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Files - Solo Levels - Project GoldenEye v2.1

NameProject GoldenEye v2.1
AuthorConnery as Bond
DateDecember 26, 2016
CategorySolo Levels
Level
DescriptionProject: GoldenEye v2.1


---------------------------------------------------


Our goal for this patch was to update and fix a variety of bugs in the two levels that have been currently released.

In addition, this new patch will also include a new multiplayer setup and two new multiplayer weapon sets. An issue with the AR33's prop model
in the Timed and Remote Mine weapon sets has also been fixed.

- Newest additions have an exclaimation mark (!) tacked onto the end.


---------------------------------------------------


Select Mission:
01. Return to Arkhangelsk
02. Q-Lab VR


MP Levels:
01. MI6 Headquarters!


MP Characters:
01. Bond
*Pierce Brosnan #4E, Black Tuxedo


MP Weapon Sets:
01. Covert Weapons!
2x Throwing Knife
2x PPK (silenced)
2x Sniper Rifle
2x MP5K (silenced)
02. Explosives!
2x Hand Grenade
1x Timed Mine
1x Proximity Mine
2x Micro Uzi (9mm)
1x Grenade Launcher
1x Rocket Launcher


Cheat Options:
01. Full Ammo
Gives Bond maximum ammunition for every weapon he possesses. However, unlike Infinite Ammo, ammunition is consumed as normal.
*How to Unlock: Complete Q-Lab VR on Secret Agent in 9:00 or less.
02. Covert Weapons
Bond starts every mission with a Hunting Knife, Throwing Knives, a PPK (silenced), an MP5K (silenced), and a Sniper Rifle, with maximum ammo for all of them.
*How to Unlock: Complete Dam on Agent in 3:45 or less.


Bond's Arsenal

Weapons:
01. Hunting Knife
02. Throwing Knife
03. Walther PPK
04. PPK (silenced)
05. Tokarev TT33
06. Skorpion vz. 61
07. Kalashnikov AKSU-74
08. Micro Uzi (9mm)
08. H&K MP5K
09. MP5K (silenced)
10. Spectre M4
11. Remington 870
12. Automatic Shotgun
13. Sniper Rifle
14. Grenade Launcher
15. Rocket Launcher
16. Hand Grenade
17. Moonraker Laser

Gadgets:
01. Bomb Defuser


---------------------------------------------------


M Briefing:


An MI5 operation has uncovered a weapon smuggling operation that has ties to Northern Russia. It now appears that our friends on the other side of the Thames won't
be able to handle the entire operation on their own.

You leave for Arkhangelsk tonight, 007. A supply truck is en-route to the location and we need you to intercept it when it arrives. We also need proof of the syndicate's
activities so be on the lookout for a copy of their shipping records.

I shouldn't have to remind you that Q expects you to bring back your equipment in usuable condition.

Good luck, 007.


- M


---------------------------------------------------


Project: GoldenEye is a planned twenty level single player mod for the N64 game, GoldenEye 007. The current goal is to have a fifteen level campaign with five bonus
levels once you beat the story on the higher difficulties. The story is a mixture of elements of the GoldenEye movie and game storyline, mixed in with some new content.


In order to play, you'll need an original NTSC GoldenEye 007 N64 ROM. We suggest using the GoldenEye Setup Editor to patch the ROM as it makes it very simple to
do so. Simply go to Tools > Apply .ISP Patch, select the original unbyteflipped ROM, choose the Project GoldenEye v2-1.isp file, and then generate the modded ROM. Be sure the
name is different from the original ROM. This hack was built on Zoinkity's 8MB GoldenEye hack, so special thanks there! Some of the stuff we are doing wouldn't be
possible without it. If playing on emulator, be sure to have the proper rom settings to take into account the 8MB memory allocation.


We've tested the hack extensively on the EverDrive 64 and on Mupen. We'd like to say the hack is as bug-free as possible. However, if you are able to find any
bugs/glitches, please don't hesitate to let us know. We can be reached at fallenangelfilms@yahoo.com or at www.facebook.com/fallenangelfilms. Be sure to check out our
YouTube at http://www.YouTube.com/user/FallenAngelFilmsLLC to watch the latest videos from the mod! We would love to see your videos, too!


We also have a topic at the Shooter's Forever Forum for the project. You'll find that the most up-to-date information can be found here:
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6799&start=0


Special thanks to SubDrag, Wreck, Zoinkity, and the countless others who have helped in the making of this mod. We appreciate all of the help and we can't wait to hear your
feedback!


---------------------------------------------------


Websites of Interest:


GoldenEye Vault
http://www.goldeneyevault.com


Shooters Forever Forum Topic
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6799&start=0


The Official Project: GoldenEye Playlist on YouTube
https://www.youtube.com/watch?v=d3gT4zsH3Xw&list=PLSei25zXjv0L6tas3S2n_0VH0CiCs3IYx&index=1


Project: GoldenEye on Mod DB
http://www.moddb.com/mods/project-goldeneye1


---------------------------------------------------


Update 2.1 12/23/16


[Dam]
Updates...
A path connection has been created between Room 35 and Room 72 (Preset 001A to Preset 0091).
Three more guards have been added to the level.
A security gate screen has been added to the far end of the compound.
Modified door #018.
Modified action block 1001.
Modified action block 1002.
Modified action block 1009.
Modified action block 100A.
Modified action block 100B.
Modified action block 100C.
Modified action block 100D.
A door opening sound effect has been added to the mission's ending cutscene.
Both keyboards and monitors associated with the vault have been modified.
Removed the red stripe graphic from behind the level's intro/exit shutter door to correct a visualization issue.

LdamE.bin...
Fixed an issue with a text string that wasn't displaying properly in-game.


[Q-Lab VR]
Updates...
The gate in the courtyard has new activation text.
Modified a door in the basement.
Modified door #004.
Modified door #005.
Modified door #00E.
Modified door #00F.
Modified door #011.
Modified door #012.
Modified door #01C.
Modified door #01D.
Modified action block 0402.
Modified action block 0414.
The three glass panes in the ceiling (Presets 276A, 2773, and 2778) have been modified.
Modified a wall near the bomb in the basement.

LarkE.bin...
The briefing text has been slightly modified.
The objective "Collect Mission Dossier" has been updated to "Report to Q's Assistant."


[Archives]
Updates...
Fixed an issue with Archive's background data featuring some texture work from an early Q-Lab VR build.


[Miscellaneous]
LmpweaponsE.bin...
Modified the "Slappers only!" text string to display the new weapon set name.
Modified the "Grenades" text string to display the new weapon set name.

LtitleE.bin...
Updated to feature the new location setting for Mission Group 3.
Updated a text string for the Multiplayer Level Select screen.
Updated a text string for the Multiplayer Options screen.


[Multiplayer Levels]
MI6 Headquarters...
Select image for MI6 HQ reflects new level background.
Ump_setuparchZ.bin has been used as a base for this setup.

Ump_setuparkZ.bin...
Character/Cuff now set to "Jungle Bond," which fixes an inconsistency with certain characters using the Watch Detonator.


[Weapons]
Throwing Knife...
Fixed an inconsistency with the pickup text.

Klobb...
Fixed an inconsistency with the pickup and watch text.

ZMG (9mm)...
New pickup text has been assigned.
Updated the watch text to display the proper weapon name.

D5K Deutsche...
Fixed an inconsistency with the pickup text.

D5K (silenced)...
Fixed an inconsistency with the pickup text.

Rocket Launcher...
The pickup text has been reformatted.

Hand Grenade...
Updated the watch text to display the proper weapon name.


[Weapon Sets]
Covert Weapons...
This set replaces the "Slappers only!" weapon set.
2x Throwing Knife
2x PPK (silenced)
2x Sniper Rifle
2x MP5K (silenced)

Explosives...
This set replaces the "Grenades" weapon set.
2x Hand Grenade
1x Timed Mine
1x Proximity Mine
2x Micro Uzi (9mm)
1x Grenade Launcher
1x Rocket Launcher

Remote Mines...
Fixed the weapon image for both AR33 spawns.
Note: This weapon set may not remain in future builds.

Timed Mines...
Fixed the weapon image for both AR33 spawns.
Note: This weapon set may not remain in future builds.

---------------------------------------------------
Clicks10379
Download6.011738 Mb
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Posted by Avdyl 007 January 16, 2017 3:00 pm
you are doing very nice job keep going


Posted by Connery as Bond October 9, 2016 8:22 pm
and.punker,
Thanks for the compliment! We actually had to delete some detailing from the second level since we hit the object limit. Unused gadgets and objects that Rare left in game may pop up in future levels. Those two just didn't feel like it made sense with the mission flow going from Dam to Q-Lab. Facility hasn't been cut from the game. It's position in the story has just been changed. I think everyone can agree that Facility was the most iconic level from the original game. Nearly all of the levels will be in a different order as the mod progresses. We tried a couple different looks for MI6 Headquarters - eventually we settled on the blue on grey scheme. Even if it wasn't accurate to the real building, we felt like we did try to capture the atmosphere of the building interior. Also, there's a silencer sitting on the desk in Bond's office that may help with taking out the guards discreetly. We hope to have the next patch available in the next few months. Cheers!

Posted by and.punker October 7, 2016 12:02 pm
Well, I must say I had a lovely evening trying to complete these two missions, and I must say there are some really good details. The trucks in the Dam look very much like the ones in the movie. The Dam splat easter egg was also a welcome addition but I would of hoped for the cut Jump Rope and Piton Gun, but that must be too hard to make. I really hope that the facility level hasn't been cut completely from this mod. The Q training was a really good addition and a better explanation for Bond to be back on duty rather than sending a woman reevaluator like in the movie. However, the re-skinned Archives I'm not too sure about because the offices from TWINE 64 would've been a better place to draw inspiration from. Also, now that I think about it, I remember that the red attache case FRWL could be made available and it would give you a suppressor and a Suppressed D5K Deutche. Subway Uprising would make a great bonus level, albeit downgraded. Anyway, I hope that these ideas affect you in any sort of way and feedback from you would be much appreciated, Connery as Bond!

Posted by Wreck September 21, 2016 8:26 pm
Great update, guys! Really enjoying this project thus far. Hope to see more in the near future.

Posted by Connery as Bond September 8, 2016 7:35 am
One thing that may be being overlooked is that the ROM settings in the emulator must be set to use 8MB of memory. It seems that everything else works correctly on our end.

Posted by EntropicDecay September 5, 2016 5:28 pm
Thank you so much Connery. I'm not at my computer now but I'll poke around with that when I get home from work tomorrow.

Thanks again!

Posted by Tony Rock September 5, 2016 2:54 pm
Connery, I understand, I appreciate it, I'll try to download and use mupen...

Posted by Connery as Bond September 5, 2016 1:49 pm
Entropic,

Please refer to the latest post in this topic. These are the settings we were able to get running on emulator. The clouds are static but it doesn't detract from gameplay or the level's atmosphere.

http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6799&start=60

Posted by Connery as Bond September 5, 2016 12:24 pm
This was tested almost exclusively on the EverDrive64.

Posted by SubDrag September 5, 2016 11:17 am
This does work on console fine, so must be some kind of emulation settings.

Posted by Connery as Bond September 5, 2016 9:57 am
Entropic,

Let me see what settings we were using for testing with Mupen - I know we had to try a bunch of different plugins before we were happy with the emulation results. It's odd that it would crash while trying to change that. Are you using the latest Mupen version? Unfortunately at the moment I'm not exactly sure what the compatability issue with Project 64 is. I should have an update on that by the end of the day.

Posted by EntropicDecay September 5, 2016 8:05 am
Hey Connery, I'm having a hard time getting this one to work too. PJ64 v2.2 doesn't throw an error for me; it just boots to a black screen and never runs the rom.

While, it's playable on Mupen, the sky isn't rendering properly and causes the surrounding graphics to blur. If I attempt to change the GFX plugin, Mupen just crashes on startup.

Any ideas for a fix? Would LOVE to play this!

Posted by Connery as Bond September 4, 2016 11:08 pm
Tony, I can confirm the .rom to be working with Mupen. Are you using an NTSC .rom to patch?

I made sure to have SubDrag test the patch as well before he put it up this time and he said everything was good on his end.

Posted by Tony_Rock September 4, 2016 5:11 pm
As much as I try, it is impossible to play this mod. Neither Project64 (versions 1.7 and 2.1) a message says "perpetual cycle can not finish, emulation will stop" ... The 1964 Emulator doesn't serves .... maybe it's the country but I do not know how to change it ... Could anyone help me please?

Posted by Tony_Rock September 4, 2016 4:49 pm
Oooh sorry, it is not true. my internet does not download the full rar file

Posted by Tony_Rock September 4, 2016 4:47 pm
The IPS file is damaged :c

Posted by Tony_Rock July 22, 2016 5:38 pm
mmmmm hmm excuse me, I tried to play this level, but to open the room, the screen simply remains black color ... please someone could help me?

Posted by Connery as Bond June 15, 2016 7:01 pm
A preview of the second mission in the mod, Q-Lab VR:

https://www.youtube.com/watch?v=QGZC3vAfbxA

Posted by jamespundo April 20, 2016 4:54 am

Thanks, but the strangest thing is that the agent mode : the level does not load . The agent mode 00 the charge level , why?

Posted by SubDrag April 19, 2016 2:24 pm
If you add too many new textures, it will cause level to not load. Apply the 8 meg patch to ROM by Zoinkity, then it may load. If it still doesn't, then something wrong with the setup.

Posted by jamespundo April 19, 2016 9:13 am

Hi, I would like to know why when I edit a mission by one level by "game configuration" adding enemies , very often when I start playing the mission does not start but the level of the music you hear ... how come not a party level?

Posted by SomeDude April 1, 2016 8:28 pm
Cool!

Posted by Connery as Bond March 29, 2016 12:49 am
Sub, I've sent you a new patch that I can confirm to be working on my end with a base NTSC GoldenEye rom.

Posted by SubDrag March 25, 2016 2:42 pm
You can apply 8 meg to ROM, just make sure when you generate any patches, it's off base GE, not an 8 meg version.

Posted by Connery as Bond March 25, 2016 2:20 pm
Ah, that would be causing it - I used that 8MB patch to generate the patch originally. Must have been a mix up between roms. I'll have to recreate the patch when I arrive back in town.

Posted by SubDrag March 25, 2016 5:23 am
You had an ips patch, but it had a bad checksum. I applied it to base GE, then generated an xdelta off of it. So no extras. It's possible I guess you accidentally generated your patch off the wrong base ROM, if you want to try again.

Posted by Connery as Bond March 24, 2016 8:12 pm
Sub, when you regenerated the patch, you by chance didn't use Zoinkity's 8MB hack, did you? It may be why it's not working.

Posted by Connery as Bond March 16, 2016 11:55 am
Drew,
I've been able to get it to work with the most up-to-date Rice video plugin and Glide 64 as the video plugin. I suggest using Glide 64. Also, make sure you have the most current version of PJ64. Please note that you need to use an NTSC rom to patch.

Posted by Connery as Bond March 15, 2016 3:35 pm
Drew,
I'm unsure as I use Mupen as my main emulator and the EverDrive64 as my main playing device in general. Let me see if I can recreate this on my end and what I can do to fix it.

Posted by 00Drew March 15, 2016 1:30 pm
Connery what I'm trying to say is when I start the 1st mission (DAM) the surface music starts playing but the screen just stays black. Would you like me to record it and post it on my channel to show you?

Posted by Connery as Bond March 10, 2016 2:22 pm
As of now, only Dam is changed. Each additional update will add a new single player level, and eventually, multiplayer levels. Consider the first level the "pre-title sequence" of the story.

Posted by SubDrag March 8, 2016 1:57 pm
I think only Dam is finished right now.

Posted by 00Drew March 6, 2016 6:10 pm
can get the rom started up and mission started up but when I start the SURFACE 2 Mission music comes on and theres just a black screen with nothing happening just music.

Posted by Mick Tenny March 6, 2016 1:35 pm
when I download this it is an rar. file? shouldnt it be an ips?

Posted by SubDrag March 6, 2016 5:29 am
I regenerated the patch, give it a shot again. Yeah sure, love to see a video of it!

Posted by 00Drew March 5, 2016 10:07 pm
Sub Drag this is Drew you know me from my channel...I was going to make a level playthrough to this new series but when i apply the ips patch and open it in PJ64 it gives me the notification saying: "wrong country" and other things...and won't enable me to play the level. Would yo like me to record it and post it on my channel tagging you?

Posted by SubDrag March 4, 2016 5:26 pm
PJ64 is fine.

Posted by Mike March 4, 2016 5:13 pm
Hi is mupen essential for all these new levels or can they be played with project 64


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GoldenEye Vault features a collection of fan-made, custom materials based on popular N64 games. We do not support, nor condone, the distribution of patches or ROMs for monetary gain of any kind. Our focus is to freely showcase the work of various authors, in an attempt to extend both the life and fun of such classic titles.