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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Atari-Dude1 Agent

Joined: 23 May 2025 Posts: 7
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Posted: Fri Jun 06, 2025 3:59 pm Post subject: Perfect Dark PC - All In One mod (GE-X, All Solos, etc.) |
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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 (edit: update out now, bringing the total arena number to 71!). 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:
--gexmoddir mod_gex --moddir mod_allinone --kakarikomoddir mod_kakariko --darknoonmoddir mod_dark_noon --goldfinger64moddir mod_goldfinger_64
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)
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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 Thu Aug 07, 2025 4:17 am; edited 16 times in total |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 928
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Posted: Sat Jun 07, 2025 12:39 pm Post subject: |
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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 Agent

Joined: 23 May 2025 Posts: 7
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Posted: Sat Jun 07, 2025 12:59 pm Post subject: |
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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 007

Joined: 26 Oct 2006 Posts: 928
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Posted: Sat Jun 07, 2025 1:13 pm Post subject: |
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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 Agent

Joined: 23 May 2025 Posts: 7
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Posted: Thu Jul 17, 2025 3:26 am Post subject: |
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Have you given the All in One mod a try yet, Kerr? |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Thu Jul 17, 2025 4:46 pm Post subject: |
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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 Agent

Joined: 23 May 2025 Posts: 7
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Posted: Thu Jul 17, 2025 6:10 pm Post subject: |
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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 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Thu Jul 17, 2025 9:12 pm Post subject: |
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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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MRKane 007

Joined: 11 Dec 2008 Posts: 1080
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Posted: Sun Jul 20, 2025 6:36 pm Post subject: |
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zoinkity wrote: | 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. |
That's a real shame. I'm thrilled that you've continued pushing forward with the hardware stuff for the iQue - my own investigations on overclocking on actual hardware kind of answered any lingering questions/hopes I had about pushing performance further so the iQue was one last bastion of hope for me  _________________ No Mr. Bond, I expect you to be re-coded! |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1736
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Posted: Sun Jul 20, 2025 7:25 pm Post subject: |
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...to hijack the thread thoroughly...
Haven't really done anything with iQue in a long while. It's a hassle and the setup takes a lot of space. See...
Mine was a problem unit like many sold outside China. (Kinda hard to come back at the seller if there's a continental divide after all.) Actually, the seller was upfront that it was buggered and gave a very tempting price reduction.
It's a version that should support usb but two of the pins have no connection and I'm not willing to reflow. Instead, happen to be able to wire the NAND to the same IC programmer used for Aleck64 stuff. It's a frankenstien setup, bit time-consuming to set up. Plus, to write files you have to actually manage blocks carefully yourself, but when you work with arcade stuff that's an everyday thing already.
Other fun thing is that this particular NAND has a higher-than-average fault level (about 1/8 is unusable) and many of the faults are in low blocks...like the first file is 17 blocks higher than usual, everything below respond bad. The tricky one is some are read-only, and naturally one of those had to include the key table. Mine can't add keys! That's why the software is rigged to recycle an old key instead of using 0--because I want to use the tool too!
Anyway, iQue is cool but its video out is not nearly as fast and clever as retail. It's noticeable when you do what Nintendo told everyone not to do but Majora's Mask did anyway: change the video resolution or swap progressive<->interlaced without a blackout (Bomber's Notebook). A retail N64 will almost instantly flip modes without graphical errors but iQue takes 1-2 seconds to stabilize. That can be verified easily using the port of the N64 Test Cart; mode swaps are an option in the menu.
It is impressive though.
Perfect Dark could run on it of course, but the limitation here is that 1) files need to be more compressed or stripped out to fit it on the bugger and 2) all save files need to be present in rdram at all times--or at least start there and end there. They're exploiting the unused end of the framebuffers as their buffer (237 / 474 in NTSC are generated in most 3D games), but you'd need to fit in eeprom and four Controller Paks. Instead of ensuring they float around to safe addresses, the easiest thing would be to make a dedicated spot for them. Need to circumvent CIC checks but there's old scener' patches for that (iQue doesn't use the IPLs), plus there's something causing memory to allocate to different address ranges. It's reminiscent of how addresses would differ between emulators and when GameSharking around.
Anyway, it was a hassle and using the iQue was a hassle, probably not going to revisit it. Minimum, not going to revisit it unless the NAND can be replaced with a higher capacity one. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1080
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Posted: Mon Jul 21, 2025 6:29 pm Post subject: |
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@Zoinkity: I'm going to go to bed smarter for that knowledge! I will say that the pricepoint of the iQue really made it not worthwhile for me (I live in New Zealand, and we've got taxes up to the eyeballs on things like this).
I did kind of feel that there'd be spanners in the works for a lot of N64 games simply because it isn't a N64... _________________ No Mr. Bond, I expect you to be re-coded! |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 928
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Posted: Wed Aug 06, 2025 8:36 am Post subject: |
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Atari-Dude1 wrote: | Have you given the All in One mod a try yet, Kerr? |
Sorry, I hadn't seen this post before.
Yes, have played it, and it's absolutely excellent. I haven't played it against real humans, only against bots. But to this day, PD multiplayer is my favourite ever deathmatch, and the new levels are great (my favourite new one is War: Colours, from the brilliant Conker's Bad Fur Day), and they really add to the (already huge) replay-ability of PD. And the addition of options like no blur, and start with weapons will please many old fans of PD (and many new fans too, if any modern games can be encouraged to try this all time classic).
Why is Kakariko Village the only multiplayer level with weather? Chicago and Crash Site both have it in the campaign mode, of course, can they be made to have their weathers restored when in multiplayer? And could rain be added to other levels that previously never had it? I'm sure there was a multiplayer mod for PD that added rain when playing multiplayer, but I can't recall offhand.
I was suprised to find that everything wasn't unlocked at the start, though. Wouldn't it be better to unlock everything (such as all levels in the single player campaign, and eight simulants being available in the combat simulator straight away? If anyone wants to play through and unlock things as they go, then surely they can just play the normal, unmodded, PD port. Or maybe you can include a save-game/profile that has everything already unlocked for anyone who wants to use it? What is the current limit as to how many different multiplayer game set ups can be saved? I know it's more than the four that PD originally allowed, but how many in total?
Anyway, this is a brilliant project, thank you and everyone else concerned *so* much for this (and not being able to play it on a real N64 isn't any real problem, nowadays, as any PC or laptop should be able to play this at full speed, great for us on our breaks at work!).
Please keep us updated on it's further progress. Is there a project page where you post news and information? [Edit: I missed your https://github.com/jonaeru/perfect_dark/releases/tag/allinone-latest link, sorry]
And do you think PD All in One will ever be made virtual reality compatible? Actually, I wouldn't be able to play it that way, at least not yet, as VR gives me a headache, but from what I've tried, VR is amazingly immersive, in a way that a 2D image can never be, and if VR hardware does get better (or my eyes/brain can adjust properly) then it would be amazing to play PD in VR. |
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Atari-Dude1 Agent

Joined: 23 May 2025 Posts: 7
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Posted: Thu Aug 07, 2025 4:14 am Post subject: |
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Kerr Avon wrote: | Why is Kakariko Village the only multiplayer level with weather? |
All in One essentially started out by merging a whole bunch of previous mods into 1; All Solos in Multi by 00dark, for the PD mission maps. Those maps didn't have weather enabled. Another mod-- Kakariko Village by Sogun- did included rain. So that's why only 1 map has weather enabled, currently. We've never gotten around to fully discussing how weather options should be implemented.
I know somebody has thrown around the idea of someday developing a fully fledged in-game Combat Simulator weather editor, which could allow for sky color, clouds, fog and weather to be mixed & matched (I imagine only compatible maps would support snow/rain?). Maybe even saving custom sky settings on a per-map basis.
Kerr Avon wrote: | I was suprised to find that everything wasn't unlocked at the start, though. |
With both AIO and the standard PC port, you can head to the Cheat menu to press Unlock Everything. In my opinion, having everything unlocked by default in All in One would somewhat defeat the purpose of AIO being the definitive Perfect Dark experience-- which should include respecting the original dev's intents for unlocks and progression. That said, I agree-- Unlock Everything is an essential feature too! So luckily it's included, albeit, perhaps a bit buried...
Kerr Avon wrote: | What is the current limit as to how many different multiplayer game set ups can be saved? |
128 is the maximum.
Kerr Avon wrote: | Is there a project page where you post news and information? |
In addition, when there's new content coming to AIO I'll usually post preview gameplay on YouTube. https://www.youtube.com/@Atari-Dude
Kerr Avon wrote: | And do you think PD All in One will ever be made virtual reality compatible? |
I'm not sure about that. If anyone ever makes the standard PC port compatible with VR first (not sure all the entails), then perhaps that could be brought over to All in One as well. But VR is not planned currently by anyone that I know. |
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