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A Level Too High v1.1
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Author: ZKA


Date: June 2, 2020


Category: GE Solo Levels


Description:


Name: A Level Too High
Author: ZKA
Date: June 2nd, 2020
Edited: August 9th, 2020 (by Wreck)

Next level following the Janus storyline. A direct sequel to Outpost, Bond has infiltrated the outpost facility and must now follow instructions by MI6. What seems to be a weapons manufacturing complex, but also a facility that holds chemical gas, is believed to be a hideout for Janus. Q believes that there is another level underneath the facility where Alec Trevelyan and Xenia Onatopp are located. To confront and stop Trevelyan, Bond must find out how to get to that underground level. Bond thought he got Trevelyan where he wants him, but it seems he is a level too high.


Special thanks to)

Ryan Dwyer, for helping with the gas animation action block I used for the guards.

Coockie1173, help with a camera issue and mission picture

Loofadawg, for testing on real hardware


Edit notes v1-1…

-deleted leftover broken safe item types
-edited clipping around bottling tank ramp base
-changed helpful guard model
-redid guard conversation block
-added death check if before given keycard
-replaced crate guards action block
-modified door bitflags
-reset some door sizes to 0100
-adjusted door pad sizing and positions
-set locked door to use one-way lock
-edited bitflags on keycard
-deleted extra gun and hat on a guard
-changed body armour vest model to full version
-optimized objective A fail checks
-redid checks for objective A completion method
-added fail message for door lock console destruction
-simplified guard gas block
-gas guards set invincible, fade out after one minute
-added action blocks to disable upper cameras when lower
-moved one guard in locked room away from consoles
-shifted AI path network pads away from swinging doors
-added a missing AI path network connection
-raised camera target pads
-updated dual Klobb path walkers and their action blocks
-changed guard ID 23's action block (was 0009 alarm)
-modified console user guard action block
-thickened and shifted blast door
-decreased size of metal crates slightly
-removed unused action blocks 040E and 0413
-deleted action block to send all guards on alarm
-made unlocked override screens green (no pulse)
-modified top floor guards to activate on Bond elevation test
-altered path 06 and action block for it
-changed how path 02 loops
-gave some guards chance for grenade throws
-redid window glass
-tweaked sizing and positioning of top room machinery
-shrunk down vehicles
-removed fall to ground flag from some in air objects
-updated keycard rename
-set new stage title in watch
-changed objective to disable security cameras
-included unused find entrance objective
-modified some text and briefings


Thanks for playing!

~ZKA
May 29th, 2020

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Outpost
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Author: ZKA


Date: May 21, 2020


Category: GE Solo Levels


Description:


Name: Outpost
Author: ZKA
Description:
After infiltrating Ourumov's underground lair in Cuba, the only target left from Janus is
Alec Trevelyan. With help from MI6's spy equipment they've noticed sources of activity in a left
outpost located in northern Siberia. MI6's is almost certain that this is where Trevelyan has been
hiding and preparing the launch of the GoldenEye.
007 has to infiltrate the outpost facility and stop Trevelyan.

Special thanks to:

Carnivorous/Zoinkity, for the expansions patch.

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Flipped MIDI
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Author: Carnivorous


Date: May 16, 2020


Category: GE For Fun


Level: All


Description:


GoldenEye 007 - Flipped MIDI

About:
Have you ever wondered how a MIDI file would sound if you took its notes and inverted them, so that the high notes
were low and the low notes were high, while preserving the tonal distance between the notes?
No?
Well, Andrew Huang (@andrewismusic) has, and after inverting "Für Elise" by Beethoven, he made a YouTube video of the results!
YouTuber Jon Lervold also inverted a few GoldenEye songs and I wanted to hear what it'd be like if the entire game soundtrack was invert.
I cobbled together an editor build that flipped the raw note opcodes in the MIDI binaries within the highest/lowest note range for that track.
It works a little bit differently to Andrew's original idea, though - rather than using the first note of the melody as an anchor point,
the editor simply inverts the entire range within the same octave.
It works well enough but isn't as good as Jon Lervold's method of manually setting the octave per track. Enjoy!

Disclaimer:
By using this patch you confirm that you will not sell or make any profit on the patch or resulting modified ROM
You also agree that the ROM will not be included in any emulator builds or assembled ROM sets
To apply the mod, patch in the setup editor or the xdelta patcher of your choice.

Credits:
• SubDrag - GoldenEye 007 Setup Editor
• Andrew Huang/Jon Lervold - Inversion idea

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The K7 Assignment Pack
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Author: Zka (w/ Wreck)


Date: May 6th, 2020


Category: Custom Campaigns


Level: Multiple


Description:


The K7 Assignment Pack
Author: Zka (w/ Wreck)

This custom campaign features all four levels from the K7 storyline, created by Zka. That includes Exotic, Snowy, K7 Centre, and Descent. They have been carefully edited and compiled together into a single package by Wreck. There are also multiplayer versions of each map, as well as another bonus level. Each mission features a new photograph, and the mission select screen was modified to reflect the shortened campaign. You can also view the credits as their own entry, with a newly written briefing celebrating Bond's success. A few extra easter eggs have been put in, for those who like searching around maps and trying out different things. This is the perfect opportunity for you to revisit these missions if you have already played them previously.

Special Thanks…
Carnivorous
Zoinkity
SubDrag
Pheonarx
CrashOveride
N64 Vault Discord

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Sonic 1 MOD
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Author: ownsoldier


Date: April 27, 2020


Category: SSB Levels


Level:


Description:


Super Smash Brothers N64
Sonic 1 MOD by ownsoldier


Version 2: 5/14/2020


Here are the additions in the new update…

-Bridge Zone (Mushroom Kingdom) now has custom textures and models. (note: The warp pipes and POW blocks have been removed). Melody synth volume in the music has been turned down.
-Special Stage (Yoshi's Stage, multi and 1p) now have custom textures and models.
-Casino Night Zone (Saffron City) now has custom textures and models. (note: The moving platforms have been disabled and the pokemon spawn offscreen, it's necessary to keep them or the level crashes)
-Hidden palace music from Sonic 2 added to Character bios and VS record screen
-Buggy textures have been worked out in a few levels
-Some levels have been re-optimized for better four-player performance


Version 1.0 4/27/2020


Preface:


Ever since I first played smash brothers back in '99 (I was a teenager), I always imagined how amazing it would be to have the opportunity to incorporate SEGA characters and levels into a fighting game with Nintendo characters. Granted, today Sonic has appeared in a few smash releases but thinking about what that would have been like back in the late 90's just after the "console wars" would have blown my mind.

Thanks to the efforts of the amazing N64 hackers who developed the "goldeneye setup editor", I have been able to put my very limited hacking skills to work to cook up this mod that recreates SONIC 1 levels and music in SSB64. I have reworked every possible level that I could without causing the game to crash or glitch on emulator AND ON CONSOLE (Everdrive 64 version 3.0). That means that all model poly-counts, textures, and music are kept within their respective boundaries to keep the framerate and processing speed consistent with the original game, some stages have even slightly improved performance. ALL the custom music has been reworked BY HAND down to every instrument and every note. This was ridiculously time consuming but since music is my profession, I couldn't settle for less. I will upload a comprehensive guide to the midi instruments in SSB64 later when my Sonic projects are complete. I learned that many of the instruments have unusual properties based on what ranges they're written in.

In a perfect world, I would have even redesigned the character models to look like Sonic/SEGA characters (perhaps based on low-poly models from contemporary games such as Sonic R) and maybe been able to incorporate sound effects from the Sonic franchise but I will leave that to more talented folks. For now, I'm very happy with how the mod turned out and I hope the few of you who enjoyed Sonic games back in the 90's can enjoy this mod as much as I have!

List of Changes:


-New title splash screen
-New menu background and music from Sonic 2 competition results
-Player select music from Sonic 2 options screen
-All stage select images and text reworked to fit each level:
-Peach's Castle is now Green Hill Zone
-Congo Jungle is now Spring Yard Zone (includes barrel hazard)
-Planet Zebes is now Marble Zone (includes rising lava hazard)
-Hyrule Castle is now Labyrinth Zone (includes tornado hazards)
-Yoshi's Island only includes the Special Stage background and music
-Sector Z is now Scrap Brain Zone (includes arwing hazards, wish models could be changed to badniks!)
-Kirby's Dreamland is now Star Light Zone (includes wind blowing hazard)
-Saffron City only includes Sonic 2's Casino Night background and music
-Mushroom Kingdom only includes Bridge Zone background and music (from the Sega Game Gear game Sonic 1)
-Starman item has Sonic 1's invincibility music
-Hammer item has Sonic 2's Super Sonic music
-New results screen background and music
-Single player levels changes:
-Break targets and board platforms have special stage background and music
-New music for all completion and fail results screens
-Fighting Polygon Stage is now the Battlefield version of Scrap Brain
-Metal Mario Stage is now Scrap Brain Act 3 with Boss music
-Master Hand Stage has Final Zone background and music
-Ending credits have the Sonic 1 ending music

Installation:


Requirements
1. A fresh SSB64 rom. I used one with the filename "Super Smash Bros. (USA).z64". Where you find the rom is up to you!
2. The "ssb_sonicmod_by_ownsoldier.xdelta" patch located in this .zip file
3. Latest version of the Goldeneye Setup Editor, download from <https://github.com/carnivoroussociety/GoldEditor>

Steps
1. Open the goldeneye setup editor, my version executable is PerfectGold.exe
2. Go to the menu: Tools>Switch Editor Game>Super Smash Bros. (might not need to do this, I would just in case)
3. Go to the menu: Tools>XDelta Patching>Apply Super Smash Bros. .xdelta Patch
4. When the dialog opens up, first select your fresh SSB64 rom and Open
5. Second, select the "ssb_sonicmod_by_ownsoldier.xdelta" and Open
6. Third, rename the output rom to "SSB_SONIC.z64" (or whatever your want)

DONE! Now the patch should have applied to your new rom and you can start smashing in Sonic 1 levels! :-)

Future Projects:


Since I have become more familiar with how to model/texture/music, I think I want to take a stab at recreating levels from Sonic 2, Sonic 3, and Sonic and Knuckles. All the 90's Sonic games hold a special place in my heart and also arguably contain some of the best video game music ever written. Once those are complete, I want to release a comprehensive guide to editing music in Super Smash 64.

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Snowy Mountain v1.1
Image Unavailable

Author: Terrell


Date: April 21, 2020


Category: GE Solo Levels


Level: Surface 1


Description:


Level name: Snowy Mountain
Author: Terrell
Date: April 21st, 2020
Edited: May 9th, 2020 (by Wreck)
Description: 3rd Goldeneye level
Replaces: Surface 1

Mission objectives:
Gather documents
Destroy master control consoles
Locate audio tape
Photograph blueprints
Download data on mainframe

Thanks for playing.

Edit notes v1.1…
-adjusted spawned guards start pads and flags (may have crashed console)
-reset original level scale (ventilation tower portal issue)
-set one-way locks on gate doors
-set one-way lock on shutter at mainframe building
-made shutter use door moves past frame setting
-fixed ventilation tower grating
-locked the bunker entrance door
-edited custom door flags
-removed paired door sounds
-redid dual wielded weapons technique
-modified key flags
-increased size of gate key
-tweaked blueprints flags and position from wall
-changed audio tape flags
-edited document flags
-changed books flags
-made all metal crates indestructible (two were not)
-shrunk the bigger desk lamp down to match other one
-corrected Pad 0F1 clipping tile reference (Rare mistake)
-added drone gun sight blocker above entrance (was shooting through wall)
-included check if downloaded data before blowing up mainframe to not fail
-added check if mainframe destroyed before download complete to stop download
-set proper watch level name format
-unlocked all cheats on new files

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Jank Palace
Image Unavailable

Author: Coockie1173


Date: 08/04/2020


Category: GE Levels


Level: Facility


Description:


GE 007 - Jank Palace
Dev - Coockie1173
Version 1.1
Level: Facility

Installation: Patch the XDelta file to a fresh goldeneye ROM
Make repos and god will tell your boss that you watch hentai

Helping hands:
Crashoveride (testing)
JaceLeon (testing)

Zoinkity: For the Spectrum Emulation patch and Expansion Pak patch

Tools: GoldenEye Setup Editor
Notepad++
Blender

Update: Fixed console crash

Other information:
music: SMW overworld

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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Hyperbolic Time Chamber
Image Unavailable

Author: Farcry15


Date: April 3, 2020


Category: SSB Levels


Level: Hyrule Castle


Description:


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

Title : Hyperbolic Time Chamber
Date Completed : 03-24-2020
Filename : timechamber.xdelta
Replaces Level: Hyrule Castle
Author : Farcry15
Email Address : moc.liamg|t00w.51.yrcraf#moc.liamg|t00w.51.yrcraf

The hyperbolic time chamber from Dragonball Z
This stage appeared in the Smash Remix april fools trailer

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

  • Play Information *

Emulator Compatible : Yes
N64 Compatible : Yes
================================================================ .

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Storage Complex v1.1
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Author: Terrell


Date: April 3, 2020


Category: GE Solo Levels


Level: Aztec


Description:


Level name: Storage Complex
Author: Terrell
Date: April 3rd, 2020
Edited: May 8th, 2020 (by Wreck)
Description: 2nd Goldeneye level
Replaces: Aztec

Mission objectives:
Disrupt all surveillance equipment
Collect evidence
Steal building plans
Photograph massive weapons

Good luck and have fun.

Edit notes v1.1…
-changed pink test tube to standard type (crashed console on destruction)
-tweaked key flags
-updated beaker flags
-changed book flags
-edited evidence flags
-tweaked building plans flags and position
-removed unused bug ammo
-changed big wall monitors/screens flags
-converted wall screen type and shifted out from wall
-fixed mainframe doors linking
-added one-way lock on locked door
-set boardroom table flags to prevent AI from using
-updated watch level name format
-edited Q Branch briefing slightly
-unlocked all missions and cheats on new files

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India Summer
Image Unavailable

Author: Flargee


Date: April 1, 2020


Category: GE For Fun


Level:


Description:


(Warning, this mod contains NSFW language. Please be aware).

GoldenEye - Google translated edition (India Summer)

If running on Project 64, please disable “Advanced Block Linking” in the settings, or the mod will not work.

This mod replaces as much text as I could without running into issue with mangled English (translated a couple dozen times), along with some weird tunes and
funny graphic edits. Nothing major.

This mod also uses the footsteps patch supplied by Carnivorous, it can be found here (https://carnivoroussociety.github.io/)

Disclaimer:
By using this patch you confirm that you will not sell or make any profit on the patch or resulting modified ROM
You also agree that the ROM will not be included in any emulator builds or assembled ROM sets
To apply the mod, patch in the setup editor or the xdelta patcher of your choice.

Credits:

• Carnivorous- Footsteps patch
• CrashOveride - Custom logo, elevator music ideas, console testing.
• ZoinKity - used his 7 MB patch
• Whoever composed clicking anywhere

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