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Files - Multi Levels - Classic Nintendo Maps

NameClassic Nintendo Maps
DateNovember 5, 2016
CategoryMulti Levels
DescriptionSogun Studio in colaboration with GoldenEye Vault proudly presents: Classic Nintendo Maps

1. What is Classic Nintendo Maps?
2. Files contained in the package
3. Patching the ROM
4. Running the ROM in Project64
5. Extracting maps from ROM
6. Special thanks
7. Links of interest

As the name states, some of the more emblematic levels from well known games on the Nintendo 64 have been turned into GoldenEye multiplayer maps!
I released some other maps prior to these patches, but I didn't name the project as Classic Nintendo Maps until the third verison. This is release five, and it includes the content from all other releases:

version 1
+Kakariko Village from 'The Legend of Zelda - Ocarina of Time'

version 2
+Peach's Castle from 'Super Mario 64'
-Added Sogun Studio logo

version 3
+Forest Temple from 'The Legend of Zelda - Ocarina of Time'
-Kakariko Village (new version optimized for console, as an alternative patch)

version 4
+Blue Resort from 'Bomberman 64'
+Holiday Island from 'Pilotwings 64' (original idea by radorn)
-Two patches with maps optimized for console and emulators
-Added maps to Solo Missions mode so you can roam freely in them at full screen!
-Rearranged multiplayer level selection screen: Basement, Complex, Bunker, Archives, Caverns and Facility are playable up to 4P! (but some will fall in uncomming releases).
*Kakariko Village
improved framerate
fixed grass textures
rearranged allocations which mean no more blackouts or texture issues
*Peach's Castle
added Peach/Bowser portrait trick (console only as no plugins emulate this effect properly)
improved some greyscale textures
corrected tree-clock colors
rearranged allocations which mean no more blackouts or texture issues
you can kill the fish in the tanks with explosives (console only)
*Forest Temple
fixed grass texture
improved some greyscale textures
rearranged allocations which mean no more blackouts or texture issues

version 5
+Big Boo's Haunt from 'Super Mario 64'
+Bob-Omb Battlefield from 'Super Mario 64'
-Two patches with maps optimized for console and emulators
-Rearranged multiplayer level selection screen. The remaining classic levels are Complex, Basement, Bunker and Facility.
*Kakariko Village
improved soundtrack thanks to Omegacop_jp
*Blue Resort
improved rendering order for textures with transparency

GE_ClassicNintendoMaps_v5_console.xdelta -> This patch contains optimized versions for real hardware. Make use of your flashcart!

GE_ClassicNintendoMaps_v5_emulator.xdelta -> This patch contains optimized versions for emulators, with better framerates and longer drawing distances. Some maps will not work on console or perform very poorly.

Choose one patch to inject in the rom. You must patch the rom using the GoldenEye Setup Editor. You can download it from:

-You will need the '*.xdelta' patch and a unflipped 12MB rom of 'Goldeneye 007'. A *.z64 rom should work.
-Open the GoldenEye Setup Editor.
-Go to 'Tools' and then to 'Xdelta Patching'
-Select 'Apply GE xdelta Patch'
-Select the original 'Goldeneye 007' rom
-Select '*.xdelta'
-Save the new file 'GoldenEye.rom'. You can rename the file, but you must keep the .rom extension.

If you are using Project 64 you need to change some settings in order to make the rom work smoothly.

For Project 64 1.6
-Load the rom and then, in the emulator menu, go to 'Options' and 'Settings'.
-Select 'Rom settings'. Change to the following for GoldenEye:
CPU Core Style: Recompiler
Self Modifying-Core Type: Change Memory and Cache
Counter Factor: 2 (setting it at 1 will improve performance but also cause some accelerated timing effects).
Check marks by: Large Compile Buffer, Register Caching, SP Hack, Use TLB.

If you are using any other version of Project 64 you have to copy the rom settings from the original GoldenEye rom to the Classic Nintendo Maps rom settings.

Only if you know how to use the 'GoldenEye Setup Editor'
I rearranged the level slots in order to have my maps better organized. This means the slot you see on screen doesn't replace the previous slot in the original GoldenEye. You should look for these slots in the 21990 menu if you want to extract the files.

Solo Missions
-Kakariko Village-> 0D - Dam
-Peach's Castle -> 0E - Facility
-Blue Resort -> 0F - Runway
-Forest Temple -> 10 - Surface 1
-Holiday Island -> 00 - Bunker 1
-Big Boo's Haunt -> 13 Caverns
-Bob-Omb Battlefield -> 04 - Archives

Multi levels
-Kakariko Village-> 12 - Temple
-Peach's Castle -> 0E - Facility
-Blue Resort -> 1A - Stack (setup from Stack, but bgfile and clipping from 14 - Citadel)
-Forest Temple -> 1E - Caves
-Holiday Island -> 1C - Library (setup from Library, but bgfile and clipping from 00 - Bunker 1)
-Big Boo's Haunt -> 13 Caverns
-Bob-Omb Battlefield -> 04 - Archives

To SubDrag, Wreck and Zoinkity for the GoldenEye Setup Editor. Without such amazing tool this patch wouldn't been possible.

To radorn, SubDrag for his guindance during the creation of the patch and adding new cool features to the editor.

To GoldenEye Vault and Shooters Forever forums for gathering such and amazing community arround GoldenEye and Perfect Dark.

To Omegacop_jp for making Kakariko Village sound a lot better.

- the patch creator's blog. It's mostly in Spanish but some articles are translated into English.

- find here tools, hacks and tutorials for GoldenEye and Perfect Dark

-Here's where the community gathers. Post your thoughts about the N64 classics, look for help for your hacks or announce them here.

Enjoy the game!
Download3.591531 Mb


Posted by January 19, 2018 3:26 am
How do you access the multi player option ? The option is not highlighted

Posted by Ibprofen98 January 10, 2018 12:36 am
I patched the game, started it up, and it was super laggy on the classic nintendo added levels. I tried using the GLIDE64 plugin, and it was running way better at the beginning, but then I tried to play Peach's castle... All the players spawned below the map, it's all broken, and Changing the plugin does not fix this. Did I break it somehow?

Posted by mistamontiel November 6, 2016 8:38 am
INCREDIBLE !!! Love all the new content

Posted by Stevo February 8, 2016 1:44 pm
Ok. I got the editor to open. I've successfully patched the ROM and it opens and plays on Project64 v2.2.0.3 but is EXTREMELY laggy. Like 7-10 VI/s. I used a stand alone xdelta patch GUI and it patched the ROM and it plays just as bad. I tried using the settings in the FAQ about patched ROM but it seems like it was written about an older version of project64 and several of the settings seem like they're not there anymore. Any advice? My computer is not the newest or greatest but it seems like it should be able to execute playing a patch game when the regular one runs fine. I also have the goldeneye x prepatched ROM and it plays pretty well.

Posted by SubDrag February 7, 2016 4:23 am
Check out the faq on this site for prerequisites. You're missing directx 9.

Posted by Stevo February 7, 2016 1:05 am
Ok, I'm stupid, a n00b, whatever but I for the life of me CANNOT get this editor to work. I have windows 8.1, directx 11, I got the vs redistribution 2008 pack and unpacked it in program files (x86), installed the editor and tried to open the perfectgold.exe as an administrator and got the missing d3dx9_30.dll message. I've tried what goldeneyeforever.com suggested in downloading the driver and putting it in the geedit3 file (while is installed as it's own file on my c: drive and not in program files (x86). I've completely uninstalled the editor and deleted it, redownloaded it directly from here again and installed it again. I'm just so lost and I just want to play on some of the classic Nintendo maps but no one has prepatched roms listed anywhere. Someone PLEASE help me figure this out. Sorry about the long paragraph but I tried to be as detailed as possible. Thank you in advance!

Posted by Lizalfos May 1, 2015 5:18 am
I have a glitch where in all the maps the sky is extremely glitchy... Sometimes it's pitch black and others it has a crazy effect where when I look around the sky seems to make a bunch of images of the objects around it... It's hard to explain... It looks like there are a million versions of the objects around the sky that multiply when I look around.

Posted by Stephen January 6, 2015 11:22 pm
So I got the rom patched alright and it is running, but it is pretty laggy (might just be my computer) and the player one screen is constantly flashing white. Is there any solution to this? I'm using Project64 to run it.

Posted by G14Classified September 9, 2014 11:41 pm
Amazing,Holiday Island is perfect for some multiplayer high speed hoverbike action if you ever port it to perfect dark. Or even tanks if the Goldeneye X team figures how to get them working. It is my fav level by far. Love the immense size.

Posted by MultiplayerX August 27, 2014 3:26 pm
AWESOME So. You the man with N64 map conversions. You spark a whole new level of excitement in GE. Thumbs WAY up buddy!

Posted by Rey August 24, 2014 8:33 pm
I want to say this the comment were it says it is F*cking awesome. That is not me. Stop using my name man.
It confuses everyone. Put some kind of number after yours.

Posted by Sogun January 16, 2014 8:37 am
@ Anthony.
Settings were written for Project64 v1.6 and are the same as the original GoldenEye rom. So load the original GoldenEye in whichever project64 you are using and copy those settings to the patched rom settings. That should work, I don't know if there's something else to set.

Posted by SubDrag January 10, 2014 2:41 pm
You can export the levels to obj, in Room Positions mode. They don't have vertex shading. If you need that, there's a way using .fbx format, but it's more complicated.

Posted by [1138] January 10, 2014 12:40 pm
Hello friends from Goldeneye vault. I work with goldeneye source. and I intend to export maps from the original Goldeneye for the hammer SDK. Anyone know any way?

Congratulations on the Bright work for years. I'm anxious for the new version of Goldeneye X. Thanks to all :)

Posted by Anthony January 10, 2014 12:28 pm
I'm having a difficult time with this hack. It works...but is really laggy. I tried adjusting the project64 settings to match those in the readme file, but it seems like the readme was written with an older version of project64 in mind. Many of the options don't match up. I there any help out there? I would love to share this hack with my friends, we all grew up on these games.

Posted by Luke January 5, 2014 5:44 am
I love the work you've done with these levels and have been playing them a lot. Would love to see Clock Town from Majora's Mask added to the bundle.

Posted by Andreas November 19, 2013 6:49 pm
Amazing, just wish i had four friends at home.
Shogun keep it up!!

Posted by SubDrag September 9, 2013 7:50 pm
This patch is multi only.

Posted by eric September 9, 2013 7:03 pm
nevermind, it did show up, but it only shows in multiplayer. Does it work for single player?

Posted by eric September 9, 2013 6:55 pm
I did the x delta patch thing and chose the goldeneye rom and made a new one with a name, but the new level doesn't show up when i run the rom, why?

Posted by MultiplayerX August 14, 2013 1:02 pm
I'm with Kyle on that buddy. A few levels from Jet Force Gemini would be really neat!!

Posted by Kyle Katarn August 11, 2013 9:12 am
You should make some levels from Jet Force Gemini

Posted by Andreas August 11, 2013 2:25 am
Awesome Maps!! Agree about Sogun being the shit!

Posted by MultiplayerX August 6, 2013 1:41 pm
Sogun you are officially my favorite goldeneye hacker along with Wreck. You port maps into goldeneye that reinvent it's entire concept. The game is TEN times more exciting to play than when it came out over 13 years ago. :) Without you I don't think the inspiration would be a TENTH of what its becoming today. Keep em coming buddy!!! Love this map!!!!!

Posted by homer j. simpson August 2, 2013 3:00 am
hello guys. already been almost one year after the release of goldeneye x 5th, my question is this. will have a version 6? it is possible to reach the perfect goldeneye with all levels and missions in arcade?

Goooooooooood joooooob sogun. excelent level

O_o d

Posted by sumbodyshero June 27, 2013 4:05 pm
Let's do a Rainbow Road sniper map. (Or whatever they called the Rainbow map in Mario 64.

There was also that short bonus level in the same room as it, with the clouds and the red coins.

And THEN of course there is the Mario Kart 64 Rainbow Road. Who would have thought gaming would get this good...

Posted by Anon June 22, 2013 4:43 pm
Try this emulator, it's faster -

Remember to set the romhack's EEPROM Sizeto 16Kb.

Posted by SubDrag June 12, 2013 8:00 pm
Yes, this patch has been tested on ED64 (and actually quite a bit of fixes were needed to get geometry rendering right).

Posted by Earth June 12, 2013 7:39 pm
Last question; I've just ordered an Everdrive64 and should arrive in a few days. Would these run on it?

Posted by Earth June 12, 2013 6:52 pm
This is awesome! Trying it out now. @MultiplayerX, I agree, TWINE models would be awesome. I wish TWINE had a community as well, I've never heard any info about hacks for it. The guys here have extracted models from it though, wish I knew how. I'd also love to find out why the heck that one policeman character in multiplayer had no collision...

Posted by 007Dark June 12, 2013 1:43 am
This is just GREAT. I couldn't even imagine someday I'd see something like this. Thank you VERY much!!!

Posted by jamesbond007 June 4, 2013 5:21 am
If you like this patch, Be sure to tell your family about this.

Posted by MultiplayerX June 1, 2013 1:57 pm
I like that you kept GE's music in this SOGUN. Dewd I'm serious about Jet Force Gemini. Those maps have some breathtaking layouts and I think would be as cool as SM64. Any plans for other SM64 levels in the future? Love this map!!

Posted by Duske June 1, 2013 1:40 am

Posted by Duske June 1, 2013 1:39 am
Awesome!!! Now hopefully we'll get to see these levels in the nest Goldeneye X release.

Posted by SilverEye May 31, 2013 8:02 am
A-MA-ZING! good job Sogun. This is just artwork! Probably this will be my new favourite custom multi level. I love GE and I love SM64. so this is really nice news, especially for a friday evening :)

Posted by ShiftClick May 31, 2013 3:34 am
This is simply breathtaking Sogun. This definitely shows what you can do when you stick with a project and do your best working on it. Amazing job man! :D

Posted by Mayko May 31, 2013 12:37 am
I'm amazed, two great games of my life together in one!! Congratulations sogun!! thank you. =) i imagine it would be historical confrontation: Mario and Luigi vs james bond and Alec trevelyan!!! Strange is not it? would still be easy to overthrow the mario would be very difficult to overthrow the bowser XD

Posted by MultiplayerX May 30, 2013 9:14 pm
EXCELLENT work on this SO. I loved this game and it is an extremely worthy map for a GE port. Great idea, and The Zelda port is astonishing as well ;) Keep em coming bro I'll promote anything you dish out. Multi X Can I ask a favor? Could you CONSIDER porting the first level from Jet Force Gemini into GE like this? I will help you if you'll teach me your methods. PM me on shooters if you're interested. I'm seriously considering starting a port of TWINE's solo levels in GE too. I think that game needs to be merged with GE too because it has some very well designed campaign maps. MultiplayerX

Posted by Rey May 30, 2013 7:03 pm
Ok,this is F*cking funny. Is the caslte theme playing to? hahaha Great work man.

Posted by SubDrag July 11, 2012 8:41 pm
The custom maps are very difficult gamesharkwise - so much so we haven't spent any time because it's far too complicated. The benefits don't outweight the work. Grab an ED64 or 64drive.

Posted by ChaosPrime July 11, 2012 7:46 pm
Is there any possible solution to showing a Gameshark code for these types of maps? Any maps at all? As bad as they would be playing on a console, I still would like to take my chances.

Posted by May 23, 2012 9:43 pm
That is AWESOME! I wanna play GE in Lake Hylia, Gerudo Desert, Deku Tree, Forest Temple, Lon Lon Ranch, and Kokiri Forest!

Posted by Goodbutt December 20, 2011 12:30 pm
EternallyAries i know that,I Am Not trying to be mean!EternallyAries im just asking. POST back please!

Posted by EternallyAries December 10, 2011 4:52 am
I do say Goodbutt. Ganondorf can not be playable unless ported a model into the game. But then you need to make him moveable. And all that other stuff. Its really a pain to do it. and it will take alot of time. and I don't even think subdrag made it even possible to even make playable models yet.

Posted by Goodbutt November 24, 2011 6:07 pm
What if ganondorf was playable?post what you think.

Posted by dj4ngo October 10, 2011 5:14 pm
I really like this map great work. Its really nice that you integrated all the rooms of the houses inside, great work!

Posted by Beavis October 9, 2011 3:44 pm

Posted by Jeepsrt1231 October 6, 2011 4:30 am
On player 4 is the spider alive or dead?

Posted by EternallyAries October 6, 2011 12:29 am
Its nice to finely see a release of one of your levels Sogun. Ill have to give this a chance when i get the Goldeneye editor back in my new windows 7 laptop. So ill tell you whats it like once i get to it.

Posted by RZXP October 5, 2011 4:11 pm
is this limited time...my laptop charger is broken so i havnt seen it..ps im on my ds

Posted by Tim October 5, 2011 2:31 pm
This is so great !!!! Thank you !!

Posted by Sogun October 5, 2011 9:21 am
Hi guys, I'm glad you like the level. I know about the bugs (there's also a tricky ladder next to Impa's house), unfortunately I don't know how to fix them. Hopefully they will be fixed in an incoming Perfect Dark release, so stay tunned! For those who want to know about the tools involved in the creation of the level, take a look at this: [url]http://sogunstudio.blogspot.com/2011/07/kakariko-village-in-goldeneye.html[/url]

Posted by RZXP October 4, 2011 4:56 pm
i hate that spidder guy..i love the sniper tower so awesome u guys

Posted by James Strevens October 4, 2011 8:57 am
Was this made on the Hammer Editor?

Posted by Amish October 4, 2011 1:31 am
It also happens in the windmill room too.

Posted by Amish October 4, 2011 1:26 am
I found a bug. It happens in the house where you would find Talon whiling away in OoT. When you walk on the beds it is possible to stay at that elevation you are at when you are walking on the beds. When this happens you can't really get out of the room unless you 'ground' yourself. Instead you end up walking through the walls and you wonder around the skybox. Otherwise thanks for the port. Its awesome.

Posted by RZXP October 3, 2011 12:56 pm
I LUV THIS GAME...i left goldenye vault a while and i came back a while l8r and found some pretty cool changes!

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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.