GE Misc. Mods Visual List
GoldenEye 007 Master Agent
Image Unavailable

Author: Pale Horse


Date: September 11, 2019


Category: GE Misc


Level: All


Description:


GoldenEye 007 Master Agent v1.0

This is my first mod, I hope you like. The inspiration for this mod is Zelda Ocarina of Time Master Quest, which was so hard that I got stuck in the Forest Temple and I have yet to beat OoTMQ to this day.
I wanted to make a Master Quest style GoldenEye, because like Zelda OoT, the game was hard for me as a kid, but as an adult, I am able to beat these wonderful games way too easily, and I think I needed a new
harder, more challenging experience for my adult brain while at the same time keeping the great gameplay and nostalgia that make GoldenEye 007 and OoT such wonderful games even to this day, graphics be damned.

Requirements for this ROM Patch to work:

GoldenEye Setup Editor 4.1, which made this patch possible.

GoldenEye 007 [U] [!] .z64 rom, which is the NTSC (USA) version, you can find online somewhere I'm sure, good luck!

This patch works on the 1964 emulator that's modified to play Goldeneye and Perfect Dark. I think you can find on Github?

Mupen likely works too. Haven't tested Project64, but maybe you can? :D

Instructions:

1. Open GoldenEye Setup Editor 4.1

2. Go to Tools > XDelta Patching > Apply GoldenEye XDelta Patch

3. Choose the GoldenEye 007 [U] [!] .z64 rom (NTSC USA rom) and click open, then find the .xdelta patch included in the zip file(which you should have copyed to it's own folder along with everything included in the zip file) and click open.

4. It will have you save a modified .z64 rom, DO NOT CHANGE THE NAME HERE or it will mess up the file extension, just save it in a folder you can easily access, and if you want the change the name in the folder without changing the .z64 file extension, it will be safe to do so.

5. Open up the GoldenEye/Perfect Dark optimized version of 1964(n64 emulator) and make sure in the Plugins > Change Plugins … And make sure "Use RSP Plugin" is checked.

Optional: If you're using Jabo's Direct3D8 1.6.1 plugin, in the Video Settings … Make sure you have Super2xSal textures unchecked and hit Apply and OK because Super2xSal textures seem to make the graphics look like poo. You don't want the graphics to look like poo, do you?
Windowed Resolution should be 1024x768 and Full Screen Resolution should be 1366x768 for best gameplay experience.

6. If you see the rom on the list of your rom folder, which you should make a folder that's just for roms, double click the rom file name and it will play, or go into File > Open ROM and you can choose to open the file like that.

Hit Alt+Enter to go into and to exit full screen mode when you start the rom as soon as you see the title screen.

Legal disclaimer: If you want to share this rom hack with people, only share the zip, and not the modified rom. GoldenEye 007 is copyrighted material, and I do not own it. Do not sell this rom hack or the rom itself, or you will likely be sued by people richer than you, which would really suck, so don't do that!

I made no money off this hack, it was all for fun, and it will stay that way. The best things in life are FREE! Good luck with your Master Agent experience, and if you think the ROM hack is too hard… Well… I have some advice for you. Git gud! Easy games are for kids. This game hack is for Master 00 Agents. ;)

Anyways, I hope you enjoy, and feel free to continue to modify this rom hack as you see fit if you don't think Master Agent is hard enough. Or if you want to challenge me with your own version of Master Agent.
I hope I inspire you to be creative!

-Pale Horse

Questions and bug/error reports? Email me: moc.liamnotorp|tnegaretsam700eyenedlog#moc.liamnotorp|tnegaretsam700eyenedlog

Debugging info:

Original Bugs:

  • Aztec: Texture issue caused after credits making smoke look square and unnatural. (Low priority, Original only?)

Beta Bugs:

  • Facility: Scientist gets stuck in desk in final lab room near door decoder door. (Low priority)
  • Statue: Siberian Guard holds his D5K/MP5 in a funny way in level end cutscene. (Low priority)

Resolved Bugs(Original):

  • Surface 1 & Surface 2: Texture issue near welded access hatch. (Low priority)

[Only happens if you change music tracks! ROM mod damage is permanent, and must be remodded from original if glitch occurs.]

  • Frigate: Unable to complete mission on higher difficulty due to invisible and inaccessible bridge bomb that cannot be defused, will still explode if computers shot. Storage room body armor is invisible but can still be collected. (High priority)

[Floated C4 and moved up with tool.]
[Alternative Fix: Used "Frigate Corbin Fix" on August 10, 2019 at 8:30 AM to fix the bomb issue. Move computer forward til C4 can be seen, then make bomb object float in air with object editor, rotate and reposition C4 to face away from window, move C4 out of the way and put computer back where it was, then place C4 under computer at base, you will have to look down or back up til C4 is in your sight but close enough to use bomb defuser to defuse the C4. Armor issue fixed by moving metal box.]

  • Statue: Unable to edit due to strange path/preset error. (High priority)

[Fixed by deleting Path 00 with no issues.]

  • Egypt: Unable to edit due to Golden Gun and Golden Bullet box turning invisible, both can still be picked up by player. (Medium priority)

[Floated Golden Gun and Golden Bullet Box and moved up with tool.]

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:goldeneye-007-master-agent
Mord's Weapon Set

Author: Mord_Fustang


Date: July 13, 2019


Category: GE Misc


Description:


Mord's Multiplayer Weapon Set for Goldeneye 64 (v1.01)

April 18, 2019 - v1.0
July 13, 2019 - v1.01 (fixed AR33 weapon image)

Custom weapon set if you want something different to play with with your friends. Not a Klobb in sight!

Made with Goldeneye Setup Editor. Thanks to the makers of this fantastic editor.

ROM to patch:

GoldenEye 007 (U) [!].z64
CRC32: B6330846
MD5: 70C525880240C1E838B8B1BE35666C3B
SHA-1: ABE01E4AEB033B6C0836819F549C791B26CFDE83

After patching:

GoldenEye 007 (U) - Mord's Weapon Set.z64:
CRC32: C1564A45
SHA-1: F39E07664CE0AC494242AF41773DEE2BFC43EF1B
MD5: C6C188216E8AE3F0B255F02964BF8970

GoldenEye 007 (U) - Mord's Weapon Set X.z64:
CRC32: EEDA2C5E
SHA-1: A229113D10416607B09E62E8F68AC1961D5E8DAE
MD5: FCF1A40085FB4E793B06E5CEE4B022D1

—-

There are 2 patches to choose from:

Mord's Weapon Set:

-Only the Multiplayer default weapon set has been changed.

Mord's Weapon Set X:

-Weapon set has been changed
-All multiplayer levels are unlocked by default and playable with up to 4 players.
-All multiplayer characters unlocked.
-Stack and Basement have been replaced with Statue and Cradle. If you didn't know, Statue and Cradle are in the original game's code as fully playable multiplayer maps, but only accessible with a cheat device like a Gameshark.

Includes .bps patches (to be used with "beat") and .xdelta patches (to be used with Goldeneye Setup Editor).

Tested with Project64 & Everdrive 64 2.5.

—-

Weapon Set List:

Remote Mines Only:

x8 Remote Mines

Mix 1:

x2 Phantom
x2 RCP 90
x2 Laser
x1 Silver PP7
x1 Gold PP7

Mix 2 (Golden Gun Remix):

x2 RCP-90
x2 Lasers
x2 Remote Mines
x1 Silver PP7
x1 Golden Gun

Rifles & SMGs:

x1 AR33
x1 D5K
x1 D5K Silenced
x1 Phantom
x1 ZMG
x1 KF7
x1 Sniper Rifle
x1 RCP-90

Phantom & Remote Mines:

x4 Phantom
x4 Remote Mines

All Explosives:

x2 Rocket Launcher
x2 Grenade Launcher
x1 Grenades
x1 Timed Mines
x1 Remote Mines
x1 Proximity Mines

Launchers & Remote Mines:

x3 Rocket Launchers
x3 Grenade Launchers
x2 Remote Mines

Mines only:

x3 Timed Mines
x3 Remote Mines
x2 Proximity Mines

Shotguns/RC-P90/Remote Mines:

x2 Shotgun
x2 RC-P90
x2 Auto Shotgun
x2 Remote Mines

PP7s only:

x2 Silenced PP7
x3 PP7
x2 Silver PP7
x1 Gold PP7

Shotguns:

x4 Shotgun
x4 Auto Shotgun

Non Multiplayer Weapons (guns that are not available normally in MP):

x2 Hunting Knives
x2 D5K Silenced
x2 Shotgun
x2 Phantom

Knives + Taser:

x3 Hunting Knives
x3 Throwing Knives
x2 Taser

Tank rounds only! (only 1 round per ammo spawn point, try this on License to Kill!):

x8 Tank rounds

—-

Enjoy!!

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:mord-s-weapon-set
GE No Invert Patches
Image Unavailable
Nice!

Author: SubDrag


Category: GE Misc


Description:


GoldenEye 007 No Invert patches for GoldenEye

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
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
Image Unavailable
Nice!

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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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- 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

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
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
Image Unavailable
Nice!

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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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:blood-patch
Doom-Style Looking
Doom Style!
Image Unavailable
Nice!

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

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-misc - http://n64vault.com/ge-misc:doom-style-looking
Aiming Down Sights
Image Unavailable
Nice!

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.

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
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
Image Unavailable
Nice!

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.

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
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

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
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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- 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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Nice!

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
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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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Nice!

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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- ge-misc - http://n64vault.com/ge-misc:8-meg-goldeneye
GoldenEye Soundfont
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Author: punk7890/Trevor/mesnoir/ pavarini (Carnivorous)


Date: January 16, 2014


Category: GE Misc


Description:


GoldenEye SoundFont in DLS and SF2 in original instrument order.

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- ge-misc - http://n64vault.com/ge-misc:goldeneye-soundfont
All Bonds
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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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- ge-misc - http://n64vault.com/ge-misc:all-bonds-2
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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Levels

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Diddy Kong Racing Levels
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- ge-misc - http://n64vault.com/ge-misc:operation-monkeywrench
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