+---------------------------------------------------+
| The World Is Not Enough Weapon Modification Guide |
|---------------------------------------------------|
| Author: Jeff H. (Goldenboy) 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.
| The World Is Not Enough Weapon Modification Guide |
|---------------------------------------------------|
| Author: Jeff H. (Goldenboy) 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
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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
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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
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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
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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.
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