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Last 30 Comments On Files/Screenshots

File Comments
2015-08-28 12:28:39MIPS N64 DisassemblerSubDragIt's C++ CLI .net, you should be able to use Mono on a mac.
2015-08-28 12:23:51MIPS N64 DisassemblerHri7566Mac?
2015-08-26 21:46:36All BondsWreckThanks for the info! I've updated the ROM patch to correct these two texture issues, and also updated all the solo mission Bond costumes to use Brosnan heads. SubDrag should be updating the zip file shortly.
2015-08-24 16:38:45GoldenEye Setup Editor 3.0SubDragYou may want to stick to just injecting setup/pads files if you're not touching the background, since project mode reoutputs clipping and background. You can try taking your current setup/pads, and just injecting that only in 39850 Game Configuration, and see if you still have that issue. If so, there may be something changed accidentally in actions? For PD, your start point seems to sometimes be your position at end of the pre-recorded fx, not your start point pad.
2015-08-24 16:34:50GoldenEye Setup Editor 3.0JasonNolan64Basically I'm trying to make a hack of Perfect Dark which makes the game harder. I edited Defection and Investigation successfully. (By adding more guards) But when I edited Extraction and put it into my PD ROM, It starts me outside the dataDyne building and sends me falling to the ground and then eventually dying. This happened on Agent and Special Agent, however when I tried it on Perfect Agent, it killed me instantly. (And I did not adjust the start position. I still had it set to Pad 25A.) And for some odd reason this also effects Defection when I start that level it put's me in the correct start position but I instantly die and fall through the building. (This happens on all difficulties. This also happens even if I don't have an edited Defection.) However It doesn't affect Investigation, so I'm glad everything isn't broken. I even tried to redo Extraction but still no luck. I put the projects in the ROM by selecting "Inject Project into ROM". I create a new project for every level I edit. I'll see if I can send you the projects on the forms, And I'll try to put gameplay of that on the forms as well. The emulator I use to test the ROM is Mupen64++ Beta (Normally I use Project64 2.1 to play N64 emulated games, but unfortunately Perfect Dark hacks aren't supported on that emulator.)
2015-08-24 15:30:45GoldenEye Setup Editor 3.0SubDragAre you using F7 to inject your level? That is odd though, can you explain more about how it's happening? You may want to post on the shootersforever forums with more info and hopefully we can help more.
2015-08-24 09:18:48All BondsGeneral HoganOops! Sorry for the late response.
The two missing textures, in the Image Editor Tool, are at:
-Preset 0787 (it's Side Cap, Dark Green).
-Preset 080C (it's a jean texture, part of the Civilian 4 body).

Have a nice day
2015-08-23 23:10:04GoldenEye Setup Editor 3.0JasonNolan64There's this weird glitch that keeps happening to me in Perfect Dark when I play an edited level of Defection and Extraction that I created, Basically when the level starts I fall through the floor and die instantly, and my start point in Extraction is completely different even though I had it set to the default start position. Could you help me?
2015-08-18 23:07:25Alfredo LamberraDFAnk1This is just excellent :D - But i had some problems to solve some objectives. But i really have to say that this was very funny :D
2015-08-18 10:02:528 Meg GoldenEyechydeSo, Mom, Are you downloading this file to a blank CD, Huh? I'll see you on next Monday after I get off work at noon. Thanks.
2015-08-15 17:47:52N64 Sound Tool V1.2fluidvoltOh, that's weird. I was using an N64 sound tool I downloaded a week ago. I re-downloaded the sound tool and it sounds right..?

This is the waveform I was getting, along with the one I now get -- it matches yours:


I'm not sure if there was a change in the code since I last downloaded, or maybe my internet garbled up the file, but I was getting that distortion on two or three percussion instruments. It's all gone now. Awesome.

Thanks for the help, and sorry for the trouble. Cheers!
2015-08-15 16:39:02N64 Sound Tool V1.2WDLmasterOk, my testing of the interim version with different games proves once more that there's no solution for every game. It's simply not possible. The newly added sample rate display is correct in some games like Banjo Kazooie but it "broke" many other games that I tested (like Cruis'n World or Mischief Makers). Not your fault, of course, just the way N64 works. The reason is simple: the base key alone is not enough to find the final rate of every sound. It still depends on the note number sent to the playback engine AND the key min/max values. This makes obtaining the correct sample rates for the majority of games outright impossible.

So for now, please do not yet implement the new sample rates in WAV export and preview but use the tool's old behavior (master or 1/2 sample rate for every sound) until I find THE solution. There has to be one. But you can still keep the sample rate display. It comes in handy for testing purposes.
2015-08-15 14:06:58Test TrackmistamontielThis is emulator-exclusive , unfortunately ={

Grateful to see work has begun !
2015-08-15 12:26:12N64 Sound Tool V1.2SubDragI'm not sure, this is the sound I see from it:

It doesn't sound like that ingame? Also, @WDLMaster, I did some cleanup of the games, there weren't really sampling rates wrong, it was just some games it seems I thought were working, but aren't loading. I'll have to track them later, for example Doom 64 and NBA Jam 99. I also added a simple form of key base showing the adjusted sampling rate. In the end it wasn't any major changes though. And removed the ignore key base, though I kept 1/2 sampling rate for now.
2015-08-14 21:43:56N64 Sound Tool V1.2fluidvoltI'm so happy to see Paper Mario added to the list! I'm planning on ripping the sounds from Paper Mario and assembling a soundfont. Quick question: a handful of instruments have distortion. For example, Soundbank 0, Instrument 06, the crash sample sounds like it's clipping. Is there anything that can fix that? Or is it even known what the cause could be? If there's no fix, I understand. Thankfully it affects only three or four samples. Keep up the great work, SubDrag!
2015-08-13 15:42:57N64 Sound Tool V1.2WDLmaster@Subdrag:

When you have some time, could you compile a separate test/interim version with some changes described below? But keep the current version to be able to undo the changes if necessary.

I personally have no problem with the tool in its current form but I'm sure the not-so-technical people out there find it kinda confusing, especially the concept about sample rates. The changes apply ONLY to those formats with BaseKey support:

First of all, remove the "1/2 sample rate" checkbox and everything attached to it. It was just introduced a few years ago due to some vague assumptions that certain banks MAY use half the master sample rate. But there is no such rule in any game. The key map is what decides the rate.

Then, rename the current "sample rate" field to "reference sample rate" because it more accurately reflects what that field actually represents. In its current state, people assume this rate is the sound's sample rate that is used when exporting or previewing the WAV, which is not the case as you'll see when you read on.

In the "sounds" section, add a new edit field called "sample rate" but disable user input because the value displayed there is calculated from the reference sample rate and the base key. THAT value is the actual rate used for the currently selected sound and is always calculated from the reference rate and the base key (and the detune value, but leave that out for the moment). That's also the reason why the user cannot edit it. To change it, you have to change the base key. Now, this rate is used for both the sound preview and the WAV export – very important!. How you calculate the rate:

SampleRate = pow(2, (BaseKey - 60) / 12) * ReferenceRate;

I don't know what the "Ignore Key Base Sample Rate …" checkbox does but it seems to do nothing. I remember in older versions that when you leave it unchecked, the exported WAVs had way too high sample rates so I always checked it. You should change the behavior of that checkbox to the following: when unchecked, use the calculated rate (different for every sound. Recommended because intended behavior). When checked, use the reference rate (not recommended in most cases, especially for SFX banks).
2015-08-13 14:00:59GoldenEye Setup Editor 3.0SubDragYou can export as obj, and try importing textures and then model in edit model.
2015-08-13 11:25:50GoldenEye Setup Editor 3.0The StrevIs there a way I can add Jet Force Gemini objects into GoldenEye?
2015-08-13 04:43:30GoldenEye Setup Editor 3.0SubDragYou're missing a prerequisite vs redistributable. Please see Faq on this site for info.
2015-08-12 19:56:25GoldenEye Setup Editor 3.0JasonNolan64I can't load the editor because I keep getting this error. "C:\\\\GEEdit3\\\\PerfectGold.exe

This application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail."

I'm trying to run this on Windows 10 under with backwards compatibility Windows XP Service Pack 3. Please help.
2015-08-12 14:02:44N64 Sound Tool V1.2SubDragBasically File->Open Known Game, pick your game, pick your ROM when prompts, then good to go.
2015-08-12 11:39:50N64 Sound Tool V1.2aaronWhen I launch the tool I can't seem to find a way to load the rom up to get the files from it. what am I doing wrong? there aren't many option in the tool that I can click that actually bring up anything... so..?
2015-08-12 09:31:16N64 Sound Tool V1.2WDLmasterI suggest you scroll down a bit and read through the lengthy discussion about that issue. There's no need to update anything because (I repeat my self over and over) there will NEVER be a single sample rate for every sound in every game. The soundbank's internal rate, which is not correct in many cases, also specifies 22050, and is obviously wrong, so you have to set it manually to 11025. Even if you set the global sample rate for Banjo Kazooie to 11025 (which is plain wrong, because no game ever made for N64 has such ungodly low quality) it might apply to the SFX but not to the music samples, which are 22050. As said numerous times before: you will always have different sample rates for different sounds in every ROM. Rates are not stored inside the ROM so you have to set them manually. Depending on how the keymapping for each game is set up, one could calculate them to a certain degree but it's not consistent across different ROMs.

That discussion goes on for more than 3 years now. If you scroll down even further, you'll see that at least since Spring 2012 we're looking for a way to consistently get the sample rate for every sound but there is none. It depends on the key mapping. The base key to be precise, and even then it does not necessarily mean it's the correct key to get the original sample rate. Why? Because if the sound guy specified the base key wrong, he simply plays the note a few semi tones lower/higher to compensate for that error. That’s it. That's the reason why internal values are not always correct and it's the actual MIDI message (the key number) that decides how to play a sound…
2015-08-11 19:21:24N64 Sound Tool V1.2SubDragI'll check this weekend, I think one of the fixes accidentally makes me need to half sampling rate on most of the games.
2015-08-11 17:02:428 Meg GoldenEyeZoinkitySo there's less confusion:
This is designed to let editor users use more variety or make larger levels. There will be little, if any, noticable difference in a retail game.
The only advantage for unedited games is the TLB manager has been upgraded. Less code is swapped in and out of memory during gameplay. Also, the general allocation buffer is automatically larger so there's a chance certain rare graphical errors won't happen. Expect no noticable change.
2015-08-11 16:17:45N64 Sound Tool V1.2PysisI used the tool to extract the sound banks from Banjo Kazooie U V1.0. In the "gamesoundconfig.ini" file, the "AllSamplingRate" is set to "22050", but all of the sounds were too high and fast. It seems checking the box "1/2 Sampling Rate" makes them sound better. Should there be an update to simply change this number to "11025"? Is there another purpose for having the value set like it is currently?
2015-08-11 10:34:31GoldenEye Setup Editor 3.0chydeHi, Mom. It's your son, Chris Hyde, Thank you for downloading this program on my USB flash drive and I hope it's pretty good, Peace out.
2015-08-07 17:33:03GoldenEye Setup Editor 3.0SubDragNo change to co-op. Besides the lag, the real issue is the AI targetting doesn't work properly and is very difficult to fix.
2015-08-07 15:32:57All BondsWreckInteresting. Would someone like to let us know which textures were missing, so we can take a look into the matter and correct it for an updated patch? Much appreciated.
2015-08-07 04:59:05All BondsGeneral HoganHello! I have discovered why you can't make a battle between Civilian 3 and Civilian 4: it is because there were two missing textures in the ROM. So I re-imported them and.....it works!

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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