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Files - PD Multi Levels - GoldenEye X

NameGoldenEye X
AuthorWreck
DateMarch 1, 2013
CategoryPD Multi Levels
DescriptionGEX Patch 5b: 03-01-13

Welcome back to GoldenEye X! Our focus this release has been adjusting and correcting things previously problematic or flawed in patch 5a and prior. A huge number of weapons have had their firing rates modified to match (when comparing side-by-side on console) the original guns in GE007. Some may not be as noticeable, but others like the Sniper Rifle and Cougar Magnum should stand out. Tons of audio effects have been replaced, making the game sound much more like how it should. Be it subtle weapon use effects (such as planting a mine or slashing with a knife), to explosions, and even ricochets. Your ammunition and function displays are also using a new colour scheme; yellow/orange for ammo, and green/cyan for functions. Door operation speeds in many VR levels are now set to their proper values. You'll find that Simulants are now much better at navigating the Caverns map, as well. Brand new intro music and logo are both featured at the start of the game. An optimized version of Cradle is the only new addition to the levels list. Though due to its poor performance with many players and Sims participating all together in a match, this may not remain in future patches. Two bonus weapons are available for use in both VR mode and missions. The first is the Seeker (Perfect Dark's Slayer). This launchers primary function is a Homing Missile. Once you've put your aimer over a target, the missile fired should lock onto them. And although not supported via emulation, the secondary function is the Guided Missile. After you press the fire button, your view switches to that of the projectile. The other weapon is a personal drone gun. Simply pick one up, select it from your inventory (either through the quick-menu or pause inventory screen), and deploy it where you need automatic defenses for yourself and your team. There are many other details we won't get into in depth, but a list has been included below. As always, our deepest appreciation goes out to those who've continued to follow this mod. Your support keeps us going.


List of updates...


[Bug Fix]

Weapon Switch Crashing...
Corrected freezing issue with automatically switching certain guns once out of ammuntion.


[Music]

Intro Music...
Brand new track has been made by ZMG88 for the game opening.

Silo X...
The tension version of the Silo track is now setup to loop, thanks to SubDrag's efforts.

VR Music List...
Elevator 1 and 2 have been replaced with Silo X and the End Credits theme.

VR Multiple Track Lengths...
New lengths have been setup to improve transition into next track (though game can randomize).

Bonus Tracks...
The GoldenEye Theme Song and The Experience of Love, both by ZMG88, have been included.


[Menus & HUD]

HUD Eye Piece...
Futuristic menu-projectioning eye piece removed, with menu origin now centered.

Ammo Bars...
Changed colours of magazine to orange, and stock to yellow.

Function Indicators...
Changed colours of primary to green, and secondary to cyan.

Focus Pill Timer...
Colour changed from cyan to yellow.

Space Race Upload Progress Bar...
Changed from red to green.

Guided Missile Screen...
Viewing colours changed from yellow to cyan.
Signal loss colour changed from cyan to white.


[Options]

Video...
Alternative Title Screen option available from new file, set as ON by default.


[Miscellaneous]

Game Logo...
Brand new logo created for the game title, crafted by SubDrag.

Alternate Title Logo...
Scrolling "007" logo on Alternate Title Screen.

GoldenEye X name...
The colon ":" that used to rest between "GoldenEye" and "X" has been removed.

Monitor Screens...
All animations for monitors have been imported.
Skateboarder animation modified to reduce size, allowing everything else to fit.
Series of random screen animations used only in Aztec not incorporated due to size restraints.

Grenade Guards in Missions...
Real explosive hand grenades are now thrown in missions.

Disguise in Device Training...
New head for Bond's Commandant disguise included.
Also in PD's Air Base mission, and worn in Air Force One.


[General Sounds]

Sound Effects...
Gun reloading sound replaced with GE version.
Weapon and ammo pickup sounds replaced with GE versions.
Equipping mines sound changed to GE version.
Mine being planted sound replaced with GE version.
Knife pickup and equip sounds replaced with GE versions.
Knife slashing sounds replaced with GE versions (PD changes the pitch randomly for greater variety).
Grenade bounce and gun dropped sounds replaced with GE version.
Thrown projectile sounds replaced with GE versions.
Key item pickups and few others now use proper sound from GE.
Explosion sounds replaced with those from GE (not thoroughly tested).
Ricochet sounds replaced with those from GE.
Glass hit and shatter sounds replaced with those from GE.
Various bullet hits on different surfaces replaces with those from GE.
Body collapsing sound effects replaced with those from GE.


[Characters]

Male Heads...
All 25 generic male heads updated to support sunglasses in missions.

Xenia...
Bleeds proper human "red" blood.

Assault Trooper...
Removed "dD" patch from his back, for both near and far models.


[Cheat Options]

Fun...
Play as Oddjob changed to "Play as Bond One", which is the most classic Bond.

Weapons...
X-Ray Scanner changed to "Personal Drone Gun", an automated defense turret.

Partners...
The Doctor renamed "Dr. Death", and given a Silver & Gold PP7 combo.
Commando renamed "Terrorist", and changed to wear the black Siberian Guard uniform.


[Weapons, Ammo, Gadgets & Items]

Ammunition Pickups in VR...
Submachine Guns now give 10 bullets on pickup instead of 20.
Rifles now give 10 bullets on pickup instead of 20.
Shotguns now give 5 shells on pickup instead of 10.
Magnum now gives 5 bullets on pickup instead of 10.
Golden Gun now gives 3 bullets on pickup instead of 1.

Muzzle Flashes...
All muzzle flash alphas reduced from 100% to 75% for greater transparency.
(This does not include the AR33 and RC-P90, which by default are only 50%.)

Noise Generated...
Guard hearing levels for all weapons setup, though may need further investigation.

Weapon Priority Switch when out of Ammo...
Table for weapon priority switch when you've run out of ammunition setup with new order.

Weapons Not Changing to Unarmed when out of Ammo...
The five weapons (PP7, PP7 Silenced, ZMG, D5K, and Gold PP7) that would not switch to unarmed now do.

Combat Knife...
Auto-Aim has been disabled for Throw function.

PP7 Special Issue...
Firing rate when trigger held slowed to match original.

PP7 Silenced...
Firing rate when trigger held slowed to match original.
Improved bullet point of origin.
Rooms no longer light up when fired.

DD44 Dostovei...
Firing rate when trigger held slowed to match original.

Klobb...
Firing rate increased from 500 rpm to 600 rpm.

KF7 Soviet...
Firing rate increased from 450 rpm to 600 rpm.

ZMG 9mm...
Firing rate increased from 700 rpm to 900 rpm.

D5K Deutsche...
Firing rate increased from 450 rpm to 600 rpm.

D5K Silenced...
Firing rate increased from 450 rpm to 600 rpm.
Improved bullet point of origin.
Rooms no longer light up when fired.

Phantom...
Firing rate increased from 450 rpm to 600 rpm.

AR33 Assault Rifle...
Firing rate increased from 700 rpm to 900 rpm.

RC-P90...
Firing rate increased from 650 rpm to 900 rpm.

Shotgun...
Firing rate when trigger held slowed to match original.

Automatic Shotgun...
Firing rate when trigger held slowed to match original.

Sniper Rifle...
Firing rates improved to match original.

Cougar Magnum...
Firing rate when trigger repeatedly pressed improved to match original.

Golden Gun...
Moved and resized muzzle flash to correct location.
Improved bullet point of origin.

Silver PP7...
Firing rate when trigger held slowed to match original.

Gold PP7...
Firing rate when trigger held slowed to match original.

Watch Laser...
Auto-Aim has been disabled.
Rooms no longer light up when fired.

Grenade Launcher...
Corrected shell colour.
Cylinder continues spinning when out of ammunition.
Rooms no longer light up when fired.

Rocket Launcher...
Scope block changed to standard type, and lock-on disabled (only noticeable with Advanced Sight cheat).

C-KR Launcher...
Renamed the "Seeker" launcher.
Now available in every mission with All Guns cheat.
Primary function is "Homing Missile", which is PD's "Targeted Rocket" RL special function.
Uses it's own ammo type called "missile", rather than sharing with the Rocket Launcher.

Remote Mine...
Detonator sound replaced with correct sound effect.

Focus Pill...
Sound effects for Focus and Revert have been replaced with Bond gasps.

IR Scanner...
Renamed as "Infrared Viewer" and "IR Viewer" in quick menu.

Suicide Pill...
Renamed as "Cyanide Capsule" and "Cyanide" in quick menu.

Drone Gun...
A deployable and reusable personal drone gun, available in missions through a Cheat Option.
Also available in Virtual Reality mode under the custom weapons selection (drone gives 10 SMG rounds, crates 100).

Mobile Cameras...
CamSpy renamed "Q-Cam" and features updated on-screen text.
DrugSpy renamed "Q-Drug" and features updated on-screen text.
BombSpy renamed "Q-Bomb" and features updated on-screen text.

Future Weapons...
Eight PD weapons have been setup for use, and have corresponding cheats.
The OpTech 20 is the PD Sniper Rifle with the FarSight's Rail-Gun Effect.
K7 Aggressor threat detector updated to scan for GE explosives (grenade and mines).


[Virtual Reality Levels]

Library VR...
Door operation speed shortened to better match GE originals.

Stack...
Door operation speed shortened to better match GE originals.

Bunker VR...
Included hanging monitor racks and their monitors.
The reflective eye in the main viewing room is now a prop that environment maps correctly.
Certain electronic doors reversed to face their proper directions.
Electronic sliders, cell doors, and vent doors sped up to match GE originals.

Archives...
Secret wall door operation speed shortened to better match GE originals.
Walk through time on secret wall doors shortened.
Adjusted rotation of two spawn points.

Train VR...
Door operation speed shortened to better match GE originals.
Corrected specific doors to not open past their frames.
Replaced train door sound effects with proper GoldenEye samples.

Caverns VR...
Iris doors have been modified and imported.
Simulants can now operate doors much more intelligently.
Human players can no longer crouch and pass through the lower eyelid doors.
Blast door operation speed has been doubled.
Eyelid door operation speed has been increased by fifty percent.
Visibility for the window looking out to bridge over water has been fixed.
Included extra visibility to see water under catwalk from a certain hexagonal doorway.
Blast doors and Iris doors turn off their respective portals when closed.
Animation for the water has been included (though not same as the original).

Cradle VR...
Temporarily available in patch 5b (will be removed in later releases).

Egyptian VR...
Door operation speed lengthened to better match GE originals.
Adjusted rotation of two spawn points.


[Virtual Assignments]

Assignment 22...
Scenario changed from Flag Tag to Capture the Flag.

Assignment 24...
Scenario changed from Capture the Flag to Flag Tag.
Grenade Launcher changed to Hand Grenades.

Assignment 25...
Proximity Mines changed to Timed Mines.

Assignment 27...
An additional Simulant has been added.


[Virtual Reality Weapon Sets]

Grenades...
Newly added set.

Timed Mines...
Newly added set.

Pistols...
PP7 Special Issue changed to PP7 Silenced to match original.


[MI6 Headquarters]

MI6 Headquarters/Carrington Institute...
Staff has been altered.
Monitor screens now display correctly.
Device Training monitor has been reduced in size.
James Bond biography edited.
Trevelyan's updated profile edited.
Xenia body at proper elevation in bio screen.
The Story has been added, thanks to the www.rare.co.uk website archive.
Futuristic Weapons setup in firing range display cases.
Corrected some loaded in props for Device Training.
Modified instances of "Jo/Joanna" to "007/James" in text file.
Altered the name "Carrington" to "Hollis" in text file.


[PD Missions]

Chicago...
Prepare escape route objective now able to be completed.

Air Force One...
Detach UFO from Air Force One objective now able to be completed.



Alternate Download:
http://www.battlefieldforever.com/hackers/pd/geproject/downloads/GEX_5b_03-01-13.zip

Apply the XDelta Patch to an unbyteswapped NTSC Perfect Dark v1.1 ROM.
You can use the Perfect Dark / GoldenEye Editor at the GoldenEye Vault.

http://www.goldeneyevault.com/

- Wreck

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=


March 1st, 2013 (03.01.13:1)

- Newest additions have an exclaimation mark (!) tacked onto the end


VR Levels:
Temple
Complex
Caves
Library
Basement
Stack
Facility
Frigate
Bunker
Archives
Train
Caverns
Cradle!
Egyptian
Citadel
Labyrinth

notes:
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Frigate has been modified and optimized to run well in multiplayer. May not remain in future versions.
Bunker ii now features the ceiling mounted monitors, and properly environment mapped Eye.
Train is now available to play in multi. May not remain in future versions.
Caverns visibility has been updated and corrected.
Caverns eyelid doors function well with Sims, and Iris doors now included.
Cradle optimized is now playable in VR, but will likely be replaced later on.
Citadel has been updated by Sogun, and features an Aztec temple theme.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Weapons:
*Throwing / Hunting Knife
PP7 Special Issue
PP7 (silenced)
DD44 Dostovei
Klobb
KF7 Soviet
ZMG (9mm)
D5K Deutsche
D5K (silenced)
Phantom
AR33 Assault Rifle
RC-P90
Shotgun
Automatic Shotgun
Sniper Rifle
Cougar Magnum
Golden Gun
Silver PP7
Gold PP7
Moonraker Laser
Grenade Launcher
Rocket Launcher
Seeker!
*Hand Grenade
*Timed Mine
*Proximity Mine
*Remote Mine
Drone Gun!
**Body Armor

notes:
Sims may have trouble using some weapons in certain situations.
Seeker (formerly Slayer) is setup and available in VR/Missions.
Personal Drone Gun can be used in both VR, and also in Missions under a cheat option.
*Mines, grenades, and knife feature their own first-person, in-hand models.
**The shield effect has been removed from the game, so it acts more like armour.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bodies:
Bond (Tuxedo)
Bond (Formal)
Bond (Stealth)
Bond (Arctic)
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
Xenia
Ourumov
Boris
Valentin
Mishkin
May Day
*Jaws
*Oddjob
Baron Samedi
Russian Soldier
Russian Infantry
Russian Commandant
Male Scientist
Female Scientist
Janus Marine
Naval Officer
Helicopter Pilot
St. Petersburg Guard
Female Civilian (Jeans)
**Female Civilian (Skirt)
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
**Male Civilian (Blue)
**Male Civilian (Grey)
Siberian Guard (Brown)
Siberian Guard (Black)
Arctic Commando
Siberian Special Forces
Jungle Commando
Janus Special Forces
Male Moonraker Elite
Female Moonraker Elite
Rosika
Female Special Operative
Male Special Operative
Elton
Assault Trooper
Baron Samedi (Death)
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

*The Point of Views for these characters are off. Until we determine exactly how they are setup in PD, the stock heights chosen will have to do for the time being.
**These bodies weren't available normally in GE, but were leftover in the ROM

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Heads:
Bond (Special)
Bond
Natalya
Trevelyan
Xenia
Ourumov
Boris
Valentin
Mishkin
May Day
Jaws
Oddjob
Baron Samedi
Helicopter Pilot
Siberian Special Forces
Terrorist
Biker
*Dave w/ Sunglasses
*Jim w/ Sunglasses
*Graeme w/ Sunglasses
*Duncan w/ Sunglasses
*Chris w/ Sunglasses
Karl
Martin
Mark
Dave
Duncan
B
Steve E
Grant
Graeme
Ken
Alan
Pete
Shaun
Dwayne
Des
Chris
Lee
Neil
Jim
Robin
Steve H
Joel
Scott
Joe
Joe (Altered)
Sally
Marion
Mandy
Vivien
Female Special Operative
Male Special Operative
Elton
Assault Trooper
Baron Samedi (Death)
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

notes:
*These five heads have had their sunglasses forced on for VR mode.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

VR Scenarios:
*Flag Tag
**Space Race
***Target Terror
*Capture the Flag

notes:
*These basically just swap the Briefcase model for the Flag Tag Token.
**Hacker Central modified. You must procure the GoldenEye Key and use it on the terminal to upload firing commands. Whoever uploads the most by the end of the match (or reaches the goal limit) wins.
***Pop a Cap modified. Same exact rules, just different terminology.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

VR Music:
Dam
Dam X
Facility
Facility X
Runway
Runway X
Surface
Bunker
Bunker X
Silo
Silo X!
Frigate
Frigate X
Surface II
Surface II X
Bunker II
Bunker II X
Statue
Statue X
Archives
Archives X
Streets
Streets X
Depot
Depot X
Train
Train X
Jungle
Jungle X
Control
Control X
Caverns
Caverns X
Cradle
Cradle X
Aztec
Aztec X
Egyptian
Egyptian X
Citadel
Permiter
End Credits!
Random

Notes:
Certain instruments or sounds may be slightly off from originals.
Jungle is the original theme intended for the stage, not the background sound effects.
Silo X has been corrected to loop, and has been included in the tracks list.
End Credits has also been added in, in replacement of the single remaining Elevator tune.
Elevator songs 1 and 2 have been removed to fit in Silo X and End Credits.

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Known Bugs / Glitches...

Eyelid Doors in Caverns:
Simulants, as of patch 5b, are now perfectly capable of using the eyelid and iris doors in those hexagonal walkways. However, there is a glitch in Perfect Dark that prevents Sims from being able to shoot at opponents through an opening vertical door until it has come to a full stop. This gives human players an unfair advantage against them. It's up to you how you use this knowledge.

Simulants:
Since the first release, every map has been fitted with an AI Path Network. This means that Simulants can freely roam the stages. Also, extensions and drops have been worked into most levels, improving Sim navigation. They are also much smarter when it comes to weapon choice and utlization.

Shotgun:
There is a multiplier value that increases the damage a Shotgun causes to other characters when used by a Simulant. Humans are capable of firing five pellets at a time, but Sims only fire one. This value evens the odds a little more for your computer controlled opponents. Due to PD only having a single shotgun by default, we had to allow for a second one. However, because of an issue that incorporating a second multiplier caused (kills not counting in mission campaign), we've had to remove the multiplier from the regular Shotgun. Unless we can fix this, only the Automatic Shotgun will deal out more damage when in the hands of a Simulant.

Martin Hollis, 008 Simulant Partner:
Currently has female voice files during missions. These will need to be replaced with male samples.

Headers/Dividers:
Because we wanted to have everything (or mostly everything) unlocked from the start of the game for new users, some of the menu headers and dividers may be missing. They rely on certain flags to be set in order to be shown. It should be fixed everywhere, but don't be surprised if something seems off.

Hangar Information PC:
The computer stationed in the Carrington Institute hangar will often crash the game. If you attempt to preview any of the files stored on the PC, the gameplay may freeze and you'll be forced to restart. We're not sure why this happens at this time, so you'll just have to avoid it for now.

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Websites of Interest:

GoldenEye Forever
http://www.goldeneyeforever.com

GoldenEye Vault
http://www.goldeneyevault.com

GoldenEye Online
http://www.goldeneyeonline.com

Shooters Forever Message Boards
http://www.shootersforever.com/forums_message_boards

GoldenEye X on Facebook
http://www.facebook.com/pages/GoldenEye-X/234491049921227

The GoldenEye X Channel on YouTube
http://www.youtube.com/GoldenEyeXN64

GoldenEye X on Mod DB
http://www.moddb.com/mods/goldeneye-x

GoldenEye X on ROMhacking.net (RHDN)
http://www.romhacking.net/hacks/788

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing.
SubDrag: Music, amazing tools, ASM hacks, All Bonds Heads, GEX logo, and so much more. Without him, there wouldn't be any ported levels. Period.
00action: Facility VR map, Archives VR map, Train VR map, and beta testing on backup device.
Zoinkity: Technical information, Connery Tuxedo, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Sogun: The Citadel makeover.
Monkeyface: Original GoldenEye X intro logo, Connery head base.
ZMG88: New intro song, based on the original film theme.
TH126: Official video creator for the mod, and beta testing.
Dragonsbrethren: Music, and helpful suggestions.
Octan Baron: Base AI Path Network for Caves.
Clicks54619
Download12.911875 Mb
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Posted by M2rtra May 30, 2013 8:58 am
When i start the emulation it says: Fatal error: stopping emulation (I am using project64 2.0)

Posted by Mayko May 22, 2013 1:49 am
Congratulations wreck. good job. this mod is complex but with tutorials everything worked perfect. thank you very much enjoyed ;-) Question: what is the best emulator for goldeneye modified? i tested several versions of the project 64 and mupen 64 is still slower :-s

Posted by mr.mtj007 May 8, 2013 2:49 am
I look forward with much anxiety the 6th version! is it possible to add all singleplayer levels? daniel craig will be summoned to the next version? :-/

Posted by Will Wonk May 3, 2013 1:49 pm
Thanks for all the great effort and time you have invested in this. GE has, with no exaggeration, dominated my life since pre-millennium. I'm currently operating it on Ubuntu 13.04 with 4GB RAM and integrated graphics. Emulator: Project64 (Not recommended, but required because of my poor graphics chip) I have experienced no major problems.

Posted by SubDrag April 28, 2013 5:04 pm
This shows how to do the xdelta. http://www.youtube.com/watch?v=xssgPEuuZIM

Posted by AndrewCox April 28, 2013 3:16 pm
how do i use this??? Already downloaded and extracted files. what's the next step???

Posted by Mr.MTJ 007 (Brasileiro Louco por Goldeneye) April 11, 2013 1:06 am
Ola Amigos. É uma honra comentar esta obra de arte que wreck criou. em toda minha vida nunca vi tal projeto é realmente fantástico!!! graças a shootersforever.com Eu tive o privilégio de testar todas as versões de Goldeneye X dede o começo e essa versão é a melhor de todas. :) vejo que pretende colocar todos os GE solo níveis em PD e isso é excelente!!! Acho que só faltou o Tazer porem, ficou 100% melhor que o anterior. eu gostei mais da trilha inicial do patch anterior. mais esse ficou muito bom. Parabéns e obrigado a todos os amigos projetistas da Goldeneyevault.com por todo esse trabalho extremamente brilhante!!!! sou muito grato a todos vocês por darem valor ao jogo da minha vida!!! O_o d

Posted by SubDrag April 8, 2013 3:46 pm
Daniel Craig wasn't around at GoldenEye (though neither were aliens I suppose), so it felt a bit weird. At least that would be my reason.

Posted by MDI April 3, 2013 8:57 pm
I'm sure this has been brought up before, but are there any plans to include a Daniel Craig skin in the future?

Posted by Kerr Avon March 8, 2013 6:34 pm
Fantastic! Brilliant work as always, and I think the Cradle map is a great new addition to the mod (and being able to play all maps with sims (bots) is a dream come true for those of us who so often wanted to play Goldeneye's multi-player when there was no one else around). Thanks for all the hard work, and I am really looking forward to seeing what you do with the single player mode!

Posted by Kerr Avon March 1, 2013 10:15 am
Nero, to comment on Goldeneye X go to the official Goldeneye X forum at; http://www.shootersforever.com/forums_message_boards/viewforum.php?f=44 I too love the mod, and there's a new version (5b) due out any day now. See the teaser video at; http://www.youtube.com/watch?v=Uo8rsj6lM3w

Posted by Nero February 15, 2013 5:46 am
This is seriously one of the greatest things ever known to man. Thank you EVERYONE SOOOOOO MUCH, seriously this is such a terrific mod I can't even believe it and it's been like four days since I got it and I am absolutely in love with this entire project. To everyone involved - you are all legends of epic proportions. By the way, since I'm so addicted to this game, obviously I notice some things that could be useful to suggest, where should I give suggestions to you guys?

Posted by Nintendo Maniac 64 February 10, 2013 4:21 pm
I know you said Cradle just performs too poorly in multiplayer, but what about those of us using 1964 Ultra Fast?

Posted by Graslu December 22, 2012 11:07 am
Thank you a lot, finally I can play fine.

Posted by SubDrag December 22, 2012 10:52 am
Change ROM settings as shown in GoldenEye Vault FAQ.

Posted by Graslu December 22, 2012 10:12 am
Hi, I installed the XDelta patch into Perfect Dark (U)(V1.1) rom, I can start it and everything works well, but when I try to start a match, the game only have the screen dark and the music is the only thing you can hear. Also I can't use the solo missions, it says No expansion pack found. I use PJ64. I will appreciate any help, always wanted to play this.

Posted by SubDrag December 9, 2012 9:43 pm
What doesn't work?

Posted by ChukiAlgarra December 9, 2012 12:48 pm
I have a problem with Goldeneye X :(

Posted by Michael Becket December 3, 2012 2:22 pm
I think GOLDENEYE for the n64 is better nothing else like it to me at least

Posted by Michael December 3, 2012 2:20 pm
GOLDENEYE forever GOLDENEYE for the win

Posted by Wreck November 14, 2012 9:10 am
Rare was directly responsible for the PP7, DD44, Klobb, KF7, ZMG, D5K, AR33, and RC-P90. Those are the "Classic" GoldenEye weapons already available in Perfect Dark. The issues they had (incorrect RPM, misplaced muzzle flash, etc.) were caused by them. We had to update them to match the originals in GoldenEye 007.

Posted by Earth November 9, 2012 8:52 am
How are those mistakes Rare's mistakes when you are the one porting it from one game to another? You'd have to make some changes to the weapons or some kind of script to get them in, so wouldn't they be your fault?

Posted by Hennamann October 27, 2012 2:26 pm
Cool, definetley gonna play this!

Posted by Chris October 7, 2012 8:06 am
Although this is two years old, I have a question about the audio...I'm using Mupen64k++ and have no audio when using the GoldenEye Rom.

Posted by mistamontiel October 4, 2012 1:07 pm
Wreck, I think you're referring to the problem of the emulation hanging if you browse through character selection too much Frequently it does such thing. Best make your character save then just re-emulate

Posted by MultiplayerX September 26, 2012 2:32 pm
Wreck this is fantastic Great work!!!

Posted by ThePadWarrior September 24, 2012 10:41 pm
God. Citadel is absolutely beautiful. Also, Sean Connery for the win! Definitely worth the wait. ^-^ Two Golden thumbs up!

Posted by Wreck September 23, 2012 7:15 pm
I've noticed, even with Perfect Dark, that if you take too long setting up a match in Combat Simulator, that the level may not start. My suggestion would be to save your setup before choosing to begin. That way, if the game does hang, you can restart and automatically load in your custom setup. You should be able to get into the match much faster, and that may be a solution to your problem. Emulation can be finicky.

Posted by me September 23, 2012 10:35 am
yes i did change the settings i saw in Faq

Posted by smoky September 23, 2012 9:58 am
Great as usual. :)

Posted by SubDrag September 23, 2012 9:58 am
Are you following the FAQ for PD settings?

Posted by me September 23, 2012 8:49 am
well, i fixed previous problem, but now no single game wants to blooody start: i hear music but then it bloody freezes every bloody damn time! very frrrrustrrrating!

Posted by me September 23, 2012 8:37 am
i meant: patch 4a just crashed, this one does strange: i want to select new file, then, after choosing a name, it asks to delete files but i dont understand i dont want to delete files i want to play...???

Posted by me September 23, 2012 8:35 am
hey well evry time i want to p;lay goldeneye x it has problems with me: p

Posted by Andreas September 23, 2012 5:14 am
I get a Controller pak is damaged message when loading it in 1964 60fps version, any idea whats wrong? I've tried changing various settings in the rom like adding the expansion pak, didnt help, and reparing the controller pak doesn't do any good either.

Posted by Wreck September 20, 2012 8:22 pm
Big news for those who disliked the ability to disarm your opponents. Both humans and Simulants are now unable to knock away a weapon from an enemy. This removes those annoying moments when a Sim passes you by and leaves you temporarily unarmed. When they punch you from here on out, it will only injure you. Don't take this too lightly, since shots from the side or behind deal more damage. They also get in double-punches once in a while, so be careful getting too close to an unarmed Sim.

Posted by Golden-eye September 19, 2012 7:16 am
I see. I saw the trailer for patch 5a, looks awesome. I like the hand models for the mines, grenades. And seeing Frigate is a dream come true. Also seeing Citadel in a finished state is making me anxious for release. Exelent work so far, Can't wait to play it.

Posted by Wreck September 18, 2012 11:32 pm
We still haven't sorted out the bonus weapons leftover from Perfect Dark just yet. However, I don't believe the Reaper will be one of them. As far as Cradle in multiplayer goes, it just doesn't perform well enough. The framerate is poor with a few simulants loaded in, and gets worse with more human players involved. Rare cut it from multi in GE for good reason, unfortunately.

Posted by Wreck September 18, 2012 11:28 pm
Check out the trailer for Patch 5a! http://www.youtube.com/watch?v=Te4c4Am0LIs

Posted by Golden-eye September 8, 2012 10:42 pm
Is the reaper going to be an unlockable weapon? Also i was wondering if you were going to include cradle in multi.

Posted by ThePadWarrior August 25, 2012 3:23 pm
If there's ever a new update, it'd be nice to see some PD levels in multi.

Posted by SubDrag August 25, 2012 7:36 am
The answer is in the FAQ, under slow game. You have to set EEPROM type for PD.

Posted by DFAnk1 August 25, 2012 4:34 am
Hey guys can you help me ? I can´t start a new game or something. It seems that GEX doesnt find a controller pack or something else. There no answer for my question in the forums or hear in the FAQ. AND YES i have a nonflipped USA PD 1.1 ROM.

Posted by me July 7, 2012 1:16 am
no i checked that already my rom settings were fine it has to be something with projecto 64 like midnightkitteh said

Posted by SubDrag July 6, 2012 8:01 am
Your settings are wrong for ROM, check FAQ here.

Posted by Midnight_Kitteh July 6, 2012 4:39 am
I had the same problem. For some reason it will not work in Project 64. I now use Mupen64 to load it and it works just fine.

Posted by me July 6, 2012 2:58 am
okay this is weird. i just opened the rom, it started to load, i thought, okay looks great, but right after goldeneye:x appeared, project 64 stopped working: the application has requested the runtime to termoinate it in an unusual way error...can anyone help me please?

Posted by Patrick June 13, 2012 6:26 pm
Hey, anyone have an idea of when the next release is due? Just curious, it's been nearly a year. Thanks:)

Posted by Perfection dark May 14, 2012 6:44 am
i like mixing GE and PD weapons. wasting russian guards with the superdragon is fun. the CK-R Launcher is also fun in citadel

Posted by D-Hell007 May 5, 2012 5:12 pm
This is amazing! I have always wished that Goldeneye could have Perfect Dark's simulants. What would be nice is if Goldeneye X could be edited as PD in GE/PD editor. But seeing as Goldeneye X is a patch to PD, unfortunately it's not possible. Imagine the possibilities though! ^.^

Posted by JPGE007 April 27, 2012 5:51 pm
what happened to Area 51?

Posted by ShockSim April 19, 2012 2:47 pm
you should add the cradle and the frigate to the maps. I've always wanted to play those levels.

Posted by Dr Rockso April 11, 2012 9:00 am
Hey, I was wondering if you guys are going to add the option to turn off dual wielding becuase holding 2 Golden Guns in multi is very cheap if you ask me. But I must say that this is fantastic and hope you can add more Perfect Dark levels to multi in the next update. Oh, any idea when we can expect the next update?

Posted by Dr Rockso April 11, 2012 8:54 am
Gamesharks codes do work for this if you want to use them. They have to be Perfect Dark codes for obvious reasons.

Posted by ThePadWarrior March 18, 2012 2:56 pm
Oh, all right. Do Gameshark cheats work with this hack?

Posted by SubDrag March 18, 2012 8:15 am
They will be replaced by GE levels in upcoming release.

Posted by ThePadWarrior March 17, 2012 11:26 pm
Something's wrong. In PJ64 1.6, the textures for the PD levels are really funky-looking. The Carrington Institute floors are alarm bells, and the walls look like garbage data. PJ64 1.7 doesn't want to run it at all.

Posted by MAURO February 29, 2012 7:59 pm
Your guys never fail to impress me. Really great work.

Posted by SubDrag January 28, 2012 1:00 pm
.eep is emulator's way of handling save data. Ledges add something to PD, but when patch is done you could add clipping to make a "GE Ledge" version.

Posted by PerfectEye64 January 28, 2012 2:31 am
sorry for the (very) late respond but where and what is an .eep file?

Posted by Astro January 27, 2012 8:16 pm
Hey I was wondering if it's possible for the next patch if the developers can create an option where we can choose to have falling off the ledges on or off? Like the way it was in Goldeneye.

Posted by RJ January 15, 2012 6:46 am
Oh it's cool i figured it all out. This is awesome!!

Posted by RJ January 15, 2012 6:25 am
I have applied the patch to PD and created a save file and have everything working fine but when I go to play a level the screen either just goes black or doesnt change, however the music changes as if it is in the level. Can anyone tell me is there a specific reason why this is happening? I have tried everything suggested to fix other problems. Thanks

Posted by GOODBUTT December 27, 2011 9:55 am
WOW IM ON MY UNCLES COMPUTER.I AM GOING TO GO AND TRY THIS OUT ONE DAY.

Posted by SubDrag November 29, 2011 3:29 pm
Most are the correct power, but a couple firing rates were off and sims were handicapped. These will all be fixed in the next version.

Posted by smoky November 27, 2011 3:21 pm
i just wanted to say the guns seem a bit too powerful.

Posted by Goodbutt November 22, 2011 9:21 pm
I REALLY want to try this ooouuuutttttt!!!!!!!!!!!!!!!!!!!!!

Posted by mistamontiel September 16, 2011 12:46 pm
PerfectEye64, I haven't seen you inserver before. Well, get your normal PD .eep and rename it the way the GE:X .eep is named, overwrite, bam

Posted by gefan24 September 14, 2011 3:29 pm
dont be so picky. textas do not matta just have fun

Posted by Pendragon1995 August 23, 2011 7:24 am
Does anyone else have messed up textures?

Posted by PerfectEye64 August 20, 2011 10:45 am
i'm wondering if there is a gameshark plugin to the "Mupen64++" because i just fall through the floor in the "area 51: infiltration" level and i'd like to complete further in the missions to get more weapons, unlockables, etc. thanks for the information!

Posted by PerfectEye64 August 17, 2011 1:12 pm
thanks for the help! and thanks to wreck for making a new patch, keep them coming!

Posted by speedruntrainer August 17, 2011 2:48 am
Facebook? Never! Maybe a YouTube: Goldeneyevault To keep in touch with fans and videos of Goldeneye :)

Posted by RZXP August 12, 2011 6:23 pm
u guys should make a facebook..keep in touch with ur fans..post pics and updates.. SUGGESTION

Posted by MDI August 9, 2011 5:22 pm
Great update. This is amazing so far!

Posted by SubDrag August 6, 2011 11:53 am
Also make sure ROM is not byteflipped. Editor can flip it in Tools->Trim Flip Tools and check flipping.

Posted by SubDrag August 6, 2011 10:37 am
What error do you get? Did you change ROM settings according to FAQ?

Posted by Yes! I Am Invincible! August 4, 2011 3:48 am
hi All! My GE X Doesn't work on my PJ64...Even a have NTSC version of Perfect Dark and i made it right. HELP!

Posted by smoky10983 August 2, 2011 6:05 pm
good job on it.the GE lasers are still missing though.

Posted by mistamontiel August 1, 2011 3:21 pm
PerfectEye64: Ah, I assumed you had a save file, a .eep with everything unlocked. If it's for PD it will work, make a copy of PD's .eep and rename it to the GE:X name

Posted by mistamontiel August 1, 2011 3:19 pm
PerfectEye64: Back to save folder. That new .eep you've made

Posted by PerfectEye64 July 31, 2011 11:36 am
ok, i've done that. now what? Thanks

Posted by mistamontiel July 7, 2011 4:53 am
PerfectEye64 you need to implement your PD save. Currently the Area 51s do not work. You should make a copy of Perfect Dark (U) (V1.1) [!].eep then rename to GoldenEye X (U) (V3a).eep

Posted by PerfectEye64 June 26, 2011 9:55 am
hi, my game freezes every time i try to play the "area 51: infiltration" level. i use the "Mupen64" on an NTSC ROM so i can't use gameshark to skip the level, help please!

Posted by Spyster June 11, 2011 3:09 pm
Downlaod an NTSC rom, I live in the PAL region also and it will still run on an emulator.

Posted by Akoware May 9, 2011 6:00 am
Where is the download button

Posted by prisoner of PAL region May 1, 2011 3:05 pm
I have a PAL deck, and this mod does not seem to work... just a black screen :( are the territory protections kicking me in the head again?

Posted by gefan24 April 10, 2011 7:21 am
omg i thought u were DONE BUT U MADE A NEW FEATURE THANK U SO MUCH MAN!

Posted by Jamesbond007 March 30, 2011 8:09 am
If you want to get that patch,Go to your mom's house in North Sydney before you get that,Chris.

Posted by mat9921 March 10, 2011 2:42 pm
When I use de XDelta patching, it always show me an error message, how do I install Goldeneye X?

Posted by smoky10983 March 7, 2011 7:34 pm
ok it all works now. the only minor bug is the bottom part of the screen in VR. that freezes

Posted by Wreck March 7, 2011 3:14 pm
Smoky: The FAQ section has info regarding the XDelta patch. Here's a link... http://www.goldeneyevault.com/faq.php#3 What is a .xdelta patch and how do I use them? Rich: We can't actually give out ROMs, or links to where you can find them. However, if you use a search engine and look for them, you'll no doubt find what you're looking for. Hopefully you still own, or have owned at one point in your life, a copy of Perfect Dark. This is only a patch, which is to be applied to a PD v1.1 NTSC ROM. It does nothing on its own.

Posted by smoky10983 March 7, 2011 1:46 pm
where does it say like, how to make do the patch.

Posted by rich March 5, 2011 3:39 pm
hi im new to this mod thing can you tell me how to download GOLDENEYE so i can play it on a pc or thought a ps3 is this a patch or the whole game

Posted by Commando February 26, 2011 7:44 pm
Wow. nicely done guys, congrats Loving it. I know what to play with my friends now lol!

Posted by joe February 24, 2011 8:56 pm
HOW DO I RUN THIS ROM ON PROJECT 64 IT SAYS FAILED TO LOAD

Posted by February 11, 2011 3:25 pm
I know how to get Goldeneye X into Perfect Dark. Just got to tools, then click on switch editor game. Hope this helps.

Posted by gamerfreak5665 December 12, 2010 3:33 pm
WOW! very nice job guys! I already put up a video on youtube that shows some of the levels playing with sims.

Posted by 123GO!! November 13, 2010 4:33 am
i just wanna say that i played this last night on my big tv on my laptop, cause it's hooked up to it, and with an n64 cntroller too. and by Golly it's as sweet as a nut :) keep up the cool-ass work :D

Posted by Wreck November 13, 2010 2:50 am
You'll have to make sure that the ROM is using the correct settings. You can find them listed at the bottom of the FAQ page here at the Vault (at least for Project 64). Otherwise, make sure that one of the controller paks is enabled before starting the game. If it is not, you won't be able to load a save file, or even create a new one.

Posted by November 7, 2010 2:19 pm
Hi. Game loads and i see Joanna typing something on the computer i hear the GoldenEye music but there is nothing to select. what am i doing wrong?

Posted by Valadrem November 7, 2010 3:54 am
It's simply PERFECT. Thank you very much!!!

Posted by Innuendo November 3, 2010 9:12 pm
This is really great, I've really enjoyed playing this. When do you expect the next release and how long do you think it will be before you can play missions with the PD engine? Do you plan on using the dual weapon system for that too? Like you can punch and disarm people? Just wondering if things like that will be incorporated too. I think it would be interesting but I'm not sure if you are trying not to stray too much from the original Goldeneye game. I'd love to hear what you have to say though. Thanks

Posted by Zodiac November 2, 2010 8:10 pm
I got Goldeneye X to pull up but now everytime I try to play a game with sims when I press start nothings happens. Music starts playing but the screen does not change. I'm sorry to be a bother to anyone but I really would like to get into this. Under settings I have Cpu core style:Recompiler Self Mod Code Method:Protect Memory Default memory size:8mb Advanced block linking:default Default save type:16kbit Eeprom Counter factor:2 I have Larger compile buffer, register caching, and use TLB checked under settings too. Under controller plugin I enabled the memory pack.. Does anyone have any advice for me? I would greatly appreciate anything that would help. Thanks:)

Posted by Zodiac November 2, 2010 7:11 pm
After I open up Project64 perfect dark crashes before it gets to the menu. It says project64 has quit working. I applied to xdelta patch to Perfect Dark 1.1. I basically followed the "how to ips" tutorial but used the xdelta patch. Does anyone know what could be wrong? I'm very excited about playing this:) After I choose rom and the patch I save it as 'Goldeneye x.rom. Could that be a problem? Thanks to much in advance to all!

Posted by SubDrag November 2, 2010 2:19 pm
You using nonflipped USA PD 1.1 ROM?

Posted by Michael November 2, 2010 5:42 am
Hey guys, I can't get the newest Goldeneye X patch working. =( Every time I try to apply the XDelta patch to the Rom through the Goldeneye Setup Editor, I get the error "Unknown error patching, possibly input ROM CRC mismatch." I can't seem to find a way to fix this to get the patch working. Any help would be greatly appreciated!

Posted by MRKane October 21, 2010 1:49 am
I'm feeling morally obliged to make the dam level here - given that I've worked with it for so long.

Posted by Rizzo October 21, 2010 12:12 am
How do i get it to work? mine keeps on freezing when i start a game after i put in all the settings for a game

Posted by 00Dark October 15, 2010 11:48 am
This is a great project, Wreck! I tried the new ROM and it's a lot of fun. I'd rather play GoldenEye content in Perfect Dark than play Perfect Dark content in GoldenEye. The engine is very much enhanced, especially for clipping and falling off ledges. Playing PD stuff in GE is like a downgrade (non-upgrade) of the PD levels and such. Thanks! :)

Posted by jbge007 October 13, 2010 12:21 pm
Where's Boris??!?!? =[

Posted by Wreck October 13, 2010 12:42 am
Make sure that you download the newest update for GoldenEye: X, released on October 10th of 2010. There are more levels, additional characters, extra weapons, and even the GoldenEye soundtrack. The Temple now supports Simulants, and Egyptian allows them to travel everywhere (except drops).

Posted by "Intro Green" October 2, 2010 7:48 pm
(Autimated Message) Don't waste your time! Get out and play!

Posted by GOLDENEYE~"source" September 13, 2010 2:57 pm
SOURCE SUX

Posted by GEfan24 September 13, 2010 2:55 pm
just visiting this site and leaving is enough! visit www.goldeneyeforever.com

Posted by ShadowDog August 15, 2010 3:37 pm
I can't wait to play GoldenEye in Co-Op. Godspeed.

Posted by Uunnkknnoowwnn July 11, 2010 4:14 am
How do i open it?

Posted by armymen12002003 July 3, 2010 6:10 am
wow im actually seeing my idea come to pd good job dragon & wreck

Posted by Jason May 29, 2010 2:52 pm
I think this is a great idea & can't wait to see where it goes.

Posted by Alan May 21, 2010 7:56 am
Wow! Shitball monkeyface amazing! Nice job!

Posted by Tommy April 26, 2010 9:38 pm
Nevermind, I hadnt used my pj64 in a while and it was just my stupid mistake.. This is great so far! Keep up the good work!

Posted by Tommy April 26, 2010 8:39 pm
I tried to run this mod, and it says expansion pack not detected, and then i cannot play anything because it wont let me save/start a new game. what am i doing wrong? when i run the normal game, it works fine. thanks, im really excited to play this!

Posted by goldengreg007 April 9, 2010 10:59 am
Awesome, really nice job guys.

Posted by gamer0983 April 5, 2010 2:16 am
Thank you so much for making this mod. I have always dreamed about GE weapons and levels within the PD engine! I hope you are able to complete it eventually. Also, a suggestion for the future, please port over GE's invulnerability timer. It made multiplayer much more intense.

Posted by Wreck March 31, 2010 10:36 am
Double AR34: Haha, I had completely forgotten about that. It was from when I was first testing the weapon flags, so that the AR33 would be held properly by characters (two-handed). I made the AR34 model capable of being paired, just to see what would happen when switching from one to two, and didn't reset. Sims: Yes, pretty much all of the remaining GE stages have path networks included in their setup files, so they can be utilized in PD. It's just the MP only maps that didn't have it, unfortunately.

Posted by speedruntrainer March 31, 2010 6:22 am
Oh, I forgot to post also. You can have DOUBLE AR34s!!!! A PD Weapon. I first noticed when I did challenge 3!

Posted by speedruntrainer March 31, 2010 6:19 am
Hehe, this is awesome! Even the guards on solo missions has Goldeneye Weapons! :D :D Some levels are even harder than normal! Guards are shooting with AR33 instead of CMP-150! And in Extraction you begin with a Klobb with 0 Ammo! xDDDDD Too bad only Egyptian suppots sims. But I hope more GE levels will support sims in the furure!

Posted by SubDrag March 31, 2010 4:27 am
See FAQ you need to change ROM emu settings.

Posted by Leighton27 March 30, 2010 8:50 pm
Wow i went to play this rom and now all of my perfect dark roms come up saying small but perfect menu and none of them work???

Posted by trevor March 30, 2010 3:17 am
Shouldn't this be either in misc or have its own special place (OK its featured but I mean on the left menu) The reason I say is because isn't it going to contain the single player too? Trev

Posted by Dragonsbrethren March 28, 2010 3:55 am
Video of me playing against some sims in Egyptian: http://www.youtube.com/watch?v=Wrv5xpNKGOM


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