GE Misc. Mods Visual List
GE No Invert Patches
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Author: SubDrag


Category: GE Misc


Description:


GoldenEye 007 No Invert patches for GoldenEye

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Levels

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Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:ge-no-invert-patches
Cheat Extension
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Author: Wreck


Date: August 4, 2018


Category: GE Misc


Description:


Game: GoldenEye 007
Mod: Cheat Menu Extension 28
Author: Wreck
Date: August 4th, 2018

Have you ever thought to yourself, "23 cheats is great and all, but wouldn't it be sweet to have more"? Well, now you can! The cheat menu has been modified and extended, to allow for up to 28 different cheat options. And what you'll find in this patch is a mixture of an unused leftover, an intended cheat, one from another region release, and others totally new. Here is what you will be able to use (some even in multiplayer)…

Line Mode:
Probably the best known unused cheat left in the game. This is also known as "Pen and Ink" mode in other games. The main screen is white, with black lines showing edges of models displayed on screen. Your watch menu becomes rather tricky to navigate, though.

Sniper / Rocket:
This is an interesting one. In the Japanese release of GoldenEye 007, the Hunting Knife was removed for censorship reasons. Now, since there was a 2x Hunting Knife cheat in the game, those clever programmers decided to replace it with something different. What they ended up with was a combination of a rocket launcher and a sniper rifle. This pairing allows players to zoom in across a level, and fire off a rocket with great accuracy. You'll run out of rockets quickly, so you might want to use Infinite Ammo, as well.

Bond Phase:
The name remains in the cheat text file, but nothing else appears to exist in ROM as far as cheat data is concerned. However, a very simple modification of the Bond Invisible cheat can have this up and running easily. Bond Phase is the same as that old GameShark code we loved to use, which we often refered to as "Walk Through Doors" - even though you could actually go through any prop or character in the environment. It even lets you pass through the locked doors in multiplayer… which could possibly be one reason it wasn't in the final game. An added professional touch was included, so that this also works as a button code. You can toggle it on and off during a level as you please. But what's the code, you ask? Hahaha! No, I'll be nice…

L + D-Up
R + C-Right
R + C-Down
L & R + C-Left
L & R + D-Left
L & R + D-Right
R + D-Down
R + C-Up
R + C-Right
L & R + D-Down

Where did that code come from, exactly? That's a button code leftover in the game that was supposed to activate a missing cheat. At least now it has a purpose. Or was this its intention to begin with…?

No Body Armor:
First created by Zoinkity as the "Dr. No" cheat, this will remove all body armour from the game. That means both missions and multiplayer are supported. This can prevent that one friend of yours who is always hogging up the armour whenever you play from doing so, or add more difficulty to the mission campaign by taking away that extra protection.

Expect to Die:
This is a fun modification of the "Super 2x Health" cheat, which completely changes its intended purpose. Rather than help keep the player alive longer, this now weakens them to the point where any damage sustained (enemy gunfire, drone guns, explosions, nerve gas, etc.) will have their screen dripping with red stuff. Armour can still be used as usual, as this only affects Bond's health. Using this in combination with the No Body Armour cheat is suggested. Fans of the LTK/DLTK custom 007 Mode settings may enjoy this, as now even more things can kill you instantly. Goldfinger would be pleased.

--------—-

Game: GoldenEye 007
Mod: Cheat Menu Extension 30
Author: Wreck
Date: August 5th, 2018

Hold on a second… did you really think we would stop at 28 cheats? With a little magic - in the form of altering the actual folders themselves - we can squeeze in another two. Unless your math is rusty, you should know that brings our total up to 30 cheats! What dare we add in for these final slots?

Position Display:
A debugging tool, which shows at the top of your screen your current whereabouts. The room number, coordinates, and directional rotation are all displayed. Probably not very useful for the average player, but it is one of the few leftover cheats that still function well. Plus, now you can proudly declare, "I'm in room 135, sucker"!

2x Klobb:
What happens when you take everybody's favourite machine pistol, multiply it by two, and throw in 800 rounds of ammunition? Why, it's the Ken Lobb Special, that's what! Try your luck using these inaccurate firearms against the hardened soldiers of the mission campaign. It could barely be considered cheating…

*Notes: Some cheats were replaced in order to incorporate the new ones. Those include Super 2x Health, Super 10x Health, and Extra Weapons. Super 2x Armor does still exist, but is not linked to any existing cheat. All levels and cheats are unlocked for you, so you needn't worry about nailing those target times once again.

Special Thanks…
Zoinkity: for his documentation of the ROM, and the Dr. No cheat.
SubDrag: for finding the final piece of the puzzle with the cheat extension.

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Levels

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- ge-misc - http://n64vault.com/ge-misc:cheat-extension
Footsteps V18
Image Unavailable

Author: Pavarini (and Zoinkity, SubDrag)


Date: June 4, 2018


Category: GE Misc


Description:


I've been working on a combination patch with includes multiple patches, with many of my own.

Here is the list of features it has:
Zoinkity's 7MB expansion pak patch and EC player pick-up toggle
SubDrag's expansion pak detection code
Extended random head index (yes it's overflowing, but it does set 7 random heads)
Set E9/FB to toggle between main/alt sky banks
Make 7F 00 check player's death flag
Set intros skippable
Change 'show ammo on-screen' option to 'disable AA'
Make command 27 return ZX emu joystick (0x10 = z-trigger 0x0-0xF = direction)
Make setting unknown float to 0 start stage without music
Custom 2B multifunction command (see tutorial)
Make F2 calculate distance for player (used for footsteps)

Check bunker 1 for a tutorial.

Changelog:
V18

  • Moved address for camera FOV
  • Reset camera FOV on map load
  • Reorganized all assembly

V17:

  • Moved FD kill player to FC
  • Ignore invincibility for FC kill player
  • Added new delta time compensation to FE add/sub
  • Added new FD copy memory command
  • Updated tutorial level with new commands
  • Added new camera FOV override for more cinematic control

V16:

  • Moved all assembly hacks to 21990 (reduced TLB refills)
  • Added 2BFD kill player command

V15:

  • Optimized assembly
  • Fixed crash if 2B x-track command reached end of table
  • Added 2BFE reference manual to bunker tutorial (check 0408)
  • Increased footstep rate to match Perfect Dark

V14:

  • Reorganized assembly notes
  • Fixed 0xBB000

V13:

  • Added float flag for addition/subtraction arguments
  • Added interactive conversation tutorial with 27 command

V12:

  • Tweaked 2BFE and fixed footsteps block bug (invalid returns)

V11:

  • Force AA on when not in-game

V10:

  • Added return argument to 2BFE
  • Simplified all blocks
  • Added portable medkit block (2BFE example - hold B+R to heal)

V9:

  • Added F2 init command (required for console compatibility)
  • Simplified footsteps block
  • Lowered volume for footsteps (matches PD)
  • Fixed credits from crashing
  • Unlocked all cheats and missions by default

V8:

  • Added 2BFE tutorial to bunker 1
  • Improved footsteps block (now has mid-air detection)
  • Fixed bug for FE compare arguments

Download

You can go to Carnivorous' github to get this where it will be in the most recent state. Its easier for him to maintain it this way.
https://carnivoroussociety.github.io/

Levels

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Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:footsteps-v18
Blood Patch
Blood patch
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Author: Wreck


Date: April 11, 2018


Category: GE Misc


Description:


Mod: Blood Patch
Date: April 11th, 2018
Author: Wreck

Originally, GoldenEye was going to have more blood in it. Yes, character's clothing and skin does become reddened when struck by a bullet or throwing knife, but there is no projected blood. Instead, you see sparks and smoke. This was due to Rare taking away the blood effect, no doubt to reduce the ESRB rating and also please Nintendo at the same time. However, the blood was never actually removed from the game. It still exists, and can be applied. The colouration is a little vibrant, which may indicate a last ditch effort to make it appear less realistic before finally giving up on it. After many years of being available as a GameShark code, I am now releasing it as a patch.

This patch has been designed so that it can be applied to pretty much any GoldenEye ROM. The trick is that it modifies very specific data in the 21990 game configuration file. All you need to do is the following few simple steps…

In the GoldenEye Setup Editor, go into the "Tools" -> "Game Configuration" menu. Once it opens, select the ROM in which you would like to add the blood patch to. After it has loaded, click on the "Write 21990 File" button in the bottom right hand corner of the menu. Save it someplace you'll remember. Next, go to "Tools" -> "Apply IPS Patch" from the Editor's main window. It will ask you to find the original file, which will be your "021990.bin" file. After that, you need to select the blood patch .IPS file. Then you will be asked to save your new file. Make sure that you give it a ".bin" extension name when you are about to save. Now, go back to the "Game Configuration" menu, and click the "Import 21990" button located at the bottom. It should take only a few moments to finish being imported. When completed, click on "Write ROM with 21990 Mods" to save your new ROM. Try it out on console or emulator, and enjoy your game with an M for Mature rating!

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Levels

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- ge-misc - http://n64vault.com/ge-misc:blood-patch
Doom-Style Looking
Doom Style!
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Author: Coockie1173


Date: March 29, 2018


Category: GE Misc


Description:


GE 007 - "Doom Style Looking"
Dev - Coockie1173
Version 1.0
Level: All SingePlayer Stages
-----—-
Installation: Patch the XDelta file to a fresh goldeneye ROM

Helping hands:
Carnivorous (MIPS help)
Zoinkity: For the Spectrum Emulation patch and Expansion Pak patch
------
Time taken to make level: The time it took me
Tools: GoldenEye Setup Editor
Notepad++
HxD
------
Contact:
Discord: Coockie1173#8187
Mail: moc.liamg|dxbimorfyrrag#moc.liamg|dxbimorfyrrag
-----—-
Any problems with the map or things I should correct, contact me.

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Levels

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- ge-misc - http://n64vault.com/ge-misc:doom-style-looking
Aiming Down Sights
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Author: Rucksack Gamer


Date: March 18, 2018


Category: GE Misc


Description:


ADS With Guns V1.0
By: Rucksack Gamer

I know my last mod was just awful… It didn't work right, a majority of stuff in the mod was broken, and it crashed a lot, but I have returned with a mod that's actually kinda good!
This mod is something I've wanted since I was a kid as, the way Goldeneye handles gun locations is just annoying to look at to me, and quite frankly, I stopped playing GE for a while in favor of modern shooters…
Basically what this mod is, is a sort of "ADS" (Aiming Down Sights) mod that takes the regular format of the game, and takes the guns, and slides them to the middle of the screen. It's simple, but it's effective for a mod.

Thanks everyone for putting up with my garbage first mod. :)

Installation:
This one's pretty simple…
Just get yourself an unmodded, unbyteswapped, US version of GE and it should work like a charm.

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Levels

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Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:aiming-down-sights
Dual Eyes Cooperative GoldenEye 2.0
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Author: Rucksack Gamer


Date: March 16, 2018


Category: GE Misc


Description:


Dual Eyes - Remade
By: Rucksack Gamer

Pre-apolgy:
I know that people wanted this, and that I had a previous version posted to Goldeneye Vault, but I had released such an unstable version, I wasn't even proud of it (I'm still not). And because of this I am sorry. Co-op in Goldeneye is a pain to set up and get working, and I thought that it was as good as it will get, but I realized that it's not. It's not good at all… So I decided to figure out how to get it working better than last time, added some new features, skies work, music from each level is forced (thanks to me adding "new" levels as in copying the default missions, changing a few things, and then adding the finalized levels to the end of the rom), and best of all, the game is actually stable.

One of the only issues I can think of is that some levels can be a pain to run. It's probably not a surprise, but Goldeneye lags a lot by default, but throwing in multiplayer kills the framerate. 2 players on a level like Surface drops performance a bit, but throw in 4 players, don't expect to be very playable. Another issue I should address before everyone complains about it, the enemies will randomly choose to be fast/slow. I don't know why they do this, but there's no real way to combat this.

By default, there is 3 cheats unlocked at the start (unfortunately, you cannot use them, as they unlock guns for solo mode), but all of the cheats are available if you use Gameshark (or, if you decide to go this route, you can take out the 2, 3, and 4 controllers and play solo and unlock them that way). The radar is only activated when you use the Enable Radar cheat. This isn't a bug, this is intended to give the feel like you're playing the real thing.

Mods/Assistance used to make this:
pavarini - He removed the solo menu and multiple customization options to multiplayer (that do nothing in-game)
SubDrag - Co-op patch that made this WAY more stable than before
Zoinkity - 8 MB allocation patch that made this possible (otherwise the game would run out of memory quickly)

Again, I am sorry that the mod was initially so bad, but thank you all for finding the idea neat, giving me the encouragement to make a new version.

Required Files:
An unbyteswapped copy of the NTSC Goldeneye (US version).

WARNING!
DO NOT USE DOUBLE WEAPONS! If you get lucky enough (or rather, are unfortunate enough) to collect dual weapons, do not use them (or rather, do not pull out the second one). This will crash the game at all times. If you will, please inform me of which level it was that you found it. The less people to crash to this nuisance the better.

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Levels

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Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:dual-eyes-cooperative-goldeneye-2-0
Custom Music
Image Unavailable

Author: CHLindin


Date: March 8, 2018


Category: GE Misc


Description:


GoldenEye Custom Music
Made by CHlindin. (my first submission!)
Special thanks to the developers of the GoldenEye Setup Editor!

Description:
“GoldenEye Custom Music” replaces all music with new custom made tracks using the original GoldenEye soundfont and is compatible with both emulators and real N64 hardware. It is a fan-created reimagination of the Goldeneye 007 soundtrack that aims to stay true to the original Bond themes and moods while still providing a breath of fresh air. If you find any of the tracks appealing, you are more than welcome to use them in your own GoldenEye creations and adjust them as you see fit!
41 tracks:
Main Theme
Folder Menu
Watch Pause Menu
Dam
Facility
Facility – Ourumov’s Countdown
Runway
Runway – Plane Escape
Surface I
Bunker I
Bunker I – Alarm Trigger & Escape
Silo
Silo – DETONATION IMMINENT!
Frigate
Surface II
Surface II – Bond Captured
Bunker II
Bunker II – Inbound GoldenEye Strike
Statue
Statue – In Mishkin’s Custody
Archives
Archives – Window Escape
Streets
Streets – Cool Agents Don’t Look At Explosions
Depot
Depot – Infiltrating The Train
Train
Train – The Girl Or The Mission
Jungle – Xenia Encounter & Elevator Getaway
Elevator Music I (Control Elevator)
Control
Elevator Music II (Caverns Elevator)
Caverns
Cradle
Cradle – Trevelyan’s Final Phase
Aztec
Aztec – Launching The Shuttle
Egyptian
Credits
Logos & KIA Instant Replay Sound
Bond Death Theme

Total length: 42m:15s

Installation:
1. Scroll down, find and click “Download”. Save and unpack the content at a convenient location.
2. Download the GoldenEye Setup Editor from goldeneyevault.com and open the application.
3. Select “Tools” -> “XDelta Patching” -> and click “Apply GoldenEye XDelta Patch”.
4. Locate your clean(unmodified) GoldenEye rom and open it.
5. Locate the XDelta patch included in this download (that you saved at a convenient location) and open it.
6. Select a location for the patched rom (the combination of steps 4 and 5) and click “save”.
7. Voilá! Open the patched rom (the one you just saved in step 6) in an emulator of your choice or play it on N64.

Compatibility:
Works on both emulators and real hardware, has some minor differences between the platforms. Tested on EverDrive 64 and 1964 emulator(60FPS build). Expansion Pak is not required.

Links:

chlindincomposer.wixsite.com/chlindin – You can download the MIDI files here!
soundcloud.com/chlindin/ - You can listen to the soundtrack here!
goo.gl/ujn9Tv – Link to my YouTube channel!

P.S. Trivia
The two elevator songs, while built up from scratch, are actually covers of existing songs. Can you figure out what they are?

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Levels

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Diddy Kong Racing Levels
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Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:custom-music
GoldenEye Hi Res
Image Unavailable

Author: SubDrag and Trevor


Date: January 2, 2018


Category: GE Misc


Description:


Ever dreamed of seeing a Hi Res mode on GoldenEye, similar to Hi Res in PD? Your dream is finally a reality.

Only possible thanks to Zoinkity's brilliant 7 meg RAM extension, this patch allows for quadruple the size framebuffers, to accomodate the two 640 x 480 frame buffers (double buffered). The frame buffers were moved to upper RAM to accomodate the size, and all of the related assembly code in GoldenEye and VI settings has been adjusted accordingly. At the expense of some lag, you do get a much sharper image.

There are two patches:
640 x 240p (Menus normal)
640 x 480i (Menus 640 x 480i)

Apply xDelta to GoldenEye US ROM.

Credits:
Hi Res Mode - SubDrag
640 x 480i Help - Trevor
7 Meg Patch - Zoinkity
Testing - Trevor

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Levels

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- ge-misc - http://n64vault.com/ge-misc:goldeneye-hi-res
Blender GEObj Exporter
Image Unavailable

Author: Entropy Soldier


Date: October 9, 2017


Category: GE Misc


Description:


A very rough first edition of a special GE64 OBJ exporter/importer for blender. GE64 OBJ format has "support" for vertex colors, and isn't FBX! Being able to do the vertex colors in Blender is a huge time saver, so I figured I'd throw this plugin together to save whatever is left of the sanity of anyone who had to do vertex colors in the editor. As a bonus, it has defaults suited to GE64 and also auto-generates the texture preset listing on export to simplify the import process as much as possible. In the future I may work with Subby Wubby to create a truly streamlined import/export process, but for now this should be serviceable.

Anyway, this is more or less just the standard Blender 2.78b .obj plugin with the following additions:

-Includes a few extra lines pertaining to vertex color data in the Import/Export routines
-Automatically exports a texture preset number text file if the appropriate GE64TexturePresetDatabase object is present
-Adds the following utility functions, which can be accessed by searching for them in the spacebar menu:
-"Update Texture Preset Database": Scans all the textures currently in use and adds to the Texture Preset Database any textures that aren't currently in it. It will also create the Texture Preset Database if it doesn't already exist.
-"Snap All Mesh Vertices to Integer Values": Snaps every vertex in the scene to the nearest set of integer coordinates. This is useful because GE64 doesn't support floating point values for mesh vertices and GEEdit will round them on import. Best to see the results while you can still easily edit them.

Installation:

Close blender and drop the "io_scene_GE64OBJ" folder into "C:\Users\[USER]\AppData\Roaming\Blender Foundation\Blender\[VERSION]\scripts\addons". Once it's copied over just restart blender and you should have "Wavefront GE64(.obj)" in the import/export lists.

Usage:

Use it like any importer/exporter. The only real difference as far as usage is concerned is the addition of an empty called "GE64TexturePresetDatabase". This empty stores in its custom properties all the memory presets the map's textures are using. It will be automatically created on import, and can be created at any time by running the "Update Texture Preset Database" command. It will try and figure out the preset number from the texture name, but in the event that it can't it will insert "XXXX" for that texture's preset value. It's up to you to fill that value in with the appropriate preset number.

Issues:

-Some special triangle flags don't seem to be preserved on export from the editor, so naturally won't make the round trip back into it. You'll have to set these manually.
-Some textures seem to use their alpha channel to indicate something else, or the editor just exports them with alpha for no reason. I don't know how to tell these textures apart from textures with legitimate alpha channels, so if you want to use any of them you'll have to manually disable the corresponding material's transparency in blender's material window.

Special Thanks:

Campbell Barton and Bastien Montagne - Made the OBJ plugin this was carved out of
Entropy-Soldier - Made all the modifications listed here, as well as the flag model for GoldenEye: Source 5.0
Fillerthefreak - Helped test it, and told me people might actually want this in its current state.
Subby Wubby - Made the GE64 OBJ format. You hear that? I had nothing to do with this format I just made the exporter. It's the only one I had no choice.
Graslu - Es uno de los mejores modders en esta comunidad, y un patrón de mi voz que actúa talentos. También en realidad no hablo español este es un pequeño programa de traducción. Hasas mia!

If there's any questions or concerns message me on discord or PM me on the forums or something. Have fun!

Version: 0.1.1

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Levels

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Diddy Kong Racing Levels
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- ge-misc - http://n64vault.com/ge-misc:blender-geobj-exporter
No-Intro
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Author: Coockie1173


Date: September 4, 2017


Category: GE Misc


Description:


This patch will shorten the legal intro by 50 milliseconds, and make it skip on button press.
It will also disable the character intro and demos from playing, useful for custom maps which would crash on demo playback

Version 1.0: initial release

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- ge-misc - http://n64vault.com/ge-misc:no-intro
Always Show Crosshair
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Author: Coockie1173


Date: August 17, 2017


Category: GE Misc


Description:


Always Show Crosshair, retail or beta crosshair.

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- ge-misc - http://n64vault.com/ge-misc:always-show-crosshair
Remove Solo, Multiplayer and Cheats from a ROM
Image Unavailable

Author: Coockie1173


Date: August 12, 2017


Category: GE Misc


Description:


Make Solo, Cheats and Multiplayer inaccessible in a ROM.

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- ge-misc - http://n64vault.com/ge-misc:remove-solo-multiplayer-and-cheats-from-a-rom
GoldenEye Real Gun Names
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Author: LampPost


Date: August 9, 2017


Category: GE Misc


Description:


Replace the gun's names with their real-life names.

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- ge-misc - http://n64vault.com/ge-misc:goldeneye-real-gun-names
8 Meg GoldenEye
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Author: Zoinkity


Date: August 2, 2015


Category: GE Misc


Description:


GoldenEye Expansion Pak Support Patch v0.09

This patch is a WIP! It has potential errors and incomplete features. Do not distribute or use with release code!

Expansion pak support extends the engine to detect and use the 8MB expansion pak when present. The memory will be allocated using the usual method internally and invisibly to the user.
It also provides a different TLB manager that is significantly more efficient than the original.

On its own this memory would sit in the general allocation buffer, meaning it would only be used on-demand for dynamically loaded object instances, etc. The intention is for projects to utilize the additional 4MB more effectively by setting internal allocation values.

There are two codebases:
GE-xpak.ext basic 8MB support
GE-xpak.7MB.ext basic support, reserving 1MB of memory for special purposes
BPS patches can be applied with either beat (http://byuu.org/programming) or the bps python module. The patch can only be applied to an unbyteswapped, uneditted ROM.
IPS patches have no such restriction.

Todo:
*) Currently, no provision has been added to determine if your allocations exceed available memory, and no method of restricting access to features that require the additional memory is provided.
*) Rearrangement of allocated blocks to best utilize fixed and variable sized data has been left to a final patch.

-Zoinkity
moc.oohay|redoogodsuoirafen#moc.oohay|redoogodsuoirafen

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
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- ge-misc - http://n64vault.com/ge-misc:8-meg-goldeneye
GoldenEye Soundfont
Image Unavailable

Author: punk7890/Trevor/mesnoir


Date: January 16, 2014


Category: GE Misc


Description:


GoldenEye SoundFont in DLS and SF2 in original instrument order.

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Levels

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- ge-misc - http://n64vault.com/ge-misc:goldeneye-soundfont
All Bonds
Image Unavailable

Author: Wreck and SubDrag


Date: September 25, 2012


Category: GE Misc


Description:


All Bonds Patch Revisions

2nd Revision: June 12th, 2018

a) Lower Leg Texturing.
The lower legs on each black tuxedo have been adjusted.
Brosnan's suit had stretched textures, which have been edited.

b) Lazenby Lo-Poly Head.
The distant version of Lazenby's head has been improved.

c) Dalton's Eyes.
Face texture was modified to make his eyes less pronounced.
This is somewhere between the original image and the previous one.

d) Head Model File Correction.
A bad pointer within the files caused issues with the GE Editor.
It did not seem to impact console or emulator.

1st Revision: August 27th, 2015

a) Textures 0787 and 080C replaced with their originals.
This should correct issues with Civilians and green cap.
Thanks to General Hogan and PutDaCookieDown for the information.

b) Solo Bond heads all set to Brosnan styles.
No more Connery or Lazenby appearances in missions.
All Bonds, based off the Bond head, using the original head textures, with new uvs, and bonus Lazenby.

Contains all 5 Bonds: Moore, Dalton, Connery, Lazenby, and Brosnan.

Also includes new character select pictures.

Mandy, Marion, Sally and Vivien characters were replaced with each of the four new Bonds in the select list. Zoinkity provided the white tux, SubDrag three of the heads, Monkeyface Connery, 00action the multi Lazenby shot, and Wreck the rest.

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Operation Monkeywrench
Image Unavailable

Author: Zoinkity


Date: March 21, 2010


Category: GE Misc


Description:


Operation: MonkeyWrench ta-v0.1

It has come to our attention that subsequent releases of GoldenEye have been revised to omit clear deficiencies in the original NGEE release. After much analysis, it is believed we can revise the content of the original so it can remain competitive with the rest of the world.

To this end, operation monkeywrench has been instituted. Applied to an unbyteswapped NGEE ROM, it will resolve outstanding bugs corrected in later releases. It has been determined you will need to revise the checksum after application, or use the GoldenEye Setup Editor's patch application feature to automatically do so.

For archival purposes, standalone versions of each patch component are to be found in the attached "Individual Patches" folder.

+_+

Patch Details: Technical Alpha — Version 0.1

1) Remote Mine Fix: NGEJ, NGEP
Forces remote mines to test for a stopped timer. This prevents detonation of standalone objects and re-detonation of undeleted mines.

2) Staggered Explosions Fix: NGEJ, NGEP
Inhibits removal of expendable explosives when the explosion cap is reached. These will detonate at the next available opportunity.
Slight alteration from other region code in regard to proximity mines. Proximity detection is reset when they fail to explode.

3) Default Text Bank Fix: NGEP
Stages without valid text bank numbers default to Bunker I's text bank. This behaviour is different but comparable to NGEP, which assigned Citadel a valid bank number.

+_+

Questions or concerns are to be directed toward the shootersforever forum or personal email. Due to the nature of this operation, any field operation requests should be limitted to operation parameters.

From the desk of:
Lnc. Adm. Zoinkity (moc.oohay|redoogodsuoirafen#moc.oohay|redoogodsuoirafen)

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RAM/ROM Record Demo
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Nice!

Author: Zoinkity


Date: February 19, 2010


Category: GE Misc


Description:


Ramrom Record and Playback Patches
version 1.0 Feb. 17th 2010
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Ramrom files are used to play the demos at the beginning of the game. The in-game debug menu listed options to record, replay, and save these files but without the original development hardware this will not work. In addition, it wasn't possible to play back or record a multiplayer demo. These patches circumvent both problems.

The playback patch allows any game to replay multiplayer ramrom demo files. The record patch also allows replaying MP matches, but in addition allows recording your own demos. Both patches work on console and emulators, although recording requires extrqa hardware or software to capture the data.

[+_+]

Application:
Important note! Version 1.0 recording patch has not been thoroughly tested and may cause unforseen problems. It is advised to only apply it to a copy of a ROM, not to your original. Any captured ramrom files can be saved and transfered to a final ROM without issue. The playback patch is stable and should not cause issues.

Only apply the correct region patch to an unbyteswapped ROM. You will need to recalculate the ROM checksum, which can be done with the GoldenEye Setup Editor as well as other tools. Do not apply this to an NSNA patched ROM!
NGEE-ramrom-record.ips recording+playback North America
NGEE-ramrom-MPreplay.ips multiplayer playback North America

[+_+]

Using Record Tools:
In order to record ramrom, you must activate the in-game debug menu. You may use GameShark codes or patches to do this, but it must be activated to begin recording.

NGEE Codes: press c-up + c-down to open the menu
81036F6C 0000
81036F6E 0002
D0064F31 000C
80024303 0001

You will also need an 8MB expansion pak in console or force 8MB mode in emulators. The demo is recorded to unused memory at 80400000.

There are a few important things to know before recording demo files. Firstly, it reads the number of controllers plugged into the console and records input on all of them. To reduce filesizes, it is advised you only plug in as many as you need, and you should not unplug them when grabbing demos. Unplugging them may cause severe errors.

Secondly, you must end a video properly. You may either press c-up + c-down or simply end the stage normally. This doesn't just stop recording, but also fills in the filesize and sets a few final values.

Allow about 1-2 seconds of extra time at the beginning and end of your demo to account for the fades at opening and close. The last second is usually too dark to see on playback.

It is important you do not use the in-game "save ramrom" feature. This only communicates with the original development tools and can cause a loop when attempting to retrieve a filename from PC. "Load ramrom", although it does not lock the game, defaults to reloading the recorded ramrom file to memory, serving no real purpose. "Replay ramrom" will replay the currently recorded demo, but it is highly advised this only be done from the title screen or menus.

Very quickly a note about starting points and equipment. Within stage setups are intro blocks which set player starting locations and initial equipment. These may be labelled with a set number, which the recorder uses to determine where to start the player(s). Normal starting locations are always set 0, but you may also make starts for sets 1, 2, and 3 if you wish. Some stages already have done this, such as Facility, Runway, and Bunker I. You may view all setup information for a stage using the GoldenEye Setup Editor.

How to capture video, step by step:
1) Start the game and navigate either to the MP options page or solo stage briefings, depending on which mode you wish to record. Set whatever settings you wish, but keep in mind cheat settings will not appear in replay.
2) Open the debug menu. In the upper-right column are the options "record ramrom", "record 1", "record 2", and "record 3". Each one will trigger recording the next loaded stage using a certain set number. "Record ramrom" starts you at the normal start location for that stage, and will always work. If the stage already has other start sets, you may select the record # corresponding to the set you want to use. Highlight but do not select the option from the list.
3) After highlighting a record option, press start to close the menu and start the stage. Press it quickly and with great determination, so it doesn't accidentally open the start menu at the beginning of the stage and flub the demo.
4) Play for any length of time. The longer you play the larger the file, but there appears to be no limit on playback time. To stop recording, either end the game normally or press c-up + c-down.
5) Retrieve the final ramrom file from memory with the appropriate method below.

Retrieval Methods:
Retrieving the ramrom file from memory is done differently depending on how you are playing the game. However, in every case, you copy the size of the file from 80400080, then pull the ramrom starting at 80400000 from ram.

Console: by far the easiest method. Use a GameShark with 25pin cable or similiar setup to upload the ramrom file to PC. Read the size from 80400000, then upload from 80400000 to 80400000+size.

Nemu64: this emulator has a built-in memory dump feature in the tools menu. Before playing the game, you must set the default memory size to 8MB (expansion pak). The down-side is that negative elevations and ramps cause severe, unplayable graphics errors. However, to rip the ramrom file, simply use memory editor to see the size saved at 80400080. Then use the memory dump feature, starting at 80400000 and ending at 80400000+size.

Other Emulators: ripping ramrom can be problematic. You will need to use another PC program that can hook into it to strip the ramrom. Some hex editors allow this, and there are hacking tools that will do the same. Renegade64 can hook into most emulators if you know where in memory they reside. When hooked, the process is the same. Read the size from 80400080, then rip from 80400000 to 80400000+size.

Savestates: somewhat easier is stripping the recorded ramrom from a savestate. Savestates tend to have much more information than just the current ram, and each emulator uses a different format. Either way, you will need to use a hex editor and decompress the savestate if it is compressed. Depending on the format, the data may need to be byteswapped.
Specifically…
PJ64/1964: select the option to output decompressed savestates. You will need to 32bit byteswap the file. Using a hex editor, go to 0x400BDC. This indicates the ramrom size. Copy that many bytes of data starting at 0x400B5C into a new file.
Mupen64: Mupen .st files are compressed using gzip. Decompress them, and then 32bit byteswap the file. Using a hex editor, go to 0x400630. This indicates the ramrom size. Copy that many bytes starting at 0x4005B0 to a new file.

|+_+|

Inserting Ramrom Demos:

Important note: PAL demos are incompatible with NTSC demos. So, you can not record something with either NGEE or NGEJ and insert it in NGEP. However, demos in either NTSC game are compatible.

Inserting demos can be done several ways. The easiest of these is to simply replace an existing file, which is made slightly easier with the IPSer. In actuality the files can be placed anywhere in ROM, but if they aren't at the usual locations you'll need to hack the entries in the 21990 compressed file.

Method 1: Overwriting
The easiest by far, you can replace an existing ramrom file with a new one its size or smaller. To make this easier, in the "tools" folder is a program called IPSer.exe.
Drag-and-drop the ramrom file onto the program, and it will tell you if any files can be replaced. Select the demo you wish to replace, and it automatically generates an ips patch file to replace the demo with. For more detailed instructions, see its readme or type "-?" or "-h" at the command line.

Otherwise, you can manually replace files with a hex editor. Simply copy the file to the appropriate location. Below is a table of the default locations and their sizes.
offset size stage
2BF2D0 5200 Dam
2C44D0 1FD0 Dam
2C64A0 1AB0 Facility
2C7F50 23E0 Facility
2CA330 1C70 Facility
2CBFA0 2750 Runway
2CE6F0 2910 Runway
2D1000 3390 Bunker I
2D4390 5280 Bunker I
2D9610 2190 Silo
2DB7A0 1FD0 Silo
2DD770 19B0 Frigate
2DF120 34E0 Frigate
2E2600 3DF0 Train

Method 2: Replacement
If your file is too large you can manually replace an existing entry with a new address in the 21990 manually. The table of entries starts at offset 0x27660. Each entry follows the following format.
offset size description
0x0 4 ROM address of ramrom file
0x4 4 lock

The lock is 0 normally, but can be set to 1 to inhibit this and following entries from appearing until after Egypt has been completed.

Ramrom files may be placed anywhere in ROM where there is room. Use a hex editor and place it where you deem fit.
Then, extract and decompress the compressed file at 0x21990 in ROM. This can be done with the GoldenEye setup editor or standalone tools. From there, open the file in a hex editor and go to offset 0x27660. Replace an existing entry with the ROM address of your new file. Afterward, recompress the file, reinsert it at 0x21990, and recalculate the checksum on the ROM.

More, easier insertion methods may be developed in time.

[+_+]

As mentioned before, the recording patch is preliminary and likely will cause errors. Bug reports can be sent to either my email or placed on the shootersforever forum, PMed to Zoinkity.

-Zoinkity
moc.oohay|redoogodsuoirafen#moc.oohay|redoogodsuoirafen

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Spectacled Guards
Image Unavailable
Nice!

Author: Zoinkity


Date: December 15, 2009


Category: GE Misc


Description:


"Four-Eyes" Force Player Spectacles Patch 12/15/2009
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Ever want to use sunglasses in mutliplayer? If you apply these patches, you won't have a choice but to do so. These force sunglasses on all player's heads, assuming they have them built in of course. If you select a head that uses them, they will appear on your character in either solo or mulitplayer stages.
Provided also are patches to undo these effects, in case you tire of the effect.

+_+

These expect a non-byteswapped ROM image. This can not be applied to the NSNA patch, but may be used with any other existing patch without issue. After patching, be sure to correct the checksum. The GoldenEye Setup Editor will do this automatically if you use it to apply the patch.

Only apply the correct patch for your version game, as listed below.
ForcePlayerSpecs-NGEE.ips North America
ForcePlayerSpecs-NGEJ.ips Japan
ForcePlayerSpecs-NGEP.ips Europe

To undo the remove these patches, you may use the corresponding undo patch for each region.
UndoPlayerSpecs-NGEE.ips North America
UndoPlayerSpecs-NGEJ.ips Japan
UndoPlayerSpecs-NGEP.ips Europe

+_+

Questions, comments, or greneral refuse may be delivered to my inbox at any time. Without regular internet access I can't say I'll get back to in a timely fashion (if ever) but do try anyway.
Also, since the first question will likely be something like, "Can you make an in-game option to do the same thing?", this feature will be a selectable option from the menus in the NSNA patch. An in-game switch probably won't be a standalone patch, afraid.

-Zoinkity
moc.oohay|redoogodsuoirafen#moc.oohay|redoogodsuoirafen

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