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Files - Misc - 8 Meg GoldenEye

Name8 Meg GoldenEye
AuthorZoinkity
DateAugust 2, 2015
CategoryMisc
DescriptionGoldenEye Expansion Pak Support Patch v0.09

This patch is a WIP! It has potential errors and incomplete features. Do not distribute or use with release code!

Expansion pak support extends the engine to detect and use the 8MB expansion pak when present. The memory will be allocated using the usual method internally and invisibly to the user.
It also provides a different TLB manager that is significantly more efficient than the original.

On its own this memory would sit in the general allocation buffer, meaning it would only be used on-demand for dynamically loaded object instances, etc. The intention is for projects to utilize the additional 4MB more effectively by setting internal allocation values.

There are two codebases:
GE-xpak.ext basic 8MB support
GE-xpak.7MB.ext basic support, reserving 1MB of memory for special purposes
BPS patches can be applied with either beat (http://byuu.org/programming) or the bps python module. The patch can only be applied to an unbyteswapped, uneditted ROM.
IPS patches have no such restriction.

Todo:
*) Currently, no provision has been added to determine if your allocations exceed available memory, and no method of restricting access to features that require the additional memory is provided.
*) Rearrangement of allocated blocks to best utilize fixed and variable sized data has been left to a final patch.

-Zoinkity
nefariousdogooder@yahoo.com
Clicks12182
Download0.027537 Mb
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Posted by Siul May 16, 2018 5:12 pm
That's due to Cradle rendering the entire map at once, which doesn't help framerate in SP either.

Posted by Anon May 16, 2018 8:05 am
Fair enough. Just curious if maybe it could help a bit with the laggy framerate on multiplayer Cradle for example. Will give it a try later.

Posted by Siul May 15, 2018 7:45 am
Anon: This is only useful for modders, however if you want to use it go ahead but expect no noticeable difference.

Posted by Anon May 14, 2018 9:49 am
Will this have any effect on a real 64 using an Everdrive? Is it worth using?

Posted by SubDrag May 5, 2017 1:14 pm
If you're using PJ64, one more setting needs to be off (different than regular GoldenEye). Turn off SP Hack.

Posted by AL64inthedark May 5, 2017 12:27 pm
Well sadly, I didn't test the rom and it doesn't start on emulator. The screen stays black :(

Posted by SubDrag April 12, 2017 1:08 pm
Yes, it is by design (by Zoinkity), to be able to be applied to any GE ROM. That is why it is a .ips instead of .xdelta.

Posted by AL64inthedark April 12, 2017 12:51 pm
Seems it worked on an a already modified rom (4 bonds on select save) on which I did add custom heads and a level.
I thought it could only work on an original rom. It just displayed checksum has been changed or something like that.

Posted by MultiplayerX December 11, 2015 10:38 pm
This is REMARKABLE stuff Zoink. Fantastic stuff! :)

Posted by SubDrag September 18, 2015 9:39 am
It should be compatible with all ROMs that I'm aware of, though it won't automatically increase things like -ma or -mt, so you'd have to apply patch, then go to 21990 and increase them.

Posted by speedruntrainer September 18, 2015 9:32 am
Can you apply this to already modded ROMs? Some ROMs doesn't work on EverDrive and freezes when loading a level or just after you start the level, like the Island ROM.

Thanks.

Posted by The Strev September 9, 2015 11:59 am
If you're going to do modded ROM's, would it be best to use the 7 MB version?

Posted by Zoinkity August 11, 2015 5:02 pm
So 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.

Posted by SubDrag August 4, 2015 2:21 pm
You won't see much difference on base GoldenEye, but on modded roms, you can add way more textures, variety guards, models, etc.

Posted by Sam August 4, 2015 11:37 am
Hi there, I still use my original N64 with a ED64 using a expansion pak, i successfully patched the ips to the rom and its plays on the system fine but looks no different with no expansion pak enchacements..have i got the wrong idea about the 8MB utilization? Now assuming this just for the purpose of editing only?

Posted by SubDrag August 3, 2015 3:30 pm
These are ips patches, so to apply to a ROM, follow this tutorial:
http://goldeneyevault.com/viewfile.php?id=84

Posted by Luke August 3, 2015 2:46 pm
Just want to say a BIG thankyou to make this 8meg goldeneye a possibilty!
Im afraid im having trouble working this out...i have the orginal goldeneye007.z64 file and the goldeneye editor but having no luck...to patch this..could you please instruct me to allow me to play this version.
Many thanks ;)


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GoldenEye Vault features a collection of fan-made, custom materials based on popular N64 games. No ROMs are downloadable on this site. Instead, the site provides patches containing the custom user content only. We are not affiliated with, nor do we support, endorse, or condone the distribution of 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.