007: The World is Not Enough – GameShark Weapon Creation Guide
Nintendo 64
GameShark Weapon Creation Guide by Cold NRG
Version: 1.03 | Updated: 04/07/2004
$$$$$$ $$ $$ $$$$$$ $$ $$ $$$$$$ $$ $$ $$ $$ $$$ $$ $$ $$ $$ 64 $$ $$ $$ $ $$ $$$$ $$ $$ $$ $$ $$ $$ $$$ $$ $$ $$ $$ $$$$$$ $$ $$ $$$$$$ +---------------------------------------------------+ | 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 ---------------------- ############################################################################### 1.00 | INTRODUCTION ############################################################################### 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. ############################################################################### 3.00 | WEAPON MODIFICATIONS ############################################################################### 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 =============================================================================== 3.01 Clip Capacity Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 800C471E 00?? 01 Seamaster Speargun (1st) 800C4806 00?? 02 Seamaster Speargun (2nd) 800C48EE 00?? 02 Delta 900 Mag 800C49D6 00?? 05 Wolfram P2K (1st) 800C4ABE 00?? 10 Wolfram P2K (2nd) 800C4BA6 00?? 10 Raptor Magnum (1st)* 800C4C8E 00?? 08 Raptor Magnum (2nd) 800C4D76 00?? 08 Mustang .44 800C4E5E 00?? 06 Meyer TMP (1st/2nd) 800C4F46 00?? 19 Deutsche M45 (1st/2nd) 800C502E 00?? 19 Deutsche M95 (1st) 800C5116 00?? 1E Deutsche M95 (2nd) 800C51FE 00?? 1E Ingalls Type 20 (1st/2nd) 800C52E6 00?? 1E MB PDW90 (1st/2nd) 800C53CE 00?? 32 Soviet KA-57 (1st/2nd) 800C54B6 00?? 1E Meyer Bullpup (1st/2nd) 800C559E 00?? 1E Mustang MAR-4 (1st/2nd) 800C5686 00?? 1E Mustang MAR-4GL (1st) 800C576E 00?? 1E Mustang MAR-4GL (2nd) 800C5856 00?? 01 Frinesis Special 12 (1st) 800C593E 00?? 08 Frinesis Special 12 (2nd) 800C5A26 00?? 08 Suisse SSR 4000 800C5B0E 00?? 05 Suisse SA90 800C5BF6 00?? 14 GL 40 (1st) 800C5CDE 00?? 01 GL 40 (2nd) 800C5DC6 00?? 01 RL 22 800C5F96 00?? 01 AT 420 Sentinel (1st) 800C607E 00?? 04 AT 420 Sentinel (2nd) 800C6166 00?? 04 Sticky Grenade 800C624E 00?? 01 Stun Grenade 800C6336 00?? 01 Frag Grenade 800C641E 00?? 01 Watch Stunner 800C6506 00?? FF Watch Dart 800C65EE 00?? 10 Watch Laser 800C66D6 00?? 10 Watch Grapple 800C67BE 00?? 10 Watch + Punch 800C68A6 00?? 01 Golden Gun 800C698E 00?? 05 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. =============================================================================== 3.02 Bullets Per Round Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 800C471F 00?? 01 Seamaster Speargun (1st) 800C4807 00?? 02 Seamaster Speargun (2nd) 800C48EF 00?? 02 Delta 900 Mag 800C49D7 00?? 05 Wolfram P2K (1st) 800C4ABF 00?? 10 Wolfram P2K (2nd) 800C4BA7 00?? 10 Raptor Magnum (1st) 800C4C8F 00?? 08 Raptor Magnum (2nd) 800C4D77 00?? 08 Mustang .44 800C4E5F 00?? 06 Meyer TMP (1st/2nd) 800C4F47 00?? 19 Deutsche M45 (1st/2nd) 800C502F 00?? 19 Deutsche M95 (1st) 800C5117 00?? 1E Deutsche M95 (2nd) 800C51FF 00?? 1E Ingalls Type 20 (1st/2nd) 800C52E7 00?? 1E MB PDW90 (1st/2nd) 800C53CF 00?? 32 Soviet KA-57 (1st/2nd) 800C54B7 00?? 1E Meyer Bullpup (1st/2nd) 800C559F 00?? 1E Mustang MAR-4 (1st/2nd) 800C5687 00?? 1E Mustang MAR-4GL (1st) 800C576F 00?? 1E Mustang MAR-4GL (2nd) 800C5857 00?? 01 Frinesis Special 12 (1st) 800C593F 00?? 01 Frinesis Special 12 (2nd) 800C5A27 00?? 01 Suisse SSR 4000 800C5B0F 00?? 01 Suisse SA90 800C5BF7 00?? 14 GL 40 (1st) 800C5CDF 00?? 01 GL 40 (2nd) 800C5DC7 00?? 01 RL 22 800C5F97 00?? 01 AT 420 Sentinel (1st) 800C607F 00?? 04 AT 420 Sentinel (2nd) 800C6167 00?? 04 Sticky Grenade 800C624F 00?? 01 Stun Grenade 800C6337 00?? 01 Frag Grenade 800C641F 00?? 01 Watch Stunner 800C6507 00?? 64 Watch Dart 800C65EF 00?? 10 Watch Laser 800C66D7 00?? 10 Watch Grapple 800C67BF 00?? 10 Watch + Punch 800C68A7 00?? 01 Golden Gun 800C698F 00?? 05 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. =============================================================================== 3.03 Fire Rate Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 800C46C1 00?? 01 Seamaster Speargun (1st) 800C47A9 00?? 01 Seamaster Speargun (2nd) 800C4891 00?? 02 Delta 900 Mag 800C4979 00?? 01 Wolfram P2K (1st) 800C4A61 00?? 01 Wolfram P2K (2nd) 800C4B49 00?? 01 Raptor Magnum (1st) 800C4C31 00?? 01 Raptor Magnum (2nd) 800C4D19 00?? 01 Mustang .44 800C4E01 00?? 01 Meyer TMP (1st/2nd) 800C4EE9 00?? 19 Deutsche M45 (1st/2nd) 800C4FD1 00?? 19 Deutsche M95 (1st) 800C50B9 00?? 03 Deutsche M95 (2nd) 800C51A1 00?? 01 Ingalls Type 20 (1st/2nd) 800C5289 00?? 1E MB PDW90 (1st/2nd) 800C5371 00?? 32 Soviet KA-57 (1st/2nd) 800C5459 00?? 1E Meyer Bullpup (1st/2nd) 800C5541 00?? 03 Mustang MAR-4 (1st/2nd) 800C5629 00?? 1E Mustang MAR-4GL (1st) 800C5711 00?? 1E Mustang MAR-4GL (2nd) 800C57F9 00?? 01 Frinesis Special 12 (1st) 800C58E1 00?? 01 Frinesis Special 12 (2nd) 800C59C9 00?? 08 Suisse SSR 4000 800C5AB1 00?? 01 Suisse SA90 800C5B99 00?? 01 GL 40 (1st) 800C5C81 00?? 01 GL 40 (2nd) 800C5D69 00?? 01 RL 22 800C5F39 00?? 01 AT 420 Sentinel (1st) 800C6021 00?? 01 AT 420 Sentinel (2nd) 800C6109 00?? 04 Sticky Grenade 800C61F1 00?? 01 Stun Grenade 800C62D9 00?? 01 Frag Grenade 800C641E 00?? 01 Watch Stunner 800C64A9 00?? C8 Watch Dart 800C6591 00?? 01 Watch Laser 800C6679 00?? 78 Watch Grapple 800C6761 00?? 01 Watch + Punch 800C6849 00?? 01 Golden Gun 800C6931 00?? 01 A bit tricky to understand, these codes tell how many bullets the weapon will release when the trigger is pushed and held down. =============================================================================== 3.04 Weapon Power Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46A8 ???? 3F80 Seamaster Speargun (1st) 810C4790 ???? 40A0 Seamaster Speargun (2nd) 810C4878 ???? 40A0 Delta 900 Mag 810C4960 ???? 4040 Wolfram P2K (1st) 810C4A48 ???? 3F80 Wolfram P2K (2nd) 810C4B30 ???? 3F40 Raptor Magnum (1st) 810C4C18 ???? 4040 Raptor Magnum (2nd) 810C4D00 ???? 4040 Mustang .44 810C4DE8 ???? 40A0 Meyer TMP (1st/2nd) 810C4ED0 ???? 3F80 Deutsche M45 (1st/2nd) 810C4FB8 ???? 4000 Deutsche M95 (1st) 810C50A1 ???? 3F40 Deutsche M95 (2nd) 810C5188 ???? 3F40 Ingalls Type 20 (1st/2nd) 810C5270 ???? 4000 MB PDW90 (1st/2nd) 810C5358 ???? 4000 Soviet KA-57 (1st/2nd) 810C5440 ???? 4080 Meyer Bullpup (1st/2nd) 810C5528 ???? 4040 Mustang MAR-4 (1st/2nd) 810C5610 ???? 4040 Mustang MAR-4GL (1st) 810C56F8 ???? 4040 Mustang MAR-4GL (2nd) 810C57E0 ???? 40E0 Frinesis Special 12 (1st) 810C58C8 ???? 3F73 Frinesis Special 12 (2nd) 810C59B0 ???? 3F73 Suisse SSR 4000 810C5A98 ???? 40C0 Suisse SA90 810C5B80 ???? 4080 GL 40 (1st) 810C5C68 ???? 40A0 GL 40 (2nd) 810C5D50 ???? 40A0 RL 22 810C5F20 ???? 40E0 AT 420 Sentinel (1st) 810C6008 ???? 4120 AT 420 Sentinel (2nd) 810C60F0 ???? 4120 Sticky Grenade 810C61D8 ???? 41C8 Stun Grenade 810C62C0 ???? 4100 Frag Grenade 810C63A8 ???? 4120 Watch Stunner 810C6490 ???? 0000 Watch Dart 810C6578 ???? 3F80 Watch Laser 810C6660 ???? 3A83 Watch Grapple 810C6748 ???? 3C23 Watch + Punch 810C6830 ???? 3F80 Golden Gun 810C6918 ???? 42C8 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. =============================================================================== 3.05 Zooming Capacity Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C470C ???? 3F80 Seamaster Speargun (1st) 810C47F4 ???? 3F80 Seamaster Speargun (2nd) 810C48DC ???? 3F80 Delta 900 Mag 810C49C4 ???? 4080 Wolfram P2K (1st) 810C4AAC ???? 3F80 Wolfram P2K (2nd) 810C4B94 ???? 3F80 Raptor Magnum (1st) 810C4C7C ???? 3F80 Raptor Magnum (2nd) 810C4D64 ???? 3F80 Mustang .44 810C4E4C ???? 4020 Meyer TMP (1st/2nd) 810C4F34 ???? 3F80 Deutsche M45 (1st/2nd) 810C501C ???? 3F80 Deutsche M95 (1st) 810C5104 ???? 4080 Deutsche M95 (2nd) 810C51EC ???? 4080 Ingalls Type 20 (1st/2nd) 810C52D4 ???? 3F80 MB PDW90 (1st/2nd) 810C53BC ???? 3FC0 Soviet KA-57 (1st/2nd) 810C54A4 ???? 3F80 Meyer Bullpup (1st/2nd) 810C558C ???? 4040 Mustang MAR-4 (1st/2nd) 810C5674 ???? 4000 Mustang MAR-4GL (1st) 810C575C ???? 3F80 Mustang MAR-4GL (2nd) 810C5844 ???? 3F80 Frinesis Special 12 (1st) 810C592C ???? 3F80 Frinesis Special 12 (2nd) 810C5A14 ???? 3F80 Suisse SSR 4000 810C5AFC ???? 40A0 Suisse SA90 810C5BE4 ???? 40B0 GL 40 (1st) 810C5CCC ???? 4000 GL 40 (2nd) 810C5DB4 ???? 4000 RL 22 810C5F84 ???? 4000 AT 420 Sentinel (1st) 810C606C ???? 4080 AT 420 Sentinel (2nd) 810C6154 ???? 4080 Sticky Grenade 810C623C ???? 3F80 Stun Grenade 810C6324 ???? 3F80 Frag Grenade 810C640C ???? 3F80 Watch Stunner 810C64F4 ???? 3F80 Watch Dart 810C65DC ???? 3F80 Watch Laser 810C66C4 ???? 3F80 Watch Grapple 810C67AC ???? 4080 Watch + Punch 810C6894 ???? 3F80 Golden Gun 810C697C ???? 3F80 Self-explanatory. They modify the zoom capacity of each weapon. Who needs a scope when you have these codes? ;) =============================================================================== 3.06 Firing Sound Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46EA ???? 00CC Seamaster Speargun (1st) 810C47D2 ???? 0125 Seamaster Speargun (2nd) 810C48BA ???? 0125 Delta 900 Mag 810C49A2 ???? 008A Wolfram P2K (1st) 810C4A8A ???? 0048 Wolfram P2K (2nd) 810C4B72 ???? 004A Raptor Magnum (1st) 810C4C5A ???? 00A2 Raptor Magnum (2nd) 810C4D42 ???? 00A2 Mustang .44 810C4E2A ???? 0054 Meyer TMP (1st/2nd) 810C4F12 ???? 009E Deutsche M45 (1st/2nd) 810C4FFA ???? 004B Deutsche M95 (1st) 810C50E2 ???? 009A Deutsche M95 (2nd) 810C51CA ???? 0099 Ingalls Type 20 (1st/2nd) 810C52B2 ???? 0072 MB PDW90 (1st/2nd) 810C539A ???? 0075 Soviet KA-57 (1st/2nd) 810C5482 ???? 0050 Meyer Bullpup (1st/2nd) 810C556A ???? 0081 Mustang MAR-4 (1st/2nd) 810C5652 ???? 006F Mustang MAR-4GL (1st) 810C573A ???? 006F Mustang MAR-4GL (2nd) 810C5822 ???? 011E Frinesis Special 12 (1st) 810C590A ???? 0052 Frinesis Special 12 (2nd) 810C59F2 ???? 00CA Suisse SSR 4000 810C5ADA ???? 0055 Suisse SA90 810C5BC2 ???? 009B GL 40 (1st) 810C5CAA ???? 00A6 GL 40 (2nd) 810C5D92 ???? 00A6 RL 22 810C5F62 ???? 006A AT 420 Sentinel (1st) 810C604A ???? 006A AT 420 Sentinel (2nd) 810C6132 ???? 006A Sticky Grenade 810C621A ???? 01D7 Stun Grenade 810C6302 ???? 01D7 Frag Grenade 810C63EA ???? 01D7 Watch Stunner 810C64D2 ???? 00D6 Watch Dart 810C65BA ???? 010C Watch Laser 810C66A2 ???? 010B Watch Grapple 810C678A ???? 0115 Watch + Punch 810C6872 ???? 00CC Golden Gun 810C695A ???? 0048 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. =============================================================================== 3.07 Reload Sound Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46F0 ???? 0000 Seamaster Speargun (1st) 810C47D8 ???? 0126 Seamaster Speargun (2nd) 810C48C0 ???? 0126 Delta 900 Mag 810C49A8 ???? 008B Wolfram P2K (1st) 810C4A90 ???? 0049 Wolfram P2K (2nd) 810C4B78 ???? 0049 Raptor Magnum (1st) 810C4C60 ???? 00A3 Raptor Magnum (2nd) 810C4D48 ???? 00A3 Mustang .44 810C4E30 ???? 009D Meyer TMP (1st/2nd) 810C4F18 ???? 00A0 Deutsche M45 (1st/2nd) 810C5000 ???? 004D Deutsche M95 (1st) 810C50E8 ???? 0098 Deutsche M95 (2nd) 810C51D0 ???? 0098 Ingalls Type 20 (1st/2nd) 810C52B8 ???? 0071 MB PDW90 (1st/2nd) 810C53A0 ???? 0074 Soviet KA-57 (1st/2nd) 810C5488 ???? 004E Meyer Bullpup (1st/2nd) 810C5570 ???? 0080 Mustang MAR-4 (1st/2nd) 810C5658 ???? 006E Mustang MAR-4GL (1st) 810C5740 ???? 006E Mustang MAR-4GL (2nd) 810C5828 ???? 011A Frinesis Special 12 (1st) 810C5910 ???? 0053 Frinesis Special 12 (2nd) 810C59F8 ???? 0053 Suisse SSR 4000 810C5AE0 ???? 0056 Suisse SA90 810C5BC8 ???? 009C GL 40 (1st) 810C5CB0 ???? 011B GL 40 (2nd) 810C5D98 ???? 011B RL 22 810C5F68 ???? 0000 AT 420 Sentinel (1st) 810C6050 ???? 01D6 AT 420 Sentinel (2nd) 810C6138 ???? 01D6 Sticky Grenade 810C6220 ???? 0000 Stun Grenade 810C6308 ???? 0000 Frag Grenade 810C63F1 ???? 0000 Watch Stunner 810C64D8 ???? 0000 Watch Dart 810C65C0 ???? 0000 Watch Laser 810C66A8 ???? 0000 Watch Grapple 810C6790 ???? 0000 Watch + Punch 810C6878 ???? 0000 Golden Gun 810C6960 ???? 0049 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. =============================================================================== 3.10 Bullet Impact Type Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 800C4703 00?? 00 Seamaster Speargun (1st) 800C47EB 00?? 01 Seamaster Speargun (2nd) 800C48D3 00?? 01 Delta 900 Mag 800C49BB 00?? 01 Wolfram P2K (1st) 800C4AA3 00?? 09 Wolfram P2K (2nd) 800C4B8B 00?? 09 Raptor Magnum (1st) 800C4C73 00?? 09 Raptor Magnum (2nd) 800C4D5B 00?? 09 Mustang .44 800C4E43 00?? 09 Meyer TMP (1st/2nd) 800C4F2B 00?? 09 Deutsche M45 (1st/2nd) 800C5013 00?? 09 Deutsche M95 (1st) 800C50FB 00?? 09 Deutsche M95 (2nd) 800C51E3 00?? 09 Ingalls Type 20 (1st/2nd) 800C52CB 00?? 09 MB PDW90 (1st/2nd) 800C53B3 00?? 09 Soviet KA-57 (1st/2nd) 800C549B 00?? 09 Meyer Bullpup (1st/2nd) 800C5583 00?? 09 Mustang MAR-4 (1st/2nd) 800C566B 00?? 01 Mustang MAR-4GL (1st) 800C5753 00?? 01 Mustang MAR-4GL (2nd) 800C583B 00?? 02 Frinesis Special 12 (1st) 800C5923 00?? 01 Frinesis Special 12 (2nd) 800C5A0B 00?? 01 Suisse SSR 4000 800C5AF3 00?? 01 Suisse SA90 800C5BDB 00?? 09 GL 40 (1st) 800C5CC3 00?? 02 GL 40 (2nd) 800C5DAB 00?? 40 RL 22 800C5F7B 00?? 02 AT 420 Sentinel (1st) 800C6063 00?? 02 AT 420 Sentinel (2nd) 800C614B 00?? 02 Sticky Grenade 800C6233 00?? 80 Stun Grenade 800C631B 00?? 40 Frag Grenade 800C6403 00?? 40 Watch Stunner 800C64EB 00?? 00 Watch Dart 800C65D3 00?? 00 Watch Laser 800C66BB 00?? 00 Watch Grapple 800C67A3 00?? 20 Watch + Punch 800C688B 00?? 00 Golden Gun 800C6973 00?? 09 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. =============================================================================== 3.11 Alter Function Pointer Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46A0 XX?? 0001 Seamaster Speargun (1st) 810C4788 XX?? 0101 Seamaster Speargun (2nd) 810C4870 XX?? FF01 Delta 900 Mag 810C4958 XX?? 0001 Wolfram P2K (1st) 810C4A40 XX?? 0101 Wolfram P2K (2nd) 810C4B28 XX?? FF01 Raptor Magnum (1st) 810C4C10 XX?? 0101 Raptor Magnum (2nd) 810C4CF8 XX?? FF01 Mustang .44 810C4DE0 XX?? 0001 Meyer TMP (1st/2nd) 810C4EC8 XX?? 0001 Deutsche M45 (1st/2nd) 810C4FB0 XX?? 0001 Deutsche M95 (1st) 810C5098 XX?? 0101 Deutsche M95 (2nd) 810C5180 XX?? FF01 Ingalls Type 20 (1st/2nd) 810C5268 XX?? 0001 MB PDW90 (1st/2nd) 810C5350 XX?? 0001 Soviet KA-57 (1st/2nd) 810C5438 XX?? 0001 Meyer Bullpup (1st/2nd) 810C5520 XX?? 0001 Mustang MAR-4 (1st/2nd) 810C5608 XX?? 0001 Mustang MAR-4GL (1st) 810C56F0 XX?? 0101 Mustang MAR-4GL (2nd) 810C57D8 XX?? FF01 Frinesis Special 12 (1st) 810C58C0 XX?? 0101 Frinesis Special 12 (2nd) 810C59A8 XX?? FF01 Suisse SSR 4000 810C5A90 XX?? 0001 Suisse SA90 810C5B78 XX?? 0001 GL 40 (1st) 810C5C60 XX?? 0101 GL 40 (2nd) 810C5D48 XX?? FF01 RL 22 810C5F18 XX?? 0001 AT 420 Sentinel (1st) 810C6000 XX?? 0101 AT 420 Sentinel (2nd) 810C60E8 XX?? FF01 Sticky Grenade 810C61D0 XX?? 0001 Stun Grenade 810C62B8 XX?? 0001 Frag Grenade 810C63A0 XX?? 0001 Watch Stunner 810C6488 XX?? 0101 Watch Dart 810C6570 XX?? 0101 Watch Laser 810C6658 XX?? 0101 Watch Grapple 810C6740 XX?? FD01 Watch + Punch 810C6828 XX?? 0001 Golden Gun 810C6910 XX?? 0001 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. =============================================================================== 3.12 Bullet Speed Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46B8 ???? 3EE0 Seamaster Speargun (1st) 810C47A0 ???? 4040 Seamaster Speargun (2nd) 810C4888 ???? 4040 Delta 900 Mag 810C4970 ???? 40C2 Wolfram P2K (1st) 810C4A58 ???? 4120 Wolfram P2K (2nd) 810C4B40 ???? 4120 Raptor Magnum (1st) 810C4C28 ???? 416C Raptor Magnum (2nd) 810C4D10 ???? 416C Mustang .44 810C4DF8 ???? 4174 Meyer TMP (1st/2nd) 810C4EE0 ???? 413A Deutsche M45 (1st/2nd) 810C4FC8 ???? 4115 Deutsche M95 (1st) 810C50B0 ???? 4118 Deutsche M95 (2nd) 810C5198 ???? 4118 Ingalls Type 20 (1st/2nd) 810C5280 ???? 4115 MB PDW90 (1st/2nd) 810C5368 ???? 41BA Soviet KA-57 (1st/2nd) 810C5450 ???? 41A0 Meyer Bullpup (1st/2nd) 810C5538 ???? 41F5 Mustang MAR-4 (1st/2nd) 810C5620 ???? 41F5 Mustang MAR-4GL (1st) 810C5708 ???? 41F5 Mustang MAR-4GL (2nd) 810C57F0 ???? 4022 Frinesis Special 12 (1st) 810C58D8 ???? 414D Frinesis Special 12 (2nd) 810C59C0 ???? 414D Suisse SSR 4000 810C5AA8 ???? 41D3 Suisse SA90 810C5B90 ???? 41D2 GL 40 (1st) 810C5C78 ???? 3F62 GL 40 (2nd) 810C5D60 ???? 3F62 RL 22 810C5F30 ???? 3F80 AT 420 Sentinel (1st) 810C6018 ???? 3F00 AT 420 Sentinel (2nd) 810C6100 ???? 3F2A Sticky Grenade 810C61E8 ???? 3F00 Stun Grenade 810C62D0 ???? 3EAA Frag Grenade 810C63B8 ???? 3EAA Watch Stunner 810C64A0 ???? 3FAA Watch Dart 810C6588 ???? 4000 Watch Laser 810C6670 ???? 3F80 Watch Grapple 810C6758 ???? 3F80 Watch + Punch 810C6840 ???? 3E80 Golden Gun 810C6928 ???? 4120 =============================================================================== 3.13 Gun Position Left/Right Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C4748 ???? 3DE1 Seamaster Speargun (1st) 810C4830 ???? 3E23 Seamaster Speargun (2nd) 810C4918 ???? 3E23 Delta 900 Mag 810C4A00 ???? 3DA3 Wolfram P2K (1st) 810C4AE8 ???? 3E05 Wolfram P2K (2nd) 810C4BD0 ???? 3E05 Raptor Magnum (1st) 810C4CB8 ???? 3DF5 Raptor Magnum (2nd) 810C4DA0 ???? 3E05 Mustang .44 810C4E88 ???? 3E05 Meyer TMP (1st/2nd) 810C4F70 ???? 3DF5 Deutsche M45 (1st/2nd) 810C5058 ???? 3DF5 Deutsche M95 (1st) 810C5140 ???? 3DF5 Deutsche M95 (2nd) 810C5228 ???? 3DF5 Ingalls Type 20 (1st/2nd) 810C5310 ???? 3DCC MB PDW90 (1st/2nd) 810C53F8 ???? 3E05 Soviet KA-57 (1st/2nd) 810C54E0 ???? 3E05 Meyer Bullpup (1st/2nd) 810C55C8 ???? 3DF5 Mustang MAR-4 (1st/2nd) 810C56B0 ???? 3DCC Mustang MAR-4GL (1st) 810C5798 ???? 3DCC Mustang MAR-4GL (2nd) 810C5880 ???? 3DCC Frinesis Special 12 (1st) 810C5968 ???? 3E6B Frinesis Special 12 (2nd) 810C5A50 ???? 3E6B Suisse SSR 4000 810C5B38 ???? 3E0F Suisse SA90 810C5C20 ???? 3DCC GL 40 (1st) 810C5D08 ???? 3DA3 GL 40 (2nd) 810C5DF0 ???? 3DA3 RL 22 810C5FC0 ???? 3E19 AT 420 Sentinel (1st) 810C60A8 ???? 3E19 AT 420 Sentinel (2nd) 810C6190 ???? 3E19 Sticky Grenade 810C6278 ???? 3DC0 Stun Grenade 810C6360 ???? 3DC0 Frag Grenade 810C6448 ???? 3DC0 Watch Stunner 810C6530 ???? 3E2E Watch Dart 810C6618 ???? 3E2E Watch Laser 810C6700 ???? 3E2E Watch Grapple 810C67E8 ???? 3E23 Watch + Punch 810C68D0 ???? 3DE1 Golden Gun 810C69B8 ???? 3DD9 =============================================================================== 3.14 Gun Position Up/Down Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C474C ???? 3DCC Seamaster Speargun (1st) 810C4834 ???? 3E57 Seamaster Speargun (2nd) 810C491C ???? 3E57 Delta 900 Mag 810C4A04 ???? 3E57 Wolfram P2K (1st) 810C4AEC ???? 3E42 Wolfram P2K (2nd) 810C4BD4 ???? 3E42 Raptor Magnum (1st) 810C4CBC ???? 3E2E Raptor Magnum (2nd) 810C4DA4 ???? 3E2E Mustang .44 810C4E8C ???? 3E2E Meyer TMP (1st/2nd) 810C4F74 ???? 3E38 Deutsche M45 (1st/2nd) 810C505C ???? 3E38 Deutsche M95 (1st) 810C5144 ???? 3E38 Deutsche M95 (2nd) 810C522C ???? 3E38 Ingalls Type 20 (1st/2nd) 810C5314 ???? 3E38 MB PDW90 (1st/2nd) 810C53FC ???? 3E4C Soviet KA-57 (1st/2nd) 810C54E4 ???? 3E4C Meyer Bullpup (1st/2nd) 810C55CC ???? 3E38 Mustang MAR-4 (1st/2nd) 810C56B4 ???? 3E38 Mustang MAR-4GL (1st) 810C579C ???? 3E38 Mustang MAR-4GL (2nd) 810C5884 ???? 3E38 Frinesis Special 12 (1st) 810C596C ???? 3E8A Frinesis Special 12 (2nd) 810C5A54 ???? 3E8A Suisse SSR 4000 810C5B3C ???? 3E42 Suisse SA90 810C5C24 ???? 3E57 GL 40 (1st) 810C5D0C ???? 3E38 GL 40 (2nd) 810C5DF4 ???? 3E38 RL 22 810C5FC4 ???? 3D75 AT 420 Sentinel (1st) 810C60AC ???? 3D75 AT 420 Sentinel (2nd) 810C6194 ???? 3D75 Sticky Grenade 810C627C ???? 3E2E Stun Grenade 810C6364 ???? 3E2E Frag Grenade 810C644C ???? 3E23 Watch Stunner 810C6534 ???? 3D75 Watch Dart 810C661C ???? 3D75 Watch Laser 810C6704 ???? 3D75 Watch Grapple 810C67EC ???? 3D75 Watch + Punch 810C68D4 ???? 3D4C Golden Gun 810C69BC ???? 3E16 =============================================================================== 3.15 Gun Position Forward/Back Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C4750 ???? 3DE1 Seamaster Speargun (1st) 810C4838 ???? 3DE1 Seamaster Speargun (2nd) 810C4920 ???? 3DE1 Delta 900 Mag 810C4A08 ???? 3DE1 Wolfram P2K (1st) 810C4AF0 ???? 3D75 Wolfram P2K (2nd) 810C4BD8 ???? 3D75 Raptor Magnum (1st) 810C4CC0 ???? 3D75 Raptor Magnum (2nd) 810C4DA8 ???? 3D75 Mustang .44 810C4E90 ???? BCA3 Meyer TMP (1st/2nd) 810C4F78 ???? 3D75 Deutsche M45 (1st/2nd) 810C5060 ???? 3D75 Deutsche M95 (1st) 810C5148 ???? 3D75 Deutsche M95 (2nd) 810C5230 ???? 3D75 Ingalls Type 20 (1st/2nd) 810C5318 ???? 3D75 MB PDW90 (1st/2nd) 810C5400 ???? 3E23 Soviet KA-57 (1st/2nd) 810C54E8 ???? 3DCC Meyer Bullpup (1st/2nd) 810C55D0 ???? 3E4C Mustang MAR-4 (1st/2nd) 810C56B8 ???? 3E57 Mustang MAR-4GL (1st) 810C57A0 ???? 3E57 Mustang MAR-4GL (2nd) 810C5888 ???? 3E57 Frinesis Special 12 (1st) 810C5970 ???? 3E05 Frinesis Special 12 (2nd) 810C5A58 ???? 3E05 Suisse SSR 4000 810C5B40 ???? 3DB8 Suisse SA90 810C5C28 ???? 3DB8 GL 40 (1st) 810C5D10 ???? 3D75 GL 40 (2nd) 810C5DF8 ???? 3D75 RL 22 810C5FC8 ???? 3CF5 AT 420 Sentinel (1st) 810C60B0 ???? 3CF5 AT 420 Sentinel (2nd) 810C6198 ???? 3CF5 Sticky Grenade 810C6280 ???? 3E8F Stun Grenade 810C6368 ???? 3E4C Frag Grenade 810C6450 ???? 3E4C Watch Stunner 810C6538 ???? 3E23 Watch Dart 810C6620 ???? 3E23 Watch Laser 810C6708 ???? 3E23 Watch Grapple 810C67F0 ???? 3E23 Watch + Punch 810C68D8 ???? 3DE1 Golden Gun 810C69C0 ???? 3DF5 =============================================================================== 3.16 Laser Beam Toggle ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 800C46FF 00?? 80 Seamaster Speargun (1st) 800C47E7 00?? 80 Seamaster Speargun (2nd) 800C48CF 00?? 80 Delta 900 Mag 800C49B7 00?? 10 Wolfram P2K (1st) 800C4A9F 00?? 20 Wolfram P2K (2nd) 800C4B87 00?? 20 Raptor Magnum (1st) 800C4C6F 00?? 20 Raptor Magnum (2nd) 800C4D57 00?? 24 Mustang .44 800C4E3F 00?? 20 Meyer TMP (1st/2nd) 800C4F27 00?? 20 Deutsche M45 (1st/2nd) 800C500F 00?? 20 Deutsche M95 (1st) 800C50F7 00?? 20 Deutsche M95 (2nd) 800C51DF 00?? 24 Ingalls Type 20 (1st/2nd) 800C52C7 00?? 20 MB PDW90 (1st/2nd) 800C53AF 00?? 20 Soviet KA-57 (1st/2nd) 800C5497 00?? 20 Meyer Bullpup (1st/2nd) 800C557F 00?? 20 Mustang MAR-4 (1st/2nd) 800C5667 00?? 00 Mustang MAR-4GL (1st) 800C574F 00?? 00 Mustang MAR-4GL (2nd) 800C5837 00?? 50 Frinesis Special 12 (1st) 800C591F 00?? 00 Frinesis Special 12 (2nd) 800C5A07 00?? 00 Suisse SSR 4000 800C5AEF 00?? 00 Suisse SA90 800C5BD7 00?? 20 GL 40 (1st) 800C5CBF 00?? 50 GL 40 (2nd) 800C5DA7 00?? 50 RL 22 800C5F77 00?? 00 AT 420 Sentinel (1st) 800C605F 00?? 0C AT 420 Sentinel (2nd) 800C6147 00?? 00 Sticky Grenade 800C622F 00?? 10 Stun Grenade 800C6317 00?? 10 Frag Grenade 800C63FF 00?? 10 Watch Stunner 800C64E7 00?? 00 Watch Dart 800C65CF 00?? 10 Watch Laser 800C66B7 00?? 00 Watch Grapple 800C679F 00?? 00 Watch + Punch 800C6887 00?? 00 Golden Gun 800C696F 00?? 20 Note 1: Setting a weapon's code value to 24 or 0C gives it a laser beam, like the Raptor Mag. =============================================================================== 3.17 Ricochet Intensity Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 800C46B0 00?? 01 Seamaster Speargun (1st) 800C4798 00?? 01 Seamaster Speargun (2nd) 800C4880 00?? 01 Delta 900 Mag 800C4968 00?? 01 Wolfram P2K (1st) 800C4A50 00?? 01
Wolfram P2K (2nd) 800C4B38 00?? 01 Raptor Magnum (1st) 800C4C20 00?? 01 Raptor Magnum (2nd) 800C4D08 00?? 01 Mustang .44 800C4DF0 00?? 01 Meyer TMP (1st/2nd) 800C4ED8 00?? 01 Deutsche M45 (1st/2nd) 800C4FC0 00?? 01 Deutsche M95 (1st) 800C50A8 00?? 01 Deutsche M95 (2nd) 800C5190 00?? 01 Ingalls Type 20 (1st/2nd) 800C5278 00?? 01 MB PDW90 (1st/2nd) 800C5360 00?? 01 Soviet KA-57 (1st/2nd) 800C5448 00?? 01 Meyer Bullpup (1st/2nd) 800C5530 00?? 01 Mustang MAR-4 (1st/2nd) 800C5618 00?? 01 Mustang MAR-4GL (1st) 800C5700 00?? 01 Mustang MAR-4GL (2nd) 800C57E8 00?? 01 Frinesis Special 12 (1st) 800C58D0 00?? 08 Frinesis Special 12 (2nd) 800C59B8 00?? 08 Suisse SSR 4000 800C5AA0 00?? 01 Suisse SA90 800C5B88 00?? 01 GL 40 (1st) 800C5C70 00?? 01 GL 40 (2nd) 800C5D58 00?? 01 RL 22 800C5F28 00?? 01 AT 420 Sentinel (1st) 800C6010 00?? 01 AT 420 Sentinel (2nd) 800C60F8 00?? 01 Sticky Grenade 800C61E0 00?? 01 Stun Grenade 800C62C8 00?? 01 Frag Grenade 800C63B0 00?? 01 Watch Stunner 800C6498 00?? 01 Watch Dart 800C6580 00?? 01 Watch Laser 800C6668 00?? 01 Watch Grapple 800C6750 00?? 01 Watch + Punch 800C6838 00?? 01 Golden Gun 800C6920 00?? 01 00=no ricocheting FF=massive ricocheting Note 1: Set the value up high will cause the game to slow down and can even cause it to lock up. =============================================================================== 3.18 Function To Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C4698 ???? BD07 Seamaster Speargun (1st) 810C4780 ???? 0000 Seamaster Speargun (2nd) 810C4868 ???? 0000 Delta 900 Mag 810C4950 ???? 0000 Wolfram P2K (1st) 810C4A38 ???? 0000 Wolfram P2K (2nd) 810C4B20 ???? 0000 Raptor Magnum (1st) 810C4C08 ???? 0000 Raptor Magnum (2nd) 810C4CF0 ???? 0000 Mustang .44 810C4DD8 ???? 0000 Meyer TMP (1st/2nd) 810C4EC0 ???? 0000 Deutsche M45 (1st/2nd) 810C4FA8 ???? 0000 Deutsche M95 (1st) 810C5090 ???? 0000 Deutsche M95 (2nd) 810C5178 ???? 0000 Ingalls Type 20 (1st/2nd) 810C5260 ???? 0000 MB PDW90 (1st/2nd) 810C5348 ???? 0000 Soviet KA-57 (1st/2nd) 810C5430 ???? 0000 Meyer Bullpup (1st/2nd) 810C5518 ???? 0000 Mustang MAR-4 (1st/2nd) 810C5600 ???? 0000 Mustang MAR-4GL (1st) 810C56E8 ???? 0000 Mustang MAR-4GL (2nd) 810C57D0 ???? 0000 Frinesis Special 12 (1st) 810C58B8 ???? 0000 Frinesis Special 12 (2nd) 810C59A0 ???? 0000 Suisse SSR 4000 810C5A88 ???? 0000 Suisse SA90 810C5B70 ???? 0000 GL 40 (1st) 810C5C58 ???? 0000 GL 40 (2nd) 810C5D40 ???? 0000 RL 22 810C5F10 ???? 0000 AT 420 Sentinel (1st) 810C5FF8 ???? 0000 AT 420 Sentinel (2nd) 810C60E0 ???? 0000 Sticky Grenade 810C61C8 ???? 0000 Stun Grenade 810C62B0 ???? 0000 Frag Grenade 810C6398 ???? 0000 Watch Stunner 810C6480 ???? 0000 Watch Dart 810C6568 ???? 430C Watch Laser 810C6650 ???? 430C Watch Grapple 810C6738 ???? 430C Watch + Punch 810C6820 ???? 430C Golden Gun 810C6908 ???? 0000 =============================================================================== 3.19 Ammo Image Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46FE 00?? 0280 Seamaster Speargun (1st) 810C47E6 00?? 2080 Seamaster Speargun (2nd) 810C48CE 00?? 2080 Delta 900 Mag 810C49B6 00?? 2010 Wolfram P2K (1st) 810C4A9E 00?? 2120 Wolfram P2K (2nd) 810C4B86 00?? 2120 Raptor Magnum (1st) 810C4C6E 00?? 2120 Raptor Magnum (2nd) 810C4D56 00?? 2124 Mustang .44 810C4E3E 00?? 2020 Meyer TMP (1st/2nd) 810C4F26 00?? 2120 Deutsche M45 (1st/2nd) 810C500E 00?? 2120 Deutsche M95 (1st) 810C50F6 00?? 2120 Deutsche M95 (2nd) 810C51DE 00?? 2124 Ingalls Type 20 (1st/2nd) 810C52C6 00?? 2120 MB PDW90 (1st/2nd) 810C53AE 00?? 2120 Soviet KA-57 (1st/2nd) 810C5496 00?? 2120 Meyer Bullpup (1st/2nd) 810C557E 00?? 2120 Mustang MAR-4 (1st/2nd) 810C5666 00?? 2100 Mustang MAR-4GL (1st) 810C574E 00?? 2100 Mustang MAR-4GL (2nd) 810C5836 00?? 2150 Frinesis Special 12 (1st) 810C591E 00?? 2100 Frinesis Special 12 (2nd) 810C5A06 00?? 2100 Suisse SSR 4000 810C5AEE 00?? 2100 Suisse SA90 810C5BD6 00?? 2120 GL 40 (1st) 810C5CBE 00?? 2050 GL 40 (2nd) 810C5DA6 00?? 2050 RL 22 810C5F76 00?? 2000 AT 420 Sentinel (1st) 810C605E 00?? 300C AT 420 Sentinel (2nd) 810C6146 00?? 3000 Sticky Grenade 810C622E 00?? 4010 Stun Grenade 810C6316 00?? 4010 Frag Grenade 810C63FE 00?? 4010 Watch Stunner 810C64E6 00?? 8600 Watch Dart 810C65CE 00?? 2010 Watch Laser 810C66B6 00?? 0A00 Watch Grapple 810C679E 00?? 8000 Watch + Punch 810C6886 00?? 8200 Golden Gun 810C696E 00?? 2120 Now you can make bullets look like a grenade and vice-versa. =============================================================================== 3.20 Function Name Modifiers ------------------------------------------------------------------------------- Weapon Code Default Value =============================================================================== Unarmed 810C46C8 ???? 8000 Seamaster Speargun (1st) 810C47B0 ???? 8009 Seamaster Speargun (2nd) 810C4898 ???? 800A Delta 900 Mag 810C4980 ???? 8003 Wolfram P2K (1st) 810C4A68 ???? 8003 Wolfram P2K (2nd) 810C4B50 ???? 8016 Raptor Magnum (1st) 810C4C38 ???? 8003 Raptor Magnum (2nd) 810C4D20 ???? 8003 Mustang .44 810C4E08 ???? 8001 Meyer TMP (1st) 810C4EF0 ???? 8002 Meyer TMP (2nd) 810C4EF2 ???? 8003 Deutsche M45 (1st) 810C4FD8 ???? 8002 Deutsche M45 (2nd) 810C4FDA ???? 8013 Deutsche M95 (1st) 810C50C0 ???? 8013 Deutsche M95 (2nd) 810C51A8 ???? 8003 Ingalls Type 20 (1st) 810C5290 ???? 8002 Ingalls Type 20 (2nd) 810C5292 ???? 8002 MB PDW90 (1st) 810C5378 ???? 8002 MB PDW90 (1st) 810C537A ???? 8003 Soviet KA-57 (1st) 810C5460 ???? 8002 Soviet KA-57 (2nd) 810C5462 ???? 8013 Meyer Bullpup (1st) 810C5548 ???? 8013 Meyer Bullpup (2nd) 810C554A ???? 8002 Mustang MAR-4 (1st) 810C5630 ???? 8002 Mustang MAR-4 (2nd) 810C5632 ???? 8013 Mustang MAR-4GL (1st) 810C5718 ???? 8002 Mustang MAR-4GL (2nd) 810C5800 ???? 8008 Frinesis Special 12 (1st) 810C58E8 ???? 8014 Frinesis Special 12 (2nd) 810C59D0 ???? 8015 Suisse SSR 4000 810C5AB8 ???? 8001 Suisse SA90 810C5BA0 ???? 8003 GL 40 (1st) 810C5C88 ???? 8008 GL 40 (2nd) 810C5D70 ???? 8007 RL 22 810C5F40 ???? 8001 AT 420 Sentinel (1st) 810C6028 ???? 8006 AT 420 Sentinel (2nd) 810C6110 ???? 8005 Sticky Grenade 810C61F8 ???? 8010 Stun Grenade 810C62E0 ???? 8011 Frag Grenade 810C63C8 ???? 8007 Watch Stunner 810C64B0 ???? 800C Watch Dart 810C6598 ???? 800D Watch Laser 810C6680 ???? 800F Watch Grapple 810C6768 ???? 800E Watch + Punch 810C6850 ???? 8000 Golden Gun 810C6938 ???? 8001 These codes modify the current function's name. For example: AUTO, SINGLE, BURST, etc. They are 16-bit pointers. ############################################################################### 4.00 | PATCHED CODES ############################################################################### 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: No Ricochets 50002AE8 0000 800C46B0 0000 Massive Ricochets 50002AE8 0000 800C46B0 0080 1-Hit Kills 50002AE8 0000 810C46A8 42C8 Bullets Go Slow 50002AE8 0000 810C46B8 3EE0 All Weapons Scoped 50002AE8 0000 810C470C 40A0 ############################################################################### 5.00 | ADDITIONAL CODE VALUES ############################################################################### This area is reserved for special values to use for certain code sets. I felt that they were entertaining in some way, so I will share them with you. SOUND VALUES ------------ 00CE - *Punch* sound effect 00EE - Weird whistle sound effect 00F1 - *Alarm* from Courier sound effect 0101 - *Death music* in singleplayer mode 0108 - *Buzzer* sound effect 0148 - "Kill him!" speech 0149 - "Get him!" speech ############################################################################### 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. - END OF FILE -
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