+---------------------------------------------------+
| The World Is Not Enough Weapon Modification Guide |
|---------------------------------------------------|
| Author: Jeff H. Version: 1.03 |
| Console: Nintendo 64 Device: Gameshark |
+---------------------------------------------------+
----------------------
MAIN TABLE OF CONTENTS
----------------------
1.00 Introduction
2.00 Making A Code
3.00 Weapon Modifiers
4.00 Patched Codes
5.00 Additional Code Values
6.00 Help and FAQs
7.00 Guide Related
----------------------
Welcome to my 'The World is not Enough Weapon Modification Guide'. This guide
provides information that allows you to modify different aspects of the
guns in The World is Not Enough (herein referred to as 'TWINE'). Provided that
you have the right things, you can modify things such as the fire rate,
damage, and many other aspects of your guns. And because of how this guide is
laid out it's very easy to do so.
WHAT'S THE PURPOSE?
To allow anyone with a GameShark to modify the guns in the game to their
liking. Such guides have been hugely popular in other FPS, so it's obvious
that many people are interested in such a thing. So, I hacked the codes and
made this guide for you to use.
WHAT DO I NEED?
- 1 Nintendo 64
- 1 GameShark (3.0 or higher recommended)
- 1 copy of TWINE (NTSC version - US/Canada)
HOW DOES IT WORK?
Short answer: Your GameShark does the entire gun changing. It modifies code
addresses in the RAM to alter the state of a gun's attribute. Attributes such
as fire rate, reload time, and so on.
Long answer: The game loads everything that's going on into the Nintendo 64's
RAM. Basically, it's an area that stores every little bit of information about
the game. Every little detail belongs to a code ADDRESS. Each address has a
VALUE that tells what it should be. Let's say, for example, that your
character's health was at address XX and your value was YY. XX tells where
your health information is stored (so other addresses and ASM routines can
find it), and YY tells the game how much health you have. You can change YY at
any time you wish (with a GameShark) and the game will reflect this address
when you're playing
###############################################################################
2.00 | MAKING A CODE
###############################################################################
Step 1:
Think of what gun you want to change and choose one of the categories that you
want to change about it, and scroll down to it. (Section 3.xx) Be sure to read
the notes for each set of codes. If there are notes they can be located
directly under that set.
Step 2:
Get the address that's under the "Code" header and input into your GameShark.
Scroll to another gun that's in the same category and get its "Default Value".
Input this value at the very END of our code in your GameShark. Save the code
and start the game with the code on.
Step 3:
Start a level up in SP or even MP. Test the aspect that you changed. If it
worked you did it right, if it didn't, something went wrong. Make sure the
Code and Default value are entered exactly as you see them.
To further experimenting, you can even use the Memory Editor for easier
access. That's if you have a GameShark PRO and have knowledge of it and Hex.
Please get to know how to use these codes by seeing how they work in other
sections of this guide. The more you know about how they work the faster and
easier it is to make codes, problem-free. If you have a bit of GameShark
knowledge the format I've laid out should make the codes self-explanatory.
Big thanks to Viper!
O-----------------------------------------O
Weapons Table of Contents
O-----------------------------------------O
3.01 Clip Capacity Modifiers
3.02 Bullets Per Rounds Modifiers
3.03 Fire Rate Modifiers
3.04 Weapon Power Modifiers
3.05 Zooming Capacity Modifiers
3.06 Firing Sound Modifiers
3.07 Reload Sound Modifiers
3.08 Delay Between Shots Modifiers
3.09 Delay After Reload Modifiers
3.10 Bullet Impact Type Modifiers
3.11 Alter Function Pointer Modifiers
3.12 Bullet Speed Modifiers
3.13 Gun Position Left/Right Modifiers
3.14 Gun Position Up/Down Modifiers
3.15 Gun Position Forward/Back Modifiers
3.16 Laser Beam Toggle
3.17 Ricochet Intensity Modifiers
3.18 Function To Modifiers
3.19 Ammo Image Modifiers
3.20 Function Name Modifiers
-------------------------
Key:
-------------------------
1st = Primary Function
2nd = Secondary Function
?? = Code value
80 = 8-Bit prefix
81 = 16-Bit prefix
These codes modify the amount of ammo that your weapons clip can hold. If a
weapon does not have a clip the code, however, is null and exists on the list
for the purpose of format.
These tell the game how many bullets to put in the clip upon reload. Obviously,
this attribute was only stuck in the game to cater to the shotgun that has to
be pumped up to achieve full clip capacity.
Note 1: Each value is for every INDIVIDUAL bullet coming out the barrel.
Note 2: Keep in mind that explosives' power are affected by distance.
Note 3: Golden Gun is an instant kill.
These codes determine the sound the weapon makes when fired. Pretty freaky. I
suggest experimenting with the values and you'll find that you can make your
gun actually SPEEK things that were recorded into the game, al-la Perfect Dark.
Note 1: The value of these codes can be used for other sound codes. See
Section 5.00 of this guide for bonus code values.
Note 1: The value of these codes can be used for other sound codes.
===============================================================================
3.08 Delay Between Shots Modifiers (When Trigger's Held)
-------------------------------------------------------------------------------
Weapon Code Default Value
===============================================================================
Unarmed 800C46D1 00?? 0F
Seamaster Speargun (1st) 800C47B9 00?? 1E
Seamaster Speargun (2nd) 800C48A1 00?? 01
Delta 900 Mag 800C4989 00?? 16
Wolfram P2K (1st) 800C4A71 00?? 0F
Wolfram P2K (2nd) 800C4B59 00?? 0F
Raptor Magnum (1st) 800C4C41 00?? 14
Raptor Magnum (2nd) 800C4D29 00?? 1E
Mustang .44 800C4E11 00?? 1E
Meyer TMP (1st/2nd) 800C4EF9 00?? 0A
Deutsche M45 (1st/2nd) 800C4FE1 00?? 1E
Deutsche M95 (1st) 800C50C9 00?? 0F
Deutsche M95 (2nd) 800C51B1 00?? 0F
Ingalls Type 20 (1st/2nd) 800C5299 00?? 0F
MB PDW90 (1st/2nd) 800C5381 00?? 0F
Soviet KA-57 (1st/2nd) 800C5469 00?? 1E
Meyer Bullpup (1st/2nd) 800C5551 00?? 1E
Mustang MAR-4 (1st/2nd) 800C5639 00?? 1E
Mustang MAR-4GL (1st) 800C5741 00?? 6E
Mustang MAR-4GL (2nd) 800C5809 00?? 0F
Frinesis Special 12 (1st) 800C58F1 00?? 1A
Frinesis Special 12 (2nd) 800C59D9 00?? F9
Suisse SSR 4000 800C5AC1 00?? 3C
Suisse SA90 800C5BA9 00?? 1E
GL 40 (1st) 800C5C91 00?? 0F
GL 40 (2nd) 800C5D79 00?? 0F
RL 22 800C5F49 00?? 0F
AT 420 Sentinel (1st) 800C6031 00?? 3C
AT 420 Sentinel (2nd) 800C6119 00?? 3C
Sticky Grenade 800C6201 00?? 1E
Stun Grenade 800C62E9 00?? 1E
Frag Grenade 800C63D1 00?? 1E
Watch Stunner 800C64B9 00?? 01
Watch Dart 800C65A1 00?? 1E
Watch Laser 800C6689 00?? 01
Watch Grapple 800C6771 00?? 1E
Watch + Punch 800C6859 00?? 0F
Golden Gun 800C6941 00?? B4
This is the delay being the AUTOMATIC next round. In other words, the delay
that occurs while you're holding the button down. This doesn't affect the time
after release of the trigger button.
===============================================================================
3.09 Delay After Reload Modifiers
-------------------------------------------------------------------------------
Weapon Code Default Value
===============================================================================
Unarmed 800C46D2 00?? 36
Seamaster Speargun (1st) 800C47BA 00?? 4B
Seamaster Speargun (2nd) 800C48A2 00?? 4B
Delta 900 Mag 800C498A 00?? 7E
Wolfram P2K (1st) 800C4A72 00?? 36
Wolfram P2K (2nd) 800C4B5A 00?? 32
Raptor Magnum (1st) 800C4C42 00?? 32
Raptor Magnum (2nd) 800C4D2A 00?? 32
Mustang .44 800C4E12 00?? 6E
Meyer TMP (1st/2nd) 800C4EFA 00?? 3F
Deutsche M45 (1st/2nd) 800C4FE2 00?? 3E
Deutsche M95 (1st) 800C50CA 00?? 3E
Deutsche M95 (2nd) 800C51B2 00?? 3E
Ingalls Type 20 (1st/2nd) 800C529A 00?? 3F
MB PDW90 (1st/2nd) 800C5382 00?? 64
Soviet KA-57 (1st/2nd) 800C546A 00?? 3E
Meyer Bullpup (1st/2nd) 800C5552 00?? 3C
Mustang MAR-4 (1st/2nd) 800C563A 00?? 4D
Mustang MAR-4GL (1st) 800C5722 00?? 4D
Mustang MAR-4GL (2nd) 800C580A 00?? 4D
Frinesis Special 12 (1st) 800C58F2 00?? 1E
Frinesis Special 12 (2nd) 800C59DA 00?? 1E
Suisse SSR 4000 800C5AC2 00?? 63
Suisse SA90 800C5BAA 00?? 3E
GL 40 (1st) 800C5C92 00?? 64
GL 40 (2nd) 800C5D7A 00?? 64
RL 22 800C5F4A 00?? 1E
AT 420 Sentinel (1st) 800C6032 00?? 4B
AT 420 Sentinel (2nd) 800C611A 00?? 4B
Sticky Grenade 800C6202 00?? 01
Stun Grenade 800C62EA 00?? 01
Frag Grenade 800C63D2 00?? 01
Watch Stunner 800C64BA 00?? 01
Watch Dart 800C65A2 00?? 01
Watch Laser 800C668A 00?? 01
Watch Grapple 800C6772 00?? 01
Watch + Punch 800C685A 00?? 36
Golden Gun 800C6942 00?? 00
Note 1: Values range from 00 to FF, with FF taking the longest time.
These codes change the visual effect displayed on a wall/object at the moment
of impact. For example, the GL displays and explosion on impact. Take note
that this only changes the VISUAL state of the impact and not the physical. So
if you make you PK7's bullets explode, they still won't inflict damage like a
GL's explosion would.
These codes tell the game where to go to when you change a weapon's function.
It's not specific, though, since it only tell which direction to go and how
many times to move. It's relative, not absolute.
Replace XX with 01 to go forward ?? amount of times
Replace XX with FF to go backward ?? amount of times.
Note 1: If you use a value higher than 01 for ?? the game can lock up.
Here are some SHORTENED codes that work with all weapons (for the most part).
To use these codes you will need to have a GameShark 3.0 or higher. Nothing
less will do since these are the only version that support the '500' code. So
without further delay, here are some of the patch codes I've made:
###############################################################################
6.00 | HELP AND FAQS
###############################################################################
Q: Are these gun changes permanent?
A: No. The changes are lost every time you turn your game off. Luckily your
same codes are stored into the GameShark so you don't have to enter them
more than once.
Q: Can these codes damage my game in any way?
A: No. They're perfectly safe to use.
Q: A code is not working -- what should I do?
A: First, make sure you did everything correctly in the steps I gave you.
Double and triple check the code. If all else fails send me an e-mail.
There's a slight chance that a typo has shown up in this guide.
Q: WTF? You listed a <random code here> for a weapon that doesn't have this
characteristic to begin with! What gives?
A: Simple. If a weapon does not have a feature the code (or codes) is null.
BUT this is done for two reasons: 1) format purposes and 2) maybe in the
future a way to use this feature will be found. Example: Maybe someone will
find a way to make it so that GRENADES support clips. :)
###############################################################################
7.00 | GUIDE RELATED
###############################################################################
CONTACT
-------
You may e-mail with additions or corrections for this guide. Please refer to
the help section before asking questions in an e-mail. Also, include a
proper subject to the e-mail subject. Example: "TWINE gun guide"
goldenboy446 (at) hotmail (dot) com
THANKS
------
- Viper: if it weren't for him this guide wouldn't have happened since he
hacked the first weapon mod in which I based to hack the rest. Thanks!
- Hacking 101: dlevere and his message board that continues to give me
inspiration to make codes still.
- TWINE community that still visits Bond Station.
HISTORY
-------
Apr. 07, 2004 - Additional Code Values added, as well as a few new patch codes.
Jan. 10, 2004 - Version 1.00 done, guide released.
Dec. 31, 2003 - The last day of this year and I'm putting the finishing
touches on this guide. I hope it was worth my time.
Dec. 12, 2003 - Animation modifiers lifted. Too many problems. Guide almost
ready for release.
Dec. 01, 2003 - Added: Values.
Oct. 23, 2003 - Project started back up. Added values.
Sep. 24, 2003 - Added: Values
Sep. 20, 2003 - Added: Values
Sep. 10, 2003 - Added: Values
Sep. 07, 2003 - Added: Values
Sep. 06, 2003 - Added: Values
Sep. 05, 2003 - Fixed: All RL 22 codes. The all work now! New template started.
Added: Hundreds of values for numerous sets.
Sep. 02, 2003 - Added: Values for Gun Sound. Discovered errors with RL 22
codes. Fixing.
Aug. 17, 2003 - Added: Laser Beam Toggle, Richochet Intensity, Function To
Modifier, Bullet Image, Gun Power, Function Name
Aug. 16, 2003 - Added: Function To Animation, Function Away Animation
Aug. 11, 2003 - Added: Gun Position Left/Right, Gun Position Up/Down, Gun
Position Forward/Back, Fire Animation, Reload Animation
Aug. 06, 2003 - Added: Bullet Speed
Aug. 02, 2003 - Added: Reload Sound, Firing Delay Between Shots, Firing Delay
After Reload, Bullet Impact Type, Alternate Function Pointer
Jul. 10, 2003 - Added: Zoom Modifiers, Gun Sound
LEGAL
-----
Copyright (c) 2003 Jeff H. This may be not be reproduced under any
circumstances except for personal, private use. It may not be placed on any
web site or other wise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders. I am in no way affiliated with
Electronic Arts, Ian Flemming, or Nintendo.
DISCLAIMER
----------
I am in no way responsible due to any problems that result from using this
guide improperly. Use on your own terms and at your own discretion.