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Files - Solo Levels - Goldfinger 64

NameGoldfinger 64
AuthorSubDrag, Trevor, Sogun, Zoinkity, Wreck, Dragonsbrethren, MRKane, 00action, Cyberen, Monkeyface, Kyle, Sean Ryan, Garabuyo, Comet, Stolen Textures, Spinout, ShiftClick
DateSeptember 15, 2017
CategorySolo Levels
Level
DescriptionAfter two long decades, British secret agent James Bond makes his triumphant return to the Nintendo 64! His mission; to gather intelligence on a wealthy entrepeneur named Auric Goldfinger. The investigation will take 007 around the globe and back again, in twenty brand new levels that faithfully recreate the film, as well as previous entries into the series as bonus material. Tour the famous Fontainebleau Hotel in Miami, drive through the Alps in a classic Aston Martin, sneak inside a shady export company compound in Mexico, and shoot your way into the gold rich vaults of Fort Knox using a vast arsenal of weaponry. Mow down the enemy like a true gangster with the Thompson machine gun, use stealth at a distance with the AR-7 sniper rifle, or ramp up the fire power with a devastating RPG launcher. And once you've foiled Goldfinger's plans to dominate the world's bullion market, sharpen your skills against friends (or foes!) in multiplayer mode. With eleven maps to compete in, a wide range of weapon loadouts, and a comprehensive character roster to choose from, you'll soon be finding yourself crammed back on the couch again in split-screen fever. A completely original musical score accompanies every stage, and due to the inclusion of the Expansion Pak, are lengthier than previously possible. This memory expanding device allows Goldfinger 64 to go farther than the original game it was built upon. A greater amount of image textures can be loaded into a level at one time, mission setups filled with even more content, and maps larger than ever before. This fan-made sequel to GoldenEye 007 aims to bring players an exciting experience, while representing perhaps the most beloved Bond film of all time with much due respect. So if you think you're up to the task of putting an end to Operation Grand Slam, grab your controller and pull up a chair. It's about time Bond was back on the job.

NOTE: Some levels take a while to load (~30 seconds). As long as music is playing, the level will start up.
If you are playing this game and hear no sound, it is because you did not override the save type to EEP4K. This game has a different id than GoldenEye (NGFE), so it is not auto-detected.
Apply patch to NTSC GoldenEye US version. To patch, can use the GoldenEye Setup Editor, Tools -> XDelta Patching ->Apply GoldenEye XDelta Patch. Now choose an original big endian GoldenEye NTSC US ROM, then choose the xDelta patch, then write the output ROM to a new name. Although this is the recommended approach, any xDelta patcher will work.


Emulator Help/Settings:

Project 64 1.6
Recompiler
Change Memory & Cache
8 MB
Advanced Block Linking Off
Use First Used Save Type
Larger Compiler Buffer
Register Caching
Use TLB
DO NOT set SP Hack - Even though on original GoldenEye, it will not work for Goldfinger 64.


Backup Device Help:

Everdrive 64:
Add to ED64\save_db.txt for proper detection (or force to 4Kbit save)
GF=1

64drive
Force Save type to 4Kbit

Current list of known Issues:
Transparency on some backgrounds will disappear at certain angles. This appears to be a limitation of how rooms are designed/portals, and hopefully will be fixed at a later date.
Occasionally level 9 may crash towards the end because it is so large. The level is beatable and rarely crashes though.
Sometimes in multi, after a bunch of rounds, players may spawn at the same spot.







Goldfinger 64: Notes from the Creators

By

Lead: SubDrag
Assistant Leads: Trevor, Sogun
Team Members: Zoinkity, Wreck, Dragonsbrethren, MRKane, 00action, Cyberen, Monkeyface, Kyle, Sean Ryan, Garabuyo, Comet, Stolen Textures, Spinout, ShiftClick

The Goldfinger 64 project was the brainchild of Monkeyface, and was conceived of, believe it or not, in the year 2009. Yep, that far back. He had recruited a small team of people to help at the time, but was doing the majority of the work himself. Wow, I said. It's amazing that someone is making this mod using my GoldenEye Setup Editor, and I can sit back and watch glorious updates every week. I (naively) imagine that I'd just need to make some minor editor improvements when necessary to support, but stay out of the project. Goldfinger was my favorite Bond movie (or at least...it flip-flops with GoldeEye as the best movie). Unfortunately, at some point in 2011, Monkeyface's priorities changed, not too far into development, and he decided not work anymore on the project. At some point after, I thought hard, and asked him if I could take over the project, and if he could send me everything he had worked on. He agreed. My reason? Primarily, I assumed by heading the project, it would really push the GoldenEye Setup Editor to new levels, and allow me to add new many new features to the editor as development went on. I massively underestimated the entire undertaking...and fortunately or not, I had no idea the scope of what it would to make an entirely new game from an existing one, replacing...everything. I also, had never modeled anything up until that point, but I thought I could mainly work on the GoldenEye Editor end, while the rest of the eager team worked on the actual modeling.

As a little time went on, I tried to get the old team energized and moving, but sadly most of the original Goldfinger 64 abandoned the project (though a little of the team did help early or come back for a bit later). And in the end, other than a couple ideas and a scant few models, nearly all of the original work was not received, never completed, or had to be discarded. Luckily though, in the ashes of the original project, a new, very strong new team emerged of dedicated and extremely talented people. But we basically started over, with mostly our own ideas, and a gigantic drive to bring our shared dream to life. So I really consider the project actually starting in 2011, not 2009.

Originally the project was going to very open, so everyone could monitor the progress of the game. All the props, levels, ideas would be posted to the Goldfinger web site. The movie pictures would only be available to team members, for modeling purposes, but as the GoldenEye portions were completed, people would be able to see them completed. Some people may remember that page, as it did exist for a time (and in fact, still does exist, but it is locked down to only team members). At least, that was the original plan. At some point, it turned from, let's just make a fun game and not worry about making it perfect, to, lets make this game at a near professional level, trying to polish, make amazing visuals, etc. That, extended the development time significantly as well as the difficulty, but made the product much higher quality. Along those same lines, it became clear that due to the extraordinary amount of work it was taking to make the game, it seemed better to make this like a real game, not let the public see our progress. We'd only release promo shots occasionally, make all data confidential, and release this only as a full game, that was like a new N64 game, a sequel to GoldenEye. That way, it would feel like a completely new release, and not something people had seen over time and were very familiar with. We wanted the levels to be unique, the struggles and learning to beat them, etc, to be completely new. The other advantage, was we could work in isolation, and do things at our own pace, redo things, improve, etc, without constant feedback from other users.

After I took over, the most important thing, was designing and creating the 18 solo level backgrounds, and completing all the planned models for these levels. The bonus missions we did not plan from the start and would sort out later in development. We watched the movie many (incredible amount) times, thought up a set of levels, and then had to extend that amount of levels to 18, by making up plausible levels in between. Some small details in missions from the movie were changed, extended, or enlarged to make the missions more fun and get a level out of it. The Goldfinger book helped for a separate perspective, though I don't think anything ended up coming from that. Although a couple missions are made up, they remain faithful to the movie (and thus game) plot, as things that could have happened. In the end, the levels were all figured out (other than bonus levels), very early on. Every level just about had a basic set of objectives and plot planned from the beginning, and rough sketches for the level idea. On the movie levels, the background was created, and the objectives designed for the mission fit into that (it didn't always work out perfectly, as our key goal was modeling accurately, then the setup was done at the end). In some cases, the movie section was watched hundreds of times, and in slow motion, to be able to create the level geometry and match the movie as perfectly as we could. Wherever possible, the original actors faces, costumes and likenesses were used or textures recreated. Everything should match the movie as closely as possible, from props to levels to guards. Most of the team has also added their faces to the game, which should appear on random guards. The bonus levels were thought up much later.

As the project grew, the game went from simple to monstrous. Instead of basic levels, extreme amounts of time were spent watching the movie, finding research material and modeling as precisely as possible from every material available. No longer could levels just be flat shaded, but instead they had to be lit so they looked spectacular. Levels sometimes were imported 100 times or more to get them perfect. And some levels took 30 minutes for the conversion process at the time. As mentioned before, a big part of tackling the project, was to improve the editor. This import speed got better over time. As was realized, with gigantic levels, manual shading wasn't feasible...not to mention how hard it was when your level has 30k+ triangles. An entirely new and incredibly powerful light mode had to be created, and it delivered. A UV editor in the editor itself helped to make minor fixes once the level was imported. Replacing textures, and moving geometry never had been easier.

The project hinged on the 7 meg patch Zoinkity was working on. For over half the project, we had no idea if he would succeed...the entire project was contingent on that very difficult patch. With some of our levels we had created and finished, that were huge, lit, and beautiful, literally the setup file couldn't host more than a couple guards or it crashed. Without the 7 meg patch, Goldfinger 64 would simply not be possible, and I don't know what would've had to happen. Zoinkity sure came through. Note that he created for the project the 7 meg patch (and not an 8 meg), in order to reserve the last 1 meg for other expansions - sound, number of guards, number of props, 600+ objects...etc. Don't worry, that last meg is used. In fact, we didn't even know a lot of the limits in the game existed, until doing this patch (who knew 200 portals was the limit! That was something we didn't end up extending, though it did force changes to all our big levels unfortunately, once we found it out.) Same for the 600 object limit, none of our levels had even come close to that point before, so we had no idea there was a limit and what it was. Though that one got pushed far past 600, to 1800 or something like that. Music didn't fit for a long time, and when you went to the watch, the watch theme would mix into the main level theme. We never knew if it was possible to fix that either, for quite a bit of development, and we thought we might have to somehow cut the midis down; in the end, it worked out and we pushed the limits yet again. We tried hard to enhance many things from the original game, especially due to the 7 meg patch. More guards, more objects and more variety per level. Cut-scenes attempted to be a bit longer (in some cases) than the original game, for a cinematic feel at the beginning or end of level especially. Backgrounds could push hard, on transparency and environment mapping. At some point, we rearranged the guns via assembly code modifications, to make them in the order we wanted. We pushed as hard as we could to take the engine to new heights.

Console compatibility was top priority for us. If it didn't work on console, we weren't releasing it. That had to work. There is something special about playing on that console, that is not the same on emulator. The team spent many hours diagnosing extremely difficult crashing bugs on console. Emulators are way too forgiving, and in just about all cases...emulator worked, console didn't. Those are tough!

The project took so long, that technological advantages really helped. Everdrive 64 and 64drive came out. Now we could test our ROMs on console in a much faster manner, and the whole team was armed with Everydrive 64s. Also, the GoldenEye editor significantly improved over time, got much more stable, and was able to support the extreme levels in Goldfinger 64.

Not all objects made it. There are probably quite a bit of beta leftovers in the ROM, or quite a bit, and some stuff that wasn't used and isn't in there. Some might make it into a future version of Goldfinger 64.

So what did we do right on this project? The team, of course, was the top reason. Dedicated and very talented, and people did commit to and actually finish what they are working on. Another thing we did, that I would advise on all projects - save off just about every change to a new ROM with a text file detailed what changed, numbered, for troubleshooting purposes or rollback purposes (not many great alternatives for Configuration Management). There were so many times, when a nasty bug cropped up, and we are able to isolate it fast, with finding the build where it broke and the notes on what changed in it. Otherwise, some of the bugs would've taken ages to figure out, as everything would've been possible. We pushed boundaries and didn't settle for simple ideas, when something better was possible.

So what did we do wrong? We should've had more testing throughout, by a dedicated test team not part of the development process. Testing your own levels, you miss everything, and also we spent nearly all our time on new functions and not testing what was there. Also, our testing was too emulator focused because it was easy. Console everything has to be perfect, things like decals and crashes only had issues on console. We also probably did make some levels too big, when a smaller level would've worked fine.

Despite the extraordinary challenges and time commitments, I wanted to mention how much work this game was, but also how much fun it was to work on, and the huge amount of new skills I learned. I would never tackle anything remotely this giant again (at least not as the lead), but I am so proud of what our team accomplished and I do not regret taking over the project. And remember, no one got paid for this game, we all did this 100% for the love the game. We all love GoldenEye, and the dream of Goldfinger 64 is our passion.

That all said, bear in mind, we didn't have a QA team, and this essentially is a beta release, though we tested it for weeks and weeks as best we could. The game should be playable from start to end. There was extensive and massive testing up until release, but we are definitely going to miss things. There were a bunch of really nasty crashes we found in the last couple weeks, which thankfully are fixed. Multiplayer didn't even work due to too low allocations close to release! If there are issues more than minor nits, we'll try and have minor patch releases out as soon as possible. A few levels were rushed to completion, and are prototypes. There are 3 solos and 1 multi that were not finished to satisfaction of creator, but done enough to support this release. There should be a follow-up one day with those completed properly and improvements to all the other levels. It is possible there will be crashes, though we did our best to avoid them. There are also may be minor glitches here and there. There might be some minor collision detection issues. Try to not let it detract from the game. Some levels may have a bit of lag, don't let this detract you either. It's a completely new game, and there's no strategy guide for this game, at least not yet! Some levels do have long load times, up to 30 seconds; for an N64, who knew that was possible. But they will load. Enjoy learning and playing the new levels as you go - some of the levels may require multiple tries and exploration. Please provide as detailed information as possible if you find a bug, such as videos, screenshots, and detailed descriptions of what was going on before the issue occurred. If you can recreate it, please help us with information on the best way to recreate it reliably.

So many GoldenEye Setup Editor features over the years owe its thanks to Goldfinger 64. The stable, extremely feature-rich editor owes much to Goldfinger 64. Things like Lighting Sources, UV Editor, Fast Multi-Creation, 7 Meg Patch, Larger Supported ROMs, Animation and Comprehensive Model Editing, Advanced Displaylists, Texture Imports of All Types, Hide and Show Triangles, Lower Editor Memory Profile, Box Select.....and so much more.

Many, many, many, many, unlimited thanks to the entire team. Also, to the Rare team who made the original game. I have had the pleasure of speaking to some of them, and they all have been very helpful, generous, and remember key tiny minutiae of how the game works from a technical perspective, from a 20 year old game. The engine they made was so well written and spectacular, it's what made Goldfinger 64 possible.

We hope you enjoy the hard work that 6+ years can bring. It took a lot longer than expected, but it's finally here. We have finally brought this fantastic Bond movie to life in a sequel to GoldenEye 007 on Nintendo 64. What are you waiting for? Get playing!





Level Primary Authors
[Much collaboration did occur, everyone helped everyone; however, this lists the primary author(s)]
[Names of levels have been masked to avoid spoilers]

Multi

Multi 1 - Comet
Multi 2 - Trevor
Multi 3 - Mark Kane
Multi 4 - Garabuyo/Sogun
Multi 5 - Sogun
Multi 6 - Cyberen
Multi 7 - Trevor - INCOMPLETE
Multi 8 - SubDrag
Multi 9 - SubDrag
Multi 10 - SubDrag
Multi 11 - SubDrag

Solo

Solo 1 - Sogun
Solo 2 - Sogun
Solo 3 - SubDrag/Trevor
Solo 4 - Mark Kane
Solo 5 - Cyberen
Solo 6 - SubDrag
Solo 7 - SubDrag
Solo 8 - Trevor - INCOMPLETE
Solo 9 - Sogun - INCOMPLETE
Solo 10 - SubDrag
Solo 11 - SubDrag/Trevor
Solo 12 - SubDrag
Solo 13 - SubDrag/MRKane
Solo 14 - SubDrag/MRKane
Solo 15 - SubDrag/Trevor
Solo 16 - SubDrag
Solo 17 - SubDrag
Solo 18 - Trevor - INCOMPLETE
Solo 19 - SubDrag
Solo 20 - SubDrag




Setup File Credits:

Solo 1 - Sogun
Solo 2 - Sogun
Solo 3 - SubDrag
Solo 4 - SubDrag
Solo 5 - Dragonsbrethren
Solo 6 - SubDrag
Solo 7 - SubDrag
Solo 8 - SubDrag
Solo 9 - SubDrag
Solo 10 - SubDrag
Solo 11 - 00action
Solo 12 - SubDrag
Solo 13 - Dragonsbrethren
Solo 14 - SubDrag
Solo 15 - SubDrag
Solo 16 - SubDrag
Solo 17 - Dragonsbrethren
Solo 18 - SubDrag
Solo 19 - SubDrag
Solo 20 - SubDrag




Props

Majority of Props were by: SubDrag, Trevor, Sogun
Additional contributions by: Cyberen, Wreck, Monkeyface, Spinout,
Some were leftover from Goldeneye 64, but not many.

Majority of Guards were by: SubDrag
Additional contributions by: Wreck, Trevor
Some were leftover from Goldeneye 64, but not many.

Majority of Heads were by:
SubDrag, Trevor
Additional contributions by: Wreck, Monkeyface, Cyberen, MRKane

Majority of Guns were by: Trevor
Additional contributions by: Monkeyface, Cyberen, Wreck, SubDrag
Some were leftover from Goldeneye 64, but not many.

Majority of Sounds were by: MRKane, Stolen Textures
Additional contributions by: ShiftClick




In-game Credits:
Produced and Directed by
SubDrag

Original Concept
MonkeyFace

Assistant Lead
Trevor
Sogun

Weapons Lead
Trevor

Weapons
MonkeyFace
SubDrag

Level Design
SubDrag
Wreck
Trevor
Cyberen
MRKane
Sean Ryan (Zmg88)
Kyle

Lead Level Creation
SubDrag
Sogun
Trevor

Level Creation
MRKane
Cyberen
Garabuyo
Comet

Lead Model Creation
SubDrag
Sogun
Trevor

Model Creation
Cyberen
MonkeyFace
Spinout

Guard Texturing
SubDrag
Trevor
Wreck

Head Texturing
SubDrag
Trevor
Cyberen

Sky/Fog Master
Sogun

Lighting Engine
MRKane

Lighting Experts
MRKane
Sogun
Trevor

Lead Artists
SubDrag
Trevor
Sogun

Artists
MRKane
Cyberen
MonkeyFace
Wreck
Comet
Spinout
Garabuyo

Assembly Hacking Wizard
Zoinkity

Assembly Hacking
SubDrag

Lead Setup Creation
SubDrag

Setup Creation
Dragonsbrethren
00action
Sogun

Music
Sean Ryan (Zmg88)

Sound Effects
Stolen Textures
MRKane
ShiftClick

8 Meg Extension
Zoinkity

GoldenEye Setup Editor
SubDrag
Wreck
Zoinkity
Trevor

Writing
Wreck

Testing
SubDrag
Sogun
Trevor
Wreck

Special Thanks To
Martin Hollis
Steve Ellis
David Doak

And the Rest of the
GoldenEye Team




Some spectacular box art created by Wreck:
Box Front
Box Back
Cart Label
The box and art is based on old promotional posters for the movie. I'm afraid I'm not sure who the original artist is.

This is a fan-made mod of GoldenEye 007 freely available, and should never be sold in any fashion.
Clicks21322
Download12.580844 Mb
Share


Screenshot

Posted by gamerdude November 16, 2017 9:56 pm
great game but some levels are way too dark will there be a patch in the future?

Posted by Cristiano November 13, 2017 5:51 pm
Nobody, try 1964 Carnivorous edition, you can get it here:
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=7045

Posted by Nobody November 10, 2017 12:54 am
Does anyone have a solution to the god awful framerate problem? I'm using Project 64 with the specific settings given on the main post, and the sound and menus work fine, but the moment I start a mission, the framerate drops to 5 fps, and does not improve. I've tried different settings and plugins, but the framerate never changes.

Posted by Cristiano November 3, 2017 2:57 am
Just finished the game! I admire all the dedication put on it, you guys are awesome, made a better game than TWINE! This is the true and deserved sequel to GoldenEye, thank you so much.

Posted by gaingainche October 23, 2017 12:38 pm
Hello, I'm looking for the rom already converted to n64 or z64, if someone at the link. I found a link but on the everdrive 64 the game after the missions menu, there is a black screen of some seconds and no sound ...

Posted by Michel October 21, 2017 8:21 pm
I got this working on my Everdrive but sadly it has really low FPS.

Posted by Decrypter1990 October 14, 2017 1:23 pm
Para todos os amigos com dificuldades na emulação:
o emulador Project64 v2.3.2 emula perfeitamente a hack rom usando as devidas configurações siga as imagens:
-Configs. da rom
https://i.imgur.com/DrkiTem.png
https://i.imgur.com/l76ItZk.png

-para visualizar o titulo da rom:
https://i.imgur.com/abMrxkx.png

-Plugins caso não tenha todos eu recomendo baixa-los:
https://i.imgur.com/KNwd5tI.png

Espero ter ajudado! :)

[pt-br]

Posted by Decrypter1990 October 14, 2017 12:44 pm
@mystic: hehehe antenado em tudo por aqui desde 2011 tmj e misturado!!! ^^

steam id: eusoudecrypter

Posted by KPE October 14, 2017 8:06 am
Pre-patched https://www.facebook.com/groups/914519105296645/1452739744807909/

Posted by Scrag85 October 12, 2017 8:53 am
I did everything to the letter and I keep getting "fatal error: stopping emulation"

Posted by mystic October 11, 2017 3:19 pm
Nossa eu não acredito que tem brasileiro aqui também pqp. O Decrypter tu tbm é viciado nessa porra mano? Se for tmj kkkk

Posted by The1uptriforce October 10, 2017 3:25 pm
can you please tell me the gs code for the white tuxedo in multiplayer the grey suit is alright but nowhere near as iconic for connery it would be nice if you had a character mod list for people like me who like to play with those kinda thing

Posted by DKR October 9, 2017 5:35 am
Hi all- have downloaded the setup editor but onto my windows 10 laptop only to keep getting met with error message ‘the application was unable to run correctly’ - I’ve tried reinstalling, restarting the computer, but to no avail :-(

Posted by Decrypter1990 October 9, 2017 2:07 am
Obrigado!!! lol

Posted by October 7, 2017 8:42 am
@Decrypter1990: Faça o download da última atualização de 1964

https://www.archive.org/details/1964GEPD

Use este patch com melhor precisão da arma

https://files.catbox.moe/cyrksu.7z

Posted by Decrypter1990 October 7, 2017 12:06 am
Parabêns pela iniciativa de criar uma verdadeira sequência para o Goldeneye 007 de n64 e sei o quanto foi duro o trabalho de criação.. se não me engano foi 7 ou 8 anos.. parabêns a todos os envolvidos neste projeto incrivel.. mas confesso que fiquei um pouco frustrado por não possuir meu nintendo 64 nos dias de hoje e com a dificuldade de emulação desse game.. até o momento.. eu pude observar a introdução do jogo em poucas travas no fps, a arte dos menus e iniciou o primeiro estage do jogo.. porem com 3 frames e com bugs de texturas.. testei no 1964 0.8.5 onde eu jogo o Goldeneye original com mouse e é exatamente o mesmo.. porem não vou desistir :)

pt-br

Posted by Smarty October 6, 2017 6:51 pm
Is there a tutorial or guide on how to patch it?

Posted by Fungosk October 4, 2017 8:45 pm
I am using mupen64, I have always been able to play the levels of the site, but this one from Goldfinger when starting in some mission the screen turns black! What to do?

Posted by Reus Vidya October 2, 2017 6:41 pm
Somethings not working right on my rom, i did 3 clean xdelta patches and the rom is there but when i start cpu jumps at 99%, and now its stuck there. any help would be appreciated

Posted by 007 October 1, 2017 5:05 pm
Looks amazing thank you for all your hard work

Posted by GoldeneyeFan September 28, 2017 5:46 pm
thanks wreck, the L button chanages the save type to EEP4K, I'll have to play through the first level again, but I'll see if that works. Cheers.

Posted by Wreck September 28, 2017 5:14 pm
I think you can force a certain save type on the ED64, right? Not sure if it is the L shoulder button, but might be. Try EEP4K, as SubDrag listed.

Posted by GoldeneyeFan September 28, 2017 5:39 am
Did the first level, enjoyed it, loved the new gun sounds! Only other problem I've got is I can't get it to save. I tried doing the "save_db.txt" thing to get it to do saving, wouldn't work for me. :( Why there should be an unlocked version, I'd play through every level on 00. :P

Posted by Gamma September 27, 2017 8:49 pm
I would be playing this now but I can't get any program to let me patch the goldeneye rom without errors. Subdrags editor doesn't work on my pc, so I tried 2 other patcher programs. And they both get error messages. :(

Posted by Wreck September 27, 2017 6:24 pm
No idea why it does that, but I am glad you got it running properly.

Posted by Wreck September 27, 2017 6:22 pm
It's possible the PAL console could be doing something, but I have read elsewhere that, for whatever reason, the sound levels set inside the watch pause menu can be all the way down. Maybe try looking at that next time you play.

Posted by GoldeneyeFan September 27, 2017 6:20 pm
went into the watch and turned the volume up from zero why was it at zero? who cares! I'm gonna enjoy this now!

Posted by GoldeneyeFan September 27, 2017 6:17 pm
I took your suggestion, waited longer and the first level does load... but there's no sound! there's sound in the intro with the goldfinger64 logo and the menu but none when you start the first level! Is this because I'm using a PAL N64? oh well :(

Posted by Wreck September 27, 2017 12:12 pm
The levels were locked so people would play through the entire mission campaign, just like the original game. It has been tested on console, and since been completed by other players that way.

Perhaps you have not used the proper base ROM to patch with. That may explain the crashing. Also, the first level can take well over twenty seconds to start. If the music is playing, you just need to wait it out.

Posted by GoldeneyeFan September 26, 2017 11:24 pm
I have an expansion pack, I'm using an Everdrive on a real N64, whenever I click the first level to start it, it crashes my N64. This needs some patching. Also, why not have all the levels open like some N64 custom levels? so at least I get to test if any of the levels work on an N64.

Posted by Retro King September 26, 2017 9:24 pm
Jasonfly,

First click on tools in the GoldenEye setup editor and go to xdelta patching and click on apply GoldenEye xdelta patch. Use a clean ROM of GoldenEye. To be specific use the GoldenEye 007 (U) {!}.z64, and put it on your downloads in the GoldenEye setup editor. Then it will tell you to use the xdelta patch and click on the Goldfinger64 patch. Last but not least it will tell you to choose a name for your Rom, and you can name it Golfinger64.n64, or Goldfinger.z64, or anything you want as long as you end it with either .n64 or .z64. Once you do those steps you can go back to your downloads and you will find your Rom there. Hope this helps. Have fun!

Posted by Cristiano September 26, 2017 10:49 am
This is great, great work guys!

Posted by JasonFly September 25, 2017 6:48 am
Hi there,

This is my first time ever going after a patching mod for a Nintendo 64 game, and for the life of me I can't figure out what to do or whatever I should do to play this mod.

I keep using The GoldenEye Setup Editor and I keep facing this error message. Can anybody help, please?

Posted by NuclearWinterYT September 24, 2017 3:39 pm
I'm using Project 64 and I keep getting a "Fatal Error" message. Please help.

Posted by RSDJ007 September 23, 2017 12:26 pm
I've patched my Goldeneye ROM with the Goldfinger Patch, but when I open the ROM, I get the message fatal error: stopping emulation. Does anyone else have this problem?

Posted by dickalandude September 22, 2017 10:16 am
Everything has merit for criticism, but why is that the default thing people talk about? My single comment will only tip the scale slightly between the thank you / criticism ratio. But THANK YOU you so much for delivering this incredible passion-project! The world, the internet, enthusiasts, communities, and hobbyists need more people like you and your team; people who take action! Thank you!

Posted by Kitsune633 September 21, 2017 9:15 pm
Will there be fixes and patches? I am playing the game via N64 emulator on my android smartphone. There is a horrible level of lag in the game, even in the menus.

Posted by The1uptriforce September 21, 2017 7:55 pm
I just wanna say thank you to you guys i am always pleasantly suprised by your work you guys have really made all my goldeneye wishes a reality and this hack is no exception. I love all the little movie nods throughout the levels you guys have a great eye for detail.I just have one request I loved that you added sean connery to be playable in the goldeneye X campaign and multiplayer and I love this new face model it looks alot more like connery then he did before I especially love the part in his hair please guys put this face model in the next build of goldeneye X the first and best Bond deserves better

Posted by Timtamz September 20, 2017 2:34 pm
Incredible release! Thank you!

Posted by Nico September 19, 2017 6:36 pm
Congratulations!!! amazing job! amazing game!

Posted by Avoozl September 19, 2017 6:30 pm
Great to see that this is finished! I'll be sure to play it whenever I can, I may even attempt an LP video of it at some point.

Posted by Retro King September 19, 2017 6:09 pm
Where can I find a save file, so I can save the game? I'm playing this on the ED64.

Posted by The Renegadist September 19, 2017 5:43 pm
Can't get this working on my ED64, whenever I click on a folder for a new game the rom freezes.

Posted by wooolfy September 19, 2017 7:51 am
hey there. i got it to work on a v64jr device on a real n64. only problem is i can't apply the ips patch for removal of antialiasing for goldeneye.

so will there be another patch for that? or am i missing something?

otherwise: really nice work!

Posted by ooMOOMANoo September 19, 2017 5:52 am
if anyone is having issues running the mod i made a tutorial on how to with 1964 enjoy C:

https://www.youtube.com/watch?v=6gzI-P_8ToY

Posted by FatBreast September 18, 2017 3:41 pm
Is there gonna be some patches made for this? The game seems to have some choppy parts on a real N64.

Posted by EntropicDecay Gaming September 18, 2017 2:46 pm
Thanks Biggs! Got it working now with a little help from Pheonarx too!

Posted by Biggs September 18, 2017 1:14 pm
EntropicDecay Gaming: Use 1964 with the n-rage plugin
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=7045

Posted by EntropicDecay Gaming September 18, 2017 1:00 pm
Hey all, I'm having issues getting this to run on emulation. On Project64 v2.2 I get "Fatal Error: Stopping Emulation" on startup. On Mupen64++ I can play the game but I'm dropping a ton of frames.

I don't own an EverDrive so playing this on hardware is out of the question. Any advice?

Posted by Johnny Thunder September 18, 2017 9:40 am
oh no! this mod don't work in Mega64! (N64 Emulator for Android)

Posted by Alienated September 18, 2017 7:38 am
I am also having issues with brightness, I am running the game on original hardware with an EverDrive 2.5 and the first level is too dark to see. Indoor areas are fine but I cannot see more than a foot in front of me in outdoor areas. Anyone else having this issue?

I am going to try to re-patch on a fresh copy of 007 and see if it makes a difference.

Any help would be greatly appreciated.

Posted by kuze September 18, 2017 7:35 am
Wow, what a surprise! Christmas has come early this year.

Only a few levels in so far, but I'm blown away! Fantastic work and I'm sure many of us will be logging countless hours into this game.

I'm really digging the soundtrack and the level designs, this really could have been an official Bond game for the N64. Rare would be proud.

Posted by DBloke September 18, 2017 7:25 am
Hi, thanks for this, one slight problem, or it might not be, either way the first level is dark, very very dark, its so dark that I can see my self in the screen, every other game is fine, title screens and that are as well, have I done owt wrong?

Posted by A Retro Gamer September 17, 2017 4:16 pm
The M1 Garand looks like a M14, and why not use made up names for the guns like Goldeneye? Anyway, this is amazing. Great old-school level design, the Goldeneye gameplay I love so much, and more. :)

Posted by SubDrag September 17, 2017 9:53 am
Sorry, due to the extensiveness of the mod, it is only available in NTSC US version. However, many people using PAL, their tvs will support NTSC signals.

Posted by The Strev September 17, 2017 7:58 am
Is there a way I can get this to work on an European ROM?

Posted by SubDrag September 17, 2017 4:45 am
If you have no sound it is because you did not set your save type to EEP4K. Goldfinger 64 uses a different game id, so it is not automatically picked up.

Posted by Nick September 17, 2017 4:02 am
I just tried it on my Everdrive, got it working pretty much.

I had no sound when starting the level, but went into the options inside the game and the music and sound effect sliders were down low. I pushed them back up, but the changes don't seem to stick. After I failed the level and went back in, it was back down again..

Any ideas why?

Posted by Anon September 17, 2017 2:11 am
Marc Saint Clair: update to the latest version, it's been fixed

Posted by Marc Saint Clair September 17, 2017 1:49 am
I can't seem to get this working on the 60FPS conversion of 1964. I've tinkered with as many settings as I can, but the ROM just refuses to start, and my FPS just slowly drops to zero. I have no idea what's wrong; I've never had issues with XDELTA patches before, and I'm using the same vanilla Goldeneye ROM that I always use for these things. Any ideas?

Posted by Anon September 16, 2017 5:52 pm
00Drew: it is, download the latest version

Posted by 00Drew September 16, 2017 5:13 pm
Seems like its not compatibale with 1964 60Fps emulator?

Posted by SubDrag September 16, 2017 4:56 pm
If you have no sound it is because you did not set your save type to EEP4K. Goldfinger 64 uses a different game id, so it is not automatically picked up.
a
As for framerate, there are 60 fps emulators you can try if you would like to play that way. Carniverous 60 fps 1964 version supposedly works very well. Though I still believe console is the best way to go.

This was not done in Perfect Dark, because it is a James Bond game so it was best suited! There was a lot of synergy of James Bond, so it worked best. Beyond that, a lot of levels wouldn't work in PD because PD does not support scaling of levels.

There will surely be a Goldfinger 1.1, fixing a lot of bugs, and maybe a 1.2 finalizing three of the levels that were put out in this version but not really done.

Posted by Basednad September 16, 2017 4:10 pm
Having the sound issue on the everdrive. Tried the cryptic message down there with no luck lol. Tried in xdelta and GSE. Not sure what the problem is

Posted by Nick September 16, 2017 3:28 pm
So this is completely done and won't be updated later right?

Can't wait to try it.

Posted by Psyqu1k September 16, 2017 3:14 pm
I'm really trying to enjoy this but the lag (lowFps) is to a point of motion sickness after some times ;/

Can we get more specified details on graphics settings? the right video plugin for it (jabo 1.6.1/glide64 final.??) and the right settings for it please.

only China was a charm for me so far.. and oh the music on that level!! 10on10 !!!

Thanks for this game Mod. any discord btw?

did 7 missions and I want a smooth experience for such a unique piece of work.

Posted by FAN September 16, 2017 1:37 pm
Amazing, what a surprise, thank you! I wonder, why did you create this game based on the original Goldeneye engine and not Perfect Dark, similar to what you did with Goldeneye X?

Posted by N64th Street September 16, 2017 1:34 pm
As an intentionally slightly cryptic followup to my previous post: if you visit a certain Hustler, the GE file contains all the known dumps and not just one of them.

GoldenEye 007 (U) [!].z64 will patch in Xdelta just fine and at the very least will not have sound issues.

Posted by SubDrag September 16, 2017 12:54 pm
It has a different save type so does not auto detect eep4k. Follow instructions on this page to set.

Posted by EntropicDecay Gaming September 16, 2017 12:33 pm
Holy crap! I thought this project was dead! Can't wait to try it out!

Posted by N64th Street September 16, 2017 12:23 pm
I've got this working on Everdrive, but sound stops once a level loads and additionally, if any save file is selected but the default, it freezes.

I also couldn't patch the rom with xdelta patcher & had to use the GSE tool. I don't mind dumping my own copy of the game using a GS and trying that, but it'd be nice to have a real solid pointer as to which extant NTSC rom dump we should be using.

Posted by Solidus September 16, 2017 11:49 am
@Nico463 I'm using 1964 too, and it works well (not 60 fps, but considering my low end laptop, I'm fine with it). I'm using the version provided by Graslu00 in Youtube.So far, the first three levels done.

Posted by SubDrag September 16, 2017 9:08 am
It's a different game code, did you set save type to eep4k?

Posted by glenn plant September 16, 2017 6:21 am
I'm getting FAT system Error 0xF3 can anyone help?

Posted by Johnny Thunder September 16, 2017 6:12 am
Hey guys this mods works very fine in my wii!

Posted by Nico463 September 16, 2017 3:48 am
Im Using 1964 do i have to use Project64? On 1964 i get a blackscreen when i start the rom

Heeellllllllpppppp

Posted by AL64inthedark September 15, 2017 10:08 pm
Ok so, if you're playing on everdrive and don't have a clue what the save_db.txt is, type GF=1 immediately directly under the two examples. No space or else it won't read it.

Posted by SubDrag September 15, 2017 9:30 pm
If you have no sound it is because you did not set your save type to EEP4K. Goldfinger 64 uses a different game id, so it is not automatically picked up.

As for framerate, there are 60 fps emulators you can try if you would like to play that way. Carniverous 60 fps 1964 version supposedly works very well. Though I still believe console is the best way to go.

This was not done in Perfect Dark, because it is a James Bond game so it was best suited! There was a lot of synergy of James Bond, so it worked best. Beyond that, a lot of levels wouldn't work in PD because PD does not support scaling of levels.

Posted by AL64inthedark September 15, 2017 9:26 pm
I play on everdrive 3. I added "GF=1" at the end of the save_db.txt and even tried to force 4kb saves but it still doesn't save.

Posted by Ducc September 15, 2017 9:04 pm
Omg this will be lit asf

Posted by SilentKL September 15, 2017 8:39 pm
Looks really awesome!

Posted by RekLaw September 15, 2017 6:59 pm
Hey. That's pretty good!

Posted by Mystyc Cheez September 15, 2017 6:59 pm
WOAH

Posted by Siul September 15, 2017 6:41 pm
WAIT WHAT OMG THANK YOU!!!

Posted by Johnny Thunder September 15, 2017 6:40 pm
Yeeeeeeeeeaaaaaaaahhhhhhh!

Posted by AL64inthedark September 15, 2017 6:37 pm
What a surprise. So little informations went out, I thought it would still take a couple years before release.

Posted by CharlieSteal September 15, 2017 6:27 pm
I thought the project was gone for good! Very excited to try this out. Thank you to everyone for all the hard work!


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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.