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GE-X 6a Patch Released! @ 01-19-25
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Wreck
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Joined: 14 Dec 2005
Posts: 7244
Location: Ontario, Canada

 PostPosted: Sun Jan 19, 2025 4:19 am    Post subject: GE-X 6a Patch Released! @ 01-19-25 Reply with quote Back to top

GE-X Patch 6a: 01-19-25

http://n64vault.wikidot.com/pd-multi-levels:goldeneye-x

It's been a little over eight years since the last GoldenEye X patch (version 5e) was released. I know a lot of people had either given up on the project already, or were on the verge of it. Thought that it was dead in the water, and anything shown of more recent progress was only a tease of something they'd never get to play. Well, here we are. GE-X patch 6a is now yours to play. I appreciate those who have stuck with it, and were always encouraging. Even those who made comments about it not coming out, you still had enough interest in it to vent frustration, which I can understand. But anyway, let's talk about this update.

Last time around, there were three missions that were (pretty much) fully functional. Those included Silo, Frigate and Egypt. In this patch, there are now nine. That's an additional six levels, as well as updates to the previously released trio. The Runway, Bunker i, Bunker ii, Archives, Caverns and Aztec can all be played from start to finish, while also being supported in the cooperative and counter-operative modes. That's nearly half of GoldenEye's campaign thus far. As well, the Dam map has made its way in. This was a tricky one to get going, and does still need work, but it's a good start. You're now given a choice to place female characters into certain missions; scientists in Silo and Caverns, and Moonraker Elites in Aztec. These models were only available in the multiplayer portion of the game before, but can show up during the campaign if you want them to. While in the MI6 Headquarters hub (Carrington Institute), go into the pause menu to find the "Disable Female NPCs" option under the Video section. Either selection does not affect Natalya or Xenia. Also, under the Audio menu, there's an option to allow bonus dialogue to play. Most of these lines are from 007, and typically reference objectives or locations. Don't want them? Simply turn it off. As these two things are totally new to the game, and may be unwelcomed by some, I wanted to make sure the player had control over each.

The multiplayer portion of the mod (Virtual Reality) doesn't have a lot of new content, but did see some quality improvements. Two new levels have been added, however. These include Archives Backzone (replacing Archives 1st Floor), and the classic GoldenEye custom mission map Cliff Base. Weapon layouts were improved, which allows assortments such as Pistols and Golden Gun to better mimic how they were originally. Elf is the latest bonus character, as Old Saint Nick needed to call into the North Pole for some backup. As well, the thirty VR Assignments are still present.

For greater details on what's been added or changed since the previous patch, please refer to the changelog text file inside the download zip.

If you have any questions, or other concerns, check out the FAQs text file. If what you are looking for is not listed, you can contact me (Wreck) by either of a few different methods: The GoldenEye Mods Twitter/X page, the Shooters Forever Message Board, or the N64 Vault Discord server. There is even a thread specifically for GE-X discussion under the #ge-pd-editing channel.

Again, my apologies for the various delays over the years. I sincerely hope the next release is only a small fraction of that time. Enjoy the mod!

=-=-=-=-=-=-=-=

Credits

Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing, mod direction.
SubDrag: Music porting, amazing tools, ASM hacks, All Bonds Heads, and so much more. Without him, this mod wouldn't be what it is today.
Carnivorous: Weapon animations, motorbike sounds.
Zoinkity: Technical information, Connery Tuxedo, Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
00Action: Facility VR map, Archives VR map, Train clipping, Aztec clipping, some mission clipping, Surface i/ii BG and clipping, Dam BG assistance, bathrooms in Bunker i/ii, new rooms in Runway.
Sogun: Citadel makeover, Icicle Pyramid BG + floor clipping port to GoldenEye.
Trevor: GoldenEye X logo, Santa Claus head, Elf head, Aztec moon, shiny lattice glass models.
GERage: Designer of the original Cliff Base map for GoldenEye.
Monkeyface: Connery head base.
Dark Reyn: Weapon set format change (to better match GE for Pistols and Golden Gun assortments).
Ryan Dwyer: Some custom actions, helpful information from the PD decompilation.
ZMG88: The Experience of Love music track, played in MI6.
Kode-Z: Intro music track.
MRKane: Shortened multiplayer death jingle.
TH126: Official video creator for the mod.
Dragonsbrethren: Music porting.
Octan Baron: Base AI Path Network for Caves.
Jonaeru: Perfect Dark PC port experimentation.
Rareware: GoldenEye 007 and Perfect Dark N64 games, of course!

Beta Testing / Bug Reports / Suggestions:
AL64inthedark
AstroBomber
Atari-Dude
AXDOOMER
Carnivorous
Catherine Reprobate
connery as bond
Conquerallmusic
Dark Reyn
DF Ank1
Dragonsbrethren
Fillerthefreak
freem
GoldenEyeCentral
Graslu00
HackBond / Nyxem
Hagmax
Jonaeru
killedbyurmom
Kerr Avon
Lazlo52
OmegaCop13
Raf
S40 Games
SATURN_81
stlntxtrs
TH126
The Renagadist / Ren
Thundera8589
Trevor

=-=-=-=-=-=-=-=

Websites of Interest

N64 Vault
http://www.n64vault.com

GoldenEye Forever
http://www.goldeneyeforever.com

Shooters Forever Message Boards
http://www.shootersforever.com/forums_message_boards

GoldenEye Mods on Twitter/X
https://x.com/GoldeneyeMods

GoldenEye Mods on Facebook
https://www.facebook.com/GoldenEyeMods/

The GoldenEye X Channel on YouTube
https://www.youtube.com/@GoldenEyeXN64

WreckSeven's Channel on YouTube
https://www.youtube.com/@WreckSeven

GoldenEye X on Mod DB
http://www.moddb.com/mods/goldeneye-x

GoldenEye X on ROMhacking.net (RHDN)
http://www.romhacking.net/hacks/788
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sumbodyshero
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Joined: 11 Jul 2008
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Location: The Carrington Institute

 PostPosted: Sun Jan 19, 2025 5:19 am    Post subject: Reply with quote Back to top

you guys are my absolute heroes.
 
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Morrigan Aensland-Hill
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Joined: 09 Mar 2021
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Location: Arlen, Texas

 PostPosted: Sun Jan 19, 2025 5:56 am    Post subject: Reply with quote Back to top

Colour me impressed. We've finally been provided with an official update for the long-awaited GE-X. I could cherish this moment!
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Kerr Avon
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Joined: 26 Oct 2006
Posts: 917

 PostPosted: Sun Jan 19, 2025 1:06 pm    Post subject: Reply with quote Back to top

Brilliant! Thanks so much, to Wreck and everyone else involved.

Downloading now.
 
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killedbyurmom
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Joined: 04 Jan 2016
Posts: 208
Location: Kentucky

 PostPosted: Sun Jan 19, 2025 6:27 pm    Post subject: Reply with quote Back to top

Having a blast so far...Worth the wait! I'm really grateful the team took their own personal time to release this amazing hack!

Last edited by killedbyurmom on Wed Jan 22, 2025 1:49 pm; edited 1 time in total
 
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mistamontiel
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 PostPosted: Sun Jan 19, 2025 8:45 pm    Post subject: Reply with quote Back to top

Come on RHDN

Good going @ all involved!
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zoinkity
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 PostPosted: Sun Jan 19, 2025 11:07 pm    Post subject: Reply with quote Back to top

Great job Wreck!
 
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Wreck
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Joined: 14 Dec 2005
Posts: 7244
Location: Ontario, Canada

 PostPosted: Mon Jan 20, 2025 2:31 am    Post subject: Reply with quote Back to top

Thanks! I'm happy to see people are enjoying it. Most criticisms are regarding PD leftovers (sounds, voices, HUD, etc.), which can be addressed later on. It will eventually move over to decomp (or make better use of its info first), and that means even more can be done that at present cannot.
 
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Thundera8589
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Joined: 12 Aug 2015
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 PostPosted: Mon Jan 20, 2025 11:42 pm    Post subject: Reply with quote Back to top

Finally!!! After over eight years nearing a decade since the last release. I am so happy that the sixth patch arrived. This wait was like hell eating me up inside always thinking about when the next release would be or if it would ever see the light of day again. I'm so glad that time has already come and it's finally been released.

@Wreck - I feel like after this release now this should be the time when the GE-X project slowly moves into the decomp. What are your plans going into the decomp and will Ryan Dwyer be apart of the transition and help with GE-X in the process?

Also is there any updates on what is going on with the Goldeneye decomp? Do you have any inside scoop or info with the people involved? Seems like it's been stuck at 67% for the last six or so months now?

P.S. Thank you for all the hard work you put into GE-X. Well deserved. Loving it so far.
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MJ Bond
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 PostPosted: Tue Jan 21, 2025 12:41 am    Post subject: Reply with quote Back to top

Man, it's been so long since I posted here, but I just wanted to say hey. I haven't forgotten about this mod.

Do any of y'all play Goldeneye or Perfect Dark on the Switch? Very Happy
 
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Sogun
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 PostPosted: Tue Jan 21, 2025 11:22 am    Post subject: Reply with quote Back to top

Congratulations on the release!

Thank you very much for all your hard work.
 
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jd4wg
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Joined: 21 Jan 2025
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 PostPosted: Tue Jan 21, 2025 6:11 pm    Post subject: Reply with quote Back to top

Anyone able to get this working on a SummerCart? I can't seem to create a new profile even though the save type is set to EEPROM 16k before launching the rom.
 
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killedbyurmom
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 PostPosted: Wed Jan 22, 2025 2:52 pm    Post subject: Reply with quote Back to top

Does anyone know a Gameshark code to keep weapons after you respawn? I need it for Night Vison while playing MP with "Eternal Night". (When you die and respawn you can forget finding anything or anyone lol) Thanks!
 
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Fenix
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 PostPosted: Fri Jan 24, 2025 5:21 am    Post subject: Reply with quote Back to top

This is fantastic, I'm having a blast with this new build!
Thank you so much for continuing to work on this amazing mod!
 
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Pale Horse
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 PostPosted: Wed Jan 29, 2025 2:48 am    Post subject: Reply with quote Back to top

Wreck wrote:
Thanks! I'm happy to see people are enjoying it. Most criticisms are regarding PD leftovers (sounds, voices, HUD, etc.), which can be addressed later on. It will eventually move over to decomp (or make better use of its info first), and that means even more can be done that at present cannot.


Nice! Will it still be playable on Everdrive 64 with the decomp code?
 
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