The Hack FAQ

This Faq will tell you my way of hacking different codes. In theory this sounds very simple but in practice it is a process that needs a lot of patience. I'm generally looking at goldeneye codes here.
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FAQ

By /\ |\| 2

Contents---------------------------------------------------------------
The Thoughts
That logo took ages to make..
And notes
Andrew Chinery. I advise you to look at the source code of this and look how complicated that logo is. Then pity me. Also look at anything that has a tag like this <!--***--> and read the beginning of that chapter until the ! tag and substitute it.

Version 1.2
Counting in Hex & the Hexadecimal system

The Simple stuff, Text modifiers & ASCII

Getting bigger, Modifiers
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Counting in Hex and the Hexadecimal system.

The first thing a hacker needs to learn is how to count in hex, it is not like counting in 1 2 3 4 5 6 7 8 9 10, that is simple decimal. Hex goes like this. 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 etc. Hexadecimal is used to shorten the amount of data needed to be put in the memory. Programmers would rather use two digits than 3 a simple example is the number 255, this nuber isput in as FF, the hexadecimal equivalent. So games will not take as long to develop. All nintendo games use the ASCII code, a code where digits represent symbols, letters and numbers. This code is shown in decimal but programmers use the hex equivalents. In the next chapter you will learn a simple use for ASCII code.
The-Hack-FAQ-by-Anz-andrew@lych.demon.co.uk-or-achart@hotmail.com-----------------------------------------------

Text Modifiers and ASCII


Text Modifiers are the easiest code to make. They are very simple, yet very long. Here is the FAQ I posted in my AR section about them.


Text modifiers
These modifier codes can change almost any text in the game to almost any text you want. For example you can rename a gun in your own way! There are a few things to remember though...

You can't change text of characters talking (the text that appears at the top of the screen when, for example Natalya says 'James you were wonderful' on control. That text is out of reach of the memory editor on the ar. It should be possible to change it but it would take a lot of finding.
These codes can be several lines long. You need a new line for every letter you want to change. As of yet u can't enter short codes that change multi letters without a gameshark. I don't know how that works on an AR.
To make these codes u must really understand them. If you must have a code and do not have access to a RAM EXPANSION PAK (you can't view the memory editor without it) Then Mail me and i'll try to work it out. P.S If it's rude in any way I'll humiliate u don't worry. I know how these work u know!
You can't use symbols like $ and & signs. You can use numbers but only in certain places.
U can't make changes longer than the amount of characters your changing. For example. If u want to change the word 'James Bond' what you change it to can't be more than 10 letters/Characters (including the space).
The base code is this 8029xxxx 00yy more about that later.
since we've cleared that up lets start. Each letter has it's own string in the game. If you typed in the code "12345678 ABCD
12345678 could be the string for the P in pp7. Therefore the second P would be
12345679 and 7 would be
1234567A.

So now the code looks like this

12345678 0000 (P in pp7)
12345679 0000 (2nd P in pp7)
1234567A 0000 (7 in pp7)


Now the color in Cyan is what we want to change each letter to. Ignore the first 2 no.s (00) Then you put 2 letters or numbers in the code. Those 2 letters or numbers can be almost anything you want. Here is the table that relates to numbers and letters in the game.
(These are the yy parts of the code)
A=41
B=42
C=43
D=44
E=45
F=46
G=47
H=48
I=49
J=4A
K=4B
L=4C
N=4E
O=4F
P=50
Q=51
R=52
S=53
T=54
U=55
V=56
W=57
X=58
Y=59
Z=5A


a=61
b=62
c=63
d=64
e=65
f=66
g=67
h=68
i=69
j=6A
k=6B
l=6C
m=6D
n=6E
o=6F
p=70
q=71
r=72
s=73
t=74
u=75
v=76
w=77
x=78
y=79
z=7A

1=31
2=32
3=33
4=34
5=35
6=36
7=37
8=38
9=39
0=30

@=40
'=60
!=21
"=22
#=23
$=24
%=25
&=26
(=28
)=29
*=2A
+=2B
,=2C
-=2D
.=2E
/=2F
:=3A
;=3B
<=3C
==3D
>=3E
?=3F
[=5B
\=5C
]=5D
_=5F
00=[end string of text] (just put in front of any character for the game to stop reading as text)= 00
[space] (one that doesn't end the text string) = 20

Always use a 20 for a space.


So if u want to change the word PP7 to ABC then this is the code..
12345678 0041
12345679 0042
1234567A 0043
(This code does not work!)

So now u know that. These are the memory addresses u should go to if u want...
xxxx=
C380-CED0 Weapon and gadget names. (In watch I think)
CED8-CF10 Kill count + suicide messages.
D3F8-D558 Intro (Twycross board of. . . )
D560-D5C0 Folder screen.
D5F8-D6B0 Select mission, multiplayer, cheat ops screen.
D6B4-D718 Game length multiplayer settings.
D720-D7C8 Scenario multiplayer settings.
D7D0-D8A8 Health multi settings.
D8B0-D908 Aim and sight multi settings.
D908-D9D0 The main multi screen sets (after the 'multiplayer' in the folder screen)
D9D8-DB18 M brief (not the briefs themselves they are unaccessible) all the way thru to the 'time' &'best time' and head shots e. t. c screen.
DB20-DB48 Cheat select mission.
DB50-DBA0 No controlller message.
DBA8-DD18 Text before level that are in the cut scenes i.e 'Belmoyre Dam'.
DD20-DDF0 Multi level names.
DE40-DE90 Character names in the multi character select screen (I think)
DF98-E1F0 Credit names and intro names (I'm not sure but that seems to be the only place they appear)
E1F0-ONWARD: Picked up a...


If you still don't understand...

I can't blame you. Okay this is the memory editor at the string (this is only an example) PP7. CYAN= STRING NAME YELLOW =STRING VALUE 12345678 40 40 37 00 00 00 00 00
So thats that in the mem edit.

The string name 12345678 has a value of 40 as you see. The next 2 numbers are not the same string.

This brings me on to a lesson. How to count in HEX. You don't count normally. You do it like this.
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F.
So we can work out that (even though the string isn't named(the second one with 40 in it) That it is 12345679
so the string with 37 in it must be 1234567A the next string is 1234567B then C then D then E then F. Then on the next line you should see 12345680.
So in the code you put the three lines like so
12345678
12345679
1234567A
then in the last 4 letters of each line u put the letters/numbers that correspond to the letter you want to change it to.
In this case we want ABC so A=41 B=42 an C=43
So now the code looks like this...
12345678 0041
12345679 0042
1234567A 0043 and if the 1st 8 letters were right that would change the word PP7 into ABC.
The-Hack-FAQ-by-Anz-andrew@lych.demon.co.uk-or-achart@hotmail.com-----------------------------------------------

Modifiers, Quite hard


These are a lot harder to hack with little to marvel about your results, unless you get a code to get serious Beta objects.

The first thing to do is find out the value of the object you want to modify (I will not explain how to do characer modifiers in this chapter, just object modifiers.)
Here are some modifier values.
00 Classified Folder, beginning of Game
01 Weird Metallic Cube
02 Folder from Beginning
03 DAT (Green thing)
04 Metallic Cube, smaller
05 Metallic Cube, smaller
06 Metallic Cube, smaller
07 Metallic Cube, smaller
08 Metallic Cube, smaller
09 Metallic Cube, smaller
0A Metallic Cube, smaller
0B Metallic Cube, smaller

0C Metallic Cube, smaller
0D Red Card
0E Red Dossier
0F Tan Folder
10 Credit Card, very small
11 Bomb Explosive from Frigate
12 Small Black Box (orange)
13 Videotape
14 Nintendo Logo
15 Goldeneye Logo
16 Giant Folder from beginning, weird sky
17 ? Might be behind mountains, I saw a flash
18 FREEZE
19 FREEZE
1A FREEZE
1B FREEZE
1C FREEZE
1D FREEZE
1E Black Trailer
1F Motorcycle
20 FREEZE
21 Car boat with wheels
22 Small Soviet Green Boat
23 FREEZE
24 FREEZE
25 Safe Door
26 Numbers 1 and 2 with knob on piece of wall
27 Glass Door
28 FREEZE
29 Archives green/white Door
2A Archives green/white Door
2B FREEZE
2C Train Door in Depot
2D Small White Car, Streets
2E Small White Car, Streets
2F Small White Car, Streets
30 Small Red Car, Streets
31 FREEZE
32 Vertical Door with Spikes on it?
33 FREEZE
34 Red Star on Panel
35 Shutters?
36 Small Beaker with Blue
37 Beaker
38 5 Beaker Set
39 Mines (blue) from Street
3A Bush from Jungle
3B Bush from Jungle
3C Bush from Jungle
3D Pointy Bush from Jungle
3E FREEZE
3F Goldeneye Intro Screen
40 Horizontal Streets road and buildings
41 Streets road and buildings
42 Intersection of Streets
43 Streets road and buildings
44 Streets road and buildings
45 Depot, Silver-lined door
46 Glass
47 Wall, brick sand-colored
48 Space Shuttle
49 Part of Table Aztec under shuttle
4A Stand for Table Aztec (two gold pipes up)
4B Small Wall Piece, blue-colored
4C Mainframe from Aztec
4D White Flag, ship on Frigate
4E Road block
4F Small, white piece
50 Small, white piece (square, red/green switch from Dam?)
51 Computer
52 Small Pink Knife?
53 Small White sticking up thing
54 and up, FREEZE
(An acception to this is the Aztec Shuttle modifier. Where only 48 is significant, however. The object that appears in the place of the shuttle is huge, the number intead of 07 is 03 and there are new XX's too. But why have two different object sets for this?)

With these digits, you may end up looking two values before, and finding the numbers 07, this is a good sign.
This is what I mean.
MEMORY EDITOR
80123456 | 07 01 46 00 00 00 00 00

The colour in blue is the number above, in this case 46 - Glass. Two values before it, is the number 07 in red. If this occurs, it is likely that your area will be correct. Also look at the 01 between 07 and 46, this is usually what appears there, not always, more common with veichles rather than other objects.

For these, you are more likely to have 28, instead of 07.
19= Big red truck
1A= Brown Helicopter
1B= Pirate
1C= Hound
1D= Soviet Helicopter
1F= FREEZE
20= Tank with RCP-90 sprite in front of it (Unrideable)
21= freeze
22= freeze
23= Big White airplane
24= Gun turret/front end of a gun boat maybe
25= freeze
26= freeze
27= freeze
28= Gigantic Satellite dish overhead.
29= freeze
2A= freeze
2B= freeze
2C= freeze
2D= freeze
2E= freeze
2F= freeze
30= freeze
31= Small grayish car
32= freeze
33= freeze
34= freeze
35= freeze
36= freeze
37= freeze
38= freeze
39= freeze
3A= freeze
3B= freeze
3C= freeze
3D= freeze
3E= freeze
3F= freeze
40= freeze

And for these, there is usually no connection
00 = double alarm
01 = alarm
02 = white pyramid
03 = ammo box - brown
04 = ammo box - brown
05 = ammo box - green
06 = ammo box - green
07 = ammo box - green
08 = piece of Egyptian collumn
09 = desk blotter
0A = red book
0B = full bookshelf
0C to 11 = control console
12 to17 = cardboard pistol ammo box
18 = looks like a collar with a microphone where the bow tie oughta be. Top half of screen obscured with grey when looking at it.
19 to 1B = double screen consoles
1C to 25 = single screen consoles
26 & 27 = white table
28 = Archives desk lamp
29 =part of Aztec DAT box
2A = other part of Aztec DAT box
2B = two drawer white cabinet
2C = jerry can
2D = computer keyboard
2E = 4 door & drawer bench
2F = desk in-tray
30 = mainframe
31 = mainframe
32 = chair
33 to 35 = metal crate
36 = ribbed steel box
37 = model of Silo rocket
38 = 4 models in a row
39 to 3E = 44 gallon drum
3F = padlock
40 = phone
41 to 44 = radios
45 = enlarged Silo goldeneye sattelite
46 = Antenna dish from Dam
47 = small tape recorder or remote control?
48 = wooden stool
49 = swivel chair
4A = rack of 3 blue rockets
4B = small television or monitor
4C = steel stand
4D & 4E = white sheet of A4 standing on edge
4F to 54 = wooden rifle ammo crates
55 = Archives PP7 table
56 = Floppy disc
57 = the first blue & gold printed circuit cube (many more to come)
58 = metal crate stack, 4x4
59 = metal crate stack, 4x3
5A = metal crate stack, 4x2
5B = red button on vertical slab (enlarged?)
5C = small rocket
5D = Silo rocket, full size (one of the biggest items!)
5E = double console on castors
5F = counter or bar
60 = locker set
61 = locker set
62 = vision is blocked by blue-grey graphics cut out. which bridges whole room, and does not move with gunfire
63 = Frigate square pack rocket launcher, pointing down.
64 = Frigate square pack rocket launcher, pointing up.
65 = Frigate gun turret
66 = Frigate rocket rack
67 = Frigate other-type rocket launcher
68 = square foot of window glass
69 = window lattice frame
6A = half size window lattice
6B = smaller lattice
6C = Jungle big tree (another whopper, best viewed on Dam)
6D = Jungle palm
6E = Jungle palm resprouting after loss of fronds
6F = Jungle low shrub
70 = shrunken Facility laboratory bench
71 = Facility, Runway white rubbish bin
72 = set of 4 white bins.
73 = body armour
74 = body armour
75 = shrunken Facility gas tank
76 = a glass
77 = big metal plate (3x table top size)
78 = Train brake controller
79 to 7F = ammo clips
80 = fire extinguisher
81 = small box bullets
82 = rolled up newspaper?
83 to 85 = small box bullets
86 = ammo clip
87 = Grey door with warning strips on it
88 = Silo Door - Arrow Left
89 = Wierd Beta Door (Flashes)
8A = Silo Door (Again) - Arrow Left
8B = Clear Glass Door
8C = A diffent silo Door - Arrow Up
8D = The silver Silo doors (Corragated,With warning strips)
8E = Rusty Old Door
8F = Door With rust on it-It's on a level (maybe Archives)
90 = Metalic Blue Door - Silo
91 = A different rusty old door
92 = Stripey Blue door
93 = Blue door (With holes in it)
94 = Same
95 = Part of Runway Shutters
96 = Blue corragated door w/ Red and white diagonal lines
97 = Same but reversed
98 = Silo normal door (Grey With indents in)
99 = Same but with Keep clear on it
9A = Grey Door With blue stripe - Very cool
9B = The grey door in Facility
9C = Same
9D = Plain Wood door (looks like Sand
9E = Facility Normal (Big Brown ones)
9F = Facility Bathroom Door
A0 = Clear Glass Door - From Labs in Facility
A1 = Brown Wooden Door - Train
A2 = Brown door with glass in it
A3 = Brown door with glass in it (Unbreakable)
A4 = Very wierd door that goes up and down
A5 = Stretched Water Caverns Door
A6 = Door from Huts on Surface
A7 = Wierd green door with glass in it
A8 = Plain green door
A9 = Cradle Door
AA = Stone door w/ prints on it
AB = Sand door w/ prints on it
AC = Darker Stone door w/ prints on it
AD = Light brown wood door
AE = Egyptian Door
AF = Sand/Brown door
B0 = Blast Door - Control
B1 = White door
B2 = A different Blast Door - Control
B3 = A door with chains on it and arrow pointing up
B4 = Mesh Door
B5 = Blown Up door
B6 = Wierd Prison Style Doors
B7 = Posh BJ gate (Statue?)
B8 = gun KF7
B9 = grenade launcher
BA = throwing knife
BB = laser
BC = AR33
BD = D5K?
BE = magnum
BF = PP7
C0 = shotgun?
C1 = ............machine pistol
C2 = silenced D5K?
C3 = ...............machine pistol
C4 = ZMG?
C5 = Auto shotgun
C6 = Exploding briefcase
C7 = mine
C8 = mine
C9 = mine
CA = rocket ammo
CB = unrecognisable lump
CC = PP7 silenced
CD = DD44
CE = D5K silenced
CF = shotgun?
D0 = golden gun
D1 = hunting knife
D2 = sniper rifle
D3 = rocket launcher
D4 = black hat
D5 = black hat
D6 = black hat
D7 = black hat
D8 = green hat
D9 = helmet
DA = helmet
DB = yellow and black item of apparel
DC = black hat
DD onwards to FF = repetitive blue and gold printed circuit cubes

These are what you want to look for when searching for hats.
D4 = high top black hat, blue front panel
D5 = high top black hat, grey front panel
D6 = high top black hat, beige front panel
D7 = normal green cap, red insignia
D8 = same
D9 = helmet
DA = helmet
DB = Moonraker yellow and black headgear
DC = black cossack beret
DD = blue hat (armoured guards)
DE = red hat
DF = General Ouromov's hat

But how do you seach for them?