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Files - Misc - Dual Eyes Cooperative GoldenEye 2.0

NameDual Eyes Cooperative GoldenEye 2.0
AuthorRucksack Gamer
DateMarch 16, 2018
CategoryMisc
DescriptionDual Eyes - Remade
By: Rucksack Gamer

Pre-apolgy:
I know that people wanted this, and that I had a previous version posted to Goldeneye Vault, but I had released such an unstable version, I wasn't even proud of it (I'm still not). And because of this I am sorry. Co-op in Goldeneye is a pain to set up and get working, and I thought that it was as good as it will get, but I realized that it's not. It's not good at all... So I decided to figure out how to get it working better than last time, added some new features, skies work, music from each level is forced (thanks to me adding "new" levels as in copying the default missions, changing a few things, and then adding the finalized levels to the end of the rom), and best of all, the game is actually stable.

One of the only issues I can think of is that some levels can be a pain to run. It's probably not a surprise, but Goldeneye lags a lot by default, but throwing in multiplayer kills the framerate. 2 players on a level like Surface drops performance a bit, but throw in 4 players, don't expect to be very playable. Another issue I should address before everyone complains about it, the enemies will randomly choose to be fast/slow. I don't know why they do this, but there's no real way to combat this.

By default, there is 3 cheats unlocked at the start (unfortunately, you cannot use them, as they unlock guns for solo mode), but all of the cheats are available if you use Gameshark (or, if you decide to go this route, you can take out the 2, 3, and 4 controllers and play solo and unlock them that way). The radar is only activated when you use the Enable Radar cheat. This isn't a bug, this is intended to give the feel like you're playing the real thing.

Mods/Assistance used to make this:
pavarini - He removed the solo menu and multiple customization options to multiplayer (that do nothing in-game)
SubDrag - Co-op patch that made this WAY more stable than before
Zoinkity - 8 MB allocation patch that made this possible (otherwise the game would run out of memory quickly)

Again, I am sorry that the mod was initially so bad, but thank you all for finding the idea neat, giving me the encouragement to make a new version.

Required Files:
An unbyteswapped copy of the NTSC Goldeneye (US version).

WARNING!
DO NOT USE DOUBLE WEAPONS! If you get lucky enough (or rather, are unfortunate enough) to collect dual weapons, do not use them (or rather, do not pull out the second one). This will crash the game at all times. If you will, please inform me of which level it was that you found it. The less people to crash to this nuisance the better.
Clicks2065
Download0.185546 Mb
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Posted by Rucksack Gamer April 17, 2018 5:58 pm
Dual Eyes Pack 2 is a bit further behind than I thought it would take. There's a lot of bugs, and there's a lot of crashes and not to mention maps that refuse to load period because of multiplayer. Stuff like Jungle and Depot are the main issue (of course Streets, but that's a little less of a problem as I can lower the poly count of buildings and stuff), but Depot is a big shocker to not work because I've got stuff like Surface to run just fine with all 4 players at once at default graphics settings (as in, normal LODs and draw distance for the most part), but Depot isn't nearly as large for one, and secondly, it is a level that has already low poly counts, and functioned in the old version. I would say it's a bug somewhere in the setup file, but it's not. I actually ported the original Dual Eyes V1.0 Depot setup file over and it still ended in an immediate crash. Sorry for the delay everyone, I know you all want to see Jungle, Aztec, and Train in Co-op so they're immensely easier, but for now, they're too buggy (also, Train took 4 hours to set up properly because the train brakes that are required to be broken before the guards exit always respawned. I set it to not do that anymore, but sometimes it still likes playing games with you which adds hours to gameplay).

Posted by SubDrag April 1, 2018 5:34 am
Although it pains me and I prefer lag over no AA. If you want to try it, you edit the ROM to these values:
ROM 104DC:24010300
ROM 104E4:01415825

Posted by speedruntrainer March 31, 2018 7:20 pm
What about the No AA patch? Would that reduce lag?

Posted by Rucksack Gamer March 31, 2018 6:36 pm
Update on Dual Eyes everyone:
Part 2 isn't going to be out for a while... This is due to the mod taking so much power on the N64, that it isn't able to even run in an emulator. One level that is taking some serious effort to fix is Depot, which in the original version, it was fully functional in the original version, but it fails to work now...

Posted by Rucksack Gamer March 27, 2018 8:10 pm
Alright everyone, when I get the second pack finished and polished and whatnot, I'm going to release it, and work on a MUCH bigger task. I'm dabbling in map editing, and I'm doing... okay with it I guess, nothing amazing. But I want to make a full level pack (maybe not 20 full scale levels, but I am intending to make a short campaign), it's going to have custom weapons and stuff, and it's going to be awesome. The characters will likely be the same as GE by default, but I haven't quite decided yet. Point is, after Pack II is released, and maybe a bug fix to Pack I (I realized that I accidentally cut a few weapon spawns from some levels), I'm not going to have time to keep this one up to date that much... This project will also be on the back burner because I'm also working on a Doom remake of Resident Evil 4 (well, it's being made and tailored specifically for the GZDoom source port, but still, a Doom mod, for Doom II which I'm realizing was kind of a bad choice since you can't get a shareware copy of that, but oh well I guess), and I won't have time for this.

Posted by Rick March 27, 2018 1:44 am
My email is rickmathot160@gmail.com and I have sent you two emails so far

Posted by Rucksack Gamer March 26, 2018 5:58 pm
If you want Rick, Email me and we can talk about the mod. I actually forced the game to load with one player in Multiplayer to see if it loaded the objectives in the MP version of the levels (because they're still programmed, but they're inaccessible by normal means), and it didn't load them at all (mind you it technically loaded the MP version of the map with the solo functionality, so it's not an inaccurate argument that it's not possible without reprogramming the game entirely to get objectives in Multiplayer).

Posted by Rick March 26, 2018 5:12 pm
Always up for a test so hit me up I usually go a lot in depth of things that not all notice not so much code wise but in game depth basically I can use codes and what not to see what affects the game and what works. Not always the best at explaining so sorry if you donít understand everything I write. I wish there was a way to have objectives and that though they may be more problematic. Also wish there was a way to access the single player objective items eg the tracker bug and that without the use of input gs codes as these items are only accessible via the watch menu and or gs codes

Posted by Rucksack Gamer March 26, 2018 2:33 pm
Slow animation and Fast animation do not do anything as this would affect Multiplayer in general. And, because players are technically programmed similarly to Guards, this would affect movement speed, thus, you cannot change anything with these cheats. Thanks for the information Rick. I was pretty sure that stuff couldn't act as regular stuff, but I should be able to fix that fairly easily (it's nothing more than the Train brakes and locks which I know how to fix for Multiplayer now which is good, because it took me, Pavarini and SubDrag almost 4 hours of trial and error to get that stuff to stop regenerating, thus soft locking Train). And I'll revise the code for Bunker 2 and Surface 2, but I recall having looked all over the map and in the Action Blocks finding nothing that slipped through the cracks.

-Rucksack Gamer

Posted by Rick March 26, 2018 4:08 am
Hey dont stress dude after the retest of today i have seen that most of it is stable now with the minor graphical glitches. I did notice when enemies die they leave there gun in the air which is funny but i was using infinite ammo and invincible and they work like they should. the only levels from the first set that contain dual weapons are bunker 2 and surface 2 other than that so far so good although on surface 1 you cant access the silo as the locks act as objects but not removable objeccts though still fun cant wait for the next update

Posted by March 25, 2018 5:19 pm
any way u can use slow animation cheat to fix the extra fast enemies? or does it not work on multiplayer?

Posted by Rucksack Gamer March 25, 2018 3:26 pm
Well, the All Guns cheat doesn't affect Multiplayer (thankfully), but since enemies still give off a second weapon, I have to not only find all enemies with dual weapons, but I have to edit the ones in Action Blocks too (which takes a while).

Posted by Wreck March 25, 2018 12:18 pm
I just tried to disable dual Klobb myself, and you're right. With All Guns cheat, I only had the one. If you pick up paired Klobbs in Bunker i, you somehow do get double. I'd have thought it wouldn't allow it, yet it does.

Posted by Rucksack Gamer March 24, 2018 12:59 pm
If you want, email me or something and I can send you a screenshot of the bitflags for say, the Klobb...

Posted by Wreck March 24, 2018 12:44 pm
That's bizarre. I'd have to look into that. If you disable the possibility for dual wielding on the weapon, you shouldn't be able to under any circumstance (aside from maybe GameShark codes). Weird.

Posted by Rucksack Gamer March 24, 2018 12:35 pm
I actually did that... It didn't disallow dual wielding when picking up enemy weapons, that's ultimately why I went in and removed every left handed weapon in the level set (including in the Action Blocks which was a pain).

Posted by Wreck March 24, 2018 12:29 pm
I would suggest for the next update that you prevent dual wielding for human players. You should be able to easily enough in the Weapon Stats menu, under the weapon bitflags. That should keep players from being able to equip doubles, but mission guards should be unaffected by the change, and can hold them in each hand.

Posted by Rucksack Gamer March 24, 2018 12:27 pm
Sorry, I had no say in the screenshot, at least for now.

Posted by SubDrag March 24, 2018 12:17 pm
Should be corrected now...sorry for the confusion.

Posted by KoolKidManPersonThing69 March 24, 2018 11:11 am
Tip: use some better video plugin for your screenshot

Posted by Rucksack Gamer March 24, 2018 10:11 am
Can you fix the description, title, and make a newer screenshot please (with a level like Facility or something with one of the new skies)? It's cool that you updated the download, but I think you did the descriptions and stuff for the wrong file.

Posted by SubDrag March 24, 2018 6:35 am
I uploaded the new version! I'm sure there will plenty more, every one better than the last.

Posted by Rucksack Gamer March 23, 2018 3:53 pm
Speedruntrainer was getting at the fact that in multiplayer, you can't set "Invert Pitch" and various other settings like that. Thank you for the compliment by the way, but this mod was TERRIBLE! lol If there was anything that could go wrong, it did. However, I did fix like, 90% of what didn't work in the remade version, so it shouldn't have as many bugs, but it's also solo missions ported to multiplayer, so something is going to go wrong some time... I might do a few custom map packs later on though using my current game setup, that way we can have custom levels in co-op (which would be absolutely amazing, but at the same time, it would be even more unstable since modded maps aren't usually made at the same quality as Rare's maps (not saying they're entirely bad, but there are those select few that are absolutely atrocious to run in solo, and will be worse in multiplayer).

Posted by March 23, 2018 12:48 pm
speedruntrainer, I don't understand what you mean. When I tried the game I saw that you can change the control style in multiplayer? or is this not what you are looking for?

awesome mod by the way, Rucksack Gamer. loved both your mods but i see great potential in this one. just keep doing what you're doing and this will be the most entertaining mod out there. (at least for us who love multiplayer action)

Posted by Rucksack Gamer March 22, 2018 7:22 pm
I don't think I can do that, sorry. I'm capable of miracles like this, but that's definitely not something I can do. I actually had pavarini, a fellow modder (and a good one) delete menu options. And no, this version doesn't have the 8 MB patch. The second version (the one to be published soon) does utilize this patch (specifically, the 7 MB patch that allows allocating to that much, but uses 1 MB for various game purposes). There are levels that have to be either cut, or reworked so much that I might as well just cut them though... Depot for example crashes almost always on loading, and Egypt (just going off of previous experiences) is going to have to be reprogrammed to activate the ending after Baron Samedi #3 is killed, as opposed to an objective bit. Like I said, the mod will be worth the wait.

Posted by speedruntrainer March 22, 2018 4:58 pm
I tested this on an actual Nintendo 64.

The guards are indeed too fast, it's not just the emulator you've tested it on.

Many levels will indeed not load.
I immediately thought of the 8MB patch. Not sure if it's included in the current version, but yeah.

Looking forward to the update.

P.S as for removing the Singlw Player missions, can you do something about setting the controls for upright, look ahead etc. since that's only possible in the single player missions. It affects in multiplayer for both players. Sadly it can't be changed in multiplayer directly normally.

Posted by Rucksack Gamer March 22, 2018 3:55 pm
Trust me Rick when I say this, I am actively trying to get these mods perfected. The next version (the one that SubDrag will be posting soon) is WAY more stable, however, it's not 100%. There are still a few minor bugs (like enemies moving at about twice to thrice as fast as normal, but this is with the 1964 emulator with overclocking mode on, so that might not happen on other emulators/hardware), but nothing that will cause any major issues like a crash anymore. I didn't include the last 11 levels of the game, mainly because they don't quite work to the extent I would like (Depot is an instant crash currently), but also because the mod is unfinished for a good majority of that portion of the game (90% of the levels beyond Bunker II aren't even setup fully yet, and a good portion of those levels are not even put in the files yet). Trust me, this is worth the wait...

Posted by SubDrag March 22, 2018 4:51 am
Guys I apologize but I can't post it till until Saturday. Sorry for the delay.

Posted by Rick March 21, 2018 11:51 pm
So when can we expect the next update as I tested this yesterday and going of the list of levels that do load vs the ones that donít I am using project 64 1.6 with glide final plugin and I can get caverns to load along with most of the levels listed as working. I hope this becomes more playable because this is as close as we are going to get (apart from the goldeneye x project) to coop mode in goldeneye and enemies in multiplayer who doesnít want that. Also if you use a left hand weapon modifier in regular multiplayer you can actually use weapons in that hand so who knows I may test it and see if it works in this mod

Posted by Rucksack Gamer March 21, 2018 2:36 pm
This version is known to have issues, and for the most part, doesn't work. I'm aware of that. I did send in a new version to SubDrag (only the first half of the game because I'm still working on completing the rest) with an apology note in the Readme stating that I knew the mod was unfinished, terribly slow, crashed at moment's notice, and some levels straight up didn't load. I added support for the 8 MB memory pack (thanks to Zoinkity, which is essentially the only reason this has enough memory to load any character with no issues on all levels complete with text, graphics, and original textures, etc.), removed unneeded options (like gun selection, mode selection which caused the game to be even more unstable, and length selection which was already kind of pointless to use in a co-op patch anyhow, but the menu edits like removing solo access was done by pavarini), and ultimately, fixed about 90% of what caused the original version to be broken (so skies are taken from the solo campaign, music is correct for each level, RAM allocation is MUCH better, so the game runs with everything mostly corrected, and dual weapons are disabled, but SubDrag created the co-op patch that essentially fixed what caused the game to crash in Multiplayer like cutscenes, deaths from enemies, and 90% of drone lock-ons).

Sorry this is such a long paragraph, but that's how excited I am about the release of the new versions! :)

Posted by Wreck March 20, 2018 7:49 pm
Does this indeed use the characters selected in multiplayer as your mission bodies? If this is so, it may be greatly beneficial for each player to at least use the same body. This will cut the textures down, and be one less potentially unique model loaded. Could be enough for certain levels to run, or reduce texture corruption.

Posted by CHlindin March 20, 2018 2:26 pm
For some reason Surface 2 and Depot didn't wanna load when I tried booting them up again using the same settings. I guess it can be somewhat random so take my "working level" list below with a pinch of salt!

Posted by CHlindin March 20, 2018 12:06 pm
Tested with ED 2.5 on real console with 2 players, but only tested each level once or twice. Overall much less lag than expected and definitely playable in most stages. The sight seems to have bugged graphics on both players. Level status:

Pack 1:
Dam works!

Facility doesn't load.

Runway works!

Surface 1 doesn't load.

Bunker 1 works but you can't use the camera/key analyzer, but then again, there is no such objective in coop.

Silo works.

Frigate doesn't load.

Surface 2 works.


Pack 2:

Bunker 2 works (but character textures are glitched)

Archives works, but radar has graphics bugs as well as ammo icon.

Streets works but there is a possibility that both players spawn at the same location, thus getting stuck at start.

Depot works.

Train doesn't load.

Jungle doesn't load.

Facility (should be named Control I guess?) doesn't load.

Caverns doesn't load.

Cradle works.

Aztec works.

Egyptian doesn't load.

Summary
Pack 1: 5/8 levels load.
Pack 2: 6/11 levels load.

It's a very nice mod and I hope you're able to make all levels work on console eventually!

Posted by Red117 March 20, 2018 6:42 am
Works on ED 2.5, there is alot of lag (to be expected) and some glitched textures, is still very awesome nonetheless.

Well done Rucksack Gamer, will be looking forward to future releases.

Posted by Rucksack Gamer March 17, 2018 9:28 am
I didn't test the second player with an Xbox One controller (actually, I utilized a knockoff Chinese N64 controller from my local game shop). I still have yet to complete the skies and stuff, well, really I have to remake the entire project as it's using some really ridiculous choices in the means of setup, and to explain why it doesn't work on console, it requires a 16 MB cartridge. I can't test on console since I don't have a dev cart, but anyone that wants to do that for me is welcome to when I remake some of the missions.

Posted by mistamontiel March 17, 2018 12:40 am
This is AMAZING although indeed I see it's very experimental!

Tested on 64drive, hm choosing Facility does nothing just music playing and black screen, also Bunker 1 LOL what happens to the characters textures so funny

Posted by March 16, 2018 10:46 pm
What controller/input settings in 1964 do you recommend/use with the Mouse Aim hack? I have mouse & keyboard + an X-box controller but I can't make it work for the second player without screwing up controls for player 1.

My main problem is that second controller also seems to always wanna use the mouse too so I can't use it on either player.

Posted by Wreck March 16, 2018 10:27 pm
Majority of skies will most likely be black (multiplayer default) since the 2P sky block version for the mission is absent from the 21990 file. Only a couple levels have 2, 3 and/or 4-Player skies setup for them. Cradle should be one, as well as Caverns. Any mission without a multiplayer version of the level ID (+ C8 for 2P) will show as black. This can be fixed with the Editor under Stage Options.

Posted by March 16, 2018 10:22 pm
If you can't test on console then you should test with CEN64 at least, looking forward to the next version

Posted by Rucksack Gamer March 16, 2018 9:22 pm
Sorry. This was tested only on the 1964 emulator. More specifically, with the Mouse Aim hack. I will work on a new version soon because I made this about a year ago, but couldn't get in contact with SubDrag. Something I've noticed (which is an optimization in Goldeneye itself) is the fact that ALL skies are black. "What if you use a different plugin?" Good question, it changes nothing. But yeah, I'm side tracked, I tried my best to get it running, but it's really bugged, and requires a lot of setup time...

Posted by March 16, 2018 8:54 am
neat concept, but broken on PJ64/Mupen/CEN64/console


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