only has one character Lachaise and no real text for him. The early surveillence characters are really cool, just placed there. Like it says Skiing Electra.

    I didn't play midnight departure yet, not sure if he says this like in text:
    Controller: Don`t hurt me. Who who are you?.Andrew Lally

    Might be a debug menu, see this in text:
    Music ID....Speech ID...Sample ID...Map Add.Map Mul.Bloke Add...Green...Bloke Mul...Sky B...Sky G...Sky R...View Dist...Fog B...Fog G...Fog R...Fog D...Fog TM..Fog TM2.Frame CatchUp...Smooth..Dither..Draw Clipped....Draw Objects....Draw Child Cels.Draw Cel....Debug Drone Info....Debug Info..Drones Active...Sound Testing...Night Settings..Xray Settings...Fog Settings....Draw Debug..Debug Main
     
    #15 SubDrag, Oct 4, 2017
    Last edited: Oct 4, 2017
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  16. mistamontiel

    mistamontiel Member

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    Thanx very much for this ! I seen an alternate title screen that's very very fancy and the transitions ! Idle a short while

    Under cinemas there's a game over text exploding that looked+sounded neat too !

    I seen some message top left like fuzzing red and cool sound effect , think just saying door locked
     
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  17. SubDrag

    SubDrag Member

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    I can't get over how different this is. Even in multi, besides minor name changes, in beta, characters do a 360 turn, while in final are fixed spot. Jogger is different texture. Some duplicate different texture or face characters like more than one police in final. Wow. Interesting enough the bank clerk labeled in final is the beta clerk as soon as you enter level. Oddjob missing in beta.
     
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  18. SubDrag

    SubDrag Member

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    Funny in Masquerade start cut-scene, the wheels of the car rotate the wrong way. Lots of text on screen is missing in cut-scenes, like Underground subway level. A sinking feeling level intro isn't even close to same cut-scene - it's a sub rising instead of Christmas Jones being escorted. Sub cut-scene middle christmas jones haha goes right thru the door, Valentin walks thru his door too in the middle cut-scene of walkways. It's also amusing how many guards faces are the same in levels - I'm assuming this got fixed in final since I never noticed. The last level, Meltdown, the oxygen meter does not have O2 text in top right but has bar. In the subway level, there's an alt fail end cut-scene here where Renard shoots Christmas Jones in ship. Is this possible in final? I'm not sure...another fail where sub leaves. No idea if in final.
     
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  19. punk7890

    punk7890 Member

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    Hey Paul! Thanks for releasing this! Even though I never really did play this game much back in the day, however, it's always great to see new prototypes surface. I managed to open a few hidden debug features, mainly a extra debug menu and a extra debug display. Here are some screen shots below and codes to enable them.

    Here's a folder with all the pictures.

    Here are the codes:

    Replaces FPS.Position With Debug Memory Info Display
    80007CDD 0002
    81007CDE 0106

    L+A For Debug Menu In Main Menu
    D10EA228 8020
    810EAEE2 9170

    The Debug Draw menu unfortunately doesn't work. Selecting the options there appear to corrupt memory and make the game run really slow afterwords. I checked its memory locations that gets set by that menu when turning on options, but nothing ever reads them anymore.
     
  20. Paulweeze71

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    I want to thank @SubDrag , @punk7890 and everyone else for their discoveries in the ROM! Can't wait to check them out personally :)
     

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