News Page
OpenSA Moveset Events/Command List

Link: Moveset Command List


Category: SSB Documentation


Description:


This documentation a list of moveset events and their functions. Helpful for moveset editing.

- ssb-docs - http://n64vault.com/ssb-docs:events-list
Madao's Gameshark Code Collection

Author: Madao


Link: Code Collection


Category: SSB Documentation


Description:


This collection is a comprehensive list of Gameshark codes useful to Smash Bros. 64 hackers (hitbox code, character specific codes, auto-cancel, ect). Still actively maintained by Madao.

- ssb-docs - http://n64vault.com/ssb-docs:gameshark-code-collection
Mayyro's Attribute Editing Guide

Author: Mayyro


Date: July 12, 2017


Video: Youtube Video


Category: SSB Guides


Description:


This video is a basic guide for editing the attributes (speed, jump height, ect,) for Super Smash 64 Characters.

- ssb-guides - http://n64vault.com/ssb-guides:mayyro-s-attribute-editing-guide
General Assembly Hacking Tutorials

General Assembly Hacking Tutorials

Authors: Tarek & Arthurtilly

Date: See Guides

Link: http://origami64.net/showthread.php?tid=845

Category: General

Description: These guides provide a general overview of Assembly/ASM Hacking. They are as applicable to Super Smash Bros. 64 as they are to any game.

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- ssb-guides - http://n64vault.com/ssb-guides:generally-assembly-hacking-tutorials
Moveset Editing and Animation Swapping

Moveset and Animation Swapping Guide

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The ListPages module does not work recursively.

Hello Test

*Nothing here yet

Featured :

- ssb-guides - http://n64vault.com/ssb-guides:moveset-editing-and-animation-swapping
Smash Remix
Ganondorf in Smash 64!
Image Unavailable

Author: JS


Date: May 11th, 2019


Category: SSB-Characters


Character(s) Replaced: Captain Falcon


Description:


Smash Remix: A Super Smash Bros 64 Character Mod
This is a new mod of the Super Smash Bros. 64. Ganondorf is a brand-new character, replacing Captain Falcon. He is modeled after his various iterations in the other Smash Bros games in the series, but functions uniquely from them. Ganondorf has a litany of changes from Captain, please see the summary of changes below. As a tournament operator and semi-competitive player, my goal is for Ganondorf to be a balanced member of the cast (although my success in this endeavor is up to the player).
The plan is to continue to create new characters and potentially add characters instead of being forced to replace current characters on the roster.
This hack will be exhibited at Houston Smash 64s next tournament on Friday, May 31st 2019 at Eureka Heights Brewing Company: Event Page Here https://www.facebook.com/events/318359255506054/
If you are interested in getting involved with this mod and contributing, please contact me at either my e-mail: moc.oohay|46hsamsnotsuoh#moc.oohay|46hsamsnotsuoh or discord: The_Smashfather#2681
The mod can be downloaded at:
Github: https://github.com/JSsixtyfour/smashremix
I will be producing tutorials based on my work soon.
Features/Changes from Captain Falcon
• Ganondorf Model Replaces Captain Falcon
• Brand New Menu Graphics
• Hitbox, knockback, effect, and other changes to various moves (General increase in power)
• New sound effects for Ganondorf
• New Forward Aerial Punch
• Super Armored Warlock Punch
• Electrical Effects added to different moves
• Move speed altered to reflect Ganondorf’s slower attacks
• Electric Jab Strike instead of Falcon chain neutral A
• Increased Size
• Increased Weight
• Decreased Speed
• Increased Floatiness
• New Up Tilt functionality
• Decreased Jump Height
• Console compatible – Expansion Ram Required
Known Issues
• Lack of Team Costumes/Alternate Costumes
• Unable to have correct texture clamping on model
• Victory Graphics unchanged from Falcon
• Victory letters for name unchanged
• No updates to 1P Mode, Intro, or Character Bio
DESIGNER/HACKER
JS (Me)
CONTRIBUTORS
Chief Consultant – Fray
F3DEX2 Consultant – Elixer/CrookedPoe
Consultant – Madao
Ganondorf Portrait Artist – Connor Rentz - see his artwork here: https://www.deviantart.com/connorrentz
GAME TESTERS
phreshguy
Strategism
JODO
Blake
SPECIAL THANKS
Fray: Most of my work is a retread of what he once started or gave considerable advice on. This hack could not have happened without him. Thank you!
Snooplax: Without his tutorial on the GEEditor, I would have never got into hacking and began this hack. Thanks!
Cyjorg: I used a lot of the code from his 19xx hack as reference for some of my assembly code. Thanks so much for doing your work open source, it’s vital to newbies like me!
Carnivorous/Subdrag: The GEEditor was what got me into hacking Smash 64 and I utilized it for the sound effects and some of the menu graphics. Thanks for your awesome work on the editor!

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SSB Main Page

- ssb-characters - http://n64vault.com/ssb-characters:smash-remix
Chimp Caverns
Image Unavailable

Author: Sarah ML


Date: May 2nd, 2019


Category: GE Levels


Level: Caverns


Description:


Title : Chimp Caverns
Date Completed : 05/02/2019
Replaces Level: Caverns
Author : Sarah ML
Email Address : moc.liamtoh|tsaLraMS#moc.liamtoh|tsaLraMS

A level to learn the workflow from the editor and the footsteps patch.
I'm quite hapy with how it turned out! Works on console!

Special thanks to:
My lovely programmer boyfriend helping me out with the action blocks (he's a programmer <3)
Subdrag for creating the editor
You right there, for reading this <3

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Levels

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

- ge-levels - http://n64vault.com/ge-levels:chimp-caverns
GoldenEye 007 - Tournament Edition
GoldenEye 007 - Tournament Edition
Image Unavailable
Optimized Multiplayer Mod

Author: Wreck


Date: May 2nd, 2019


Category: Multi Levels


Level: Multiple


Description:


GOLDENEYE 007 - TOURNAMENT EDITION:

Welcome to GoldenEye 007 - Tournament Edition. This mod is the combination of two things, which primarily focuses on the multiplayer portion of the game. The first being an attempt to help performance, by cutting down on how much is being drawn on screen at one time, as well as other changes that allow levels to load a bit more quickly. The second is a series of adjustments that either act as corrections, or ways to change the game up enough to even make veteran players not know everything. You will find more in-depth notes on what has been done below. There is also an alternate patch, which does all the same stuff as the first, but also gets rid of the background music. This may or may not actually have any impact on performance, though the idea of the less being processed the better applies here. The ultimate goal is to create a smoother experience for one of the greatest multiplayer games ever crafted.

OPTIMIZATIONS:

Weapon optimization.
Every weapon has been combed over and edited with extreme care. All parts which can not be seen while equipped in first-person view, are no longer being drawn. This also includes the hand models that carry pistols, and even the watch detonator. As multiplayer mode does not allow you to dual-wield, portions of the right side were removed. If you are playing with All Guns in a mission level, you will see parts are not there on your left handed version (should it not be a mirrored copy).

Character model distances.
Most character models (not heads, however) include both a higher poly model and a lower poly version of different parts. Which one is currently rendered on screen depends on your distance from them. Some characters switch from closer range, while others can be a bit further away before noticing the change. Now everyone that uses this system is set at the shortest distance any GoldenEye character originally utilized. The transition between high and low poly models is less noticeable on console, as emulators have a much sharper image.

Bullet collision visuals.
When a bullet strikes a background surface, it produces multiple after effects (other than the obvious sparking and bullet hole). The first thing is shrapnel. Small pieces of debris fly out from the damaged area. Secondly, is a small fireball. And finally, there is a bit of smoke that rises up and out from the point of impact. Each of these effects pulls more resources, which can lead to slowdown - especially when using weapons with a high rate of fire. So for this mod, both the fireball and smoke have been removed, and the amount of shrapnel cut in half. It is a small price to pay for a helpful adjustment. Besides, in the heat of multiplayer battle, it is very easy to overlook these visuals entirely.

Explosions and Rocket / Grenade Launch smoke.
The amount of smoke clouding for all explosives and launched projectile weapons has been halved. This effect, especially when a player is in amongst it, can slow down gameplay. The amount of shrapnel for all explosions has also been reduced by fifty percent.

Bare handed.
All levels now use the "Jungle" Bond hand/cuff model. This is more of an aesthetic choice than a performance one, though quick editing of the models does use fewer polygons than before.

Unused pad data removed from all multi maps.
Each mission based multiplayer level had the entire set of mission pad positions within their setup files. Even the multi exclusive maps sometimes had a few extras left over. By cutting these out, the level will load more quickly. Certain maps will be more noticeable than others.

*No music.
Every song used during missions and multiplayer has been muted. This does not just turn the BGM volume down to zero percent, but forces an original silent track from GoldenEye to play in its place.
(only in the no music version of the mod!)

OTHER ADJUSTMENTS:

All multi maps unlocked on new file.
Every level will be available to play from the start of a new file. Also, each now allows the max of four players to participate in a match. However, there can be some issues, such as slow framerate or shared spawn points.

Extra Characters.
On top of every character being unlocked, you can now play as alternate versions of certain cast members. Both Natalya's appearance in the Cuba missions (at her corrected scale), as well as Trevelyan's initial look in the Facility, are available. As well, there are four more costumes for 007 himself; his spiffy blue suit, Q approved sneaking suit for covert operations, an insulated grey parka for use in colder environments, and comfortable jungle fatigues for when things start to heat up.

Spawn point ordering.
Many of you may already know that GoldenEye doesn't really choose your next spawn point at random. Each level has a list, and the game will continue down that list with each death, unless another player is within too close of proximity to that pad. When that happens, it will skip to the one after that. This reordering of spawns is to help prevent veteran players who remember these patterns from knowing exactly where their opponent will appear next, thus no longer making them a vulnerable target.

Flag Tag locations.
Normally, the flag appears at one default position for every level in multiplayer. Whoever is fortunate enough to spawn nearest it, will undoubtedly run straight to it to immediately earn some valuable ownership time. In the Tournament Edition, there are now four possible locations where the flag token could appear. Instead of it being purely based on luck, players will have to guess where it may be. This adds a bit of chance to the scenario. Thanks to Zoinkity, who first came up with this idea in a customized Temple multi.

Ammo crates and Flags moved.
In three levels, certain boxes of ammunition have been moved. Temple originally had three erroneously positioned crates, which ended up sharing the space with other boxes. If you shot at them, it would almost appear as though an extra crate would pop out. Using the leftover pads within the setup file (and Perfect Dark's version of Temple as a guide of sorts), these three have been placed at - what can only be assumed of as - their correct positions. As a very minor side effect, the original Flag Tag Token position was moved ever so slightly over. In Archives, two ammo boxes were stuck inside one another, down on the ground floor near the Golden Gun position. There was easily enough space next to them to allow for the separation. Also, Egypt had one crate placed way down in the flooded basement, when it should have been next to its partner ammo crate in the upper level. It was placed at pad 005A. The paired crate was 005B. The new spot is now pad 005C. That makes sense, no? Lastly, it seems Rare may have paid less attention to where the Flag Tag Token went in the Library level. Instead of being at its own special place, it shares a spot with an ammo crate. It is now a few feet away, and no longer sitting inside the crate.

Bunker 2 cells.
It has always been a bit odd how the doors used on the two holding cells were not the same as the mission version. Rather than using the proper security bars, instead there were solid doors, like those in the later portion of Facility. This mod addresses that, and replaces them with the appropriate doors. You can also fire weapons and throw objects through them, as well.

Watch inventory models.
As most weapons have been optimized, they looked rather unappealing inside the watch menu. They no longer show, nor do the rest of the games mission gadgets and collectible items. You can still tell what's what by their names.

Auto-Aim off by default.
Under the multiplayer options, it will begin with Sight ON, Auto-Aim OFF being selected. You can easily change this yourself in the menu.

AR33 fix in two weapon loadouts.
For both the Remote Mines and Timed Mines sets, the AR33 Assault Rifle now uses its correct weapon pickup model. The original game erroneously gave out KF7 Soviet model by mistake.

Same character selection.
If you have a favourite character, but someone else also wants to use them, you won't need to argue or flip a coin anymore. Up to four Siberian Special Forces members can be roaming the Basement all at once now.

No Body Armour cheat.
Taken from Zoinkity's Dr. No patch, this cheat will remove all instances of body armour throughout the game while activated. Not only will this prevent certain players from hogging up the extra protection in multiplayer, but it can add a little more challenge to missions that still include the odd armour even on 00 Agent difficulty. Once you turn the cheat off, the armours will appear as normal. There's no unlock required to use it.

No Radar cheat.
This cheat is now unlocked by default. So if you don't want the radar showing, you can disable it without needing to achieve the target time on Frigate.

Line Mode cheat.
Since No Radar is now available automatically, one of the best known unused cheats - Line Mode - is now unlocked when completing Frigate within the target time. Known in some other games as "Pen and Ink Mode", it almost makes the game feel like an animated black and white comic book. The cheat list has also been extended to make room for the additional cheats, and shifted upward for a better look.

Oddjob is on vacation.
Since it has basically become a rule that no one chooses Oddjob, he has been "removed" from the list. However, there IS still a way to play as him, though it will mean you really are a cheater if you manage to do so.

BUG NOTES:

If you are playing on a new file, which hasn't had any of the missions completed yet, there is an issue using cheats. Should you turn on either of the unlocked cheats (no armour or no radar), you will notice that every level is blacked out. However, if you try clicking on any of them, it will somehow allow you access to the Silo. This is the only mission you can play, unless you begin completing the campaign properly.

In Archives, it is possible for two or more players to spawn at the same position at the start of the level. This issue exists even in the original version of the level. It is caused by a player distance proximity test. Since this map is somewhat small, and comprised of two floors, it can often test that two spawn points are too close together. When this happens, it will shift down the list of spawn points to try and find another position. However, sometimes players end up sharing the same spawn point. If this happens, simply exit the level and try again… or just slap each other to death.

The Line Mode cheat has issues with certain emulators, which can result in the game being unplayable. Nothing to do with this mod, but the graphics plugins being used.

Not so much of a bug, but something to note. If you are planning to use anything that can affect the player field of view (either an emulator or a GameShark / Action Replay code), you will definitely notice where parts of weapons and hands are now absent. This includes the buttstocks on rifles, and even handles on many firearms. The edits were made and tested to appear unmodified by traditional playing conventions.

POSSIBLE FUTURE PLANS:

Optimization of knives, taser and sniper melee models.
Proper optimization of the watch laser / detonator model.
Further tweaking of the explosions and smoke.
Portal & BG correction in Library/Basement/Stack.
An extra cheat to fill page.
Dam as default mission with cheats on new file.

CREDITS/THANKS:

Wreck: For the brunt of it.
SubDrag: For the creation and maintenance of the GoldenEye Editor, and Silo X track looped version.
Zoinkity: For select same character, Dr. No cheat (no body armour) setup, and original random tag placement action block design.
Carnivorous: For continuing to update and maintain the GoldenEye Editor.
N64 Vault: For making sure the legacy of GoldenEye modding keeps growing.
You: For still caring about this game enough to download the mod.

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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-multi-levels - http://n64vault.com/ge-multi-levels:goldeneye-007-tournament-edition
Diddy Kong Racing-Basic Tutorial
Basic Tutorial
Image Unavailable

Author: Sixty Four


Date: April 27, 2019


Category: DKR-Tutorial Guides


Description:


By Sixty Four

This is a tutorial on the basics for setting up a track for DKR with the setup editor. I go over a little bit of room division but its mostly the setup of a race track in DKR. Room division can be really tough when we are dealing with bsp. I will make an advanced tutorial next. I highly suggest first making a simple track like the one I included in this tutorial before proceeding to larger ideas.I'll make a small blender tutorial on how to make tracks soon also.

Follow the pdf closely, good luck.

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DKR Main Page
Diddy Kong Racing Levels

- dkr-guides - http://n64vault.com/dkr-guides:diddy-kong-racing-basic-tutorial
Mickey Jungle
Image Unavailable
Nice!

Author: Sixty Four


Date: April 15, 2019


Category: MSU Levels


Level: Indianapolis


Description:


Description : This is a track I made in 40 minutes for an example on how to do some stuff in MSU.

Additional Credits : SubDrag for him fixing things in the editor with speed when I found a problem in it.
Saturn81 for watching me build this live as part of a lesson.
================================================================

  • Play Information *

New Sound : No
New Music : No
New Textures : No
Emulator Compatible : Yes
N64 Compatible : Yes
================================================================

  • Construction *

Base : From Scratch
Editor(s) used : Setup Editor and Blender
Known Bugs :

Important Notes : I think there is still some things to solve for MSU. But at least its sort of working here!

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MSU Main Page

- msu-levels - http://n64vault.com/msu-levels:mickey-jungle

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

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Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License