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Files - Misc - GoldenEye Hi Res

NameGoldenEye Hi Res
AuthorSubDrag and Trevor
DateJanuary 2, 2018
DescriptionEver dreamed of seeing a Hi Res mode on GoldenEye, similar to Hi Res in PD? Your dream is finally a reality.

Only possible thanks to Zoinkity's brilliant 7 meg RAM extension, this patch allows for quadruple the size framebuffers, to accomodate the two 640 x 480 frame buffers (double buffered). The frame buffers were moved to upper RAM to accomodate the size, and all of the related assembly code in GoldenEye and VI settings has been adjusted accordingly. At the expense of some lag, you do get a much sharper image.

There are two patches:
640 x 240p (Menus normal)
640 x 480i (Menus 640 x 480i)

Apply xDelta to GoldenEye US ROM.

Hi Res Mode - SubDrag
640 x 480i Help - Trevor
7 Meg Patch - Zoinkity
Testing - Trevor
Download0.274052 Mb


Posted by SubDrag August 10, 2018 3:39 am
You still apply the PAL patch to US NTSC GoldenEye and it will convert it to output a PAL signal. Do not apply to PAL GoldenEye.

Posted by August 9, 2018 8:05 pm
It is NTSC only

Posted by raderment August 9, 2018 6:39 pm

Can you Guys tell me please which PAL Rom you used and the correct crc to apply the Patch succesfully to a PAL Rom ?

I got all the time with the xdelta patcher an error:

An error has occured:
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT

I tested nearly all PAL Roms they exist. But the Patch will not work for any of these PAL Roms.

In that high Res download are patches for NTSC and PAL Roms.

But It seems with PAL Roms, The Patch is not compatible?

kind Regards

Posted by SubDrag July 8, 2018 1:00 pm
Need to be ASM hacks to fix. Documentation is here:

Posted by illuzion30 July 8, 2018 12:37 pm
Maybe tedious, but I'd like to help.

There's lots of Zoinkity downloads... which one?

Also, is that just hex editing files in the GEEdit3 folder (and if so, where is the example you used)?

Posted by SubDrag July 8, 2018 11:43 am
You basically have to rearrange, possibly resize all the text in the game. Zoinkity's GoldenEye zip bundle has a lot of helpful info, but it's a bit of a pain to go one by one through each one.

An example text is:
Folder text
Primary Objectives X/Y
7F015E60: 240A0037 ADDIU $t2, $zero, 0x0037 #
7F015E64: 240B008F ADDIU $t3, $zero, 0x008F #

Posted by illuzion30 July 8, 2018 7:38 am
Any idea on how to fix the menus? I would be happy to work on it if I knew where to start.

Posted by illuzion30 July 2, 2018 5:41 pm
Got it. I found a 21M zip file with a "God Mode Hack" rom and a regular .z64 file. The z.64 file (with a CRC32 of B6330846) worked.

Posted by SubDrag July 2, 2018 2:22 pm
O1 is the wrong rom. Has to be clean rom, no mods.

Posted by illuzion30 July 2, 2018 1:57 pm
Is "GoldenEye 007 (U) [o1].v64" the wrong rom? When I try:
xdelta3.exe -d -s "GoldenEye 007 (U) [o1].v64" "GE640x480iNoAA[SubDragAndTrevor].xdelta" output.v64

I get:
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT
xdelta3: normally this indicates that the source file is incorrect
xdelta3: please verify the source file with sha1sum or equivalent

The input rom works fine with an emulator. Little help?

Posted by Fabio Rosendo February 27, 2018 4:04 pm
I just tested this patch, and is freaking amazing, good job everyone.
I hope someday other games receive the same treatment, there's a lot of blurriness in the N64 1th. wave games.
Pilotwings 64, Wave Race, and Star Wars Shadows of the Empire, would benefit greatly with a High Resolution patch.

Posted by 008 February 18, 2018 3:04 am
Any tips or links to good controller settings for Goldeneye? Getting the controls just right always seems to be an issue. Currently using XB1 controller with wireless adapter and Nrage plugin to configure button layout.

Posted by New Player February 17, 2018 7:58 pm
This is awesome! However, I think the graphics may actually be a bit too sharp. I'd hate the framerate to go down for graphics that are a bit too pixelated, especially in a game that is notorious for its slow framerate. I'm new Goldeneye and n64 mods, so I'm not sure how these mods are made. That being said, I wonder if there's a way to use the RAM Expansion Pack to increase the resolution only slightly and increase the framerate.

Posted by SubDrag February 14, 2018 7:00 pm
The menus aren't corrected for the updated resolution. You just have to live with that for the moment.

Posted by 008 February 14, 2018 12:13 pm
Seems like no matter what Delta file I patch the menus are all messed size wise? Any tips appreciated...

Posted by SubDrag January 15, 2018 3:24 pm
Did you use the 640 x 480i patch? Maybe accidentally used 240 one?

Posted by Nick January 15, 2018 3:18 pm
I tried it on the Everdrive and image looks alright when nothing is moving, it seems bad and like there's interlace not being deinterlaced properly.

That's over the UltraHDMI. Dunno if its the HDMI output not liking it or if thats how it looks. PD etc in high res don't look like that.

Posted by mistamontiel January 12, 2018 12:40 pm
0mG . And over S-Vid the 480i is so razor sharp on my boobtube , ye can see why it wasn't a thing though it bring the N64 to its knees

480i with anti-aliasing disabled I thought was close to the stock rom , until enemies got to me and chugs again D:

I hit reset and my 64drive bootup was junked up , better use power off/on instead l0l

Posted by SubDrag January 2, 2018 7:56 pm
Now able to use Fields 0 and 1 - yielding 640 x 480i! Zip updated to have that now too.

Posted by SubDrag December 23, 2017 7:56 pm
Seems the game overwrote my settings...now the no AA patch actually is no AA, if you regrab.

Posted by SubDrag December 23, 2017 5:11 am
Marshall - maybe you can help. I think you're saying the same thing, but I can't figure out why it won't output at 640 x 480i. For some reason it does 640 x 240i, even though the double-buffers, both are 640 x 480. It should be possible to do actual 640 x 480 since we have the frame buffer like that already...I just can't figure it out.

I've just been monitoring the VI Settings after load. GE normally used OS_VI_NTSC_LAN1 but I changed it to HAF1 for this patch, but it calculates some automatically such as X and Y scale and the X width. I try HAN1...but GE overrides it basically back to HAF1. HAN1 doesn't seem to work even when I hack it to override settings, then it's like blurry and weird. These are the effective VI settings that get set in-level (HAN1 seems to change width to 0x500 from 0x280 and Y Scale from 0x800 to 0x400, but for some reason doesn't work ingame right when hacked...). : https://gyazo.com/1d2d901390bcdcc47f5187fb35000973 Do you mean VI_V_CURRENT_LINE_REG (A4400010) in Nemu? It does go up by one on breakpoint writes. Do you mean something else? Maybe that's related to the issue of why HAN doesn't work? What controls that? This ROM hacks in HAF1 since game automatically overrides, I fixed it, but you can see it's wrong... http://goldeneyevault.com/priv/GEHiResHackedHANSettings.xdelta Hopefully you know how to fix, or where to start.
Graslu, do you mean turning this AA setting (you're saying much better framerate at setting 3?)
[9:8] aa_mode[1:0] (anti-alias mode)
0: aa & resamp (always fetch extra lines) //Anti-aliasing and resampling, always fetch extra lines
1: aa & resamp (fetch extra lines if needed) //Same as above, fetch when needed
2: resamp only (treat as all fully covered) //Resampling only
3: neither (replicate pixels, no interpolate) //Neither (replicate

If so, I think I added a patch that does that to the zip now. It does seem like higher framerate by quite a bit.

Posted by Al64inthedark December 23, 2017 4:35 am
Playing in hi res in very interesting. I believe that rare did the best choice when setting that in the original.

The framerate is too low for most missions, but I still played them all because it looks really nice.

Posted by marshallh December 22, 2017 7:21 pm
Here's a capture of Facility:

Looks pretty nice, I'm also curious why the interlacing seems to be stuck on field 0. Does Goldeneye use the standard osViSetMode tables that are cooked into most games?

The game could also be making superfluous iowrites elsewhere, banging on VI itself and thus overriding the singular mode change. I don't know anything about GE's code though.

Maybe you could put do IO_READ(VI_CURRENT_REG)) & 0x01 and see if the displayed field ever toggles like it should?

Posted by Graslu00 December 22, 2017 6:54 pm
Here's a short comparison I've made including framerate - https://youtu.be/TSEZakE3H8k

Sadly my capture card doesn't do justice to it, but the difference is quite notable. I don't think the game is playable with Hi Res and AA, will you consider adding the no-AA option in a update? It's very much playable without AA, but with it it's really slow on average of 7fps.

Posted by SubDrag December 22, 2017 5:36 pm
Here's a comparison shot that Vyothric made. https://t.co/3pl3EE3z9f

Posted by SubDrag December 22, 2017 5:12 pm
No one's made one yet, but it's quite a bit sharper. Even better with Ultra HDMI.

Posted by SA December 22, 2017 1:10 pm
Any comparison video available?

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