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Files - Solo Levels - GoldenEye With Mario Characters

NameGoldenEye With Mario Characters
AuthorStupidMarioBros1Fan
DateJanuary 11, 2018
CategorySolo Levels
Level
DescriptionCreated by StupidMarioBros1Fan with help from Graslu00, Carnivorous and Sogun.

Tested on Carnivorous' 1964 60FPS Build and CEN64 and real hardware.

Installation:

Use the GoldenEye Setup Editor or XDelta UI and apply the proper XDelta file to a clean GoldenEye 007 (NTSC-U) ROM
Download XDelta UI - web.archive.org/web/20170523022132/files.catbox.moe/immoym.zip
Download the GESetup Editor - goldeneyevault.com/viewfile.php?id=37

Description:

This mod replaces all of the characters with ones from the Mario universe along with edited dialog to make more sense with the characters. For example there is no mention of Trevelyan/Luigi's parents being Lienz Cossacks and instead of calling James Bond/Mario the "Golden Boy" he says the "Golden Bro." Other changes include the dialog where Mario meets Natayla/Peach as Mario doesn't straight up say he's a spy to her.
The Briefing is edited to not only replace the names, but also with slightly different text. Not much, but there are small differences. Moneypenny/GoldCoin however actually has some different dialog such as mentioning that there is a girl in the cell next to you for Bunker 2. However the story itself is mainly the same as the original, with all Levels playing out basically the same as the original. There's small differences but for the most part it's just bug fixes with nothing majorally different to the levels....besides Train because characters are different sizes compared to the original but it functions the same as the original.

Characters:
James Bond -> Mario
Natayla Simonova -> Peach
Alec Trevelyan -> Luigi
Xenia Onnatop -> Daisy
Arkady Ourumov -> Bowser
Boris Grishenko -> Yoshi
Dimitri Mishkin -> Donkey Kong
Valentin Zukovsky -> Wario
May Day -> Pauline
Oddjob -> Toad
Jaws -> Waluigi
Baron Samedi -> Rainbow Bowser, the Powered-Up version of Bowser from Super Mario 64.
Soldiers/Civilians/Scients -> Koopa Troopas
Heads are now different expressions to make use of the Random Head system, hats/helmets are replaced with tiny models & Bounding Boxes of 0 because they would get hit first despite being inside the head. Thought about making them sunglasses, but it'd still get hit first before the back of the head did and overall was unfairly annoying.
Mishkin/Donkey Kong is no longer the Defense Minister, that role now goes to May Day/Pauline with Donkey Kong being the Head of Special Forces. This was done to give Pauline a role in the story, as well as explain why the "Great Guards" use DK's body.
Dr Doak is now Oddjob/Toad to give him some sort of role in the story, as a result the idea of Toad "blending in" with the other scientists is ridiculous.

Credits:

Custom/Edited Models by StupidMarioBros1Fan
Models imported into game by StupidMarioBros1Fan
How Tall & How Far Above Ground by StupidMarioBros1Fan
Bounding Boxes by Graslu00 & StupidMarioBros1Fan
Custom POV for Single Player by Carnivorous
Custom POV for Mulitplayer by StupidMarioBros1Fan
Animation Edits by StupidMarioBros1Fan
Custom Portrait Pictures by StupidMarioBros1Fan
Lighting Fixes for First-Person Models by Carnivorous
Rendering Fixes by Carnivorous
Level & Text Edits by StupidMarioBros1Fan
Testing on Actual Hardware by Graslu00
Peach's Castle, Bob-omb Battlefield & Big Boo's Haunt ported to rom by StupidMarioBros1Fan

HUGE Thanks to:

Graslu for Help, Testing and Advice
Carnivorous for Help and Advice
Sogun for the Multiplayer Maps and Advice
SubDrag, Zoinkity, Wreck, Trevor, 00action & others for the GoldenEye Setup Editor

Links:

GoldenEyeVault.com - for more GoldenEye 007 & Perfect Dark mods
YouTube.com/StupidMarioBros1Fan - My YouTube channel for mods of multiple games
YouTube.com/Graslu00 - Graslu00's channel for videos on various GE007 & PD mods

Notes:

The gameplay demos that play at the end of the Startup sequence are kind of broken as a result of Mario's POV being lower, actual gameplay is fine.
As a result of most characters being sized to 2.0 instead of 1.0 (allows the guns to look bigger in their hands) a lot of characters run slowly in Single Player. This mainly means that Koopa Troopas take forever to run to places like Alarms, and won't sneak up on you as quick. Peach is sized at 1.0 so she moves at the same speed as Natayla, don't have to worry about her being slower. Toad is horribly slow thankfully though his only role in Single Player is to give you the Door Decoder in Facility which does not require walking on his part. Multiplayer is completely fine, all characters move at normal speed due to being controlled by players.
Train on 00 Agent is tricker to complete due to Bowser being so big, but it is beatable as both Graslu00 and I have done it on Console and Emulator respectively.
Luigi doesn't run around the ladder at the bottom of Cradle anymore, instead he just runs a little to the left. This changed because as a result of the slower speed, he liked to unintentionally run into the ladder which resulted in him flying straight to the top of it. This would make the level almost impossible without full health because he'd constantly shoot at you while climbing up the ladder...and that was on Agent. Needless to say, the fight isn't luck-based anymore.
For Multiplayer: Bowser, Rainbow Bowser & 2 Female Koopa Troopas are the most "expensive" characters to use as when combined, they use a lot of textures & just have a lot of triangles in general. While they don't crash the game, don't be surprised if they slow the game down especially if the map itself uses a lot of textures too.
Clicks21125
Download2.186707 Mb
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Posted by Reaper March 12, 2018 6:44 am
Such a fantastic job! Only wish i had 3 volunteer friends to play the game with.

Posted by lee64 February 14, 2018 2:21 am
Had another go at this yesterday and still no luck. I just can't get it to work. I don't know if it is my PAL N64 or my Everdrive 2.5 (or its OS), but I just cannot get past the mission briefing pages. Maybe I'll try another mod and see if I have any luck with that. I think my patched ROM is fine as it works on PJ64. Shame.

Posted by Siul February 12, 2018 6:41 pm
https://youtu.be/15GpVIDNu6o

Posted by PeePeePew January 30, 2018 10:58 am
Hi there, newbie here. How do I put this mod in a non-physical copy of Goldeneye-007 (US) using XDelta UI? A list of directions would be helpful.

Posted by lee64 January 29, 2018 4:51 am
Anyone with an Everdrive64 v2.5 have it working? If so, what OS version are you running?

Posted by ultrasuerpman January 28, 2018 1:03 pm
We have an Everdrive64 and we can't get the cheats working, any advice?

Posted by Megafont January 23, 2018 11:52 am
I did try messing with the graphics plugin yesterday and found that, like you said, switching it to Glide64 can fix that. It seemed to mess with the sound a little too, though.

Also, after Project64 got restarted at one point, I found that with Fast SP turned off in the Recompiler section of the rom settings, it will work with both Physical Lookup Table or Virtual Lookup Table set for the Function Lookup Method. So turn off Fast SP if you don't want to use interpreter mode. That's what worked for me anyway.

And lastly, thank you guys for all the help in getting it working! :)

Posted by Graslu00 January 23, 2018 6:52 am
@lee64 and @Megafont the black lines and other issues are problems with the graphics plugin, you can change the plugin to Glide64 or GLideN64 and they'll render properly.

As for the changes on the EverDrive, I've had to make no changes on the v3 aside of making sure that gameshark and IPS patching was disabled. You could try to see the saving options or if it has something about memory, set it to 8MB.

Posted by lee64 January 23, 2018 3:20 am
@Megafont Now I have finally got it to work in PJ64, I also have the black lines you describe.

Posted by lee64 January 23, 2018 2:51 am
OK, I got the ROM working in PJ64 by setting the CPU Core to Interpreter. I'll try again with my EverDrive tonight. Is there anything I need to change on the EverDrive to get it to work?

Posted by lee64 January 23, 2018 2:26 am
@Graslu00 Yeah, Filename: GoldenEye 007 (U) [!].z64

I just don't get it! :(

Posted by Megafont January 22, 2018 2:44 pm
That sounds somewhat similar to my problem, except I'm not trying to run it on an actual N64. I discovered today, that in the Recompiler section of the rom settings, if you turn Fast FP off and have it set to "Physical Lookup Table", then the rom will run. I suppose the RDB entry could be messed up, but no one has documented what the entry should look like. With the settings I just mentioned, the intro video has some graphical glitching as Mario walks up and points his gun. There are black horizontal lines on the white parts of the image around Mario. The lines are only in the light areas outside the inner circle Mario is in. These black horizontal lines are also present on the background image on the save file select screen. No idea what's causing that though.

Posted by Graslu00 January 22, 2018 2:33 pm
@lee64 are you patching a .z64 NTSC (US) ROM?

Posted by lee64 January 22, 2018 2:44 am
@Graslu00 Yeah, I have restarted multiple times. I have patched the ROM 4 or 5 different times, It's always the same. :( I have hit reset, and powered on/off, no change. It's always the same. It boots up, but never gets past the mission start screen. I also cannot get it to work with an emulator. PJ64, and 1964 fail to make it work. I suspected my original GE ROM, but that plays fine on my PAL N64, PJ64, and 1964. I cannot find another GE ROM to patch, every one I download fails to patch, and the one that does patch results in an unplayable game. :(

Posted by Megafont January 20, 2018 4:40 pm
The rom does start up on 1964. So something isn't right in the settings in PJ64 then it sounds like.

Posted by January 20, 2018 4:33 pm
That's very strange as it works fine for me. As a last ditch effort you can try using 1964 https://archive.org/details/1964GEPD

By default it will have the correct settings for the romhack. If it still fails then the rom is the issue.

Posted by Megafont January 20, 2018 4:20 pm
That version pops up the message
"Break point found at MemoryExceptionFilter.cpp 155"

Posted by January 20, 2018 4:12 pm
Could you try this version? http://hyvart.com/download/project64/ci/0.0.0.715/Win32.zip

Posted by Megafont January 20, 2018 4:08 pm
I have PJ64 2.3.2.3 and those settings don't work. It still just throws a fatal error. The log still just says the recompiler is messing up when it tries to creat the table. So I think something is wrong in the recompiler tab of the settings. I have no idea what, though.

Posted by Megafont January 20, 2018 4:03 pm
I should've also mentioned that according to the log its failing when its trying to create the virtual lookup table. The actual error in the log is:
17484,Error,Recompiler,CRecompiler::RecompilerMain_VirtualTable,Create Table (453FF88): Index = 458752

Posted by January 20, 2018 4:01 pm
@Megafont: I don't know your PJ64 version enough to help, but it works with 2.3 with these settings https://i.imgur.com/ICXck5L.png

Posted by Megafont January 20, 2018 3:55 pm
It seems if you change the recompiler from "Recompiler" to "Interpreter" mode, then it will run the rom. When its in recompiler mode, the recompiler is messing up according to the log file. But there is no helpful information in the log about why. It just shows an index number.

Posted by Megafont January 20, 2018 3:11 pm
Thank you. It doesn't say it's a bad rom anymore, but it still just has a fatal error if you try to run it.

Posted by January 20, 2018 1:36 pm
@Megafont: because the ROM does not exist within the RDB settings file. You will have to manually copy goldeneye settings for this romhack

Posted by Megafont January 20, 2018 1:20 pm
This patch just breaks the original "GoldenEye 007 (U) [!].z64" rom. Project 64 says BAD ROM? in front of the rom's name in the rom list area. Attempting to start the rom anyway results in Project64 popping up a message box saying that a fatal error occurred. Tried it on a few different roms. Patch does not work...

Posted by Graslu00 January 19, 2018 1:04 pm
@lee64 Have you tried to do it again after a restart?
I've had no issues testing this on PAL ED64 3.0 before release.

Posted by January 19, 2018 3:16 am
@Link2434: Change your video plugin to GlideN64

Posted by lee64 January 19, 2018 3:12 am
Doesn't work for me on a PAL N64 with Everdrive v2.5. It all boots up ok, but when I click start mission the screen just goes black and it continues to play the mission briefing music. Once out of like 20 tries the music did change to the level music, but I still got a black screen and the buttons do nothing.

Same in multiplayer. I can select everything, but as soon as I click start I just get a black screen. Shame, the kids were really looking forward to it.

Posted by Link2434 January 18, 2018 8:59 pm
So I was trying to run this using 1964 and it seems to be running fine (tested if I had it working on the first singleplayer level even) but the portraits in the character select for multiplayer are all warped.

Posted by Northmeister January 18, 2018 7:23 pm
This is amazing.

Posted by SubDrag January 16, 2018 6:55 pm
You have to photograph the hanging racks.

Posted by Bobby January 16, 2018 6:50 pm
Having same issue as Solidus. Playing on PAL N64 with Everdrive 64. No matter how many times I photograph the main screen I can't get objective E in Bunker 1 to complete on 00 Agent. Tried Agent and Secret Agent as well, can't get it to photograph. The satellite in Silo on the other hand seems to photograph just fine.

Other than that, haven't had any issues so far with this hack. It's so well put together! The multiplayer maps are fantastic! I'm just a bit disappointed Complex has been replaced because it was my favourite. Oh well, still a great hack!

Posted by Wreck January 15, 2018 12:29 am
I've been seeing your progress videos on YouTube for a while now, and am happy to see something has been released. This looks like a lot of fun, especially in multiplayer. Very nice work!

Posted by KPE January 14, 2018 3:07 pm
For those who are wondering, yes, it works on an N64 cart.

Posted by Gralsu00 January 14, 2018 12:44 pm
@dargon_wizard make sure your save has those unlocked, as I had no issues getting the cheats or characters while testing on my ED64.

Posted by January 13, 2018 9:13 pm
@Wulver & Nick: You must download "GoldenEye 007 (U) [!].z64" or an unflipped endian of GoldenEye USA.

Posted by Wulver January 13, 2018 7:57 pm
Same problem as Nick, have tried 2 different Goldeneye ROMS, any assistance is appreciated.

Posted by MerchiBCP January 13, 2018 6:37 pm
Ah Ah This is f**king trap ! Exelent work. Thanks

Posted by dargon_wizard January 13, 2018 2:57 pm
This is awesome! Plays great on the Everdrive v3, although it doesn't have cheat options or any of the characters past DK. On 1964 emulator all characters and cheat menu are available, so that may be a bug on hardware or something. Anyways, great job!

Posted by SubDrag January 13, 2018 12:09 pm
It looks like you're maybe supposed to photograph the hanging rack. That works fine.

Posted by Solidus January 13, 2018 11:58 am
Just as Graslu, I can't get the objective E done in Bunker 1. Any ideas why this happens? I'm using 1964, btw.

Posted by Me January 13, 2018 10:40 am
I'm just not understanding how to add this mod to my emulated game

Posted by the1uptriforce January 13, 2018 7:56 am
Ever since i was a kid and saw pics of mario in GMOD ive always wanted this thank you!!!

Posted by jack January 13, 2018 12:56 am
@January
I can play Thank you

Posted by John Keegan January 12, 2018 1:18 pm
Anyone know if this can be made to work on a raspberry pi 3 running retropie?

Posted by Nick January 12, 2018 12:44 pm
Getting this error in xdelta UI when trying to apply the patch:

xdelta3: target window checksum mismatch: XD3_INVALID_INPUT

I've got the patch and source files in the right spot and am just trying to output it as a new file called GEMARIO. Do I need to make the output file the existing N64 ROM file?

Posted by mistamontiel January 12, 2018 12:38 pm
Tis so beautiful and hilarious !!! Thanx so much

Didn't see trailer though , I think a post @ SF helps get noticed a lot too since I check the vault only periodically

Posted by SA January 12, 2018 8:05 am
Yeah, my bad didn't start reading until after "installation" lol

Posted by Graslu00 January 12, 2018 7:50 am
@SA
Yes it does, it's featured in the trailer and first few lines of the description lol.

Posted by SA January 12, 2018 6:45 am
Does it work on real hardware?

Posted by January 12, 2018 6:11 am
@jack

All you have to do is:

1) In Project 64, select Options, then choose Settings.

2) You select "Rom Settings", and you select these configurations:

CPU Core Style: Recompiler

Self-Modifying Core Methode: Change Memory & Cache

Memory Size: 8 MB

Advanced Block Linking: Default

Default Self Type: Use First Used Save Type

Counter Factor: 2

Then tick: Larger Compile Buffer, Register caching, and Use LTB

Have a nice day!

Posted by jack January 12, 2018 3:52 am
PJ64 Is it unreasonable?
Mission does not start

Posted by Siul January 11, 2018 5:19 pm
oh wow
Good job on rigging!


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GoldenEye Vault features a collection of fan-made, custom materials based on popular N64 games. We are not affiliated with, nor do we support, endorse, or condone the distribution of Patches, ROMs, or Reproduction Carts for monetary gain of any kind. Our focus is to freely showcase the works of various authors, in an attempt to extend both the life and fun of such classic titles for hobby purposes.