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GE:X - Third Official Patch Released! @ 02-26-11
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Wreck
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 PostPosted: Fri Feb 25, 2011 9:18 pm    Post subject: GE:X - Third Official Patch Released! @ 02-26-11 Reply with quote Back to top

GE:X Patch 3a: 02-26-11

This is the third official, full-point release, of GoldenEye: X. Over the last few months, we've been busy adding in new content, as well as addressing certain issues that cropped up in the most recent versions of the game. We've not only been focusing our efforts on the multiplayer 'Virtual Reality' aspect of the game, but have also made advances with the mission campaign. However, we're still not quite at the point where those are good enough to be made public. In the meantime, you can play solo (or co-op) against up to eight Simulants in any of the VR levels available. Here is a summary of the edits and updates in this version...

a. There is a lot more available to the player from the very start of a new file. From Virtual Reality, you should have access to every weapon, weapon set, music track, scenario, game option, and Simulant type (with the ability to use up to eight).

b. Two new levels are available in VR... Bunker ii and Archives. They are (mostly) complete with glass, doors, metal crates, and all the weapons you can handle. The Simulants perform very well, and are able to fully traverse the stages. The only hiccup lies in the metal crates. They'll eventually drop through the floor after being destroyed and disappear for the remainder of the match. It may take a few cycles for it to happen, however.

c. There's a very special treat in this release. Expertly ported from The World Is Not Enough on the N64, the "Labyrinth" multiplayer map by Zoinkity. He's brought this fun level over to GoldenEye, which was then converted for Perfect Dark and updated to have more spawns, additional ammo crates, Capture the Flag bases, and even five Hills. It's a brand new experience for those not familiar with TWINE, and a great bit of nostalgia for those who are.

d. Get your hands on some new hardware! Take out your opponents in stealth by using the silenced variations of the PP7 Special Issue and D5K Deutsche. The destructive Shotgun is also now at your disposal. Like some of the other weapon ports, the muzzle flashes and bullet origins aren't perfect, but the weapons themselves and their positioning matches the originals. Once we learn more about how the weapons in PD are setup, these issues will be taken care of.

e. An additional eight bodies and five heads have been added to the character roster. Choose from the Russian Soldier, Jungle Commando, Siberian Guard (Black) [which also completes Mishkin], or Siberian Special Forces. Feeling invincible? Than select Boris as your on-screen persona. Want to use some voodoo magic against your foes? Baron Samedi is just waiting to put on a hex. And whether you're tall or short, there's somebody for you. Jaws and Oddjob, the polar-opposites in GE, are ready to duke it out again... whether you want your friends to use them or not is up to you.

f. From the first patch, the Moonraker Elite has been using a customized arm/hand model. Since then, the other characters have been matched up with more appropriate models. Most of those have also been customized, since PD only offered so many styles. There's a couple that still require better textures, but the majority of characters are complete.

g. Simulants are now fully supported in the Caves map. Thanks to a base AI Path Network created by Octan Baron for his custom mission in GoldenEye, Sims are capable of navigating all areas of the stage. Hopefully this will breath new life into a level that most would consider to be the least appealing multiplayer choice in GoldenEye.

h. Egyptian has seen some architectural modification since the last release. There are three chutes that normally contain ceiling-mounted drone guns in the mission. They have been edited and changed into ramps. It was a decision made to better performance, for both humans and Sims. Before, people were capable of falling through the lower edge of the chute and dying. As a ramp, this occurance is eliminated. Simulants now use these ramps without any issues.

i. The left-handed Phantom and Sniper Rifle now draw correctly, and not inside-out. Their bullet origins are still inaccurate, but the Phantom does have a slightly improved muzzle flare. It also uses the appropriate sound effect, and has been adjusted to better replicate the original. The Sniper Rifle has also been slightly modified, and now deals the same amount of damage as in GoldenEye.

j. The AR33 Assault Rifle and RC-P90 are now capable of penetrating through objects and characters. I'm not sure why they weren't setup by Rare to do this in the first place, but it has since been fixed.

k. Certain doors in various levels weren't using the proper flag to prevent them from being seen through walls. Those that appeared in Temple, Facility and Egyptian are now all taken care of. Others also close portals when shut, which may help slightly with the framerate in certain areas.

l. The glass in Facility is now, once again, indestructible. You may still fire through the glass with a weapon capable of penetrating through objects, so beware of Sims who are packing an AR33 or RC-P90.

m. Two songs have been removed and replaced in the Virtual Reality soundtrack list. Silo X didn't loop, and once finished, would continue on in silence. The End Credits theme was taken out, since it was never included in the original game's multiplayer soundtrack. Both Elevator songs (from Control and Caverns) have been included as their replacements.

n. For those of you who are able to play this game on console, through the use of a backup device, you'll be pleased to hear that both Complex and Egyptian no longer crash during loading. There was an error in the background file that didn't seem to cause any problems via emulation, but wasn't nearly as kind on the actual hardware. Both files have been updated, and are confirmed to work on console. HOWEVER, it is recommended that you DO NOT use GoldenEye character bodies and heads. There is a bug that is causing the console to crash when they are loaded into the level. It might not happen right away, but it eventually rears its ugly head. Only a few heads have been confirmed to play properly, but none of the bodies. So, until this is sorted out, please stick to the Perfect Dark leftovers.

o. The Character Profiles & Other Information in the Information Room, as well as the Vehicles listed in the Hangar PC, have begun taking after their GoldenEye replacements. All of the characters (with exception to Ourumov and Valentin) are available to view, but the informative articles have yet to be dealt with. Also, most of the vehicles are still displaying the PD objects, and not all descriptions have been written. These things are being left in to demonstrate the progress we're making outside of Virtual Reality mode.


Alternative Download:
http://www.battlefieldforever.com/hackers/pd/geproject/downloads/GEX_3a_02-26-11.zip

Apply the XDelta Patch to an unbyteswapped NTSC Perfect Dark v1.1 ROM.
You can use the Perfect Dark / GoldenEye Editor at the GoldenEye Vault.

http://www.goldeneyevault.com/

- Wreck

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

February 26th, 2011 (02.26.11:1)

- Newest additions have an exclaimation mark (!) tacked onto the end


VR Levels:
Temple
Complex
Caves
Library
Facility
Bunker!
Archives!
Egyptian
Cuba
Labyrinth!

notes:
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Temple features a path network, allowing the Sims to traverse the map, as of patch 2a.
Complex does have a path network, but Sims have some noticeable troubles with ramps, which will be addressed.
Caves has some clipping issues in a few areas, mostly slopes.
Caves also has a portal problem between rooms 08 and 09 - not game ruining, though.
Library seems to have bad RGB in some of the Stack rooms.
Egyptian requires some path network updating, but has been extended since first release.
Cuba has just been thrown in for fun, and will be removed in the future.
Caves supports Simulants, as of patch 3a.
Bunker ii has some RGB issues in certain rooms, though most noticeable in the main viewing room.
Bunker ii doesn't have the ceiling mounted monitors.
Labyrinth has been ported over from TWINE on the N64, and is now a bonus map in GE:X.

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

Weapons:
**Throwing / Hunting Knife
PP7 Special Issue
*PP7 (silenced)!
DD44 Dostovei
Klobb
KF7 Soviet
ZMG (9mm)
D5K Deutsche
*D5K (silenced)!
*Phantom
AR33 Assault Rifle
RC-P90
*Shotgun!
*Sniper Rifle
*Golden Gun
Silver PP7
Gold PP7
**Grenade Round
**Hand Grenade
**Timed Mine
**Proximity Mine
**Remote Mine
***Body Armor

notes:
The Classics from PD remain unaltered.
Weapons use incorrect aimers, some have colourized tracers, and Sims may have trouble in certain situations.
*The ported guns have out of place muzzle flashes or exit points, which will need to be remedied.
**The mines, grenades, and knife are only prop modifications, as the First-Person model still exists from PD.
***The Shield has been replaced by the full Body Armor, though it still acts as a shield.

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

Bodies:
Bond (Tuxedo)
Bond (Formal)
Bond (Stealth)
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
Xenia
Boris!
Mishkin!
May Day
*Jaws!
*Oddjob!
Baron Samedi!
Russian Soldier!
Male Scientist
Janus Marine
Helicopter Pilot
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
Male Civilian (Blue)
Male Civilian (Grey)
Siberian Guard (Black)!
Siberian Special Forces!
Jungle Commando!
Janus Special Forces
Male Moonraker Elite

*the Point of Views for these characters are off. Until we determine exactly how they are setup in PD, the stock heights chosen will have to do for the time being.

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

Heads:
Bond (Special)
Bond
Natalya
Trevelyan
Xenia
Boris!
Mishkin
May Day
Jaws!
Oddjob!
Baron Samedi!
Helicopter Pilot
Siberian Special Forces!
Terrorist
Biker
Karl
Martin
Mark
Dave
Duncan
B
Steve E
Grant
Graeme
Ken
Alan
Pete
Shaun
Dwayne
Des
Chris
Lee
Neil
Jim
Robin
Steve H
Joel
Scott
Joe
Joe (Altered)
Sally
Marion
Mandy
Vivien

notes:
You may notice these heads appearing throughout the missions. However, they are not currently setup to wear sunglasses. They will also sit on any PD bodies strangely, being much lower down toward the chest. This is just how the GE heads behave with the PD bodies, so give it a laugh and don't worry about it.

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

VR Scenarios:
*Flag Tag
*Capture the Flag

notes:
*These basically just swap the Briefcase model for the Flag Tag Token.

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

VR Music:
Dam
Dam X
Facility
Facility X
Runway
Runway X
Surface
Bunker
Bunker X
Silo
Frigate
Frigate X
Surface II
Surface II X
Bunker II
Bunker II X
Statue
Statue X
Archives
Archives X
Streets
Streets X
Depot
Depot X
Train
Train X
Jungle
Jungle X
Control
Control X
Caverns
Caverns X
Cradle
Cradle X
Aztec
Aztec X
Egyptian
Egyptian X
Citadel
Permiter
Elevator 1!
Elevator 2!
Random

Notes:
Certain instruments or sounds may be slightly off from originals.
Jungle is the original theme intended for the stage, not the background sound effects.
*Silo X has been removed due to the song not looping.
*End Credits have also been removed, since it wasn't in the original.
*Elevator songs 1 and 2 have been brought in as a replacement for the other two.

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

Known Bugs / Glitches...

GE vs. PD Heads:
Putting a head from one game onto the body from another usually results in floating or sinking heads. This is just the way the games set things up, so there is no way around it.

GoldenEye Firearms:
There's some issues with these. They use the wrong crosshairs, some have funky coloured tracers, sims may have difficulty operating them under certain circumstances, and the newly ported guns need their muzzle flash relocated. The handguns aren't as noticable, but you'll see it with the Phantom and Shotgun. Because of re-ordering, some of the PD weapons are now in the old Classic slots. As a result, they can't be used by sims and also have their secondary functions locked out.

Simulants:
I've allowed simulants to spawn into each of the maps, but they won't function in them all. Since the first release, the Temple and Caves have been updated with path networks. This means that Simulants can now freely roam the stages. Also, the Egyptian network has been extended and tweaked, allowing Sims to access the "Golden Gun" room, and better use the long stairwells and ramps. The Complex does have a path network constructed for it, but there are some issues that weren't resolved prior to the second official patch release. I've done all I could, and it does perform well enough for now. If I can get this fixed before the third official release, there will be a corrective update issued.

Caves:
There's a portal error between rooms 08 and 09, which is due to overlapping architecture. They set a special flag for it in GoldenEye, but it doesn't seem to work in Perfect Dark. Hopefully we'll be able to force the two rooms to be lit at the same time and prevent this from occuring in the next update.

Headers/Dividers:
Because I wanted to have everything (or mostly everything) unlocked from the start of the game for new users, some of the menu headers and dividers may be missing. The rely on certain flags to be set in order to be shown. I think I fixed it everywhere, but don't be surprised if something seems off.

Hangar Information PC:
The computer stationed in the Carrington Institute hangar will often crash the game. If you attempt to preview any of the files stored on the PC, the gameplay may freeze and you'll be forced to restart. I'm not sure why this happens at this time, so you'll just have to avoid it for now.

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

Websites of Interest:

GoldenEye Forever
http://www.goldeneyeforever.com

GoldenEye Vault
http://www.goldeneyevault.com

GoldenEye Online
http://www.goldeneyeonline.com

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

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

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

Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing.
SubDrag: Music, amazing tools, and much more. Without him, there wouldn't be any ported levels. Period.
00action: Facility VR map, Archives VR map, testing on backup device, among other things that will be coming soon.
Dragonsbrethren: Music, Complex clipping, and helpful suggestions.
Zoinkity: Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Radorn: Early testing of weapons on backup device.
Octan Baron: Base AI Path Network for Caves.
TH126: Official video creator for the mod.

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








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armymen12002003
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 PostPosted: Fri Feb 25, 2011 11:25 pm    Post subject: Reply with quote Back to top

kool i can't wait to try it
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 PostPosted: Sat Feb 26, 2011 6:57 am    Post subject: Reply with quote Back to top

Wow! Going to go try it out soon. Smile
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Yurei
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 PostPosted: Sat Feb 26, 2011 11:22 am    Post subject: Reply with quote Back to top

Already having two bugs !
When setting the Silenced PP7 to secondary fire, hitting someone will play the punch hit sound. And the silver/Gold PP7 are not matching the hands!

Other than these two small issues, I just think that this mode is made of awesomeness, you guys should be hired!
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Wreck
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 PostPosted: Sat Feb 26, 2011 1:45 pm    Post subject: Reply with quote Back to top

Yeah, any of the weapon ID's that originally had a Pistol Whip secondary function will make a punch landing sound when a person is shot. I would have just disabled the function completely, but Sims rely on it for close-quarters attacks. Without it, they just stand there and won't do anything.

I'm not sure what you mean about the Silver and Gold PP7's. Do you mean that they are using the regular PP7 prop image, or that the grips are a little bigger than the handhold and stick out through the fingers a little bit?

Many of the weapon issues are directly tied to Simulants. They have their own set of rules for gun usage. Even if the Phoenix has its secondary function changed and can no longer fire explosive shells, the Sims are still capable of it. The SuperDragon ID is similar, and you may notice in this version of GE:X, that Sims will not fire from far distances when carrying a Gold PP7. They'll just stand there, trying to launch grenades. Once they get within a closer range, they switch to regular fire. These guys have their own reloading time, and are setup to use either only the first function, only the second function, or a combination of both with different perimeters (long distance, close-quarters, low ammo, etc.). The weapons will require the most tweaking.
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Yurei
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 PostPosted: Sat Feb 26, 2011 2:07 pm    Post subject: Reply with quote Back to top

Oh that's some clear technical info!
And yeah, it's mostly fingers clipping through the grip, nothing big. Also I assume this is why I get grenade rounds when I grab silver PP7 ammo boxes? Smile

I guess those issues can't be adressed now, but since they ain't big, it's okay.
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 PostPosted: Sun Feb 27, 2011 8:17 am    Post subject: Reply with quote Back to top

Finally my stage can be released!
If you want the GE Labyrinth, it is here:
http://www.mediafire.com/?zkwi0bp1gmq6xcm

Sadly, built without the editor.

I'm trying to remove the insanity of the TWINE tools, and once they are rewritten so they don't require (no joke) 10 command line entries for normal operation that will be posted too.

+_+

Great job so far! Oh, to disable the extra ammo types on collection, you can just set the ammo type in the weapon header to NULL, presuming you know where that is of course ;*)
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 PostPosted: Sun Feb 27, 2011 10:02 am    Post subject: Reply with quote Back to top

I'll have to take a look at it again, but it does appear as though I did remove the secondary ammunition pickup from the ammo crates in Combat Simulator. Perhaps you only get it from procuring the weapon ID itself? I had thought even that only used pistol ammo. Maybe something deeper is tied to the ID, like a lot of other stuff that I can't locate (crosshair style, tracer colour, if empty shells eject, if sound made when weapon equipped, sound made for function number when character hit, etc). I could try removing the grenade ammo info from the actual SuperDragon, just in case it is somehow still being referenced.

And thanks again to Zoinkity for porting the Labyrinth to GoldenEye! Very Happy
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 PostPosted: Sun Feb 27, 2011 10:39 am    Post subject: Reply with quote Back to top

Yes, I eventually did play this. Awesome awesome conversion. Played Facility with all Normals, and I was a Soviet Soldier with Automatics on. Smile
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 PostPosted: Sun Feb 27, 2011 2:06 pm    Post subject: Reply with quote Back to top

I liked the new patch. I love the new levels in the military archives Walk trough use the door trick, but there is no rear area as Facility. I liked the maze, but this level is a nod perhaps? I can think of working in secret to eventually TWINE PD engine?. I would love to go well, that just was not so lucky TWINE as GoldenEye and Perfect Dark.
On weapons: pp7Gold has a sound like DK5 or GoldenGun.
the gun is perfect for my taste, is much slower than Goldeneye, just think it is due to the slot chosen, (I think it's shotgun slot Perfect Dark choose).
not if you could address the problem of weapons otherwise, for example to rearrange the order of the slots that exist in Perfect Dark, I believe that each weapon uses the existing features in each of the slots in PD (eg the ammunition used by the weapon, sound, recharge rate and I do not know what else.) so if you can not reorder or rearrange these slots to our taste, we have weapons in order of appearance in goldeneye, but with a rare performance that is the next in Perfect Dark.
 
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 PostPosted: Mon Feb 28, 2011 12:52 pm    Post subject: Reply with quote Back to top

I cannot get the game to play. I have no problems with the second patch. I applied the delta patch to PD and put the settings to what they are supposed to be according to the FAQ on goldeneyevault.com.

CPU Core Style: Recompiler
Self Modifying-Core Type: Protect Memory
Default Save type: 16Kbit EEPROM
Counter Factor: 2
Check marks by: Large Compile Buffer, Register Caching, Use TLB.

The game starts up but once I hit start game after I've selected simulants and all it just crashes. The level music plays but the screen just freezes. Thanks so much for anyone who replies. Thanks.
 
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 PostPosted: Mon Feb 28, 2011 1:41 pm    Post subject: Reply with quote Back to top

Zodiac wrote:
I cannot get the game to play. I have no problems with the second patch. I applied the delta patch to PD and put the settings to what they are supposed to be according to the FAQ on goldeneyevault.com.

CPU Core Style: Recompiler
Self Modifying-Core Type: Protect Memory
Default Save type: 16Kbit EEPROM
Counter Factor: 2
Check marks by: Large Compile Buffer, Register Caching, Use TLB.

The game starts up but once I hit start game after I've selected simulants and all it just crashes. The level music plays but the screen just freezes. Thanks so much for anyone who replies. Thanks.


That's just a matter of the Combat Simulator... Happens frequently. I guess just keep trying. Wink

Tips: Try disabling Large Compile Buffer, and use Check Memory and Cache.
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 PostPosted: Mon Feb 28, 2011 8:14 pm    Post subject: Reply with quote Back to top

Thanks, I have tried this and retried starting the matches many times but to no avail. Hmm, myabe the next patch will work out better for me. Hopefully I'll be able to play it soon, I'm definitely excited about this.
 
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 PostPosted: Tue Mar 01, 2011 7:51 am    Post subject: Reply with quote Back to top

I'll see if I can help with the setup to play this last patch (I'm using Project64 1.6). first inform you that I have setup the same for the 3 patches Goldeneye X, from first to last:

*first patch, but I do not usually have problems with CamSpy and IRscaner.
*second patch, the same as the first.
*third patch, the same as the first, except that I can not play any of the missions Area 51. Note: If you experience this patch loading screens freeze, I solved using the F4 key speed of the emulator, so when you are done press F4.


below these are my settings:
*Advanced tab:

style of CPU core - Recompiled
method of working code - check cache
RAM size - 4MB
advanced blocks bound - if (yes)

* Configuration of the rom:
style of CPU core - Default
method of working code - none
memory size - 8MB
advanced blocks bound - no
tipo de bateria - 16kbit Eeprom
counter factor - 2

the following boxes are marked:

largest compilation buffer
Register cache
TLB use.

I hope you like this set up and solve your problems, remember that recommend using the F4 key on the loading screens, (I think that when people talk about freezing, is likely to refer to this).
 
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 PostPosted: Tue Mar 01, 2011 8:47 am    Post subject: Reply with quote Back to top

I know this is a far stretch but can any1 pm me the patched rom?
 
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