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Was intended to display debug information to show how efficiently memory was being allocated, but the routine has been mostly gutted. Pressing Start when in control of the player will also open the watch menu and close the debug menu. Press A or Start to enable the currently selected option. Left and Right on the D-Pad move between columns - the first column of the second row is reached by pressing right in when in the last column of the first row and vice-versa. Press Up or Down on the D-Pad to move between options in the current column. The currently selected option is always marked in red, which may help with navigation. The options are very hard to read because they flicker constantly. It is composed of eight columns of options spanning two rows.
Goldeneye 007 walk through code#
With this code enabled, press C-Up + C-Down at any time to open the debug menu. To enable the debug menu in the North American version, use the following GameShark code. GoldenEye contains a debug menu with numerous options however many of them will no longer work.
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On hardware, only the bottom half can be filled in. Taking advantage of emulation inaccuracies, the player may maneuver the camera for a HOM effect that will fill in the debug menu. Notably, Jetpac later appeared embedded in Rare's Donkey Kong 64 not only was it legitimately accessible in that game, it was required! The listed games are Alien 8, Atic Atac, Cookie, Gun Fright, Jetpac, Knight Lore, Lunar Jetman, Pssst, Sabre Wulf, and Underwurlde. While no ZX Spectrum game ROMs are included in the final GoldenEye build, there is a list of Rare-developed games tucked away within its files. Unfortunately we didn't have time and the idea was abandoned. At one time, we had the idea of including an arcade machine within the game to play old Rare games, including Ultimate Play the Game. One fact that isn't well known, is that a ZX Spectrum emulator is hidden in the game code. Included with the emulator is a homebrew replacement for the Spectrum "monitor program" ROM, containing rewritten versions of the few ROM commands required by the games so as to avoid infringing on Amstrad's copyright.Īccording to an interview with producer and director Martin Hollis: While the methods to access the emulator were removed before release, the emulator itself is still fully functional and handles all 48k and smaller Spectrum titles, albeit with no sound. It seems that Rare programmer Steve Ellis wanted to test out whether the ZX Spectrum could be emulated on the Nintendo 64, and added it to his current project at that time. Deep within the ROM, coding remains for a ZX Spectrum emulator.