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GE:X - Fourth Official Patch Released! @ 07-30-11
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Wreck
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 PostPosted: Sat Jul 30, 2011 10:43 am    Post subject: GE:X - Fourth Official Patch Released! @ 07-30-11 Reply with quote Back to top

GE:X Patch 4a: 07-30-11

Welcome to Patch 4a of the GoldenEye: X project! Since the most recent release, we've been working to bring in new content, but also improve things already released. You'll find four more maps available for play in Virtual Reality mode, and some updates to already available ones. Every standard body and head is now available, as well as some bonus heads wearing those ever-cool sunglasses. Some edits have been made to weapons, correcting muzzle flash locations and on-screen positioning. The GoldenEye sight is your default aimer, and can even be used in multiplayer. Other colouration changes have been made in an attempt to better help distinguish GE:X from Perfect Dark. For more information, check out the detailed list below. Those of us working on the GoldenEye: X project sincerely hope you enjoy this update to the game, and would like to thank everyone for their continued support.


a: GoldenEye: X is now fully playable on back-up device! Thanks to some serious investigating by Zoinkity, he was able to determine the cause for ported bodies and heads crashing on console. With his information, SubDrag came up with a way to reformat the models. The results are GE characters that perform perfectly on a real Nintendo 64 system. Any other issues that caused harm to specific levels have also been taken care of. There's three levels that refuse to load in Lo-Resolution mode, which isn't even used very often (due to the lack of available content that the Expansion Pak offers). We're still trying to work those out, however. So for those who are able, enjoy GE:X the way it was meant to be played!

b: The final multiplayer map remaining, Caverns, is ready for action. It features the standard ten weapon sets (two for armour) and twelve respawn points. You'll also find the Capture the Flag bases, as well as multiple Hills. Everything from GoldenEye's original is in place, including metal barrels and indestructible crates. The Iris door may not be operable in PD, so we've opted to use Eyelids in its place.

c: Another new level addition is the long lost Citadel. Most hardcore GE fans already know of its existence, and have likely seen screenshots or video footage of it being played. If you haven't had a chance to play it before, than now is the time. Simulants can roam the entire map, even climbing up to the top of the crazy spiral ramp. Due to the size, there are actually eleven weapon sets (two for armour) and twelve respawn points. Hills and Bases are also setup, so every scenario is available. What makes this stage even better, is the fact that you were never meant to see it!

d: Both the Basment and Stack multiplayer maps are now selectable in VR. Simulants can fully traverse these two stages, and are even able to utilize drop points in Stack. Rather than simply alter the Library setup, it was decided that these two levels would receive some small alterations in an attempt to make them feel more independent. No sign of the upper / lower sections are visible in GE:X. Ramps to the other portion of the Library are closed off, and grates that used to allow players to see through the floor / ceiling have been replaced with regular tiles. If you didn't know that these were parts of a single larger level, you'd never think another section existed.

e: Library has been fitted with an AI Path Network, which allows Simulants to follow navigate the map. Drops have also been added in, so Sims are capable of jumping down off of the catwalks above and continuing pursuit on players below.

f: All of the original characters from GoldenEye are now available for use in VR. This includes everyone from multiplayer, as well as the alternate costumes worn by various characters, and even three unused civilians leftover in the ROM.

g: As a bonus, five of the generic male heads have had their sunglasses forced on for VR mode. The originals still exist, so you can continue to use them without their shades, as well. These fellows can finally allow you to pretend that there are Terminators in GoldenEye.

h: Armour (shields) have been altered to allow any exceeding damage to carry over to the health bar. If you shoot someone who is wearing armour with a Golden Gun, it won't just deplete their armour, but will kill them. This acts much more like GoldenEye.

i: Level RGB has been handled more accurately since the previous release, and as a result all of the maps have been redone. There should no longer be discolouration to pieces of architecture in maps like Facility and Bunker. There is, however, still an issue that we haven't had a chance to correct, though it only affects a few rooms in a couple of stages. Certain rooms in Library/Stack, Bunker and Archives are darker than they should be. It stands out more in Library/Stack, but you'll likely notice it in the others. We'll continue to look into it.

j: In an attempt to improve Simulant performance, certain swinging doors in Facility VR and Archives VR have been adjusted. They now swing both ways, and are less likely to obstruct Sim movement. It may still occur, but the chances aren't as great.

k: Drops are now supported in Complex, Caves and Egyptian. Simulants are able to hop down off of certain architecture, and still know enough not to try and climb back up it. This is a big gameplay improvement, which will make Sims even more deadly.

l: Space Race is a modified game of Hacker Central. In this mode, players must scramble to locate the GoldenEye Key. When in their possession, they need to seek out the GoldenEye Control Console and upload firing commands. Whoever has uploaded the most by the time the match is over (or reached the goal amount) wins the match.

m: Target Terror is a modified game of Pop a Cap. At the beginning of the match a target is selected. The other players must track down this person and eliminate them. If the target can stay alive long enough, they'll gain points. Once the target has been taken out, another person is chosen. If you're playing in teams, you may need to defend a teammate from the opposition. Whoever has the most points by the end of the match (or reached the goal amount) wins.

n: Prop models of the Silver and Gold PP7's have been included. They may not be final, however. Rare never made third-person prop versions of these special PP7 variants, and ended up re-using the standard PP7.

o: The Hand Grenade and three Mine types have had their First-Person models removed. You no longer see them on-screen when equipped.

p: The colouration of tracers and bullet impact sparks have been corrected. Those which used to be green or blue are now the appropriate orange/yellow tone. Any remaining PD weapons that use those funky colours have been left alone. Each weapon also has the appropriate bullet casing ejected when fired. Also, the loading "click" sound plays for them all.

q: Left-handed weapons no longer mirror their right-handed original. Perfect Dark mirrored the GE "Classics" by default, but those - and the other ports - have been updated to draw normally. Only the pistols mirror, since they require a hand model.

r: Almost every character in VR has an appropriate arm model designated to them. Nearly all have been customized in some way to better suit the body. Unfortunately, you won't notice them too much. Your best way to see them is either while punching, using the knife, or reloading one of the remaining PD weapons.

s: The "Classic" GoldenEye sight is now the standard crosshair for all weapons in every mode of play. The cheat option which used to force the GE aimer has been replaced with the default Perfect Dark crosshair. The cheat has been renamed "Advanced Sight" and it works works in all play modes.

t: The Target Reticule that appears in the middle of the screen (unless disabled in your options) has been changed to a red colour. This better matches the GoldenEye sight, so the transition is much easier on the eyes.

u: The health / shield indicator has been recoloured to better represent GoldenEye's scheme of orange and blue. The text box that appears in the lower-left corner of the screen has also been modified.

v: Some sound effects have been updated to use the original audio from GoldenEye. The rocket launcher blast, silenced weapon firing, and also the regenerating items / objects "rattlesnake" is back.

w: Both the Hand Grenade and Timed Mine have had their fuse times increased to 5 Seconds. Rare must have decided on a slightly shorter detonation time for Perfect Dark. This gives you one more precious second to play with.

x: The poisoning effect of the throwing knife has been disabled. Knives now deal the same amount of damage as in GE, but without the continued health drain and vision blurring from PD.

y: Weapon descriptions have been written for all of the weapons currently available. They are either an extension of the details listed in the original instruction manual, or completely from scratch. These may change during continued development.

z: All of the doors in Temple used to have a difficult time operating. They now open much easier, and don't require you to be right up close and at an extreme angle. No more door frustration.


Alternative Download:
http://www.battlefieldforever.com/hackers/pd/geproject/downloads/GEX_4a_07-30-11.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

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

July 30th, 2011 (07.30.11:1)

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


VR Levels:
Temple
Complex
Caves
Library
Basement!
Stack!
Facility
Bunker
Archives
Caverns!
Egyptian
Citadel!
Labyrinth

notes:
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Temple doors are now much easier to open.
Complex does have a path network, but Sims still have noticeable troubles, though improved from previous releases.
Caves has some clipping issues in a few areas, mostly slopes and drops.
Caves features drops for Simulants in various locations.
Library/Stack has four darkened rooms. We're working out why.
Library fully supports Simulants as of patch 4a.
Egyptian now supports drops for Simulants, allowing them to walk off of the two upper ledges.
Bunker ii has fixed RGB, but the main viewing room is darker than it should be. We're investigating.
Bunker ii doesn't have the ceiling mounted monitors.
Caverns currently has a weird visibility issue at the windows that look out to the exit bridge.
Caverns has some issues with the eyelid doors for both Humans and Sims.
Labyrinth has been ported over from TWINE on the N64 by Zoinkity, and is now a bonus map in GE:X.
Citadel is the leftover beta map, which was originally found by Krijy, and made playable by Zoinkity.

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

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 Launcher
**Rocket Launcher
**Grenade Round
**Hand Grenade
**Timed Mine
**Proximity Mine
**Remote Mine
***Body Armor

notes:
Sims may have trouble using some weapons in certain situations.
*The ported guns have out of place muzzle flashes or exit points, which will need to be remedied.
**Mines, grenades, knife, and launchers 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 (Arctic)!
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
Xenia
Ourumov!
Boris
Valentin!
Mishkin
May Day
*Jaws
*Oddjob
Baron Samedi
Russian Soldier
Russian Infantry!
Russian Commandant!
Male Scientist
Female Scientist!
Janus Marine
Naval Officer!
Helicopter Pilot
St. Petersburg Guard!
Female Civilian (Jeans)!
**Female Civilian (Skirt)!
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
**Male Civilian (Blue)
**Male Civilian (Grey)
Siberian Guard (Brown)!
Siberian Guard (Black)
Arctic Commando!
Siberian Special Forces
Jungle Commando
Janus Special Forces
Male Moonraker Elite
Female Moonraker Elite!
Rosika!

*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.
**These bodies weren't available normally in GE, but were leftover in the ROM
***Weapons appear slightly out of hands in third-person, this is remnant of mistake in GE.

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

Heads:
Bond (Special)
Bond
Natalya
Trevelyan
Xenia
Ourumov!
Boris
Valentin!
Mishkin
May Day
Jaws
Oddjob
Baron Samedi
Helicopter Pilot
Siberian Special Forces
Terrorist
Biker
*Dave w/ Sunglasses!
*Jim w/ Sunglasses!
*Graeme w/ Sunglasses!
*Duncan w/ Sunglasses!
*Chris w/ Sunglasses!
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:
*These five heads have had their sunglasses forced on for VR mode.
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
**Space Race!
***Target Terror!
*Capture the Flag

notes:
*These basically just swap the Briefcase model for the Flag Tag Token.
**Hacker Central modified. You must procure the GoldenEye Key and use it on the terminal to upload firing commands. Whoever uploads the most by the end of the match (or reaches the goal limit) wins.
***Pop a Cap modified. Same exact rules, just different terminology.

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

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...

Eyelid Doors in Caverns:
There's a few issues with these. Simulants have trouble opening them, and often run in place in front of them. Also, if you crouch down, it's possible to actually walk right through the lower door. We're trying to figure this out, but weren't able to in time for release 4a.

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. 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 Sniper Rifle. 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:
Since the first release, every map has been fitted with an AI Path Network. This means that Simulants can freely roam the stages. Also, extensions and drops have been worked into most levels, improving Sim navigation. The Complex still has some issues, but is leaps and bounds better in release 4a.

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. A temp solution has been put in place, and it can barely be noticed.

Headers/Dividers:
Because we 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. They rely on certain flags to be set in order to be shown. It should be fixed 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. We're 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

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

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

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

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






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Last edited by Wreck on Tue Sep 27, 2011 5:31 pm; edited 1 time in total
 
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armymen12002003
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 PostPosted: Sat Jul 30, 2011 2:15 pm    Post subject: Reply with quote Back to top

ce now i can combine my dude with the biker head & jungle commando
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mistamontiel
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 PostPosted: Sat Jul 30, 2011 5:23 pm    Post subject: Reply with quote Back to top

Well done with GE:X intro..

What on Earth is PD ?
 
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armymen12002003
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 PostPosted: Sat Jul 30, 2011 5:51 pm    Post subject: Reply with quote Back to top

mistamontiel wrote:
Well done with GE:X intro..

What on Earth is PD ?


Perfect Dark lol
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 PostPosted: Sat Jul 30, 2011 6:06 pm    Post subject: Reply with quote Back to top

This is a fine release!!!!!
 
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Zodiac
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 PostPosted: Sun Jul 31, 2011 12:01 am    Post subject: Reply with quote Back to top

Great, can't wait to try it Very Happy Thanks for all the hard work.
 
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Sogun
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 PostPosted: Sun Jul 31, 2011 6:32 am    Post subject: Reply with quote Back to top

I have just played a bit with it. The amount of details is stunning Shocked , you really are erasing every PD reference.

I loved the new GE: X intro, my compliments to those who did. I was also surprised with the animations for punches and throwing knives using the actual model (I've only tried Bond, though).

I've found some issues with the Citadel clipping. You can drop from certain spots to a room below or even to your death. I'll make a video of it later to show you.

Congratulations to all the GoldenEye: X staff!

EDIT: here's the video, but I couldn't replicate the deadly jump.


Last edited by Sogun on Sun Jul 31, 2011 9:11 am; edited 1 time in total
 
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mistamontiel
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 PostPosted: Sun Jul 31, 2011 8:03 am    Post subject: Reply with quote Back to top

armymen12002003, lol, I was sarcastic

I L0VE PD..I prefer it over GE personally

Amazing work GE:X team with the project, really seems to be evolving well, not so limited or seemingly like PD like in 3a
 
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SATURN_81
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 PostPosted: Sun Jul 31, 2011 9:59 am    Post subject: Reply with quote Back to top

every day I like most advances in GE-X. certainly this is the patch to lower levels and brings new weapons. but if I really liked the corrections in the snouts outlets guns and torches are corrected and a good example is the phantom. I would say do not know what happened to intelligence missions in enemy artifial not you have done about it but now seem more intelligent enemies and even harder to kill them, the only thing I can think is that you have Adjusted the damage of the slots on each weapon PD.
Citadel on the levels I did not know it is a bit abstract to the eye, and wounds that can not cross with the walk through walls trick rear areas Caverns. Facility and Archives (I started I miss the walk).
hopefully could be ported to PD death animations as something adiccional goldeneye, if it can be more and more like goldeneye or maybe see a mixture of artificial intelligence combined PD and GE.
 
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Wreck
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 PostPosted: Sun Jul 31, 2011 12:10 pm    Post subject: Reply with quote Back to top

Very glad to hear you guys are enjoying this release. Smile

Citadel Clipping: You're absolutely right, I completely forgot about those holes in the floor. I did fix the gaps under the ramps in the spiral room, though. Sims were having issues there. I've since fixed those three spots, and also adjusted some other clipping slightly. One of them does actually send you to your death. It just so happened to be the one you didn't go to in your video. Razz

Muzzle Flashes: This was pretty much the last thing done only hours before the release. The Phantom was the most important fix, but a few others were touched up. The Silenced D5K is a lot better, and even the D5K has been improved. Somehow Rare made mistakes with this (and the Klobb, but I'm still sorting that one out), which resulted in a few weird things. The flash was static, only shifting slightly, and not "rolling" as it moved. Also, there was a flash at the back of the weapon, which is where the smoke came out of. Now both D5K's are more accurate. The Sniper Rifle and Golden Gun require looking into.

Weapon Positioning: Each weapon has been repositioned to look more like they did in GE. Most of the Classics in PD were shifted around to feel a bit different, but are now where they should be. The PP7's, DD44 and Golden Gun also feel less big on the screen.

Weapon Strength: I don't think any of these were modified, other than the Knife. Both functions deal the same amount of damage as in GE now, and the poison effect has been removed (though it still occurs in missions in that patch).
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armymen12002003
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 PostPosted: Sun Jul 31, 2011 2:05 pm    Post subject: Reply with quote Back to top

hey wreck when will start doing the missions?
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 PostPosted: Sun Jul 31, 2011 3:40 pm    Post subject: Reply with quote Back to top

It seems to work on my v64, but I've had a few lock-ups trying different things. It's such a long process for getting it to load, I really haven't had time to troubleshoot. I at least wanted to report HOW you get it to work on my particular backup unit:

1. Download LaC's Universal Boot Emu. This particular one supersedes other boot emulators, and more importantly supports the Expansion Pack (unlike the first PD boot loader). Be sure to byte flip this file to v64 format (use uCON64). If you already have Perfect Dark, Banjo-Tooie, Donkey Kong 64, Jet Force Gemini, Mickey's Speedway, Zelda: OoT, or Majora's Mask, you probably don't need the boot emu, just plug it in the regular pass-through adapter and load the game normally.
2. Patch the z64 version of PD v1.1, after you patch it you can byte flip it to v64 format.
3. Burn both files to a CD, ISO 9660 Level 1, slower burn the better.
4. On the v64 menu, load the boot emulator from the CD just like a game. Turn the N64 on after it's successful. Check the N64 for displaying text related to the Boot Emu (but don't press any buttons on the N64 controller yet). If you only see a black screen, you may need to turn it off and back on with a different game in the slot (basic pass-through or DSP-1 works, but not with certain games).
5. Press STOP on the v64 to switch back to the menu.
6. Load the patched game.
7. Switch your video back to the N64 (press Stop again on the v64).
8. Before continuing, make sure you have a memory pack in your controller. You'll have to start over if you skip this step.
9. Press Start on the N64 controller to boot the game.

I can't wait to replace this thing with a 64drive.


Last edited by hiroshi_x on Sun Jul 31, 2011 6:09 pm; edited 1 time in total
 
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mistamontiel
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 PostPosted: Sun Jul 31, 2011 4:23 pm    Post subject: Reply with quote Back to top

Wreck, so can the News post be updated to say redownload ? Or you didn't reupload GE:X 4 ?

Just asking since you said you fixed Citadel somehow

I would hate to just go out of sync whilst playing online. Repatch or keep what I have ?
 
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 PostPosted: Sun Jul 31, 2011 5:18 pm    Post subject: Reply with quote Back to top

hiroshi_x wrote:
It seems to work on my v64, but I've had a few lock-ups trying different things. It's such a long process for getting it to load, I really haven't had time to troubleshoot. I at least wanted to report HOW you get it to work on my particular backup unit:

1. Download LaC's Universal Boot Emu. This particular one supersedes other boot emulators, and more importantly supports the Expansion Pack (unlike the first PD boot loader). Be sure to byte flip this file to v64 format (use uCON64). If you already have PD, you probably don't need the boot emu, just plug it in the regular pass-through adapter and load the game normally.
2. Patch the z64 version of PD v1.1, after you patch it you can byte flip it to v64 format.
3. Burn both files to a CD, ISO 9660 Level 1, slower burn the better.
4. On the v64 menu, load the boot emulator from the CD just like a game. Turn the N64 on after it's successful. Check the N64 for displaying text related to the Boot Emu (but don't press any buttons on the N64 controller yet). If you only see a black screen, you may need to turn it off and back on with a different game in the slot (basic pass-through or DSP-1 works, but not with certain games).
5. Press STOP on the v64 to switch back to the menu.
6. Load the patched game.
7. Switch your video back to the N64 (press Stop again on the v64).
8. Before continuing, make sure you have a memory pack in your controller. You'll have to start over if you skip this step.
9. Press Start on the N64 controller to boot the game.

I can't wait to replace this thing with a 64drive.


I'm a bit confused. Do you have a really early version of Doctor V64? I can boot it just by putting on CD, picking game, and hitting Play. NTSC.
 
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Joined: 31 Jul 2011
Posts: 4

 PostPosted: Sun Jul 31, 2011 6:08 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
I'm a bit confused. Do you have a really early version of Doctor V64? I can boot it just by putting on CD, picking game, and hitting Play. NTSC.

I have the final BIOS, but no CIC-NUS-6105 game in the slot.

What game do you have in the slot while playing it? Which adapter? I think it will also work with these without a boot emulator: Banjo-Tooie, Donkey Kong 64, Jet Force Gemini, Mickey's Speedway, Zelda: OoT, or Majora's Mask. I'll add these games to the original post.
 
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