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View Full Version : Facility Vent Patch


spoondiddly
17th October 2005, 01:43 PM
Kinda whipped this thing up quickly a couple days ago. If you know Facility, there's a section of venting you can't get into. This patch allows you to walk right up and fall down to the room below.

There are two known screwy things about it though.
Firstly, because of the way clipping works in GE, you can walk "out of the vent" forwards or to the left as you fall. Just to warn you, the guard will *so* shoot you if you do.
Secondly, if you press against the wall below the vent, you'll squat down.

http://www.geocities.com/nefariousdogooder/downloads/FacilityVentPatch.zip

There are four versions: US NTSC and PAL, byteswapped and not. If you can't tell if your rom is byteswapped, either open it in a hex editor or just try the other patch. If you need a patcher, Dextrose.com has a few. SmartIPS works rather well. It has been confirmed to work on PJ64 and NEMU64.


Oh! and before any of you get their hopes up, I didn't use an editor to write this. This was strictly a pencil/paper, caculator, and hex editor affair ;*)

OmegaPirate
20th October 2005, 03:21 AM
Sounds cool, but would you be also interested in enabling access to the Start of Silo, where there is a ladder, and a blue room of some sorts, that is blocked off in the final versions?

spoondiddly
31st October 2005, 02:20 PM
Sorry, hadn't noticed you posted here.

I made a series of GS codes to do that, in both solo and some multiplayers. They should be back in the OHMSS board at gscentral.com's forums.

It wouldn't be impossible to patch that as well. Plus, there's the added benefit of it being drasticly smaller since it won't screw up a character's spawn, and it could be used with the facility patch to boot. What the heck. There's a lull now anyway, and it really is far less involved than facility ever was.

There's a surprising amount of peculiar things about silo, such as door positions behind walls. The most notable is a door position immediately behind where you usually spawn. It seems Silo, besides having the very cool elevator, also had a more non-linear layout than it does nowadays. It would have been trivial to create three entirely different paths through the stage just by locking doors or rearranging the order you collect stuff. One way or another, it would be a real treat to see what was originally planned.

Do you think it would actually be worth clipping the island in dam? It seems too small to use on its own, and the idea of running across the whole lake isn't thrilling.