Project Midas - Data folder =========================== Put your own GoldenEye 007 (USA) cart image in this folder. The game also keeps its saves, profiles, weapon sets, scenarios and controller settings here. Accepted cart images -------------------- The file name and extension do not matter; the game checks the first bytes. Format Byte order First bytes .z64 big-endian 80 37 12 40 .v64 byte-swapped 37 80 40 12 .n64 word-swapped 40 12 37 80 The image must be the stock (U) cart: 12,582,912 bytes. A modded cart, another region or a bad dump is rejected at startup, and the log says why. Where the game looks, in order ------------------------------ 1. A file dropped onto ProjectMidas.exe 2. ProjectMidas.exe --rom-file 3. The GE_ROM= environment variable 4. rom= in the [data] section of midas.ini (relative paths start next to ProjectMidas.exe) 5. The first usable file in this folder, alphabetically 6. baserom.u.z64 next to the executable, or one folder up The log shows which one was used: look for the line starting "ge: romdata: ROM =". When the game is started by double-click, from Steam or from a shell on Windows, the log is Logs/ge_direct.log in this folder. Folders the game creates here ----------------------------- Saves/ eeprom.bin, the save file Profiles/ player profiles (.geprofile) and multiplayer stats (.gestats) WeaponSets/ custom multiplayer weapon sets (.gewset) MatchSettings/ saved multiplayer settings (.gemp) Devices/ per-device settings (.gedevice); kbm.gedevice holds the keyboard and mouse binds Logs/ ge_direct.log, the run log, and crash.log (Windows) Shader lists ------------ shaders_base.txt ships with the game: the shaders every stage uses shaders.txt written by the game: shaders this install has used The game compiles the shaders in both lists while the menus are up, so gameplay does not pause the first time it draws something new. Deleting either file is safe; shaders.txt fills again as you play.