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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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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 948
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7283 Location: Ontario, Canada  |
Posted: Thu Sep 10, 2026 10:58 am Post subject: |
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| Beyond that, the XBLA models are now being supported. Been some really interesting developments as of late. Including 3rd person camera, mod loaders, and mixed weapon pairings. |
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Atari-Dude1 Agent

Joined: 23 May 2025 Posts: 22
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Posted: Thu Sep 10, 2026 2:57 pm Post subject: |
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I'm actually not sure what the compatibility with the AIO mod will look like. There has been a lot of folks working on a lot of individual projects. I think the most likely scenario is that people will merge AIO support into their mods, rather than the other way around-- at least in the more short term.
The upcoming AIO update is still being worked on, hopefully nearing the final stretch, now.
A lot of people have been working on their own mods-- and developments have been happening at a rapid pace due to AI-assisted development, I think. With that said, with the core AIO mod, I think we tend to be pretty careful about the code we add, and I do a lot of testing on the core AIO mod, which I personally don't have enough time to do the same for other mods which feature so many new experimental features, so fast.
So for our main mod, I think we will prioritize polishing our experience (i.e. maps, characters, a couple new music tracks), and then others can merge the updates into their mods should they wish to.
In the future, perhaps Jonaeru (AIO project lead) will decide to merge other folks' new features-- but this will be in future updates rather than this upcoming release. |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 948
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Posted: Fri Sep 11, 2026 11:48 am Post subject: |
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| Wreck wrote: | | Beyond that, the XBLA models are now being supported. Been some really interesting developments as of late. Including 3rd person camera, mod loaders, and mixed weapon pairings. |
I've not kept up with any of it, really. Real life's been pretty hectic again lately, and for some reason I'm not the millionaire-who-can-afford-to-not-work-and-instead-do-what-he-wants-with-his-time, that I sort of assumed I'd be by now. Reality is very disappointing
Anyway, Wreck, has there been any further work done on Goldeneye X recently. And re: the Perfect Dark PC port's mod loader, what is that, please? Does it work with modded Perfect Dark files with new levels, etc, and if so does it load and use the patches, or the pre-patched .Z64 files?
| Atari-Dude1 wrote: | I'm actually not sure what the compatibility with the AIO mod will look like. There has been a lot of folks working on a lot of individual projects. I think the most likely scenario is that people will merge AIO support into their mods, rather than the other way around-- at least in the more short term.
The upcoming AIO update is still being worked on, hopefully nearing the final stretch, now.
A lot of people have been working on their own mods-- and developments have been happening at a rapid pace due to AI-assisted development, I think. With that said, with the core AIO mod, I think we tend to be pretty careful about the code we add, and I do a lot of testing on the core AIO mod, which I personally don't have enough time to do the same for other mods which feature so many new experimental features, so fast.
So for our main mod, I think we will prioritize polishing our experience (i.e. maps, characters, a couple new music tracks), and then others can merge the updates into their mods should they wish to.
In the future, perhaps Jonaeru (AIO project lead) will decide to merge other folks' new features-- but this will be in future updates rather than this upcoming release. |
Understood, thanks. The idea of polishing up the AIO mod seems a little surreal though, given how nearly Perfect it seems already. And I'm lloking forward to the next real though, to see any new maps. |
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Atari-Dude1 Agent

Joined: 23 May 2025 Posts: 22
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Posted: Fri Sep 11, 2026 5:36 pm Post subject: |
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| I know you can place the xdelta patch for GoldenEye X 6a in a folder called "mods", placed beside the exe in Dab's mod. The support is still obviously WIP, but it's pretty cool. For more info on the mod support for Dab's branch: https://github.com/DabDavis/perfect-dark-dabs-mod#mods |
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Kerr Avon 007

Joined: 26 Oct 2006 Posts: 948
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Posted: Mon Sep 14, 2026 4:04 am Post subject: |
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| Atari-Dude1 wrote: | | I know you can place the xdelta patch for GoldenEye X 6a in a folder called "mods", placed beside the exe in Dab's mod. The support is still obviously WIP, but it's pretty cool. For more info on the mod support for Dab's branch: https://github.com/DabDavis/perfect-dark-dabs-mod#mods |
Brilliant! Downloading now, thanks. |
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