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Underground Base:slimwe v1.1
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Author: slimwe


Date: August 29, 2019


Category: GE-Levels


Level: Bunker


Description:


Level: Underground Base
Author: slimwe
Date: August 29th, 2019
Edited: February 1st, 2020 (by Wreck)
Description: My first level.
Mission Objectives
a. Destroy security cameras
b. Obtain weapon briefcase
c. Upload data to main console
d. Collect shipping records
e. Defeat the boss

Have fun and enjoy it

Edit notes v1.1…
Removed collisions flag from keycard, which crashed console.
Included more checks to activate boss.
Boss goes to jog and attack once activated.
Boss stats have been rounded off.
Commandant health and armour rounded off.
Shifted start point away from door in behind.
Edited bitflags on new / custom doors.
Made doors to main control area one-way locks.
Removed sound from one of the new double doors.
Decreased size of metal crates a bit.
Adjusted sizing of custom door at glass room.
Made glass room door use go past frame flag.
Removed 0E interlink collectible objects entry.
Updated dual weapons held by guards so player can use pairs.
Disabled fall to floor flag from wall monitor screen.
Swapped M and Q briefings around.
Changed one "a" to "an" in background briefing.

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Storage Factory v1.1
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Author: Slimwe


Date: September 10, 2019


Category: GE-Levels


Level: Bunker 2


Description:


Level: Storage Factory
Author: slimwe
Date: September 10th, 2019
Edited: February 1st, 2020 (by Wreck)
Replaces: Bunker 2
Description: My second Goldeneye level.
Mission Objectives
a. Disable all security equipment
b. Destroy data mainframes
c. Delete virus from computer
d. Obtain blueprints
e. Contact helicopter pilot
f. Initiate detonation of factory

There are security cameras around the factory and try not to destroy the gas bins, you don't want to get kill in there.
And also watch out for the guards outside of the bunker as you escape in the helicopter.

Good luck and have fun playing it.

Edit notes v1.1…
Removed collisions from keycard, which crashed console when dropped.
Replaced all jeeps, as previous ones were crashing console.
Included fail check if destroy self-destruct console before using.
Added a fifteen second remaining warning for detonation.
Destroying monitor or keyboard fails virus delete objective.
Changed screen animations for network computer.
Now player can use either of the two radios.
Shifted start point slightly left.
Decreased size of metal crates a bit.
Deleted duplicate collection entry from blueprint objective.
Fixed blueprints rename in watch.
Edited bitflags on new / custom doors.
Removed door sound from paired door.
Modified helipad exit hallway doors.
Fixed action block so exit hallway doors open whenever activate screen.
Made locked doors all use one-way locks.
Made exit hallway activation screen objects invincible.
Fixed Bunker 1 name in folders.
Swapped M and Q Branch lines around.
Removed extra asterisk from Magnum name (caused issue in inventory).
Corrected spelling of "security" in background briefing.
Corrected spelling of "initiate" in objective text.
Fixed up Q's mention of grenades.

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Missile Silo v1.1
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Author: slimwe


Date: September 18, 2019


Category: GE-Levels


Level: Silo


Description:


Level: Missile Silo
Author: slimwe
Date: September 18th, 2019
Edited: February 1st, 2020 (by Wreck)
Replaces: Silo
Description: My third Goldeneye level.
Mission Objectives
a. Destroy all security cameras
b. Rescue hostages
c. Erase virus on main console
d. Collect documents
e. Escape through the elevator

Hope you enjoy playing the game

Edit notes v1.1…
Keycard collisions removed, crashed console when dropped.
Updated hostage save/fail specifics (save 3 agent, 4 secret up).
Added FC IDs for hostage pairings in guard blocks.
Fixed level location text during intro cameras.
Changed body armour models, to match amount given.
Removed fall to floor bitflag from big wall monitors.
Shifted start point away from railings a bit.
Fixed level name in watch.
Set the lower case text for watch briefings & objectives.
Swapped M and Q briefings around, with some carry over.
Cleaned up briefing, added map collection info.

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DKR Ocarina of Time 1.1
DKR OoT
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Nice!

Author: Sixty Four


Date: September 8, 2018


Category: DKR Levels


Level: Various


Description:


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

Title : Diddy Kong Racing - Ocarina of Time
Date Completed : 9-8-18
Filename : DKR-OOT-64.xdelta
Replaces Level(s): Ancient Lake, Whale Bay, Everfrost Peak, Boulder Canyon
Author : Sixty Four
Email Address : moc.liamg|mekun46ekud#moc.liamg|mekun46ekud

Update 1.1 10-12-2019

Added Link as a racer, replaces TT
unlocked all tracks, vehicles, and characters
Plane does not work properly in the oot original tracks. It will work in the 1.2 tracks.
More touch ups to character select Link and other touch ups will come with 1.2 also.

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

Description : Four levels from the Legend of Zelda Ocarina of Time. Dodongo's Cavern Boss room, Lon Lon Ranch, Temple of Time (bonus track), and Graveyard (bonus track).
You can play these in tracks mode there located on the first level of each domain no unlocking needed to play. Or you can play on Adventure mode even.
The bonus tracks were very tough to form into races so bare with me.

Additional Credits : Mosky2000 for creating the music. SubDrag for making the DKR editor.
================================================================

  • Play Information *

Race Type: : Standard
Adventure Mode : Yes
Tracks Mode : Yes
Silver Coin Challenge : Yes
New Sound : Yes Some sounds from Zelda OOT and level name sounds recorded by me. (I'll get better at sounds)
New Music : Yes - Mosky2000 Created
New Textures : Yes Zelda OOT textures
Vehicle(s) : Car/Hover/Plane (Plane cpu not working but you can try to explore with it. I have recently solved planes! S soon they will be in tracks.)
Emulator Compatible : Yes
N64 Compatible : Yes
================================================================

  • Construction *

Base : Imported Models extracted from Zelda OOT using Lemmy's plug in.
Editor(s) used : Setup Editor and Blender
Known Bugs :

Important Notes : This is kind of a test hack. To test multiple levels. I learned a lot in this one. Hope you enjoy!

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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Golden Nintendo Maps (Nintendo Classic Maps)
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Nice!

Author: Sogun


Date: November 4, 2016


Category: GE Multi Levels


Level: Various


Description:


Sogun Studio in colaboration with GoldenEye Vault proudly presents: Golden Nintendo Maps

INDEX


1. What is Golden Nintendo Maps?
2. Files contained in the package
3. Patching the ROM
4. Running the ROM in Project64
5. Extracting maps from ROM
6. Special thanks
7. Links of interest

1. WHAT IS GOLDEN NINTENDO MAPS?


As the name states, some of the more emblematic levels from well known games on the Nintendo 64 have been turned into GoldenEye multiplayer maps!
I released some other maps prior to these patches and I even named the project as Classic Nintendo Maps after the third version. For release #6 I changed the name again to Golden Nintendo Maps in order to differenciate it from an uncoming Perfect Dark compilation. This last release includes the content from all previous releases:

version 1
+Kakariko Village from 'The Legend of Zelda - Ocarina of Time'

version 2
+Peach's Castle from 'Super Mario 64'
-Added Sogun Studio logo (thanks to SubDrag)

version 3
+Forest Temple from 'The Legend of Zelda - Ocarina of Time'
-Kakariko Village (new version optimized for console, as an alternative patch)

version 4
+Blue Resort from 'Bomberman 64'
+Holiday Island from 'Pilotwings 64' (original idea by radorn)
-Two patches with maps optimized for console and emulators
-Added maps to Solo Missions mode so you can roam freely in them at full screen!
-Rearranged multiplayer level selection screen: Basement, Complex, Bunker, Archives, Caverns and Facility are playable up to 4P! (but some will fall in uncomming releases).
*Kakariko Village
improved framerate
fixed grass textures
rearranged allocations which mean no more blackouts or texture issues
*Peach's Castle
added Peach/Bowser portrait trick (console only as no plugins emulate this effect properly)
improved some greyscale textures
corrected tree-clock colors
rearranged allocations which mean no more blackouts or texture issues
you can kill the fish in the tanks with explosives (console only)
*Forest Temple
fixed grass texture
improved some greyscale textures
rearranged allocations which mean no more blackouts or texture issues

version 5
+Big Boo's Haunt from 'Super Mario 64'
+Bob-Omb Battlefield from 'Super Mario 64'
-Two patches with maps optimized for console and emulators
-Rearranged multiplayer level selection screen. The remaining classic levels are Complex, Basement, Bunker and Facility.
*Kakariko Village
improved soundtrack (thanks to Omegacop_jp)
*Blue Resort
improved rendering order for textures with transparency

version 6
+Icicle Pyramid from 'Diddy Kong Racing' (original idea by Wreck)
+Tawfret Ruins from 'Jet Force Gemini'
+War Colors from 'Conker's Bad Fur Day' (suggestion by Kerr Avon)
+Targitzan's Temple from 'Banjo Tooie' (suggestion by Wreck)
-Added 'Golden Nintendo Maps' logos in certification and title screens (thanks to Carnivorous)
-Extended Cheat List with the inclusion of Invisible [Multi], No Body Armor, Line Mode, No AA (thanks to Carnivorous)
*Kakariko Village
splitted version in multiplayer for the emulator patch as in console patch and lighter setup for
3P and 4P on both patches to boost performance
*Holiday Island
added sky and ocean in emulator patch for 1P, 2P, 3P and 4P. In console patch added sky and ocean
for 1P and just sky for 2P. 3P and 4P remain with no sky.
*Big Boo's Haunt
fixed bookcase door (thanks to Wreck)

2. FILES CONTAINED IN THE PACKAGE


GE_GoldenNintendoMaps_v6_console.xdelta -> This patch contains optimized versions for real hardware. Make use of your flashcart!

GE_GoldenNintendoMaps_v6_emulator.xdelta -> This patch contains optimized versions for emulators, with better framerates and longer drawing distances. Some maps will not work on console or perform very poorly.

Choose one patch to inject in the rom. You must patch the rom using the GoldenEye Setup Editor 4.0. You can download it from:
https://github.com/carnivoroussociety/GoldEditor

3. PATCHING THE ROM


-You will need the '*.xdelta' patch and a unflipped 12MB rom of 'Goldeneye 007'. A *.z64 rom should work.
-Open the GoldenEye Setup Editor.
-Go to 'Tools' and then to 'Xdelta Patching'
-Select 'Apply GE xdelta Patch'
-Select the original 'Goldeneye 007' rom
-Select '*.xdelta'
-Save the new file 'GoldenEye.rom'. You can rename the file, but you must keep the .rom extension.

4. RUNNING THE ROM IN PROJECT 64


If you are using Project 64 you need to change some settings in order to make the rom work smoothly.

For Project 64 1.6
-Load the rom and then, in the emulator menu, go to 'Options' and 'Settings'.
-Select 'Rom settings'. Change to the following for GoldenEye:
CPU Core Style: Recompiler
Self Modifying-Core Type: Change Memory and Cache
Counter Factor: 2 (setting it at 1 will improve performance but also cause some accelerated timing effects).
Check marks by: Large Compile Buffer, Register Caching, SP Hack, Use TLB.

If you are using any other version of Project 64 you have to copy the rom settings from the original GoldenEye rom to the Classic Nintendo Maps rom settings.

5. EXTRACTING MAPS FROM ROM


Only if you know how to use the 'GoldenEye Setup Editor'
I rearranged the level slots in order to have my maps organized in a better way. This means the slot you see on screen doesn't replace the previous slot in the original GoldenEye. You should look for these slots in the 21990 menu if you want to extract the files.

Solo Missions
-Kakariko Village-> 0D - Dam
-Peach's Castle -> 0E - Facility
-Blue Resort -> 0F - Runway
-Forest Temple -> 10 - Surface 1
-Holiday Island -> 00 - Bunker 1
-Big Boo's Haunt -> 13 Caverns
-Bob-Omb Battlefield -> 04 - Archives
-Icicle Piramid -> 17 - Bunker 2
-Tawfret Ruins -> 01 - Silo
-War Colors -> 06 - Frigate

Multi levels
-Kakariko Village-> 12 - Temple
-Peach's Castle -> 0E - Facility
-Blue Resort -> 1A - Stack (setup from Stack, but bgfile and clipping from 14 - Citadel)
-Forest Temple -> 1E - Caves
-Holiday Island -> 1C - Library (setup from Library, but bgfile and clipping from 00 - Bunker 1)
-Big Boo's Haunt -> 13 Caverns
-Bob-Omb Battlefield -> 04 - Archives
-Icicle Piramid -> 17 - Bunker 2
-Tawfret Ruins -> 19 - Basement
-Targitzan's Temple -> 0C - Egypt
-War Colors -> 0B - Complex

6. SPECIAL THANKS


To SubDrag, Wreck and Zoinkity for the GoldenEye Setup Editor. Without such amazing tool this patch wouldn't been possible.

To SubDrag for his guindance during the creation of the patch and adding new cool features to the editor. Also for managing the GoldenEye Vault (now closed) for so many years.

To radorn for his technical teachings that helped me understand how the game works. Also for thinking that 'Holiday Island' would be possible as a multiplayer map.

To Wreck for his help fixing some maps.

To Omegacop_jp for making 'Kakariko Village' sound a lot better.

To Kerr Avon for suggesting 'Colors'.

To Carnivorous and everyone involved in N64vault.com for keeping the community alive and growing.

To GoldenEye Vault and Shooters Forever forums for gathering such and amazing community around GoldenEye and Perfect Dark.

7. LINKS OF INTEREST


http://sogunstudio.blogspot.com/
- the patch creator's blog. It's mostly in Spanish but some articles are translated into English.

http://n64vault.com/
- find here tools, hacks and tutorials for GoldenEye, Perfect Dark and lots of other games!

http://www.shootersforever.com/forums_message_boards/
-Here's where the community gathers. Post your thoughts about the N64 classics, look for help for your hacks or announce them here.

Enjoy the game!

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