Goldfinger 64 is finally out (a rom hack of Goldeneye 64)
- Freaklore1
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Goldfinger 64 is finally out (a rom hack of Goldeneye 64)
So yeah this rom hack project wich started a few years ago is finally completed and released,go check it out.
Here's the link to the official page if you want to download it...
http://goldeneyevault.com/viewfile.php?id=349
There's even a very well made box art if you ever decide to transfer the rom to an empty N64 cartridge and make your own box with it...
Here's the link to the official page if you want to download it...
http://goldeneyevault.com/viewfile.php?id=349
There's even a very well made box art if you ever decide to transfer the rom to an empty N64 cartridge and make your own box with it...
- Freaklore1
- Posts: 546
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Re: The New What Did You Last Do Thread
So uh...the Goldfinger 64 rom hack of Goldeneye 64 as finally been released in the Goldeneye vault site...
Also i tried to make a topic about it,but it's been deleted twice now,someone here must really hate Goldeneye 64 for doing that.
Also i tried to make a topic about it,but it's been deleted twice now,someone here must really hate Goldeneye 64 for doing that.
Re: The New What Did You Last Do Thread
No - we don't hate it - I hid your topic because I was worried about it being abandonware and was waiting for a chance to talk to Wildweasel about it. It seems that GoldeneyeVault does not post original ROMs, though, only delta patches, so I reinstated your topic.Freaklore1 wrote:So uh...the Goldfinger 64 rom hack of Goldeneye 64 as finally been released in the Goldeneye vault site...
Also i tried to make a topic about it,but it's been deleted twice now,someone here must really hate Goldeneye 64 for doing that.
However, in the future, don't go spamming the forum when something is deleted. If it's deleted or hidden, it was deleted or hidden for a reason, and that does not give you carte blanche to go spamming it.
- Freaklore1
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
But it's not an abandonware tough,the project as been in the making since like 5 years i think and lots of peoples worked on it if you check the page.
Im not sure what was questionable about my post,some peoples have known of this project since quite awhile now like N64 Glenn Plant for exemple,also i gave a legit link to the page,there is nothing shady about this topic.
Im not sure what was questionable about my post,some peoples have known of this project since quite awhile now like N64 Glenn Plant for exemple,also i gave a legit link to the page,there is nothing shady about this topic.
- wildweasel
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
It was just a bit unclear to Rachael what GoldeneyeVault actually did, whether Goldfinger 64 was a patch or a complete ROM, and the forum's stance on ROM hacking. Now that that's been clarified, though, the post has been reinstated and the issue is over.Freaklore1 wrote:Im not sure what was questionable about my post
Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
Sweet, anopther reason to dig out the Everdrive ...
- Kinsie
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
Tech-wise, it's pretty damn impressive.
Gameplay-wise, it runs at abysmally low framerates unless you use an emulator with an overclock function and the level design doesn't feel all that enjoyable from what I've played.
Gameplay-wise, it runs at abysmally low framerates unless you use an emulator with an overclock function and the level design doesn't feel all that enjoyable from what I've played.
- Freaklore1
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
Yeah well in term of level designs,you are pretty much limited to the locations seen in the movies and the era the movies were set in.Kinsie wrote:Tech-wise, it's pretty damn impressive.
Gameplay-wise, it runs at abysmally low framerates unless you use an emulator with an overclock function and the level design doesn't feel all that enjoyable from what I've played.
The reason why Goldeneye had a lot of interesting levels is because the movie had a lots of diverse locations and being set in the 90's gave us more interesting environments.
The older Bond films were more simplistic in term of what kind of environments James would be in,oh sure from time to time there would be a secret lair/base,but most of the time you would see James in a city,a village,in a back country or anything that the filmmakers could afford at the time.
At least the Goldfinger 64 team did their best in trying to recreate the movie into a game.
- Kinsie
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
The reason the locations were "more interesting" in Goldeneye is because the level designers built more interesting levels, incorporating elements of the film set where it made sense, and diverting from it where it made for more interesting gameplay (the whole surface/bunker level set, for example)
- CrashOveride
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
My personal opinion about this mod is that the levels are damn well too big and the authors don't seem to like my criticism.
However, I do appreciate the amount of work put into it.
However, I do appreciate the amount of work put into it.
- Wiw
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
How do I play this in Project64?
- CrashOveride
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
dont use PJ64, use this http://www.shootersforever.com/forums_m ... php?t=7045Wiw wrote:How do I play this in Project64?
- Wiw
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
Ah, that's the one I was looking for, I'd forgotten what it was since Joel's stream...
- Freaklore1
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Re: Goldfinger 64 is finally out (a rom hack of Goldeneye 64
I dont think it's a matter of if a level is too big or if it's too small,i think it's more about how well they are structured not only on a narrative level but also on a gameplay perspective.
When Rare devs worked on Goldeneye 64,they had to create their levels in a way that worked,some levels were small,others big,some were maze like,but they all needed to look appealing.
For exemple,when you play the bunker level in Goldeneye 64,the environment feel and look like an underground bunker.
Then you have the airport level in Goldfinger 64,i looked at it and for some reason i found the level kinda bland,it doesnt look much like an airport,it only look like a long hallway stretch with a few interconnected rooms,there isnt much details either,weither it's the wall textures or that there isnt enough objects in the environment and...no windows.
The highway level on the other hand,i find it ok,it's based on the Aston Martin scene of the movie,so i can understand that it need to be a long road or else the level would be finished really quickly.
The other problem i noticed with Goldfinger 64 is that some levels have poor enemies placements,i think the Goldfinger 64 team could revise some of them.
Also,i think they should decrease the darkness a little bit,it's too dark,especially on the first level,heck when N64 Glenn Plant made is first video on Goldfinger 64,he had to re-try the first level about 3-4 times before he finally understood that he needed to destroy 6 silos.
the video in question: https://www.youtube.com/watch?v=AGqlFkgVlPE&t=3574s
I must say for a 5 years project it's not too bad,but it definitely need a bit more polish here and there.
When Rare devs worked on Goldeneye 64,they had to create their levels in a way that worked,some levels were small,others big,some were maze like,but they all needed to look appealing.
For exemple,when you play the bunker level in Goldeneye 64,the environment feel and look like an underground bunker.
Then you have the airport level in Goldfinger 64,i looked at it and for some reason i found the level kinda bland,it doesnt look much like an airport,it only look like a long hallway stretch with a few interconnected rooms,there isnt much details either,weither it's the wall textures or that there isnt enough objects in the environment and...no windows.
The highway level on the other hand,i find it ok,it's based on the Aston Martin scene of the movie,so i can understand that it need to be a long road or else the level would be finished really quickly.
The other problem i noticed with Goldfinger 64 is that some levels have poor enemies placements,i think the Goldfinger 64 team could revise some of them.
Also,i think they should decrease the darkness a little bit,it's too dark,especially on the first level,heck when N64 Glenn Plant made is first video on Goldfinger 64,he had to re-try the first level about 3-4 times before he finally understood that he needed to destroy 6 silos.
the video in question: https://www.youtube.com/watch?v=AGqlFkgVlPE&t=3574s
I must say for a 5 years project it's not too bad,but it definitely need a bit more polish here and there.