Recently Updated/Changed Pages
DKR Ocarina of Time 1.1
Image Unavailable

Author: Sixty Four

Date: September 8, 2018

Category: DKR Levels

Level: Various



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.


No files attached to this page.


Feel free to edit this with navigation and backlinks
Diddy Kong Racing Levels

bump - dkr-levels -
Golden Nintendo Maps (Nintendo Classic Maps)
Image Unavailable

Author: Sogun

Date: November 4, 2016

Category: GE Multi Levels

Level: Various


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


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


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)


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:


-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.


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.


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


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 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.

- the patch creator's blog. It's mostly in Spanish but some articles are translated into English.
- find here tools, hacks and tutorials for GoldenEye, Perfect Dark and lots of other games!
-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!


No files attached to this page.


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

bump - ge-multi-levels -
page 4 of 4« previous1234


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


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