Wraptures Volume One can be found here:
archive.org/details/wrap...
@bencolclough.bsky.social
Retro games, history, nature, science, astronomy. Owner of tuxedo and ginger cats.
Wraptures Volume One can be found here:
archive.org/details/wrap...
This world map used in GoldenEye's Frigate radio room comes from the Wraptures Volume One CD. Well, technically it's used, but you can't actually see it because of a draw order issue. Pic 2 is the original game. Pic 3 is a modified Frigate to show more or less what it's supposed to look like.
14.07.2025 22:59 โ ๐ 9 ๐ 2 ๐ฌ 1 ๐ 0What is the reasoning here? When the developers decided to change a texture they had to manually reassign the texture for every single polygon. They didn't have an automated tool for this. Thus there are cases where they missed polygons - the white walls in Facility being the most well-known example
14.07.2025 02:40 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0In Runway there is a long thin cliff triangle, highlighted here in blue, that uses a different texture from all the others. It could be a hint, albeit far from conclusive, that Runway once used this texture for its cliffs. #2 pic is what Runway looks like with the other texture. #3 pic is final game
14.07.2025 02:40 โ ๐ 3 ๐ 1 ๐ฌ 1 ๐ 0Yes, GoldenEye 007 for N64!
12.07.2025 15:08 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Simply amazing, made a post about one object:
bsky.app/profile/retr...
Awesome work of you! ๐
GoldenEye fans make sure to watch this video from Goose's Gamer Folklore, who does an outstanding job exploring and explaining oddities about GE's textures!
youtube.com/watch?v=9f6Y...
Not yet...I got hard stuck trying to implement HD fonts which was my ultimate goal. I'll take another crack at it when I get back home (out of town right now)
12.07.2025 04:28 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Happy Sunday from Duncan Park, Lexington, Kentucky! First opened in 1915 and going strong.
29.06.2025 13:31 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0University of Kentucky arboretum today. #nature
02.06.2025 15:53 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Cicada Brood XIV has emerged in central Kentucky and they are LOUD. I spotted this one on a hike today. #cicada #nature
29.05.2025 20:36 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0This Aztec wall texture originates from an authentic Aztec feather shield dating to about the year 1520.
Today this artifact is located at Landesmuseum Wรผrttemberg, Germany.
commons.wikimedia.org/wiki/File:Fe...
One of the maps seen in Frigate's radio room is a portion of a 1959 USGS map of Benicia, California. This map can be found online here: ngmdb.usgs.gov/topoview/vie...
Click on the map and select Benicia, CA 1959 (HTMC, 1981 ed.) from the list on the right.
This monitor texture which appears in Aztec originates from a photo of the Sinai Peninsula taken on June 14, 1991, during Space Shuttle Columbia mission STS 40.
www.nasa.gov/image-detail...
This Aztec texture comes from a picture (exact source unknown) of Altar 4 at La Venta, an Olmec archeological site located in Tabasco, Mexico. Historians believe this altar was actually used a throne to seat Olmec rulers during important ceremonies.
en.wikipedia.org/wiki/La_Venta
Some Aztec textures originate from the Codex Zouche Nuttall, or at least a facsimile of it. You can see the codex for yourself at: archive.org/details/code...
In particular, slides 50, 85, and 86 have the GE textures.
The tower to the left of the one where you start in Cradle has hazard stripes at the start of the catwalk, while the other two do not. One explanation could be that the this tower was made first, and when the level designer copied over the other two, they forgot the hazard stripes.
30.04.2025 07:42 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Here's a better view of the graffiti. Originally composed of two 33x33 pixel textures (the N64 didn't require power of two textures). Here stitched together and upsized by a factor of 8.
28.04.2025 18:10 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Why were the arrows replaced only on this lift? It could be a mistake, but imo it's actually more likely that it was done to save memory. The level designer assumed no one would be able to notice, and unless you're really looking for it, the level designer was correct.
28.04.2025 17:52 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0If you've played a lot of GE, you may remember that most lifts have green and red arrows over the doors. The one at the end of Jungle is unique, replacing the arrows with metal beam and wall textures. It's barely possible to see the weird textures if you end Jungle walking backwards while looking up
28.04.2025 17:51 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0There is a lone, faint, and seemingly out of place graffiti in Aztec just outside the Jaws room.
It's extremely hard to see on console due to its position high on the wall and is more easily viewed in emulator or the GE Setup Editor.
It spells "KIH", the initials of level designer Karl Hilton.
Amazing attention to detail in GoldenEye 64. The labels on the fuel tanks in Runway come directly from the film set. We know the developers visited the sets and took photos, so I'm not sure if this comes from a photo the devs took or if they just screencapped the movie once it came out.
27.04.2025 11:23 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Perfect Dark only uses one cloud texture, but actually supports two others. Type 2 uses the same texture as the water in GoldenEye's Caverns. Type 3 uses the water texture from Frigate and Air Force One.
20.04.2025 08:12 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I've implemented a key in the Perfect Dark PC port that lets you turn certain weapons sideways (gangsta mode) whenever you want.
14.03.2025 12:37 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Unused avoid animations in Perfect Dark. There's still remnants in the code for these animations. When CHRCFLAG_AVOIDING is enabled it becomes impossible to land melee attacks on alerted enemies.
04.03.2025 14:59 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0There's an unused preset for something about the size of a table in the firing range (the big blue box). I wonder if originally your weapon would have been placed on the table and you'd have to pick it up before the challenge started.
03.03.2025 17:49 โ ๐ 4 ๐ 1 ๐ฌ 0 ๐ 0Perfect Dark has quite a few unused models. This microscope was intended for dataDyne Investigation, but not used for unknown reasons.
28.02.2025 04:05 โ ๐ 4 ๐ 1 ๐ฌ 0 ๐ 0In Perfect Dark when you load a stage the game randomly selects 8 heads for the guards. But, I didn't know this until now, this number is reduced for the Area 51 missions. 5 for Infiltration and Escape and 4 for Rescue. Area 51 is huge and maybe they needed to save some memory.
27.02.2025 15:29 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Screenshot from Perfect Dark showing the Night Vision goggles in the player's inventory twice. You're only supposed to have one of them because having more than one serves no purpose. But otherwise the bug is mostly harmless.
There's a bug with Investigation when using the "Perfect Darkness" cheat. You have to collect the Night Vision, but the world model incorrectly uses the IR Specs model. Because of this the game doesn't realize you already have Night Vision and gives it to you again, so you have 2 in your inventory.
25.02.2025 12:27 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0In the original Perfect Dark there are no stars in Mr. Blonde's Revenge. Perhaps an oversight due to the mission being made late in development? They can easily be added in the PC port. Fun fact about PD's stars: they are randomly generated and different every time you load a stage.
23.02.2025 19:16 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0