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Last 30 Comments On Files/Screenshots

File Comments
2016-08-25 12:49:12N64 Soundbank ToolSubDragSnowboard Kids 1, the sound bank is compressed, and compression not yet cracked, that is why it is missing. You have to decompress the Ocarina of Time ROM yourself, using a tool called Zdec.
2016-08-25 06:54:13N64 Soundbank ToolG-BoyI can't find the Ocarina of Time ROM anywhere on the internet. There's OoT ROMs everyhere, but none of them has the same name as the one in the list. The closest name I could find was "The Legend of Zelda - Ocarina of Time v1,0 (USA)".
2016-08-25 01:29:09N64 Soundbank ToolspkIs it possible to add support for the first Snowboard Kids? It seems to only support the 2nd. Or do they share the same soundfont?
2016-08-24 14:57:00N64 Sound Tool V1.3SubDragHi! I am sorry to say but Conker importing is not supported yet, though since you have requested it, I have added it to my list to look at sooner than later.
2016-08-24 14:09:33N64 Sound Tool V1.3ShurrickHi folks!
Thank you so much for this tool!
But, nevertheless - can anybody tell me, does that soft support wav import in Conker BFD? I really need it for my russian translation)
Anyway thanks!
2016-08-23 14:19:17Analog Control Mods (Turok, Armorines, Rainbow Six, Forsaken, Daikatana, Shadowgate 64, Duke, Hexen)SubDragThere is no need for a control modification for South Park. You just open up the options, and change the controls from To-Rock to Brown-Eye and now it is GoldenEye controls. Turok 2 and 3 also has GoldenEye controls as an option, so it doesn't need any patches - it's called Arcade.
2016-08-23 12:06:03Analog Control Mods (Turok, Armorines, Rainbow Six, Forsaken, Daikatana, Shadowgate 64, Duke, Hexen)Beatlemaniac19Also, do you have patches for the other Turok games or do they have GoldenEye control schemes by default?
2016-08-23 11:58:53Analog Control Mods (Turok, Armorines, Rainbow Six, Forsaken, Daikatana, Shadowgate 64, Duke, Hexen)Beatlemaniac19I'm talking about the game simply titled "South Park" on N64, released in 1998. It's an FPS. Does it have an option for a modern control scheme? I know by default the controls are identical to Turok.
2016-08-21 17:09:50N64 Sound Tool V1.3lezg_gWell I'll try it :), thanks for the information
2016-08-21 15:56:00N64 Sound Tool V1.3SubDragI believe it's in samples. The end is right now the length of the sample (in samples, so / 2 size, since is 16-bit). If you want a real loop, it is the start and end (but in samples). I believe if you use Waveasaur to add loops to a wav, the sound tool imports them automatically. And count is number time loops, or FFFFFFFF is infinite. However, loop predictors I don't know how to calculate so it may not sound right after it loops.
2016-08-21 10:21:37N64 Sound Tool V1.3lezg_gI have a question about loops:
how does that start and end works? and how to get the right values?
2016-08-19 18:14:20N64 Sound Tool V1.3lezg_gYeah, I'm using that option and for now it works perfectly :) (I'll test more tomorrow haha, I got some other things to do today)
2016-08-19 16:44:45N64 Sound Tool V1.3SubDragI hope so, that would be good! Did you use the replace with same predictors option? And make sure you do from scratch, as the two bugs before this would've corrupted (and did) some sounds in your last ROM.

I think the last bank in OoT may be corrupt or something, it doesn't seem loaded in RAM, not sure what it was.
2016-08-19 16:34:42N64 Sound Tool V1.3lezg_gIt seems fixed :), I'll let you know if I find bugs, but really thanks :D
2016-08-19 06:31:41N64 Sound Tool V1.3SubDragI uploaded a new version, with a button that says "Import 16-Bit VADPCM Wav (same pred). That makes the file smaller since it reuses the existing predictors. At least for importing this sound it worked. I am suspecting that maybe there is some kind of ctl limit, and by adding new predictors it exceeds that limit in bank 0 or 1 (importing any sound in the ROM you sent into that bank causes the issue, and the ctl exceeds the original size). I can't find anything else wrong. Also, make sure you start over from a clean ROM, as I have fixed the previously mentioned bugs that would've previously corrupted some sounds. If you get to a point where it fails to play sound again, if you can send me a before, and sound and slot, and then let me know how to recreate. Hopefully keeping the ctls smaller by using existing predictors (make sure play sound to see if sounds ok with that), will avoid the loss of sfx.

Yoshi's Story still does not import without crashing on boot, it is unclear what is wrong at this time, but the other games seem "ok", at least until we find more problems, hopefully not though, or possibly hardcoded things.
2016-08-19 05:15:28N64 Sound Tool V1.3SubDragI am starting to think we are running into a ctl size limit. When we imported a new sound, it added a new predictor set, and the ctl size got a little bigger. I wonder if somehow they buffer size available and it is overwriting or something.
2016-08-19 00:17:39N64 Sound Tool V1.3WDLmaster@ lezg_g
Yes I know. It was late at night when I wrote the text. The Z-trigger sound is the missing sine wave + pitch modulation.
2016-08-18 18:39:35N64 Sound Tool V1.3lezg_gjust emailed you one: I replaced most of all adultlink sounds(the same sfx bank 0)
2016-08-18 18:16:45N64 Sound Tool V1.3SubDragI uploaded a new version that finally fixes F-Zero to avoid the static sounds and utilize both tables (and output is supported for F-Zero and Star Fox), but I can't figure out yet, why Yoshi's Story doesn't work, or the Zelda Ocarina of Time issue we have been discussing yet still happens...there is nothing obvious right now. There are some oddities in the original OoT sound data, like the last sound bank, seems like it is weird. And table 4 wasn't used by the first table...confusing stuff, stuck, but I'll look more tomorrow. Also, lezg_g can you give me a complete set of sounds and what bank/instrument slot you replaced for that ROM? I want to at least start over, so I know it's at least all valid.
2016-08-18 16:07:41N64 Sound Tool V1.3lezg_gWow, I didn't thought those were micro sequences...(just a correction, the z targeting is a different sound haha)
Thanks for the information WDLmaster and sorry for the confusion Subdrag(I really thought they were sounds because with the Audio debugger you can listen to them as they were sfx(they are in the same place as the enemies sounds))
2016-08-18 13:55:42N64 Sound Tool V1.3SubDragInteresting, thanks for the info, the horse hoof I feel like you are right and that's first. I think I did find one major issue, I was using the wrong bank index (though I'm not clear if they ever use the second bank index). It's confusing because some games use one way of indexes, and another type use another index choice, still working it out. I am hoping that will fix it, however, now I am getting too big tbl heh. Still trying to figure out why. In tracking that, I finally figured out how F-Zero chooses the index for the sound, so there shouldn't be any more static, but Zelda doesn't seem to have that so not related. However, Yoshi's Story still crashes, confused by that...may still be missing something, but I'm trying to work this out still fully, getting closer.
2016-08-18 13:07:05N64 Sound Tool V1.3WDLmasterVery interesting topic! The first sound that plays after booting is B00I30S00 (horse hoof sound). The first GUI sound that plays is when pressing a button. But I highly suspect that this is not a single sound but a "micro sequence" (like the other MIDIs but maybe simpler in structure?) because a number of different GUI sounds is completely missing.

There are many other uses of those "micro sequences" in the game like the quest menu navigation and cursor sounds. For instance, B00I54S00 (a harp sound) is used at least in the following situations, in the form of "micro sequences": open the quest menu, closing the quest menu, changing pages, placing an item on the C buttons, request the save screen, placing the cursor over a page selector, select Link's equipment, reaching the end of a conversation, closing a textbox, press the Z-button to move the camera behind Link.

Those sequences can at least play two voices at the same time. Additionally to the harp sound, B00I44S00 is used when confirming the selection of a file in the main menu or aborting the file selection. B00I44S00 and a missing sine wave sound is used when selecting a main menu option. That missing sine wave is also used when picking up a heart (a very quick pitch modulation is applied), when collecting the big silver rupees and in the aforementioned open quest menu sound (a pitch modulation is applied here too).

There are at least two (probably very short and looped) sounds missing that are also used with those "micro sequences": a triangle wave and a square wave. The triangle wave is used when pressing START on the title screen (maybe also other occurrences). The missing square wave is used at least in the following situations: when moving the cursor over an item in the quest menu or in a shop, when filling the magic meter and of course for the signature sound of Zelda: when activating a button or having a puzzle solved correctly. You know? That typical Gameboy-like fanfare thingy.

I'm sure there's more but for the moment that's all I know from the top of my head.
2016-08-18 06:17:45N64 Sound Tool V1.3SubDragIt does look like some sound effects use the bank choice, which I still have been unable to solve (primarily used in F-Zero, but it looks like is used here too). Ack. That may be the issue. It seems that every ctl bank has two options for tbl, and they must have used it in Zelda when I thought they didn't. I cannot find any info that indicates which it uses right now, it's been bugging me for a while. Do you know which sound effect (which bank, which sfx #? That is played first from when you boot up? I guess the first effect is when you press a button to go to menu?
2016-08-17 15:49:19N64 Sound Tool V1.3lezg_gNice finds.
I'll wait until its complete to be safe :) and yeah, hopefully we have a mechanism to import things faster on a new rom.
2016-08-17 12:55:42N64 Sound Tool V1.3SubDragAlso found out that loop predictors for sfx were being done improperly (actually a read error this time). Neither seems to be preventing the sound issue...still looking.
2016-08-17 12:46:18N64 Sound Tool V1.3SubDragI found one issue so far, that the key base previous was not writing properly, and was filling with 0s instead. I don't think it's responsible for dropout of sound effects though. Still looking at it. So unfortunately you will need to start over importing sounds, but before doing that, I need to see if can figure out why we are losing sound still on sfx.
2016-08-16 18:08:50N64 Sound Tool V1.3lezg_gThank you for all :)
2016-08-16 18:05:41N64 Sound Tool V1.3SubDragI'm seeing some things, it will take a couple days I'm afraid, but thanks for reporting, it will be fixed soon and I will post when it is fixed.
2016-08-16 17:51:49N64 Sound Tool V1.3lezg_gWell, I think any sound you add more causes the problem, not only sfx4 (just tested)
2016-08-16 17:50:28N64 Sound Tool V1.3SubDragIn your ROM, yeah, I'm going to do some more testing on base Zelda too. I'm trying to figure out what's wrong now. I'm not sure how long will take, hopefully it's not too bad.

Screenshot Comments
2013-11-23 20:57:56Frigate in DamGolden4lifeLet's go to the secret island that everybody has been talking about! :D
2013-07-09 13:06:27McPipehelm and Raz Relaxing at Their Rubbish HomeOmegaCopWTF?!?!
2012-11-11 11:05:22Console ManLiamThose guys look like computers
2012-07-20 11:09:05Egypt Doors OpenHGNice hack images http://www.goldeneyevault.com/screenshots.php . -__- i think upload this images in my future tutorial video on youtube.
2012-05-14 08:51:57The VisitorsPerfection darkI always wished i could fly that ship
2012-05-14 08:49:05Never Call for a Cab in ChicagoPerfection darkChicago: Stealth Objectives: 1: Find drop point equiment 2: Dive 3: Enter G5 Building
2012-04-04 20:53:42Revenge 2SubDragI always found this amusing for whatever reason.
2011-12-22 10:01:51Jaildinnersbad***(click! Click!)your under arrest! Noooooooooooooo!
2011-12-21 11:30:04Here's Daniel!Goodbutt/dinnersbad***I changed my name to (dinnersbad***)Call me my old name goodbutt if you want
2011-12-16 15:02:35McPipehelm and Raz Relaxing at Their Rubbish HomeGoodbuttHome sweet home
2011-12-16 15:00:18Team Kill 2GoodbuttYou will DIE!!!!!!!
2011-12-16 14:56:38Guard in TankGoodbuttSomeone please make a war in the streets with lots of tanks!
2011-12-11 18:33:45Jaws CupsGoodbuttAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhh!
2011-12-11 18:26:25Raz's assassinationGoodbuttEven I thought valentin was a good guy hheee'ssss evillllll!!!!!!!!!!!!!!!
2011-11-19 20:46:26Raz's assassinationGoodbuttNot a AK 47 OoooooKkkkkk! Bond is getting sshhoott!
2011-11-14 18:43:19Here's Daniel!Acceptable67Nothing suspicious here at all.... Carrington is just making a suprise appearance.
2011-07-30 20:05:57JailEmilyStay with this guys, you're heplnig a lot of people.
2011-07-30 18:02:20Egypt Doors OpeningChelsiaYour answer was just what I nedeed. It's made my day!
2011-07-30 14:56:52Cradle LineMahaliaThis is way better than a brick & mortar estbalsimhent.
2011-07-18 07:36:03Jaws CupsDestructoinoOMG, Jaws is back, with an army of clones!
2011-07-18 07:26:50Console ManDestructoinoIt is official, Robots are taking over the world 007. Get in there and blow them all to hell!
2011-07-14 12:46:54Here's Daniel!wtfWTF!!
2011-07-10 02:57:57Cradle LedgeDestructoinoPut a ladder up there, kick that guard of the antenna, then stab everything in your path with the hunting knife! MWAHAHAHAHA!!!!
2011-05-05 15:49:06Glassware Vaultdfsd nice one!!
2011-04-19 04:40:17Team Kill 1HowHTF did u do that?
2011-04-19 04:39:27Cradle LineI-ballIt's not fake, they do do that. They did the to me on silo.
2010-10-24 12:51:53Console ManBayhow do you make guards talk?
2010-10-11 07:03:43Cradle AttackGEfan24mixed weaopons glitch. I love it! Its fun! Hold 2 guns-tap z-tap b-tap a- then hit z really fast!)

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