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Messages - Sogun

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Hi guys,

Some of you may be familiarized with my conversions of Kakariko Village, Peach's Castle, Forest Temple, Blue Resort and Holiday Island. Now it's time for two levels from Super Mario 64 to commemorate in a way the 20th anniversay of the game and the console.

Get the patch here

All my previous maps are included in the patch as well. You can select the maps in Solo Missions to freely roam them and spot every corner.

There's a patch for flascarts and another one to use on emulators for better frawing distances and framerates.

Hope you like it!  :thumbsup:

November 07, 2016, 05:54:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
LOL I forgot to add the patch.

Sorry. Hope that no one interested miss this.

November 07, 2016, 05:56:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
LOL I forgot to add the patch.

I hope that no one interested missed it.

Added to first post too.


I use a combination of 1964 emulator and Nemu plugin to rip geometry and textures from the original games. It creates a *.VRML file with the geometry and a lot of BMPs for the textures. Then I use 3dsmax to work with these files and join the different parts of the level.

Before porting to GoldenEye I prepare the level in Deled and then I import to the GoldenEye Setup Editor and finish the levels.

This is the plugin:

Hi guys.

Maybe you are familiar with my Kakariko Village, Forest Temple and Peach's Castle ports to GoldenEye. Now I have ported Blue Resort from Bomberman 64 and Holiday Island from Pilotwings 64.

Dowload link ->

Blue Resort

Holiday Island

There are two patches, one console oriented for those of you who want to play on real hardware with a flashcard (although I warn you that these maps are too masive and framerate isn't the best), and another patch emulator oriented with better framerate and longer drawing distances (don't forget to put the right rom settings).
These patches also have my other maps with some minor improvements. And all these maps can be played in Solo Mission mode, but just free roaming (no enemies or objectives).

Here are some making of articles for those who are interested:
Blue Resort ->
Holiday Island ->
There are some comments about polycounts but I didn't remember the numbers exactly, so I'll correct them after I check again.

I hope you enjoy it.  :)

Personal Projects / Forest Temple in GoldenEye (multi map)
« on: July 12, 2013, 12:28:01 pm »
Hi guys.

I've been working in porting the famous Forest Temple from The Legend of Zelda - Ocarina of Time to GoldenEye.
The map keeps one of its twisted corridors and I've done some small changes to make it more multiplayer friendly. The basement area is done but it's inaccessible (it will be accessible in a future Perfect Dark port).

Download link ->
'Making of' article ->

The patch also includes Peach's Castle and a Kakariko Village makeover (with better performance and playable on console). Those who prefer the old Kakariko, it's included in the package with some improvements (optimized geometry and lights&shadows in the outside area).

Here's a trailer of the maps in action and some other things I'm involved:

Personal Projects / Peach's Castle as GoldenEye multi map [N64]
« on: June 01, 2013, 04:35:42 am »
Hi guys,

I've spent the last month working on this nearly perfect conversion of the main HUB from Super Mario 64 as a multiplayer map for GoldenEye 007 on the N64. Perhaps you remember my Kakariko Village map from some time ago, which is also included in the patch with some minor visual enhacements and bug fixes.  There'll be a Perfect Dark version, just not yet.
Special thanks to SubDrag for helping me along all the process and SATURN_81 for warning me about the last thing I had to fix.

You can download the patch from here:
and you'll need the GE Setup Editor to apply it:

I have written a short article in my blog about the process:

Enjoy it!

Hi huckpie,

Aside of modelling programs (you can use any that exports to OBJ), the main tool is the GoldenEye/PD Editor

Here are some articles I wrote about the creation of the patches. The GoldenEye article describes all the programs I used, but you don't need to use that many in order to make your own levels.

Hi guys.

This project started on August 2011 and it's finally finished! I released the GoldenEye patch in October but didn't publish it here. Now that Perfect Dark patch is ready it's time to do it right!

GoldenEye patch:
Perfect Dark patch:

Thanks to radorn, SubDrag, Wreck and Zoinkity for all the help, tools, ideas and guindace they have provided to me.

Some pics and and videos (PD video is outdated).

<iframe width="560" height="315" src="" frameborder="0" allowfullscreen></iframe>

<iframe width="420" height="315" src="" frameborder="0" allowfullscreen></iframe>

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