mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
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Bundle SDL2 in the Linux tarball (turnkey Steam Deck sideload)
bundle-linux.sh now copies the exact libSDL2 the exe was linked against next
to it and sets the rpath to $ORIGIN via patchelf, with an ldd assertion that
the bundled copy is the one resolved. zlib/libGL remain system deps
(preinstalled on desktop distros and SteamOS). CI installs patchelf; the
generated in-bundle README gains a Steam Deck sideload note and the SDL2
zlib-license copyright file is carried when the distro ships one.
Also refreshes the release-facing docs that ship with / describe the cut:
- .github/release-notes.md: v0.1.0-alpha body -> <version> pre-release body
(what's new + known issues incl. D243/D230/D245/D246/D197/D75, the D251
4K ghost row, and 'not yet verified on real Deck hardware')
- tools_pc/dist/README.md.in: alpha claims (no audio / black sky / US-only)
-> pre-release status; ROM table now lists all three regions (the asset
step auto-detects by SHA-1)
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## GoldenEye 007 PC Port — v0.1.0 alpha
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## GoldenEye 007 PC Port — <version> (pre-release)
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> ⚠️ **Research alpha. Playable, not polished.**
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> The full single-player campaign runs. In a full-campaign playtest on this
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> build, **19 of 21 missions were completable start to finish**. Known issues:
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> - **no audio** (Phase 3, not started) — the game runs silent;
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> - **two levels crash mid-mission** — Bunker ii and Statue (one root cause, D191);
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> - **AI characters move too slowly**, which breaks Cradle (the final level)
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> via Trevelyan's scripted behavior (D193);
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> - **cutscenes frequently glitch** — skipped, wrong camera, misplaced actors (D148/D160);
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> - some front-end 3D models are broken (the spinning Nintendo logo, the
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> MISSION COMPLETE / mode-select models);
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> - outdoor levels render with a **black sky**;
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> - mouse aim and some textures/transparency have rough edges.
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>
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> If you just want to *play* GoldenEye on PC today, use one of the Xbox 360
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> recompilation projects instead — see the
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> [project README](https://github.com/jkdansereau/goldeneye-pc-port#how-this-differs-from-the-other-goldeneye-pc-projects).
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> **Pre-release.** The full single-player campaign runs at a steady 60 fps
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> with no known crashes, audio (music + SFX) playing throughout. This cut is
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> for playtesting: a full end-to-end confirmation that all 21 missions are
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> completable on this build is still owed, and the known issues below are real.
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### What's new since v0.1.0
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- **Steady 60 fps** in normal play (the software RSP runs off the presentation
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critical path); `Video.DisplayFPS` in the F10 overlay shows it.
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- **Audio**: in-level music and sound effects throughout (the alpha was
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silent). A handful of tracks have wrong-sounding instruments (below).
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- **Mouse**: click-to-lock capture (click to grab, ESC to release) with a
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proportional GEPD-style aim mode; sensitivity / Y-inversion / aim-turn split
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tunable in `ge007.ini` or the F10 overlay. The legacy always-grab mode is
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gone.
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- **Rendering**: outdoor skies render correctly; water no longer renders
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green/pulsing; reflective surfaces (glass, chrome weapon skins) work.
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- **Crash fixes**: the two v0.1.0-era crashing levels (Bunker ii, Statue) and
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the AI-pacing bug that broke Cradle are fixed and playtest-verified — all 21
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solo missions load and run crash-free.
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- **QoL**: F10 in-game options overlay (fullscreen, resolution, frame cap,
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MSAA, texture filtering, FOV/draw distance, sensitivity), mute-on-focus-loss,
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F12 screenshot.
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- **Linux / Steam Deck**: the Linux bundle now ships its own SDL2 — it runs
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as-is on any distro, and sideloads onto a Steam Deck with nothing installed.
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### Known issues
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- **Cutscenes frequently glitch** — skipped beats, wrong camera, misplaced or
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hovering actors, wrong timing; the Dam level-end cutscene is racy (D243).
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The most visible gap in this release.
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- **Music quality on some tracks** — a wrong-sounding bass instrument on a few
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elevator/level tracks (D230).
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- Water on `IsWater` levels shows a moving seam between two patterns (D245);
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thin pixel strips at the left/right screen edges at non-integer window
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scales (D246); character face textures can wrap on Silo (D197).
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- Some front-end 3D models are mispositioned or absent — the spinning
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Nintendo logo and the MISSION COMPLETE / mode-select models (D75).
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- The F10 overlay occasionally shows a ghost repeat of the top row at the
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panel bottom in true 4K fullscreen with MSAA on (intermittent, display-
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specific; windowed is unaffected).
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- **Not yet verified on real Steam Deck hardware** — the bundle is built for
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it and its prime crash suspect from v0.1.0 was fixed, but please report any
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Deck-specific faults (a `ge007.crash.log` next to the exe helps).
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### Downloads
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| File | Platform |
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|---|---|
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| `goldeneye-pc-port-<version>-win64.zip` | Windows x86-64 |
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| `goldeneye-pc-port-<version>-linux-x86_64.tar.gz` | Linux x86-64 |
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| `goldeneye-pc-port-<version>-linux-x86_64.tar.gz` | Linux x86-64 (incl. Steam Deck) |
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Each contains the engine executable, a README, license texts, and the
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`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle also
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carries its runtime DLLs; the Linux bundle links against your distro's SDL2 /
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zlib / libGL (`sudo apt install libsdl2-2.0-0 zlib1g libgl1`, or the equivalent).
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Windows development and playtesting is the primary path; the Linux build boots
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and renders (tested on WSLg) but has had far less exercise.
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`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle carries
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its runtime DLLs; the Linux bundle carries SDL2 — on both platforms nothing
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needs to be installed first.
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### Running it
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You supply your own **NTSC-U GoldenEye 007 N64 ROM** (`.z64`, big-endian,
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`SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83`). Only the US ROM is supported
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in this alpha.
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You supply your own **GoldenEye 007 N64 ROM** (`.z64`, big-endian) that you
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legally own — NTSC-U (US), PAL (EU) or NTSC-J (JP); the asset step detects the
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region from the SHA-1. US is the best-tested.
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1. Unpack the archive.
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2. Make a `data/` folder next to the executable and put the ROM in it as
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`ge007.ntsc-final.z64`.
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2. Make a `data/` folder next to the executable and put the ROM in it, named
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per region (`ge007.ntsc-final.z64` / `ge007.pal-final.z64` /
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`ge007.jpn-final.z64`).
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3. Run the one-time asset step (needs Python 3.8+):
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`python3 prepare-assets/prepare-assets.py`
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— it reads your ROM and writes the two `data/pc*-ntsc-final/` folders the
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engine needs. Standard library only; a few seconds.
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`python3 prepare-assets/prepare-assets.py` — it reads your ROM and writes
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the two `data/pc*-<region>/` folders the engine needs. Standard library
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only; a few seconds.
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4. Run the executable **from that folder**.
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**Steam Deck:** sideload the unpacked folder (USB or a file manager), do steps
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2–4, then add the executable to Games → *Add Game* as a non-Steam game.
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Full steps are in the bundled `README.md`.
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### Verify the download
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