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Locker Parts
Image Unavailable

Author: Wreck


Date: May 25th, 2021


Category: GE Model Templates


Type: Prop


Models: Locker Parts
Type: Object
Source: GoldenEye (modified)
Contributor: Wreck
Date: May 25th, 2021

Description…
The lockers found in GoldenEye, but new versions created to allow actual use of them. There is the "lockerbody", which features an interior with a middle shelf, as well as both versions of the locker door to choose from. Also, in order to make these usable lockers blend in better with the normal ones, I've made edits to those. It's recommend that you replace the originals with these. Since the locker body + door combo is higher poly, you should only use them where needed, and place the regular solid ones for those you cannot open. Set these things to invincible to avoid any potential weirdness.

Instructions…
Open up your ROM in the Model Editor menu, select "Object" type from the list, and choose the prop model in which you want to replace. After clicking "Edit", click on the "Import Model Template" button on the upper left of the menu. From this window, choose the model template file. Should another window then pop up asking you to choose a ROM to save as (since new textures may be added), either select an existing one, or else type in a new name, then save. Once the model has finished importing, simply click "Inject into ROM and Update" to save your ROM again. If you do not inject the file into ROM, it will not be saved into it. This will replace the original GE object with the new one, and it will be ready to use in your custom setups.

Notes…
The doors can be a little finicky to place. You need to make sure there is enough room in between the door and any object, next to or behind it, so that it can open freely without being obstructed. Their elevation may not match between the Visual Window in the Editor, and in game. You will probably need to shift them up a bit so that they align properly. You should convert your locker body object type to 2B Safe, and for any item stored within, set them up in a 2C Object in Safe entry. Otherwise, you can pick up said item just by rubbing up against the locker. Finally, whichever door is not meant to open (upper or lower), make that one into a 03 Standard type object, and do not have collisions set on it. You may have difficulties picking up any items inside if you do not.

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- ge-model-templates - http://n64vault.wikidot.com/ge-model-templates:locker-parts
Assault
Image Unavailable

Author: Agent43 (w/ HackBond)


Date: May 25th, 2021


Category: GE Solo Levels


Level: Runway


Expansion Pak: Yes


It is the height of the Cold War, and a search and destroy mission has been authorized by MI6 for 007 and his compatriots to assault an air base in the Caucasus Mountains. The objective is to locate a Lektor; a Soviet cipher machine.

When played on console, you will run into some slowdown, due to the wide-open nature of the level.

Patch to an unflipped GoldenEye image.

[[Objectives]]
Photograph facility plans
Destroy satellite antenna
Eliminate elite troops
Destroy armored personnel carriers
Gain access to facility

Thanks to…
Zoinkity & Carnivorous: Expansion Pak support and other features
Agent43: Object and Guard Placement, Action Blocks
HackBond: Text, Action Blocks, Objective Setup, Keycard Locks and Locations, Mission Image, Readme
Wreck: Various Editing, Console Testing
CrashOveride: KF7 Replacement Model Template (Counter-Strike CV-47), DD44 Replacement Model Template (Counter-Strike Glock)
Valve: Counter-Strike CV-47 Model, Counter-Strike 1.6 Glock Model

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Slippy
Image Unavailable

Author: Fray


Date: May 16, 2021


Category: SSB Characters


Description:

Slippy Toad for Smash Remix 1.0

Created with Smash Remix 0.9.7
Special thanks to Sope for creating Slipyy's base model and default costume.

This is a fun little side project that I decided to spend a few days on. I love designing character movesets, and Slippy Toad seemed like the perfect candidate for a self-imposed challenge of crafting a unique fighter without adding any new animations to the game. It was also an opportunity to do a couple of the things that usually get left up to the artists, like creating all of the alternate costumes, stock icons, and the character select portrait.

About Slippy

You'll probably notice that all of Slippy's animations are inherited from Fox, Wario, Luigi and Mario. I felt like Wario and Luigi's movements and animations fit particularly well with Slippy's body type and usual characterization. Even though the animations have been re-used, the speed, timing, and behaviour of the attacks is usually different in ways both subtle and obvious. You can think of Slippy as being a "clone" character, but influenced by aspects of a few different characters, rather than just one. At his core I still wanted Slippy to feel reminiscent of the "space animal" character archetype (Fox, Wolf, and Falco), so all of his special moves are reminiscent of Fox's.

Special Moves

Neutral Special - Sniper
Rather than using a small Blaster, Slippy carries a large Sniper Rifle. This hefty weapon has a considerably longer windup time and cooldown than Fox's Blaster, but the laser it fires is much larger, faster, and stronger. It's quite risky to use this move up close due to the long duration, but it excels at racking up damange and finishing off kills from afar.
This special is probably what ended up being my favourite part of Slippy's moveset. Finishing off an opponent with a well aimed snipe is a unique gameplay moment for Slippy which ends up feeling pretty core to his playstyle and sets him apart from the cast.
Up Special - Jetpack
You'll probably notice that Slippy comes outfitted with a Jetpack on at all times. Taking this piece of technology into battle with him felt appropriate for Slippy's character, and it adds a nice cosmetic touch to his Fire Fox inspired up special. Slippy will take off a lot sooner than Fox does after beginning the up special, but unlike Fox, Slippy will always begin by moving upwards. Once he gets going, Slippy's Jetpack behaves quite differently to Fire Fox as it moves slower but lasts much longer, and allows Slippy to turn and alter his trajectory while moving.
Be on the lookout for the difficult to master spike hitbox on this move, which will only hit opponents who are touching the flames right as Slippy takes off. This up special ended up being a lot of fun and provides a new spin on the Fire Fox formula. Just a warning though, switching to Fox immediately after using this move can definitely have an awkward temporary effect on your muscle memory.
Down Special - Reflector
Of course, Slippy wouldn't feel like a Star Fox character without the quintessential down special: Reflector. When you reflect a projectile, the damage multiplier is higher than Fox's but the projectile's speed will slow down dramatically. You'll notice that Slippy drops a lot quicker after using this move in the air than Fox, similarly to Wolf. The hitbox deals much more damage than Fox's, and knocks opponents downwards at a steeper angle, but with much less knockback.
Experienced players should take note of the fact that this reflector doesn't knock down opponents, which adds a lot of potential variation to Slippy's combos. The higher damage coupled with the move's electric effect give the opponent a lot of room to escape with DI, but proves itself to be very useful against shield opponents.

Installation

Requirements

Instructions
If using the Smash Remix patcher:

  • Move the file "Slippy v1.xdelta" into the "patches" subfolder of the Smash Remix patcher.
  • Run the Smash Remix patcher as you normally would, there should now be a Slippy V1 ROM in the "output" subfolder.

If not using the Smash Remix patcher:

  • For this method, your rom MUST be in the Big Endian(.z64) format.
  • Go to https://hack64.net/tools/patcher.php, choose the respective ROM(.z64) and Patch(.xdelta) files. Run the patcher and save the resulting ROM.

Netplay
If you want to use this ROM online, open project64.rdb or pj64.rdb(depends on the emulator) in notepad and paste in the following rom entry:
[5F3BCDEB-E354123C-C:45]
Good Name=Slippy v1.0
Internal Name=Slippy
Status=Compatible
Counter Factor=1
Culling=1
SMM-Cache=0
SMM-FUNC=0
SMM-TLB=0
RDRAM Size=8
ViRefresh=2200

FAQ

Q: Why isn't this in Smash Remix?
A: This was just a fun side project. I didn't make it with the intention of creating an official Remix character, I just wanted to crank out something quick and simple and try out a couple of design ideas I had. This is below the scope of something that I would feel is deserving of having its own spot in Remix.
Q: Will this be in Smash Remix?
A: I won't say never, but don't expect this to be added to Remix any time soon if at all. Even a small project like this eats up valuable ROM space. If more extra characters like this are made by myself or others, perhaps one day there can be an easier way for people to manage/install additional characters they're interested in.
Q: There's no Announcer voice, name textures, etc… will you fix this?
A: It's unlikely at this time for me to do that, as my main focus was on making something playable and I didn't feel the need to put the same level of polish on it as an official Smash Remix release.
Q: Will this be updated when a new Smash Remix patch releases?
A: Potentially, it depends on how motivated I feel towards it and the level of demand there is for it to be continually updated.

Usually when I do a small side project like this, the fulfillment comes from the completion of whatever idea I had, and I don't feel the need to share it. However, I was particularly happy with how this one turned out so I decided to put it out there. Whether or not I'll do something like this again in the future is uncertain, but I hope everyone enjoys trying out Slippy.

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- ssb-characters - http://n64vault.wikidot.com/ssb-characters:slippy
Ascend
Image Unavailable

Author: Nico00


Date: May 18th, 2021


Category: GE Solo Levels


Level: Control


Expansion Pak: Yes


Sup, wonderful people? As promised, my next level after Hardhat will begin with a storyline/plot. Welcome to 1995, in a world where MI6 does not exist, and James Bond is now an Ian J. Tasker. Mr. Tasker and the IIU will fight the WMD (a terrorist group). No more plot explanation, just play the level to get into the story more. ^^

Time creating the level: way too long (had to redo the entire thing after it was close to finishing)

Primary Objectives

a. Disarm & destroy missiles
b. Gather intel
c. Get help from scientist
d. Gain entry to manufactory area
e. Find warehouse elevator

Special thanks to:

Wreck: Action block help, text editing, level select images, clean up, console testing, etc. Cheers, man. ;)

CrashOveride: For the KA-57 Gun/Prop.

CHLindin: For the custom music.

To the wonderful people at the N64 Vault Discord - much love, guys. <3

Thanks for playing, as always!

Nico00

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Janus Bunker
Image Unavailable

Author: Agent43 & HackBond


Date: April 22nd, 2021


Category: GE Solo Levels


Level: Bunker 2


Expansion Pak: Yes


A collaboration effort between Agent43 and HackBond.
In this level, Janus have returned to Severnaya and it's up to 007 to figure out what's going on inside.

Patch to an unflipped GoldenEye image.

[[Objectives]]
Destroy security cameras
Destroy armored mainframes
Collect all evidence
Isolate computer network
Eliminate Boris
Minimize civilian casualties

Thanks to…
Zoinkity & Carnivorous: Expansion Pak support and other features.
N64 Vault: Custom models from Perfect Dark.
Agent43: Guard and Object placement, Objective Ideas, Guard Paths, and Texturing.
HackBond: Text, Action Blocks, Objective Setup, Camera & Keycard Locks and Locations, Mission Image, etc.
Wreck: Miscellaneous editing, Moneypenny line, and console testing.

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Castle Courtyard
Image Unavailable

Author: Sixty Four


Date: 4-18-21


Category: DKR-Levels


Level: Ancient Lake


Description:


================================================================

Title : Castle Courtyard
Date Completed : 4-18-21
Filename : castle-courtyard64.xdelta
Replaces Level: Ancient Lake
Author : Sixty Four
Email Address : moc.liamg|mekun46ekud#moc.liamg|mekun46ekud

Description :
A new level I made with the short amount of time I have at the moment.
I really just wanted to make something quickly for fun.
A lot of this level was testing console performances.

Additional Credits :

SubDrag for creating the editor and original work.
Mosky2000 for amazing music tips and help.
Rareware and its individuals for making these amazing games.
================================================================

  • Play Information *

Race Type: : Standard
Adventure Mode : Yes
Tracks Mode : Yes
Silver Coin Challenge : Yes
New Sound : Yes
New Music : Yes -Midi made from Mosky2000
New Textures : No
Vehicle(s) : Car
N64 Compatible : Yes
================================================================

  • Construction *

Base : All new levels from scratch
Editors Used: GoldenEye Setup Editor, Blender
Known Bugs :

Important Notes : Report any bugs you can find thanks.

Installation : Apply a xdelta patch to the xdelta file and run the rom on your choice of software or N64 console.

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Decoy Control
Image Unavailable

Author: HackBond


Date: April 14th, 2021


Category: GE Solo Levels


Level: Control


Expansion Pak: Yes


This is the second level in my Decoy storyline. If you haven't played the first, check out Decoy Antenna Redux.
In this level, 007 has just managed to get into the elevator from the surface and is on his way down. From here, he must try and determine the intent of this armed group.
This is the first time I'm intentionally using the Footsteps Patch too, my previous level was patched with it as an attempt to make it more playable on Hardware.
There are also two armors, even on 00A. One is considerably more hidden than the other.

Patch to an unflipped GoldenEye image.

[[Objectives]]
Obtain equipment
Access secured area
Photograph evidence of intent
Collect data tape
Access backup elevator
Minimize civilian casualties

Thanks to…
Zoinkity & Carnivorous: Expansion Pak support and other features.
Bruce Wayne: Feedback and testing.
Wreck: Console testing and very minor editing.
Rest of the N64Vault contributors: For keeping the community alive and giving me ideas.

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- ge-levels - http://n64vault.wikidot.com/ge-levels:decoy-control
DwaynEye XBLA
Image Unavailable

Author: Flargee


Date: April 13th, 2021


Category: Solo Mods


DwaynEye XBLA

A rather simple, and straightforward concept - DwaynEye 64, but redone to work with XBLA. Includes randomized weapons, edited sounds, music, and textures.

Instructions on how to install:
1: Extract the DwaynEye folder into your bean folder, and then run the bat file inside
2. Then run DwaynEye.xex in your preferred emulator, or console hardware.

Note: The patches assume the files directory is an unmodified copy of the Fyodorovna release - using the 4chan passworded leak version will not work
If any files have been modified, the patches will not install correctly. You also must download both zip files in order to have all the necessary files.

Credits:
-Too many sources to cite - randomized meme music used within the mod
-Flargee - HD Dwayne texture edits. Control music.
-Carnivorous - Patcher tool

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Control MP
Image Unavailable

Author: Wreck


Date: April 11th, 2021


Category: Multiplayer Mods


The Control Center has long been a desired map in GE multiplayer, but unfortunately, it could never run very well on the Nintendo 64. A lack of available memory would cause rooms to not render, and framerate issues were also present. With XBLA, that's no longer an issue. This take on the level in MP has most of the areas accessible, but locks off the earlier sections, in an effort to keep the action flowing. Players can engage each other on all three floors of the satellite control room, and smash through panes of glass in the process. It contains a standard 8 respawn points, 8 weapon sets, 2 armours, and the Flag Tag Token. And this time, if you happen to kill Boris, Natalya won't be able to complain about it.

Instructions…
Use a patcher capable of utilizing Xdelta files. Apply this to your standard 15.1 MB sized "default.xex" game file. Keep a copy of the original as to not overwrite it.

Note…
This particular patch causes the mission version of Control to load the player into an empty level. It repurposes the data that would normally be used for the solo level to now allow a multiplayer setup instead.

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Dam Frontzone MP
Image Unavailable

Author: Wreck


Date: March 27th, 2021


Category: Multiplayer Mods


The XBLA version of GoldenEye introduced Dam to multiplayer, and had players battle it out in a portion of the second half of the map. This modification brings the action to the other side. It has all of the standard pickups, as well as various props spread around to add cover. If you feel it's a bit big and it takes a while to reach an opponent, try using the Turbo Mode cheat to speed things up.

Instructions…
Use a patcher capable of utilizing Xdelta files. Apply this to your standard 15.1 MB sized "default.xex" game file. Keep a copy of the original as to not overwrite it.

Note…
There's something that happens in this level, where when players are at a larger distance from one another, some parts of the background can lightly flicker the fog colour. This mainly affects the skydome, and very far off mountains, but may also be noticeable elsewhere. I've been unable to find a fix, though it shouldn't be distracting enough during a match to worry about.

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