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Perfect Dark PC - All In One mod (GE-X, All Solos, etc.)

 
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Atari-Dude1
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 PostPosted: Fri Jun 06, 2025 3:59 pm    Post subject: Perfect Dark PC - All In One mod (GE-X, All Solos, etc.) Reply with quote Back to top

Hey all. Just wanted to share with you all a great PD mod if you enjoy playing Combat Simulator.

Currently, there are 59 arenas available to play in - with 12 more coming in a future update. The original PD campaign and multiplayer remains 100% intact. NOTHING is sacrificed to bring more content.

Such content as: every multiplayer map from GoldenEye X (thanks Wreck), and possibly(?) every map previously released by fans for Perfect Dark over the years. Playable Skedar and Dr. Caroll from PD+ as well.

And special thanks to all the fans out there who have made PD maps and contributions which are included in this compilation! If you're aware of any PD maps which aren't included in this compilation, do let me know!

For Windows-- (NO ROM PROVIDED): https://drive.google.com/file/d/1EnDmK-RnYEOhcraGE3e0MzKuWsMOuQ3A/view?usp=drive_link

Get your US NTSC version 1.1 Perfect Dark ROM, place it in the "data" folder and rename it "pd.ntsc-final.z64" (ROM must be in z64 format)

Be sure to always launch the game via the included "pd.bat", so that the mods are enabled (or you can make a Windows shortcut including all the folders and mod directories). If you simply run pd.exe, however, mods will NOT work, and the game will crash upon trying to load custom assets. You can check the command line of pd.bat in a text editor if you'd like to check that there's no malicious code. Includes gamecontrollerdb text file which enables N64 controller compatibility if you use a Raphnet adapter, among all other types of controllers you may use.

For copying over an existing PC port save file-- there's a file called eeprom.bin, and in recent builds, there's also another file called mpsetups.bin, which are your saves. Just find your old one(s) and copy them, then paste over the new eeprom.bin and mpsetups.bin files that are created in your All in One directory. If Windows asks if you want to replace any files, say yes. Then you should be good to go!

If you know what you're doing and instead prefer to make a Windows Shortcut or use Steam launch options, paste the following:

--moddir mod_allinone --gexmoddir mod_gex --kakarikomoddir mod_kakariko --darknoonmoddir mod_dark_noon

More info (many thanks to Jonaeru for this mod!): https://github.com/jonaeru/perfect_dark/releases/tag/allinone-latest

Full list of playable maps (as of June 22, 2025):

"Dark" maps:
Skedar
Pipes
Ravine
G5 Building
Sewers
Warehouse
Grid
Ruins
Area 52
Base
Fortress
Villa
Car Park

"Solo Missions" maps (MP setups by 00dark, edits by Atari-Dude):
dataDyne Central
dataDyne Research
Carrington Villa
Chicago
G5 Building
Area 51
Air Base
Air Force One
Crash Site
Pelagic II
Deep Sea
Carrington Institute
Attack Ship
Skedar Ruins

"Classic" maps:
Temple
Complex
Caves (from PD+, makeover by Wreck)
Stack (from PD+, makeover by Wreck)
Felicity

"GoldenEye X" maps:
Temple
Complex
Caves
Library
Basement
Stack
Facility
Bunker
Archives
Caverns
Egyptian

"GoldenEye X Bonus" maps:
Facility Backzone
Frigate
Archives 1F
Archives Backzone
Streets
Train
Cradle
Aztec
Citadel (makeover by Sogun)
Labyrinth
Icicle Pyramid (import by Sogun)
Cliff Base (by GERage)

"Bonus" maps:
Kakariko Village (import/setup by Sogun)
Valley (by MRKane)
Suburb (by Oofjay)
Training Day (by MRKane)

PD Maps COMING SOON (from Goldfinger 64, MP setups by Atari-Dude):
Junkyard (by Comet)
Mall (by MRKane)
Steel Mill (by Garabuyo & Sogun)
Tunnels (by Trevor)

PD Maps COMING SOON (from GoldenEye X, with custom MP setups by Atari-Dude):
Runway
Control

PD Maps COMING SOON (from Golden Nintendo Maps by Sogun, MP setups by Atari-Dude):
Tawfret Ruins
Targitzan's Temple
War Colors

PD Maps COMING SOON (other GE imports; MP setups by Atari-Dude)
Paradox (by TimEh)
Rogue (by EternallyAries)
Grand Library (by EternallyAries)

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

I post videos about the latest updates and all things coming to All in One on YouTube.

Atari-Dude's channel on YouTube
https://www.youtube.com/@Atari-Dude


Last edited by Atari-Dude1 on Sat Jul 12, 2025 11:15 pm; edited 10 times in total
 
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Kerr Avon
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 PostPosted: Sat Jun 07, 2025 12:39 pm    Post subject: Reply with quote Back to top

This sounds great, I'll definitely give it a go when I get home.

Is there any chance of you releasing this as a rom file to be played on real hardware, for those of us who prefer playing on a real N64 (and flash cartridge) rather than an emulator?
 
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Atari-Dude1
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 PostPosted: Sat Jun 07, 2025 12:59 pm    Post subject: Reply with quote Back to top

Kerr Avon wrote:
This sounds great, I'll definitely give it a go when I get home.

Is there any chance of you releasing this as a rom file to be played on real hardware, for those of us who prefer playing on a real N64 (and flash cartridge) rather than an emulator?


This is a mod for the fan PC port, so no emulators are involved. Due to the limitations of ROM hacks, usually you only fit so many multiplayer maps per N64 mod. But the AIO mod has assets load and unload based on the map being played-- a behavior not possible on N64. So based on that alone, unfortunately, this mod could never come to console. There's some maps like Junkyard from Goldfinger (coming soon) which would just struggle terribly on original hardware.

There's also a lot of additional settings which wouldn't really work on N64. Such as the newly added "No Doors" setting, and "Start Armed" afaik was never added to any PD N64 mod, but it's included by default with the PC port. There's also been an effort for parity with other mods, too, i.e. the playable Skedar and Dr. Caroll from Wreck's Perfect Dark Plus mod being playable even in the GoldenEye X maps.

So yeah this mod is definitely built exclusively around the PC port, and features content far too ambitious to ever make its way to N64 I'm afraid.


Last edited by Atari-Dude1 on Thu Jul 17, 2025 6:09 pm; edited 1 time in total
 
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Kerr Avon
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 PostPosted: Sat Jun 07, 2025 1:13 pm    Post subject: Reply with quote Back to top

Atari-Dude1 wrote:
Kerr Avon wrote:
This sounds great, I'll definitely give it a go when I get home.

Is there any chance of you releasing this as a rom file to be played on real hardware, for those of us who prefer playing on a real N64 (and flash cartridge) rather than an emulator?


This is a mod for the fan PC port, so no emulators are involved. Due to the limitations of ROM hacks, one can only fit around 16 or so multiplayer maps per N64 mod. So based on that alone, unfortunately, this mod could never come to console. There's some maps like Junkyard from Goldfinger (coming soon) which would just struggle terribly on original hardware.

There's also a lot of additional settings which wouldn't really work on N64. Such as the newly added "No Doors" setting, and "Start Armed" afaik was never added to any PD N64 mod, but it's included by default with the PC port. There's also been an effort for parity with other mods, too, i.e. the playable Skedar and Dr. Caroll from Wreck's Perfect Dark Plus mod being playable even in the GoldenEye X maps.

So yeah this mod is definitely built exclusively around the PC port, and features content far too ambitious to ever make its way to N64 I'm afraid.


Fair enough. It's just brilliant to see any sort of work being done on modding Perfect Dark (still my favourite game, even after a quarter of a century!).
 
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Atari-Dude1
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 PostPosted: Thu Jul 17, 2025 3:26 am    Post subject: Reply with quote Back to top

Have you given the All in One mod a try yet, Kerr?
 
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zoinkity
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 PostPosted: Thu Jul 17, 2025 4:46 pm    Post subject: Reply with quote Back to top

You could add a "no doors" setting on console, could even do it with a GameShark. Simply skip all door objects when expanding objects. It's how the game skips the briefcase/flag/whatevers and exactly how the "No BA" thing in GoldenEye was written.

Not being bound by clock speed though... Can't beat PC's performance.
 
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Atari-Dude1
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 PostPosted: Thu Jul 17, 2025 6:10 pm    Post subject: Reply with quote Back to top

zoinkity wrote:
You could add a "no doors" setting on console, could even do it with a GameShark. Simply skip all door objects when expanding objects. It's how the game skips the briefcase/flag/whatevers and exactly how the "No BA" thing in GoldenEye was written.


Right, I think that's effectively what Raf did to implement the No Doors feature on PC.

zoinkity wrote:
Not being bound by clock speed though... Can't beat PC's performance.


Yeah that's the real problem with including the feature on N64. I recall talking with Wreck some time back when sims were having difficulties with the doors on Archives Backzone before GE-X 6a released. I suggested perhaps removing those doors, but he reminded me of having to consider N64 performance. It's so nice not having to worry about that at all on the PC port, heh. And now with the dedicated No Doors toggle in AIO, that's actually my preferred way to play Archives BZ.

I'm thankful that the PC port makes it feasible to include open maps like War Colors and Runway that'd have absolutely unacceptable performance with max sims/players for a formal N64 release.

Emulators with great performance like 1964 have been around forever, but folks have virtually always made their mods with N64 compatibility in mind (and many certainly still will). But I think AIO is the first PD mod to truly evolve beyond the limitations of the N64/ROM hacks. And imo, that's a blessing. I understand the appeal of playing mods on original hardware, but PD has immensely high potential beyond the N64! I sure hope a lot of folks decide to give All in One a try, and end up enjoying it as much as I do! Maybe even contribute to it, if they're inspired to implement more new features.
 
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zoinkity
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 PostPosted: Thu Jul 17, 2025 9:12 pm    Post subject: Reply with quote Back to top

Sadly couldn't come up with a scheme to run Perfect Dark on iQue, mostly because it has too many save files and, well, just because those things have 8MB of ram doesn't mean they were meant to use them. Both processors are double-clocked and the count halved.

Only mention it because the 60fps GoldenEye hack runs full speed on there...which causes a bit of a problem with some of the artificially-accelerated animation segments, but overall very good experience. Would be interesting to see a max-bot 4P PD match on an iQue, complete with all the unnecessary effects like pickup highlights, if only to clock the actual framerate.

Best reason to make something compliant with the original hardware is that everything (eventually) can run it too.
 
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