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Files - PD Multi Levels - GoldenEye X

NameGoldenEye X
DateDecember 25, 2016
CategoryPD Multi Levels
DescriptionGE-X Patch 5e: 12-24-16

It's about time, ain't it? GoldenEye X patch version 5e has been set free to the world! During the time since our most recent patch was released, we've been learning more about the mission campaign. To show how far we've been able to come along with it, we have included two in-progress missions; the Silo and Frigate. Each have intros, fully functioning objectives, and outros. You'll notice some minor changes being made based on difficulty level (such as removing the bombs from Agent mode in Frigate), to follow how Rare handled Perfect Dark, and encourage players to try the harder difficulties. The Statue and Streets are also both now available to preview, but are lacking wall tiles to stop players from wandering through structures. Pretty much every mission preview is full of objects, though some specific models may still be absent (mostly vehicles). Also, if you're playing on console, or with a good graphics plugin, pay attention to the lighting that is slowly being added in throughout the campaign. In VR mode, you'll find three extra levels, including a special treat from Diddy Kong Racing, of all places. And it's the return of the Slapper! No more punches, Mr. Bond. The Taser is now operational, and can be used to force opponents to drop their equipped weapons. An additional two bonus weapons are also ready for action. Speaking of weapons, the animations are getting better every time. Completely new reloads have been designed for the RC-P90, Golden Gun and Rocket Launcher. Other improvements have been made, such as with the Watch Laser. It may not seem like a ton of new content on the surface, but it's a matter of quality over quantity.

For more detail on what's new or modified, check out the list below.

As always, our thanks to the people still enjoying GoldenEye X. We see your videos on YouTube, and read your comments posted on both the GoldenEye Vault website and Shooters Forever forum. Your feedback is definitely appreciated. It's the fans who this game is made for, and so long as there are gamers who continue to check in to play the newest patch, we'll try and find the time to keep working at it.

List of updates...


Intro Logos...
The Rareware, Nintendo and GoldenEye X logos have all been modified.
The Nintendo Logo may not colour red correctly with certain graphics plugins.

The green background colour in the menus has been darkened.

Gameboy Transfer Pak...
Donkey Kong Country GBC is now the supported game for use in the Transfer Pak.

Monitor Screens...
Aztec random screens supported, but without all the fancy behaviour.
Another monitor series has been simplified, to reduce overall size.

Follow-Up Explosions...
2nd and 3rd stage explosions no longer feature fire ball and smoke.

Corrected small (unnoticeable) issue with all doors in VR levels.

[Cheat Options]

Transfer Pak Unlocks...
Certain cheats may be unlocked by using Donkey Kong Country GBC in the transfer pak.

[Weapons, Ammo, Gadgets & Items]

New Slapper animations replace the punch.
Function name changed to "Chop", description updated to reflect this.
Reach lengthened from 60.0 to 65.0.
Simulant attacks changed to closely mimic human chop rate.

When quick switching and slashing / throwing, should no longer flip knives the wrong way.

Included front barrel section from TT33 (was blank in GE original).
Modified grip model, texturing and shading.

Ejected casings now using set of coordinates inside model file.

Holding and reloading animations adjusted.
Ejected casings now fly to the proper side.

Ejected casings now fly to the proper side.

Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Trigger guard has been added.

D5K Silenced...
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Trigger guard has been added.

Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Texture declaration in model header updated.
Trigger guard has been added.
Included new front barrel section (was blank in GE original).

Holding and reloading animations adjusted.
Ejected casings now fly to the proper side.
Muzzle flash position updated.
Trigger guard has been added.

Weapon model modified and updated to separate magazine from gun body.
Ejected casings in better position.
Holding and reloading animations modified, with brand new reload.

Hand position improved for better look.
Proper muzzle flash added.

Automatic Shotgun...
Trigger guard has been added.

Sniper Rifle...
Animations modified for improved hand placement.
Magazine "box" retextured.

Cougar Magnum...
Gun in hand position improved.
Spent bullet casings are now silver in colour.
Replacement bullets also changed to be silver.
Quick fire rate improved to better match Simulants.
Animations updated, left hand doesn't go into the cylinder on reload.

Golden Gun...
Weapon updated and expanded upon.
Brand new reloading animations created for single and dual wielding.

Moonraker Laser...
Now features hands.
Impact sounds on props and background can now be heard.

Watch Laser...
Reworked to better represent the original positioning.
Watch face improved, icons appearing on right hand side.

Rocket Launcher...
Uses brand new firing and reload animations.

Hand grenades thrown by mission characters now take four seconds to detonate.
(PD was set to one second by default, making it act more like impact detonation.)

Proximity Mine...
Planting a proxy on a dead body no longer crashes the game when character respawns.

Remote Mine...
Hands no longer go funny when detonating as soon as equipping.

Weapon newly included.
Only weapon capable of disarming and disorienting opponents.

Eagle 5...
Attached suppressor for silenced and scoped model.
Sound effect and audable range adjusted accordingly.

K7 Aggressor...
Muzzle flash has been fixed.

Platinum Gun...
Based on a bonus weapon from Everything or Nothing.
A platinum version of the Golden Gun model, which fires explosive shells.
Only available through the All Guns cheat option.

Old Saint Nick's trusty sidearm; a red chrome PP7 with 3-round burst action.
Magazine holds twelve rounds, and can be dual-wielded.

Pistol Whip...
Every pistol whip reach lengthened from 60.0 to 65.0.


Golden Gun Bullet Case...
Corrected a missing texture ID in port for the folding lid.

[Mission Levels]

Features additional lights and coronas.
Vent hatch can be opened by human players, allowing them to drop down into room below.
Has Runway extension at the back of the bottling room.
Coop mode extends the starting vents to occupy additional bodies.

All interior rooms lit, with some being newly added.

Bunker i...
Is now fully lit, and has extra lights where they were originally absent.
Hanging monitor racks have been completely fixed.

In-Progress mission included.
Bond's boat has been altered to create enough space for coop simulants.
Nearly every room features lights, some modified from original BG.

In-Progress mission included.

Early build that requires adjustments to clipping, portals and possibly BG.
Missing vertical wall clipping, so can walk through walls and die.

Contains a few ceiling lamp lights (in progress).

Recently ported and setup for initial testing.
Modified level end to directly connect with Depot.
Missing vertical wall clipping, so can walk through walls and die.

Modified start of level to directly connect with Streets.
Included some new portals to show a few of the unused beta silos.

Interior lights modified, with new bonus lights in bottom room.
Floating bug at the three bridges *should* no longer occur.
Corrected sky glitch when near lower areas.

Incorporates additional room behind start point for cooperative mode only.
Lights added to guidance data section, with three new in the secure area.
Moon has been added up in the sky.

[Virtual Reality Levels]

Added beams of light in three areas.

Hidden wall areas now allow projectiles to pass through from each side.

AI Path Network updated to improve navigation and use of drops.
Clipping improvements made in certain areas.
Tall ramp adjusted to correct clipping flaws.
Walkway with two open drops modified to help clipping issues.

Clipping tiles on a floor grating room ID corrected.
Portal at a floor grate elevation fixed (incorrect in original game).
Added beams of light in basement area.

Now players spawn inside ventilation ducts (with expanded start area to fit multiple bodies).
Vent hatch can be opened by human players, allowing them to drop down into room below.
Swinging grey door at blue room entrance opens further outward.

Facility Backzone...
Has Runway extension at the back of the bottling room.
Collisions added to the bottling tanks.
Clipping improvements made to various stair cases.

Clipping improvements made to engine room stairs.
Sims can now see / shoot through floor grating in engine room (not stairs yet).

Level background reduced to only the rooms involved in VR boundaries.

Archives 1F...
Customized version of Archives, mixing front and back areas with new passageways.

An optimized and condensed St. Petersburg Streets can now be played in VR mode.

Clipping improvements made to central area ramp and ramps to bottom level.
Simulant navigation around three converging ramps improved.

Clipping and path network improvements made to the "three house" room.

Icicle Pyramid...
Carefully ported from Diddy Kong Racing and transformed in a new VR level.

[Virtual Reality Characters]

Santa Claus...
Brand new head created for the Santa suit.

Dinner Jacket Arms...
All characters with black tuxedos now have new arm model.

Stealth Suit Arms...
007 and 006's "boiler" suits from Facility use a new arm model.

Dark Costume Arms...
Janus Special Forces and the black Siberian Guard both use new arm model.

St. Petersburg Guard Arm...
Now uses a more appropriate blue material for his arm model.

Baron Samedi (Death) Arm...
Updated the original Samedi arm model to use a dark grey cloth for this version.

[Virtual Reality Simulants]

Using the Shotgun...
Firing rate slowed to closer match human fire (with their pumping action).
Reload time decreased to closer match human reloads.

Using the Automatic Shotgun...
Reload time decreased to closer match human reloads.


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.


- Wreck


December 24th, 2016 (12.24.16)

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

VR Levels:


Fac Backzone
Archives 1F!
Icicle Pyramid!

Temple now has beams of light from exterior openings.
Caves' clipping improved to reduce the number of areas players can fall out.
Library's basement has beams of light shining through upper catwalk grates.
Facility Backzone has extended Runway entrance area, improved stair clipping.
Frigate VR engine room stair clipping improved.
Cradle VR clipping fixes around different ramps.
Citadel's three house room has clipping improvements.
Archives 1F is a customized version of the map with new routes.
Streets VR is a condensed and optimized version of the mission map.
Icicle Pyramid is ported from Diddy Kong Racing.


Unarmed (Slapper)!
*Throwing / Hunting Knife
PP7 Special Issue
PP7 (silenced)
DD44 Dostovei
KF7 Soviet
ZMG (9mm)
D5K Deutsche
D5K (silenced)
AR33 Assault Rifle
Automatic Shotgun
Sniper Rifle
Cougar Magnum
Golden Gun
Silver PP7
Gold PP7
Moonraker Laser
Watch Laser!
Grenade Launcher
Rocket Launcher
*Hand Grenade
*Timed Mine
*Proximity Mine
*Remote Mine
Platinum Gun!
Drone Gun
**Body Armor

Sims may have trouble using some weapons in certain situations.
Personal Drone Gun can be used in both VR, and also in Missions under a cheat option.
The Slapper replaces the punch animations. Chop, chop!
Watch Laser has been updated to more closely match the original game.
Taser can disarm and disorient opponents. Simulants can not use at this time.
Platinum Gun is a bonus weapon that can fire explosive shells.
Rudolph is Santa Claus' defense weapon, for when he enters hostile territory.
*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.


Bond (Tuxedo)
Bond (Formal)
Bond (Stealth)
Bond (Arctic)
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
May Day
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
Female Special Operative
Male Special Operative
Assault Trooper
Baron Samedi (Death)
Santa Suit
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

Certain characters now have better custom arm models to match their clothing.
*The Point of Views for these characters are shorter, due to issues with PD's clipping engine.
**These bodies weren't available normally in GE, but were leftover in the ROM.


Bond (Special)
May Day
Baron Samedi
Helicopter Pilot
Siberian Special Forces
*Dave w/ Sunglasses
*Jim w/ Sunglasses
*Graeme w/ Sunglasses
*Duncan w/ Sunglasses
*Chris w/ Sunglasses
Steve E
Steve H
Joe (Altered)
Female Special Operative
Male Special Operative
Assault Trooper
Baron Samedi (Death)
Santa Claus!
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

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


VR Scenarios:
*Living Daylights
**Space Race
***Live and Let Die
*Capture the Flag

*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 X
Facility X
Runway X
Bunker X
Silo X
Frigate X
Surface II
Surface II X
Bunker II
Bunker II X
Statue X
Archives X
Streets X
Depot X
Train X
Jungle X
Control X
Caverns X
Cradle X
Aztec X
Egyptian X
Elevator 1
Elevator 2
End Credits

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.
Elevator songs 1 and 2 have been added into an extended track list.
End Credits has also been added in as a special bonus song.


Known Bugs / Glitches...

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. Some hesitation or stuttering may occur, but this even effects PD's levels.

Mission Level Previews:
Some of the clipping hasn't been completed, so you made find areas where you can fall out of the map.

Coop Mode:
Currently, if playing coop mode, scientists and hostages are killed immediately by guards. Also, in some levels and situations, your coop Sim Partners may not move. This is due to missing AI Path Network pads in those areas, which were never included in the original game files and must be added at a later date.

Simulants can not use the Taser in VR mode. It could not be corrected prior to this release, so they should now simply avoid using the weapon completely.

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.

The only level missing from the mission campaign, and will load PD's Defection.

Control Center:
You can walk through the back of the stairs on the second floor of the main control room.

Mission Dialogue:
You'll hear Perfect Dark voices when dialogue text shows at the top of the screen. We plan to eventually replace all voices with new ones, representing each GoldenEye character.

Custom animations were made for the bike, but the model did not get adjusted to compensate before the patch was created. This should be easy to correct for the next release.

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

Nintendo Logo:
It should be coloured red, but some graphics plugins still show it as silver.

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.


Websites of Interest:

GoldenEye Forever

GoldenEye Vault

GoldenEye Online

Shooters Forever Message Boards

GoldenEye X on Facebook

The GoldenEye X Channel on YouTube

GoldenEye X on Mod DB

GoldenEye X on ROMhacking.net (RHDN)


Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing, mod direction.
SubDrag: Music porting, amazing tools, ASM hacks, All Bonds Heads, GEX logo, and so much more. Without him, this mod wouldn't be what it is today.
00action: Facility VR map, Archives VR map, Train clipping, Aztec clipping, some mission clipping, Surface i/ii BG and clipping.
Pavarini: Weapon animations, bug reporting.
Zoinkity: Technical information, Connery Tuxedo, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Sogun: The Citadel makeover, and Icicle Pyramid BG + floor clipping port to GoldenEye.
Trevor: Santa Claus head.
Monkeyface: Original GoldenEye X intro logo, Connery head base.
ZMG88: New intro song, based on the original film theme, and The Experience of Love, played in MI6.
TH126: Official video creator for the mod, and beta testing.
Dragonsbrethren: Music porting, and helpful suggestions.
Octan Baron: Base AI Path Network for Caves.

Bug Reporting and/or Suggestions:
The Renagadist
connery as bond
Download19.999305 Mb


Posted by Víctor August 18, 2018 5:52 am
I love Goldeneye but my young cousin can't play with me 'cause of the old style camera. It is possible to put a fixed camera in this game? (like the modern fps's)

Posted by August 4, 2018 5:04 am
Great mod guys...

In the Perfect Dark engine, does it still have more space in the game's memory compared Goldeneye. Like for example, since you guys imported all 20 missions, is there still anymore room to add another bonus solo level?

Posted by Bond Fan August 3, 2018 10:34 pm
Any news when the next version will be out?

Posted by Decrypter1990 July 28, 2018 9:48 am
Waiting 2 years for GoldX v6 !!! Oo

Posted by MultiplayerX March 25, 2018 6:56 pm
This is the best N64 GE Mod ever made and updated. Holy epicness.

Posted by peeeeeeete January 7, 2018 9:55 pm
Love this SO Much.

2 things:

I would seriously donate if someone could somehow add the Peach's Castle, Kakariko Village, and Block Fort maps to this... Want that in Virtual Reality sooo bad!

Also, as a Macbook Pro 2015 player, for some reason in multiplayer, the bottom two screens always have epic screen tears... any ideas on how to fix this? Any other mac players out there?

Thanks a ton, and keep up the amazing work!!


Posted by redtrainer57 November 4, 2017 8:14 pm
shit. just finished reading the update. ignore the last post about frigate lmao

Posted by redtrainer57 November 4, 2017 8:10 pm
there's a glitch on frigate if you play coop all the hostiges get executed in the first second of playing lmao
also the jeep description is fine but the hologram of it is just a box . keep up the great work fam.

Posted by Smooth October 25, 2017 11:34 am
Working on a Perfect Dark Campaign mode? Damn! Just wanted to say keep up the good work, you make a lot of Gamer's and Fans like myself happy for sure!

Posted by The1uptriforce October 19, 2017 5:27 pm
one more thing i forgot though it is remarkable that you were able to add the chop in the game it is seen by me and my cousin a slight disappointment a step back in the game plays innovation it felt a lot more satisfying punching than chopping if you could maybe add some punches in with the chop it would be better or at least an option to turn on the punching in the cheat option would be cool

Posted by The1uptriforce October 19, 2017 5:21 pm
it would be nice to see peaches castle or the quad with one shot kill explosion canisters me and my old roommate loved using exotics in the quad. And it would be nice to see oddjobs hat and some of the other goldfinger elements make there way in something tells me if you could do that or even better make a goldfinger X it would be amazing

Posted by Decrypter1990 October 14, 2017 11:45 pm
This emulator is oficial for GoldVault hack roms:


Emulation perfect! :)

Posted by October 14, 2017 9:28 pm
@GamerNeedsHelp: Are you using an emulator or console? If you're using an emulator, have you configured the ROM settings to the same as Perfect Dark?

Posted by GamerNeedsHelp October 14, 2017 1:56 pm
I was very excited to find this game, I've tried everything to get it to play but it just doesn't! Whenever I click to start a game of any type, it loads and plays music but, the screen never changes! So if I do a simulant battle under quickstart, after pressing start game, the screen stays exactly the same but the music to the level loads after a few seconds. Is there anyone who could possibly help me? I'd be willing to pay or donate to the game creators or the website if somebody could assist me in playing it. I'm very adept with rom hacks and computers in general but can't figure this one out.

Posted by 123 October 14, 2017 1:38 pm
So far this game seems to be a bullshit fake thing, I myself and multiple other people have tried to get it to work but you cannot get past the "new agent" screen. It just gets stuck trying to delete data that isn't there, can't play the game whatsoever.

Posted by Decrypter1990 October 14, 2017 1:36 pm
some news about the fantastic Gold X?

there a possibility of the Goldfinger team work in this hack rom? :)

Posted by Johnny Thunder September 18, 2017 9:41 am
oh no! this mod don't work in Mega64! (N64 Emulator for Android)

Posted by Retro Gamer September 17, 2017 6:37 pm
Thanks to Perfect Dark's engine, you can use the sniper towers in Surface 1 and 2. Place enemies with sniper rifles on them.

Posted by Flashy Thing September 17, 2017 2:07 pm
Game is freezing after intros on my Everdrive.

Posted by dragonbreathe September 14, 2017 12:46 am
quick Question??????????

what is "gentlemanly conduct" cheat?
does it just turn 'friendly fire' on for team games????

Posted by bigtrev September 13, 2017 9:55 pm

nvm. the goldeneye x specific 'config' wasn't showing.

all good and working now, just need to click around a bit to get it to appear in settings so i could change to '8MB'

Posted by bigtrev September 12, 2017 5:54 pm
also tried patching with editor/patcher from this site and got same "fatal error" :(

Posted by bigtrev September 12, 2017 5:52 pm
HELP, i can't get it to work at all.
i have a prepatched 5d, tried to 5e myself and can't get it to work. i have all the right parts.

CRC-32 of PD v1.1 is "4C1677F7"
xdelta patch is direct from this page.

patching using deltapacher latest version (v201).

what am i doing wrong, why isn't it working??????

i'm playing it using project64(latest version)

no matter what i try i only get "fatal error"

orig PD plays
other patched games play.


Posted by August 13, 2017 8:24 pm
Oh, bring Scaramanga over on the next update to replace Santa Claus. :D

Posted by August 13, 2017 8:20 pm
Please bring back the sounds from Perfect Dark that play when enemies hit the ground after dying (a, "unf" or "nnup" noise that's heard when guards do their death animations in Perfect Dark). Give the Phantom its own firing sound. Also, remove the Santa Claus stuff, Diddy Kong Racing arena, and replace them with Perfect Dark extras (bring the Grid as a futuristic map, like how Rare brought Goldeneye's arena's into Perfect Dark and called them, "classic"). Also, make the solo only weapons available in combat simulator. If you plan on giving the male enemies new voices, please don't use fake Russian accents and instead give them actual Russian words? Amazing job though. =)

Posted by Mulvi August 13, 2017 1:31 pm
Fantastic reload animations in this update and some great lighting work too. Please try to finish some more single player mission for the next update. Thanks.

Posted by Robloxkid123455555 August 10, 2017 10:13 pm
Won't Work For Me :(

Posted by Rucksack Gamer July 31, 2017 12:19 pm
For the next update, I suggest adding a few more Single Player missions... Me and a few friends really want to play some more of the missions of Goldeneye in Perfect Dark's engine.

Posted by Thompaah July 20, 2017 4:29 am
Can you PLEASE add a BombSim in the next update?

A sim that explodes everytime he/she dies.

Would be so awesome!!

Posted by Dan June 23, 2017 10:44 pm
ANY NEWS whatsoever on the next update for Goldeneye X?! Does anyone know?

Posted by Razor1096 June 23, 2017 3:02 am
I love the missions in Goldeneye and i do love the silly voices in perfect dark where the bad guys go "Target sighted" "Intruder Alert!" "Come On Man" "Why Me...."

Posted by Razor1096 June 21, 2017 6:25 am
It would be cool to have a chop option and punch option when unarmed.

Posted by TheBulletClub June 2, 2017 9:50 am
I realized after watching the trailer only some were missions :) runds great so far

Posted by TheBulletClub June 2, 2017 9:07 am
I was able to successfully get this going but have some questions.

I have no enemies. Somewhat alluded to this only being levels. If that is the case is there a previous version that has a full working mission?

Also the dam level doesn't load its just me in a black space.

New to patchng, thanks

Posted by Clocky May 6, 2017 9:29 pm
Really, really good looking game, since the day I lost my other laptop with Interstate '82 in it, this is going to make it so much worth it.

Posted by Rick May 3, 2017 6:55 pm
When is the next update due its been about 6 months since the last update
Cant wait as this is a very good mod

Posted by N64kid April 23, 2017 1:41 am
Why won't the door from the shooting range open in 5E?
It used to work in the older versions.
Please fix this in the next patch!

Posted by Mini-Bond March 21, 2017 12:32 am
I'm having texture troubles, anyway to fix that? just got this and running it on 1964...

Posted by trashfan March 3, 2017 9:32 am
Hi there, I've been trying out GoldenEye X for quite a period of time now, so I guess I should be saying thanks finally, eh?
I really appreciate the work you put in my most beloved game. If there's something I could ask for: I always wanted to use that Beta AK-47 (like in: https://www.youtube.com/watch?v=meCz4QvtC3Y)
... if there's any way to include that, it would be terrific!
Keep up the good work!

Posted by Supaiku February 19, 2017 5:01 pm
I keep getting ''fatal error emulation stopping'' whenever I launch my patched rom.

Posted by N64Lain February 19, 2017 12:45 am
Santa!!!! Oh my god!!!!

In all seriousness though, That Ice Castle is gonna be hell. Gonna download it now!

Posted by Old-School Gamer February 10, 2017 1:35 pm
The tazer was a bug weapon in Goldeneye 64, why add it here? Also, add a Casino level in the single player.

Posted by Mute 64 January 13, 2017 1:32 am
Great work guys!

Posted by EntropicDecay Gaming January 9, 2017 8:03 am
Just gave myself a little preview of the new patch and I'm LOVING what I'm seeing so far!

Hope to have a few videos out on YouTube in a few days so I can give a full review!

Posted by Johnny Thunder January 3, 2017 2:59 pm
Wow !!! The game is fabulous, but I lack one more character, Francisco Scaramanga, the man with the golden gun, and why? Because the pistol of gold now has animation of recharge, I speak Spanish

wow!!! el juego es fabuloso, pero le falto un personaje mas, Francisco Scaramanga, el hombre con la pistola de oro, y ¿por que? porque la pistola de oro ahora tiene animacion de recarga, yo hablo españo

Posted by BASSINVADER LA GAMING December 27, 2016 8:55 am

Posted by Visor December 26, 2016 5:03 pm
Awesome mod guys! Works great on the 64drive and is more fun than most new games in 2016 :-)

Posted by Anonymous December 26, 2016 4:39 pm
It was amazing being able to complete Frigate in SP on this new release. Thank you so much!! What an amazing Christmas release.

Posted by Dilophosaurus castigator December 25, 2016 11:42 am
I just played this patch, and I want to report a bug: the regular PP7 prop is red (just like Rudolph).

Have a nice day

Posted by josemz December 23, 2016 6:05 pm
Hello guys I just wanted to thank you all for this amazing project you’ve made and developed throughout all this years. I’ve been following GoldenEye X for some years ago yet never felt like commenting something until today, as I noticed about the upcoming update. I’m very excited about it and will definitely be one great Christmas present.
Keep it up guys!
Cheers from Uruguay!

Posted by Ghostlyrhino875 November 29, 2016 8:14 am
@Pavarini Thanks for the tip. Although I think having TWO N64 emulators is a bit overkill, I might give 1964 a shot.

Posted by Razor1096 November 27, 2016 11:07 am
Oh thank god and i checked the forums and it looks likes they're doing alot of work on it and it seems amazing. i can't wait until the missions are done and also really hope to see the M16 base aswell.

Posted by Wreck November 26, 2016 6:36 pm
If you check the Shooters Forever message board, you'll find a forum dedicated to the GoldenEye X project. We try to keep everyone there updated on newest features, such as the reload animations. Check out the board, join if you aren't a member, and get in on the conversations. The project is very much alive and kicking, I assure you.

Posted by Razor1096 November 26, 2016 10:47 am
I haven't heard an update from those guys for like over an year and i'm wondering if the project is dead. There was so much amazing work that i really wanted to improve and this project has to be the best from what i've seen and it also has amazing style to it.

Posted by Pavarini November 21, 2016 2:46 pm
@Ghostlyrhino875 GLideN64 or Glide64 will correctly emulate the Seeker effect. Single player missions may not work as much of PD's content is being replaced or removed. If you want an emu to play GEX without issues I'd recommend 1964 goo.gl/r4Xw0C

Posted by Ghostlyrhino875 November 21, 2016 9:58 am
Also, yes, I am using an emulator with recommended settings for Goldeneye X. I'm using Project 64, in fact.

Posted by Ghostlyrhino875 November 21, 2016 9:56 am
Well, in the Streets level (Which is really the Crash Site level from PD) the President doesn't move, making it impossible to complete the last objective.

Posted by Wreck November 15, 2016 2:48 pm
You'll need to be specific with what issues are present. We can't address them, if they do require our attention, without knowing what they are.

As for the Seeker, I guess you must be playing on an emulator? On console, the screen renders properly, as does it when playing with the Glide plugin with the correct settings for the ROM. Same goes for other visions, like Infrared or the Q-Cam.

Posted by Ghostlyrhino875 November 15, 2016 10:53 am
There are a few issues with this version, but mostly in the Solo Assignments. However, the Seeker's Secondary Fire turns the screen black. Can you fix it soon?

Posted by Wreck November 7, 2016 2:31 pm
This is the first I've ever heard of that happening. How are you playing the game: console, PC emulation, game console emulation, phone emulation, etc? It could possibly be the device you're using. As for friendly fire, I don't think that's an option in Combat Simulator, only in Coop Missions.

Posted by kingshadow75 November 6, 2016 7:42 pm
whenever i battle against simulants, some of them become invincible. (melee attacks don't damage them, bullets won't hurt them, explosives don't affect them) Also, sometimes in virtual reality mode, i get killed by the simulant in one hit even though I'm not playing license to kill. And a side question. How do you turn off friendly fire in VR?

Posted by Ghostlyrhino875 October 30, 2016 6:02 am
Alright, thanks!

Posted by Wreck October 29, 2016 8:22 pm
As a side note, GoldenEye X uses a unique ID - which means it won't share save files with Perfect Dark. Even when saved on a memory pak, it comes up as GoldenEye X in save management menus.

Posted by Wreck October 29, 2016 8:19 pm
You should be able to save as a new ROM, once the patch is applied. You need Perfect Dark v1.1 to start with, then the patch will transform it. I'm not sure how other patching programs may handle it, but with the editor available here on the Vault, you'll be asked what name to save the new ROM file as.

Posted by Ghostlyrhino875 October 29, 2016 6:14 pm
Quick question; Does this save OVER your existing PD rom, or does it create a separate rom?

Posted by Wreck October 22, 2016 8:34 am
HD characters would be emulator only, and we've been concentrating on making everything console compatible. This is something other people could do, if they wanted to pursue it. Characters from outside of the Bond universe won't be making an appearance (Tomb Raider or Resident Evil, etc), due to licensing concerns. Models from other games would need major adjustments to work in PD or GE, and would not fit in visually. Additional levels are possible, depending on complexity and enjoyment.

Posted by Wreck October 22, 2016 8:23 am
I did have an interest in putting the SM64 castle in GE-X before, but I'm not as sure anymore. The version Sogun released would need to be chopped up into many rooms, with portals and possibly special visibility. It also uses a lot of textures as-is, unless modified (which may disappoint players). If it does happen, it won't be in the new patch.

Posted by Mania October 17, 2016 1:40 pm
Hello Wreck will the castle from Mario 64 be included as a playable fun level from your mentioned upcoming update?!

Posted by Nick September 25, 2016 5:13 am
This now plays on xbox one using Win64e10 emulator!!
(Slight slowdown in framerate & sound)

Cradle and Citadel are very buggy but i will try a patch that has no clouds and see if that makes a difference.

Great work on this mod guys!
keep it up!

Posted by hello? September 12, 2016 11:10 am
Hey wreck can I get your answer please?

Posted by GK September 11, 2016 3:47 am
Are you guys looking at using the high-quality mp3s (or some of them) from the XBLA release of Perfect Dark in a future release?


Posted by hello? September 10, 2016 6:11 pm
more characters from other games would be cool too you know just puttin it out there. like duke or ethan hunt and his team in mission impossible 64 characters from turok

Posted by hello? September 10, 2016 6:05 pm
quite a few both for this and for the original goleneneye
1. the world is not enough cast doctor jones,renard,elektra king and night fire version,cigar girl,bullion,and wai lin
2.hd character models for goldeneye as well as the requested characters please.
3. lara croft's outfit and claire redfield for xenia
4. character select for single player mode
5. more level hacks
thats about it for the requests also for whatever reason bots seem to get whatever handicap health i get can you guys fix that?

Posted by Wreck September 10, 2016 3:11 pm
Thanks, glad you're enjoying it. We are preparing a new release soon, so be sure to check for an update once in a while. As for requests, that depends on what you had in mind.

Posted by hello? September 10, 2016 2:33 pm
sweet game by the way put in a lot of hours on it:)

Posted by hello? September 10, 2016 2:29 pm
are you guys still doing hacks?
ive got some requests

Posted by EntropicDecay July 17, 2016 7:05 pm
I know this project is a major, major undertaking and patience is necessary but is there any word on when the next patch will be released? I'd love to have some complete/playable solo missions.

Posted by So Solid Jedi April 15, 2016 7:04 pm
Great work Wreck and the team, v5d is alot of fun, seems like progress with the mod is going well. I got a request could you and the team implement a scenario whereby you have life's instead of scores somehow? That way we can set scenario's similar to the You Only Live Twice mode in GoldenEye. Once your life's are up your sitting out watching the remaining alive players to see who dukes it out to be champion, and with the license to kill option available it would really add something to the multiplayer.
Oh and can you make it that you cant duel wield The Golden Gun, that is seriously overkill. Lol
Continue the great work, we appreciate it.

Posted by So Solid Jedi April 15, 2016 6:23 pm
Great work on the GoldenEye v5d beta Wreck, its coming along nicely, its gonna be sweet to play the singleplayer GE levels again running with the expansion pak (cant wait).
I like how u redid The Duel level from PD as a bonus (its better than the original PD level imo). I got a couple of requests of things to include in the next release, is there a way to possibly have Lifes in the multiplayer setup? That way we could set an amount of times you respawn before you are dead for good and still have a team score limit, means some of your team will be sitting it out once dead waiting to see the outcome of the remaining alive players like more modern day traditional shooters. Currently because of score it times out once limit reached.
The other request is in the Cheats section, the lights out cheat is cool to activate for multiplayer but when i set it up i thought of including the ir scanner so that you could see in the dark with it once located and u would have an advantage but the fact that the nightvision is included in each players menu it defeats the point and only makes it a basic game of shooting with nightvision (do u see my point?)
The last request i can think of is again in the cheats menu, could we have a cheat which enables INVISIBILITY like you could with GoldenEye if u had a gameshark handy. INVISIBILITY Cheat with the combination of the ir scanner would be a little like a predator mode which i think could be an interesting multiplayer setup. The other scenario id welcome to see in multiplayer is tp be able to have control of the ammo loadouts i would have a scenario whereby a single golden gun in one of the slots but 0 ammo, very edgy. I noticed t in its current state when i did golden gun i accumulated 2 of them and plenty of bullets OTT!!!
I'll end by saying keep progressing with the excellent work on this mod, appreciate thw time that this all takes to come to fruition.

Posted by n0th1ng March 16, 2016 11:34 am
I Want new patch!!!!!!!

Posted by DukeSixtyFour February 28, 2016 6:03 pm
Whoa wait! Kind of late to this party. Nice

Posted by Justin Sturdee February 22, 2016 12:15 am
I can't work out how to use multiplayer?

The menu system really is quite confusing....not to mention those floor coverings!! LOL

Posted by Oddjob February 11, 2016 3:18 pm
Who owns a everdrive v2.5 or v3.0, and can tell me if it crashes often when you go bezerk with explosions?

Because my v2.0 sure does xD

Or is it just too much for the old N64 to handle?

Oh and um, please Bring back the gun from the back of the original Goldeneye box!!

As a kid i always thought that you would unlock it somehow,

But this gun was modified and cut from the final game..

This is the gun:



Posted by Wreck January 20, 2016 1:42 pm
Are you playing on an emulator? If so, you may need to update the game settings. There is information on how to do that on the FAQs page here, and also in the readme text file included in the zip file.

Posted by n0th1ng January 20, 2016 7:58 am
game crashes when I try to play

Posted by n0th1ng January 20, 2016 7:24 am
I found suitable ROM and works :)

Posted by gamerfreak5665 January 19, 2016 6:15 pm
Just wanted to share a TAS video I made of Goldeneye X multiplayer. https://www.youtube.com/watch?v=IMwHkDN4wqE

Posted by SubDrag January 18, 2016 8:24 am
You must be either applying patch wrong or not using right input ROM, 1.1 PD.

Posted by n0th1ng January 18, 2016 7:14 am
while patching gives me an error: unknown error patching, possibly ROM CRC mismatch.

Posted by Nintendo Maniac 64 December 2, 2015 2:29 pm
Seeing how Xbox 360 emulation is now coming along quite nicely with Xenia, I've got to wonder if it wouldn't be possible to have a version of GoldenEye X based off of the XBLA Perfect Dark...

Posted by Another Person Asking for a Goddamn Update November 16, 2015 12:00 am
How's the progress going on this 11 months later?

Posted by 006 November 11, 2015 10:15 am
Great job guys! I'm playing this right now on my N64 with the everdrive. So much fun!!

Posted by CrimsonWolf October 29, 2015 11:32 am
Hey guys! I'm loving the Goldeneye X 5d beta so far! I see that you're now implementing secondary functions. Speaking of which, are you planning on including the "disarm" feature from Perfect Dark as well. In my opinion, the multiplayer is great as is, but I think that the addition of the "disarm" ability could make for more intense matches. Keep up the good work! :)

Posted by Andreas October 18, 2015 2:31 am
I feel the same way as the other guys, please Wreck/Sub, try to find the code inside perfect dark that's limiting the fps to flow in 60fps (i guess im not the only one using that emulator?). It would make for such a better game experience, goldeneyes flow is so much more fluid. If i remember correct they did some kind of limit of frames in mp for perfect dark, wouldnt it be possible to change that code? PLEASE for next release! Epic job otherwise guys!

Posted by the1uptriforce October 2, 2015 12:44 am
is this project still alive are you guys still making updates for this great game its been so long since ive seen anything new for goldeneye or this hack as well the newest thing ive seen is diddy kong racing maps i mean no disrespect to anyone i am just concerned because i love this hack and i love goldeneye and want to see more projects being made for it i mean the site is called goldeneye vault not DKR vault again no disrespect i like DKR as well just concerned because i love this site and i love this project

Posted by Seb August 4, 2015 10:38 am
Hey Team, just wanted to thank you for the great job you did. Since I'm curious about the progress of this and can't wait for an update could you give an estimation when we could expect the next version :-)?

Thanks alot, keep up the good work :)

Best Regards

Posted by sanic June 13, 2015 4:31 pm
i think that the fact that this is just multi player might lead to a bigger meaning... co-op campaign?

Posted by luk June 11, 2015 7:07 am
Tom is right, thats also the biggest problem for me, Goldeneyes movement feels so much better than Perfect Darks

Posted by Tom May 23, 2015 12:51 am
The only real problem i have with this mod is the movement from perfect dark. Goldeneyes movement feels so much smoother and better.

Posted by Hi May 22, 2015 7:14 pm
You know why it is JUST multiplayer? Look at the catogory, it says "PD Multi Levels"

Posted by Hi May 22, 2015 7:13 pm
Also please add in the GoldenEye levels to GoldenEye X, that would be cool. Or all the perfect dark solo levels. I mean, who wants JUST Multiplayer, or whatever it is called(I think it is called Visual Simulator) But still ,COOLEST MOD EVER. Bye

Posted by Hi May 22, 2015 7:07 pm
Thanks to SubDrag, I got it to work(By reading other comments.)
BUT... the only level that is good is the first(Which is dataDyne), the second through last are emmpty. In runway, you know the door that blocks the way back in to the facility, it is gone, and I went to the place where the door is supposed to be, and since it is gone, I fell to my death(I had cheats on too, which were: Invincible and others.) BYE!!

Posted by aleckermit May 22, 2015 5:02 pm
I seem to have missed 5c-i, where can I download it?

Posted by luk May 2, 2015 1:40 am
hi guys, a question is it possible to add an option to disable double weapons? I dont like to play with double weapons with friends, its very different. greets luk

Posted by HardMarine April 9, 2015 5:01 pm

Yeah, I downloaded another version of 1964. Better than the old one (1x speed one), thanks for replying though :)

Posted by Graslu00 April 5, 2015 10:20 am
1964 + mouse works fine for me, maybe try downloading the latest version?

Posted by HardMarine March 30, 2015 1:04 pm
Someone can recommend an emulator to play the ROM? I have GE X 5.D but I can't play it in 1964 since Mouse Injector doesn't work with the latest version. I heard Mupen64k it's a good choice, can anyone confirm it? Great hack by the way, you just turned me into a 7-year-old kid again, thanks for the good feelings all of the GE:X team.

Posted by Astro March 17, 2015 11:48 pm
Hey I am happy that Wreck and the team were able to bring back the original pistols shooting and empty clip animations from the original GE game. I was wondering if it's possible if Wreck and co. can possibly do the same procedure on the shotgun and automatic shotgun 1st person models? Meaning every time you shoot a bullet from the top piece of the barrel with the bullets empties bullets each time shot or when the clip is empty? Can the same process be implemented that was used for the pistols, be implemented into the shotgun weapons? I would love to see this be a possibility. The original GE had this implemented but only when the clip was empty and not when the bullets were being shot off. Maybe you guys can try when you have the time. Just a thought. Anyway, I love v5d! :)

Posted by DesertFox March 2, 2015 5:25 am
Thank you for the goldeneyeX mod. I have one slight problem. When I try to load the rom with Project64, its says that it is not compatible and needs to be verified with GoodN64. How can I open and have GoldeneyeX show up in the list in Project64?

On one of my computers I was able to have it show up in the list with the 'incompatible' status and I was able to apply the Perfect Dark settings and it worked, but I can figure out why 'incompatible' roms wont show up again.

Posted by HB- February 12, 2015 10:39 am
@Ninja - you need a graphics plugin that can render the sky. Jabo 1.6.1 (easier to run) or Glide (More demanding, but better quality)

Here are a link to both

Jabo 1.6.1

Glide Final

Posted by Ninja February 11, 2015 12:44 pm
Congratulations Wreck on the success of the mod.
is really impressive. but I have had a problem with the emulation.
Is not related to the application of xdelta patch or initiation of the game, everything works perfectly in this part. the problem is in the skybox.
it does not appear in any emulator.
I have changed many plugins. already downloaded various emulators:

1964 / Mupen64 ++ / Project64 1.4 / 1.6 / 1.7 / 2.0 and the only result is this:


I know this is not a major problem. and I am entirely grateful for this mod. and I will wait for the next version if possible with missions

Posted by Phil February 11, 2015 12:43 am
nevermind i found it

Posted by Phil February 10, 2015 12:30 am
how do i access select track?

Posted by Bring back the vent spawn point February 9, 2015 9:00 am
Me and my buddies were playing this and were like man what the fuck happened to the vent spawn point? This shit ain't GoldenEye without it! Me and my friends refuse to play this shit unless the vent spawn point gets put in.

Posted by SubDrag February 9, 2015 8:03 am
Everything has to be unzipped.

Posted by Guy1231 February 8, 2015 9:26 pm
Can someone help me, every time I try patching it I get an error message that says"Unknown error patching, possibly input ROM CRC mismatch" I am using an unzipped PD 1.1 ROM. Does it matter if the Patch is zipped or not?

Posted by St. Petersburg Guard February 7, 2015 12:39 pm
You guys are amazing! I love what you have done so far. I've been a fan for years. I wanted to share my dreams for your project, I hope you don't mind.

The gun reload animations are cool but I think they change game play. I wish you would make this an option that you could turn on and off.

I would like to see the disarm feature added.

I would also be nice to turn off dual weal-ding weapons. (Goldeneye did not let you cary two pistols in multi)

I think it would be cool to turn on and off falling off platforms too.

Finally I wish you would add some of the levels and weapons from perfect dark. Especially the Grid, temple, complex, base and sewer and the k7 avenger, dragon and super dragon.

Thank you for what you are doing! keep up the good work!!

Posted by SubDrag February 3, 2015 6:12 pm
Quite the opposite, Goldfinger 64 is still a very intense work in progress.

Posted by luk February 3, 2015 1:00 pm
thank you guys for doing this thats great! What about Goldfinger 64 does the project still running or is it deletet?

Posted by FelipeFPS007 February 3, 2015 8:19 am
Great job keep it up, thank you!

Posted by mspyker January 29, 2015 10:37 pm
can you add the futuristic weapons on virtual reality plz?

Posted by JamesBond007 January 29, 2015 9:36 am
You can get this new mod, tell your mom to download it for you, thanks.

Posted by Phil January 26, 2015 6:39 pm
Oh I know now! That's all i can play in Virtual Reality mode only?

Posted by Phil January 26, 2015 3:45 pm
where i can find that has missions?

Posted by SubDrag January 26, 2015 8:30 am
Solo isn't in this version of GE X, it's only a level preview of most levels but not missions yet.

Posted by Phil January 25, 2015 11:41 pm
see my YouTube uploaded video: https://www.youtube.com/watch?v=w3wimOQ3N7w

after patched, i don't see the enemies, doors and other objects, help?

Posted by Phil January 25, 2015 10:44 pm
after patched, i don't see the enemies, doors and other objects, help?

Posted by Astro December 27, 2014 7:22 pm
Bring back the original Pistols shooting animations for the PP7 Special Issue, PP7 Silenced, and DD44 Dostovei guns. The Silver and Gold PP7 guns already have their original shooting animations in GE:X.

Posted by Thrak December 27, 2014 4:25 pm
anyone knows where I can play in android? Dont run in n64oid, as I can configure the emulator ?

Posted by Nico November 16, 2014 1:00 pm
Awesome mod guys!

Can you bring back the beta kf7 to Goldeneye X?
Or a usable plastique would be cool too!

Posted by Felipe November 16, 2014 10:20 am
Very Nice !!! :-)

Posted by Mafia 007 October 30, 2014 10:41 am
Its a great game

Posted by Turbotron001 August 30, 2014 3:17 pm
Sorry. One last thing that I would like to done...
>Musical Instruments. The new instrument of the bass has a buzz noise to it. You can hear it clearly on Control and Jungle tracks. And another instrument sound is present but it isn't loud and clear. Maybe try experimenting those instruments onto different keys on the sound system of PD?

Posted by Turbotron001 August 30, 2014 1:14 pm
Hi, yeah. Also one more thing I would like done...
>Bring back the slappers/chops. Maybe by changing the code values for the Knife's "Slash" function into using the "Unarmed" code values for the knife slash instead of changing the Unarmed into Knife slash do the opposite and change the Knife Slash code values into Unarmed and see how it goes.

Posted by Turbotron001 August 30, 2014 6:52 am
This mod is awesome! However, there are a few things I would like done. >When you shoot the metal objects in the game only one metal sound is heard instead of 2 different ones in Goldeneye that you hear randomly.
>Electronic door sounds do not match up to the original GE.
>Some guns muzzle flashes like the Klobb, KF7 Soviet, ZMG (9mm), AR33, Phantom, do not flicker like they do in OG-GE. Instead the flame is solid.
>The possibility of adding another space block or something inside the vents where you spawn in Solo so that it can work for Co-op. Along with an invisible ladder to lead back up to the vents.
>Implementing the OG-GE Health & Body Armour HUD.
>Adding in the bleeding mess death sequence when you die in solo/multiplayer as your death screen.

Posted by FarEye May 16, 2014 2:07 pm
Awesome ! Its a great patch ! Love it.

Just a little thing that can be fun:
The possibility of rename bots, for a little + :D

Posted by ZLB April 13, 2014 11:58 am
This is excellent news.

This is an excellent mod and I'm looking forward to trying the new version. Downloading now.

Good work.

Posted by JamesBond007 April 11, 2014 6:12 am
Hi, It's me, James Bond, I hope enjoyed this new mod called GoldenEye: X Patch 5c-i and be sure that my friends will make another version of GoldenEye: X, See you later.

Posted by April 4, 2014 3:23 pm
Can you make a "Spectator mod" ?
Sometime im very curious about the AI xD

Posted by Arcadey April 1, 2014 9:28 am
Great work SubDrag & the team, really nice too see the Single-player GoldenEye Level Models inserted now and running with the 4MB Expansion, always did wonder myself what GoldenEye would have looked like had Nintendo had included the extra 4MB from the consoles launch. Xmas outfit was amusing to see. I would like to see jo dark's evening dress/wear reinserted if possible as it balances with the dinner jackets of the different bond characters for when u know, u have those 'Formal' battles, lols. On another note, how's Goldfinger 64 moving along? it'd be nice to see and test an early beta.

Posted by Steve March 28, 2014 6:52 pm
Oh I got ya. So this is going to be quite different than earlier versions right? The version I'm familiar with is basically Perfect Dark but with Bond, Bond weapons, and Bond music inserted in. And that was very enjoyable. Look forward to seeing the finished version of this new project.

Posted by Wreck March 25, 2014 5:16 pm
Patch 5c-i includes previews of mission levels, which are empty environments. You should be able to select any level in the game, without needing to beat each one in order to progress. The actual missions are still being worked on, and will be released in a future patch. For now, you can enjoy a nearly finished VR mode, against either other human players and/or computer controlled Simulants.

Posted by Steve March 23, 2014 10:36 am
Well I got the game to load fine and beat the first level (which was the first level of Perfect Dark) but now level 2 is the chemical plant from GoldenEye and it has nothing in it but the level. No bad guys or anything. Don't know what my problem can be but this all seems like more trouble than it's worth. Thanks anyway.

Posted by Steve March 23, 2014 7:42 am
Nevermind, Subdrag. I found the settings you were talking about in the Read Me file and everything seems to be working fine now. Thanks again.

Posted by Steve March 23, 2014 7:27 am
Hey thanks for responding so quickly. No, I didn't change any settings on my PJ64 and I can't seem to find this Perfect Dark FAQ section here on GoldenEye Vault that you mentioned. Can you point me in the right direction of this FAQ or just tell me what PJ64 settings need to be changed? Thanks again.

Posted by SubDrag March 23, 2014 5:46 am
Did you set the settings for the ROM in PJ64 according to FAQ for Perfect Dark on GoldenEyeVault? Save type is probably wrong.

Posted by Steve March 22, 2014 7:40 pm
I'm having a strange problem. The game loads fine and it shows Bond standing at computer. I click "new agent" since it's my first time playing and I entered my name and clicked "ok." But I was only given the options to either "delete files" (there aren't any) or "cancel." It also says "select location" and beneath that it says "where" and "spaces" but I can't select them. What do I do?

Posted by laerrus March 19, 2014 8:57 am
Hey guys.

Great job on Goldeneye x

I was wondering, could you guys make a patch for Goldeneye x
So that it can run on Surreal64ce b5.5

That would be awesome!



Posted by Paul March 18, 2014 12:51 pm
Finally got goldeneye X to work!! Its awesome thank you for making it!

Posted by SubDrag March 16, 2014 5:04 am
Try following this:http://m.youtube.com/watch?v=xssgPEuuZIM

Posted by SF March 14, 2014 9:57 pm

This looks amazing, and I really want to play, but I can't figure out how to use it. I bought an ever drive 64 and have been playing Mario Kart and Mario tennis no problem (even contra). Is there a simple way to play Goldeneye X on the ever drive 64?

Posted by luk March 13, 2014 12:17 pm
Great work! I Play on a CRT Tv now, no NTSC-Pal Problems exist there.

Posted by JamesBond007 March 11, 2014 5:53 am
Well, GoldenEye X 5c is out and it's a GoldenEye X Part 7, I hope you enjoyed this new mod and thanks for your help.

Posted by Jim Wheeler March 5, 2014 1:07 pm
That worked. Thanks SubDrag. You're the man/woman.

Posted by SubDrag March 5, 2014 9:37 am
You might need to unhide advanced settings, but basically you right click on Perfect Dark ROM, see the settings, then right click on GE:X ROM in PJ64, and then update settings to that ROM.

Posted by Jim Wheeler March 5, 2014 6:44 am
I would prefer to get it running in Project64 as it seems other people have done this without issue. No errors when patching.

What settings are you referring to?

Posted by SubDrag March 4, 2014 6:32 pm
Perhaps settings need updating to regular Perfect Dark ROM? Have you tried it in another emulator? Did you get an error while patching?

Posted by Jim Wheeler March 4, 2014 2:51 pm
I got version 1.1 NTSC of Perfect Dark and applied the latest patch. When I try to run the rom on Project 64 2.0 I get the message 'Fatal error: stopping emulation'. Also, in the rom list is says Bad Rom. Any ideas what I'm doing wrong?

Posted by Trevor March 3, 2014 6:11 pm
When will you fix the textures in the campaign? Also can you fix some of the character models in the campaign? Like jaws on a womans body ect.

Posted by DurpHead February 17, 2014 4:37 am
Awesome mod!! So looking forward to single player lvls,Realhardware with everdrive of coarse!

Posted by GOLDENEYE January 29, 2014 8:40 pm
hey i need help i need to know if you can get goldeneye x on an android emu plz let me know asap thanks

Posted by luk December 24, 2013 9:52 am
thanks for the answer :) i have a really new tv and you can Change in menu between pal, ntsc and some other, but it doesn t work on any way :(. I try it on an older tv as next.

Posted by SubDrag December 23, 2013 9:42 am
Your tv must not support NTSC video signal. Maybe you have another tv that does.

Posted by luk December 23, 2013 9:00 am
hi, i have a everdrive 64 V2 and load goldeneye x on it. but the game has no colour can someone help me? also perfect dark vers. 1.1 ntsc has no colour and ogre battle 64 too. i live in europe.

Posted by Nick December 5, 2013 10:16 am
Scratch that--tried it on a different platform and works fine.

Thanks for the wonderful release.

Posted by Nick December 5, 2013 9:06 am
Hey there. I was hoping someone may known a solution to my problem.

I'm having an issue in regard to loading the patched rom. I am using PJ64 2.1, and can run a clean copy of PD 1.1 on there without issue.
I am fairly certain I patched the rom correctly (followed the tutorial in the video below) so I am clueless as to the cause of my issue, but simply put, whenever I load the patched rom, I am near immediately hit with a blue screen of death. Any ideas what may be causing this?

Thank you so much.

Posted by SubDrag November 20, 2013 8:40 am
Are you applying to a PD 1.1 unzipped ROM? Not GE and not PD 1.0.

Posted by idz November 20, 2013 7:39 am
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."


Posted by idz November 20, 2013 7:36 am
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."

Posted by SubDrag October 25, 2013 12:38 pm
It's for an old version, but still valid:

Posted by Paul October 25, 2013 12:08 pm
I need help installing Goldeneye X. I have the editor had issues getting to work but updated Direct X now it opens. I have the ROM and I downloaded the patch but can't figure out the delta part. Please help

Posted by Wreck September 10, 2013 2:49 pm
The DarkSim's in Perfect Dark spawn into a level with full shield energy whenever a shield item is loaded into the stage through the weapons list. Our EliteSim's are acting in the same fashion. It might be nice to alter this, if possible. However, they will just dart off to find an armour as soon as they spawn, anyway. It would make it slightly more fair to human players, though.

Posted by Wreck September 10, 2013 2:42 pm
Thanks for the comments and suggestions. I'll try to answer what I can.

Two of the textures for the GL weren't mipmapping correctly on console, so they were replaced by a different type. However, I was able to just replace them with a much more similar type to the originals, and they look far better now.

Lazenby is in the game, and falls between Connery and Moore in the list. We have no current intention to add Craig, since he didn't become Bond until years after GoldenEye.

A lot of levels don't perform well in multiplayer, so they aren't being incorporated. Even Cradle has some issues, and it was optimized to play better.

TWINE player models are mostly awful looking, and are a different format from GE. They're really boxy, too. Weapons are also unknown at this time.

We'll be adding the mission campaign, for both solo and co-op/counter-op, down the road.

You can pick any song you'd like to play from the soundtrack menu. It only takes a few moments to select one, if you want mission themes to play in their respective levels.

Posted by aleckermit September 3, 2013 5:38 pm
PS: The grenade launcher looks too high res and sort of sticks out from the rest of the guns.

Posted by aleckermit September 3, 2013 5:36 pm
Absolutely loving this on my N64 flash cart with friends!

Here are a few things I'd like to see in the next version of GE X:

1. All canon film Bond player models (I think you're missing Lazenby and Craig at the moment).
2. More levels. Would like to see Runway, Jungle, latter portion of Facility, and another World is Not Enough level or two).
3. Some World is Not Enough player models and maybe some of the better guns, in their own category... not a part of the main set.
4. Remove single player mode entirely.
5. Add option of having the proper song play in its corresponding multiplayer level.

Posted by gamerfreak5665 August 24, 2013 5:53 pm
Great job with the new release guys! I do have a question about the virtual reality mode. I noticed that when I try and kill Elite simuants, they all start with full armor when the weapon set has armor in it, even when they don't pick the armor up. But this doesnt happen when theres no armor in the set. It doesn't happen with Weak sims (I didnt test any others). Not sure if this was intentional, just was curious about it.

Posted by bose645 July 25, 2013 9:49 am
VERY Impressed! With all that you guys have done with this modification. Been following your progress for quite a while now. As I still have yet to try this mod out, as I don't have an Everdrive / 64drive (and since the Xbox controller itself just doesn't cut it for n64 games imo)

Lastly, knowing that you guys have planned on working on recreating the single player experience... I thought it would be completely awesome if you guys could bring multiplayer to the mission campaign mode. Obviously Brosnan is the head bond of Goldeneye, but it would be kool to have player 2 be able to be a different bond. 2-4 Player Mission Campaign would be GODLY! But I just don't see it happening with N64 specs, but multi-bonds for single player would rock! As I've always wanted to play missions with a buddy or 2. Just like you could in Perfect Dark.

Check out Super Mario 64 Multiplayer and Legend of Zelda: OOT Multiplayer. Amazing!

Good Luck with future progress and long live Goldeneye! :o)

Posted by TA-42 July 4, 2013 8:29 am
Great job, can't thank you enough! Have you thought about or would it be possible to include all of the goldeneye single payer maps into the multiplayer section?

Posted by trashfan June 27, 2013 7:22 am
Hey man, thanks for the fast answer!

Well it suddenly dawned me that there's also the option of saving to a Controller Pak and what can I say: it worked! Hell, this is sooo great, I even had a small Retro-Tear in my (Golden :p) eye..
Great work you guys have done there, really!

Concerning the "problem": even if I found a workaround, perhaps it's interesting for you guys this happened to me.. I don't know.. I'm not much into hacking, it's just if I do something, I tend to make it perfect (and you are already close with your work!).
So, like I said: also tried the Perfect Dark rom which HAD the option to save onto the GamePak. You want me to test it out a bit or just leave it like that? If so - what could I do? I saw the readme file coming with the patch, giving the advice of loading the rom into the GE21990 / PD39850 Modification tool, but it crashes.. (this was actually my 1st try to solve the problem).

Anyway: what future plans do you have regarding this mod? (why get rid of cradle / train / etc. :/ )?

Many many thanks again for this!

Posted by SubDrag June 26, 2013 8:10 pm
It means the save type isn't correct. You could use a controller pack for one thing, as a workaround, or perhaps there's a setting on there to let you set the right type?

Posted by trashfan June 26, 2013 10:34 am
Hi there! First of all, I wish to thank you guys for this great work! I've heard from this Hack yesterday (yeah I can't believe it passed by on me all these months!!), a dream has come true! I've only seen video footage and I can't wait to play it, I grew up with GoldenEye and PD..

Anyway, here's the problem: I CAN'T play it, to be honest ;)
I patched the 1.1 US rom with the newest x-delta GE X patch (no problems), put the new file on my SD card to fire it up with my Mr Backup Z64 using Mario with Boot Emulation.
It loads, I see Bond typing something in, then the "Select Player" menu opens up. Selecting new character, all fine, BUT: I don't have any spaces to save the character! I tried the Wii Mupen Emulator as I figured out it's maybe the wrong Bootrom?! Loaded up there as well, with the same problem, though.. Also tried the native PD rom there, which HAD (gamepak) save files I could use..
You guys have any hints? :(

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

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

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

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

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

Latest GE Files
GoldenEye: Dark Edition
Hidden Basement
Training 003
Cheat Extension
Training 002
Hidden Base
Mountain Base
Drax Silo
Training 001

Latest PD Files
Perfect Dark Real Gun Names
Perfect Dark Plus
DataDyne Compound
GoldenEye X
2X Weapons No Reloads Plus
Perfect Dark XBLA mp3s
Darks Corp Music
Perfect Dark Soundfont
Landing Zone Trilogy
Weather Selector Multi

GoldenEye Vault features a collection of fan-made, custom game mods based on popular N64 games. No ROMs are downloadable on this site. Instead, the site provides patches containing the custom user content only. We are not affiliated with, nor do we support, endorse, or condone the distribution of ROMs or Reproduction Carts for monetary gain of any kind. Our focus is to freely showcase new content from various authors, in an attempt to extend both the life and fun of such classic titles for hobby purposes.