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docs: README + Pages landing overhaul for the v0.2.0-pre push
README:
- compress the Background section (two-agent detail now one tight
paragraph; full write-up stays in agentic-development.md)
- new 'Beyond playing' section: tweak it (ini/F10/-fresh), read it
(internals + porting notes as the entry points, src/ vs port/ split),
mod it (MIT port layer, CONTRIBUTING ground rules, docs/dev record)
- Quick start no longer implies NTSC-U only
Pages (docs/index.md, served from main:/docs):
- status was stale ('alpha, v0.1.0') -- now v0.2.0 pre-release with the
honest rough-edges summary linking to README #status
- new Downloads section up top: Windows + Linux/Steam Deck bundles with
the no-ROM note and the four-step path
- 'Play it - or take it apart' CTA mirroring the README sentiment
(try it / read the code / mod it / research angle)
- in-engine gallery (attract views + demo clip); more captures land
here as playtesting continues
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---
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title: GoldenEye 007 PC Port
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description: Landing page for the GoldenEye 007 PC port — what it is, current status, and links to the build guide and engineering documentation.
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description: >-
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A native PC port of the original Nintendo 64 GoldenEye 007, built from its
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decompiled source with a software RSP. v0.2.0 pre-release is out for Windows
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and Linux (including Steam Deck) — download it, drop in your own ROM, and
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play; or dig into the code and the engineering record behind it.
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---
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# GoldenEye 007 PC Port
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A work-in-progress native PC port of the original 1997 Nintendo 64
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_GoldenEye 007_, compiled from the game's
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[decompiled source](https://github.com/n64decomp/007) and running the N64's
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graphics coprocessor in software. It follows the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
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A native PC port of the original 1997 Nintendo 64 _GoldenEye 007_, compiled
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from the game's [decompiled source](https://github.com/n64decomp/007) with
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the N64's graphics coprocessor (RSP) running in software. It follows the
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architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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It's also a case study in AI-agent collaboration on a large, low-level
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codebase: two coding agents (a local open-weight model, Qwen 3.8, on a single
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RTX 5090, and Claude / Claude Code), driven by one person part-time through
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~230 translation units of unmodified big-endian MIPS game code, handing work
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back and forth through shared written notes.
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codebase: two coding agents (a local open-weight model on a single RTX 5090,
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and Claude / Claude Code), driven by one person part-time through ~230
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translation units of unmodified big-endian MIPS game code, handing work back
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and forth through shared written notes.
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**Status:** alpha, [v0.1.0](https://github.com/jkdansereau/goldeneye-pc-port/releases)
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released. Runs the full single-player campaign — all 21 missions load, render,
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and are crash-free; a full re-playthrough confirming all 21 completable start
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to finish is still owed. In-level sound effects and in-level music both play;
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a handful of tracks have wrong-sounding instruments or occasional garbling.
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AI pacing and cutscenes are rough.
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**Status: v0.2.0 pre-release.** The full single-player campaign runs at a
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steady 60 fps with no known crashes, and audio (music + SFX) plays
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throughout. Known rough edges: cutscenes still glitch, a few music tracks
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sound wrong, and a handful of cosmetic rendering defects remain — the
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[README's Status section](https://github.com/jkdansereau/goldeneye-pc-port#status)
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is the honest list.
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- [Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port) — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
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## Download
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| Platform | Bundle | Notes |
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|---|---|---|
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| **Windows** (x86_64) | [win64.zip](https://github.com/jkdansereau/goldeneye-pc-port/releases) | Engine + runtime DLLs + the one-time asset tool. |
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| **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled — it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
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Both bundles contain **no ROM and no game assets** — you supply your own
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GoldenEye 007 N64 ROM (the
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[Requirements table](https://github.com/jkdansereau/goldeneye-pc-port#requirements)
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has the three region filenames and SHA-1s). Then: unpack, drop the ROM in
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`data/`, run `prepare-assets` once, launch. The full four steps are in the
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[Quick start](https://github.com/jkdansereau/goldeneye-pc-port#quick-start);
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pre-built releases are legal to distribute precisely because they're useless
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without a ROM you already own.
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## Play it — or take it apart
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- **Try it yourself** — grab a bundle above, bring your own ROM, and play the
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campaign. It's a pre-release cut for exactly this: if something breaks, an
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[issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what
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you were doing is genuinely useful.
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- **Read the code** — the game logic in `src/` is unmodified decompilation;
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every hardware surface (video, audio, input, save storage, and the
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software-RSP renderer) is shimmed in the MIT-licensed `port/` layer.
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[Internals](internals.md) is the map; [Porting notes](porting-notes.md) is
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the catalogue of N64→PC bug classes hit along the way — a good read even if
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you never touch the code.
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- **Mod it** — the port layer, build system and `tools_pc/` helpers are MIT
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licensed and yours to extend: new video options, input tweaks, your own
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asset sidecar. [CONTRIBUTING](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/CONTRIBUTING.md)
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has the ground rules that keep it faithful to the original game.
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- **The research angle** — [the two-agent development case study](dev/agentic-development.md):
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goal, setup, timeline, the handoff workflow, and an honest assessment of
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what did and didn't work.
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## In-engine
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<p align="center">
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<img src="img/attract-bunker1.png" width="45%" alt="Bunker 1 intro camera, rendered by the port">
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<img src="img/attract-dam.png" width="45%" alt="Dam intro camera, rendered by the port">
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</p>
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<p align="center">
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<img src="media/goldeneye-demo.gif" width="60%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
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<br><em>~15 s of the port running: mission dossier → Facility → Silo → Jungle → Archives (the clip has no audio track).</em>
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</p>
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More in-engine captures land here as playtesting continues.
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## Documentation
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