docs: README hook, discoverability, Pages site, game-behaviour reference

- README: lead with what it is + the AI-agent-collaboration research
  framing + current status in the first paragraph; rename H1 to
  "GoldenEye 007 PC Port"; add a live CI badge.
- New "How this differs from the other GoldenEye PC projects" section:
  this is a source port of the N64 original; the Recomp projects
  binary-translate the Xbox 360 XBLA remaster (different game, no shared
  code).
- CITATION.cff for GitHub's "Cite this repository" widget / Zenodo.
- GitHub Pages site off /docs (_config.yml + index.md landing page).
- agentic-development.md: searchable title + abstract.
- .github/social-preview.{png,html,md}: repo social-preview card styled
  after the GE mission-briefing screen, kept editable (CSS source + a
  regen/how-to doc beside the PNG).
- docs/dev/game-behavior-reference.md: distilled the raw GameFAQs
  walkthrough dump down to the behaviour-defining parts (combat/AI model,
  difficulty scaling, per-level objective sets, timers, weapon data,
  original-game quirks). Credits: Brett "Nemesis" Franklin, marshmallow.

Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
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<!doctype html>
<!--
Source for .github/social-preview.png — the repo's GitHub "Social preview"
card (Settings → General → Social preview). 1280×640.
Regenerate the PNG with headless Chrome/Edge (any Chromium):
chrome --headless --disable-gpu --hide-scrollbars \
--force-device-scale-factor=1 --virtual-time-budget=6000 \
--window-size=1280,640 \
--screenshot=social-preview.png \
"$(pwd)/social-preview.html"
--virtual-time-budget waits for the Google Fonts (Tinos, Arimo) to load.
If your Chromium blocks file:// font loads, serve the folder first
(`python -m http.server` and point --screenshot at the localhost URL).
Design + rationale: .github/social-preview.md
-->
<html>
<head>
<meta charset="utf-8">
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Tinos:ital,wght@0,400;0,700;1,400&family=Arimo:wght@400;700&display=swap" rel="stylesheet">
<style>
* { margin:0; padding:0; box-sizing:border-box; }
html,body { width:1280px; height:640px; overflow:hidden; }
body {
position:relative;
background:#4c4f3c;
font-family:'Arimo','Helvetica Neue',Arial,sans-serif;
}
/* rough concrete/stone surround, like the GE briefing screen.
Layered SVG fractal-noise: broad blotches (dark), mid mottle (light),
fine tooth. */
.concrete { position:absolute; inset:0; z-index:0;
background-color:#5c5f48;
background-image:
url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='520'%20height='520'%3E%3Cfilter%20id='a'%3E%3CfeTurbulence%20type='fractalNoise'%20baseFrequency='0.007'%20numOctaves='4'%20seed='19'%20stitchTiles='stitch'/%3E%3CfeColorMatrix%20type='matrix'%20values='0%200%200%200%200%200%200%200%200%200%200%200%200%200%200%200.55%200.5%200.4%200%20-0.5'/%3E%3C/filter%3E%3Crect%20width='100%25'%20height='100%25'%20filter='url(%23a)'/%3E%3C/svg%3E"),
url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='520'%20height='520'%3E%3Cfilter%20id='b'%3E%3CfeTurbulence%20type='fractalNoise'%20baseFrequency='0.02'%20numOctaves='4'%20seed='4'%20stitchTiles='stitch'/%3E%3CfeColorMatrix%20type='matrix'%20values='0%200%200%200%200.82%200%200%200%200%200.83%200%200%200%200%200.72%200.4%200.38%200.32%200%20-0.42'/%3E%3C/filter%3E%3Crect%20width='100%25'%20height='100%25'%20filter='url(%23b)'/%3E%3C/svg%3E"),
url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='200'%20height='200'%3E%3Cfilter%20id='c'%3E%3CfeTurbulence%20type='fractalNoise'%20baseFrequency='0.12'%20numOctaves='2'%20seed='8'%20stitchTiles='stitch'/%3E%3CfeColorMatrix%20type='matrix'%20values='0%200%200%200%200%200%200%200%200%200%200%200%200%200%200%200.4%200.4%200.4%200%20-0.55'/%3E%3C/filter%3E%3Crect%20width='100%25'%20height='100%25'%20filter='url(%23c)'/%3E%3C/svg%3E");
background-size:520px 520px,520px 520px,200px 200px;
}
.concrete::after { content:""; position:absolute; inset:0;
background:radial-gradient(ellipse at 50% 45%, transparent 45%, rgba(12,14,8,.30) 100%); }
/* file tabs on the right edge */
.tabs { position:absolute; right:26px; top:70px; bottom:70px; width:58px;
display:flex; flex-direction:column; align-items:stretch; z-index:4; }
.tab { flex:1; margin:5px 0; background:linear-gradient(90deg,#8f8f86,#c4c4bb);
border:2px solid #5b5b52; border-left:none;
box-shadow:2px 3px 6px rgba(0,0,0,.4);
display:flex; align-items:center; justify-content:center; }
.tab span { writing-mode:vertical-rl; text-orientation:mixed;
font-family:'Arimo',sans-serif; font-weight:700; font-size:15px;
letter-spacing:4px; color:#3b3b33; transform:rotate(180deg); }
.reticle { position:absolute; right:34px; top:246px; width:44px; height:44px; z-index:5; }
.reticle::before, .reticle::after { content:""; position:absolute; background:#c62828; }
.reticle::before { left:50%; top:-6px; width:3px; height:56px; margin-left:-1.5px; }
.reticle::after { top:50%; left:-6px; height:3px; width:56px; margin-top:-1.5px; }
.reticle i { position:absolute; inset:4px; border:3px solid #c62828; border-radius:50%; }
/* the parchment card */
.card { position:absolute; left:40px; top:40px; right:96px; bottom:40px;
background:#d9d4b0;
background-image:
repeating-radial-gradient(circle at 30% 20%, rgba(150,140,95,.10) 0 6px, rgba(120,112,72,.05) 6px 13px),
repeating-linear-gradient(4deg, rgba(140,130,90,.08) 0 3px, transparent 3px 9px);
box-shadow:0 6px 24px rgba(0,0,0,.5), inset 0 0 60px rgba(150,138,95,.35);
padding:44px 58px 40px; overflow:hidden; z-index:2; }
/* faint watermark, upper right */
.crest { position:absolute; right:44px; top:30px; width:190px; height:190px;
opacity:.10; }
.crest .ring { position:absolute; inset:0; border:9px solid #3a3320; border-radius:50%; }
.crest .ring2 { position:absolute; inset:34px; border:4px solid #3a3320; border-radius:50%; }
.crest .bar { position:absolute; left:50%; top:6%; width:6px; height:88%;
margin-left:-3px; background:#3a3320; transform:rotate(30deg); transform-origin:center; }
.crest .bar2 { transform:rotate(-30deg); }
.crest .bar3 { transform:rotate(90deg); }
.h1 { font-family:'Tinos','Times New Roman',serif; font-weight:700;
font-size:62px; line-height:1.02; color:#1c1a12; letter-spacing:1px; }
.h1 .r { color:#a01818; }
.h1 small { display:inline-block; font-size:44px; font-weight:700; letter-spacing:3px;
color:#a01818; margin-top:4px; border-bottom:5px solid #a01818; padding-bottom:1px; }
.meta { font-size:25px; line-height:1.45; color:#1c1a12; margin-top:14px; }
.rep { font-size:26px; font-weight:700; color:#1c1a12; margin-top:14px; letter-spacing:1px; }
.rows { margin-top:8px; font-size:25px; line-height:1.5; color:#1c1a12; }
.rows .status { color:#a01818; font-weight:700; }
.statusline { font-size:26px; margin-bottom:10px; }
.stats { display:grid; grid-template-columns:auto 1fr; column-gap:22px; row-gap:4px;
max-width:1000px; }
.stats .k { white-space:nowrap; font-weight:700; }
.foot { position:absolute; left:58px; bottom:26px; font-size:17px;
color:#4a4432; letter-spacing:.5px; }
/* diagonal CLASSIFIED stamp */
.classified { position:absolute; left:-30px; bottom:40px; right:0;
text-align:center; transform:rotate(-16deg); transform-origin:left bottom;
font-family:'Arimo',sans-serif; font-weight:700; font-size:104px;
letter-spacing:12px; color:rgba(172,40,40,.16); z-index:6; }
</style>
</head>
<body>
<div class="concrete"></div>
<div class="card">
<div class="crest">
<div class="ring"></div><div class="ring2"></div>
<div class="bar"></div><div class="bar bar2"></div><div class="bar bar3"></div>
</div>
<div class="h1">GOLDENEYE <span class="r">007</span><br><small>PC&nbsp;PORT</small></div>
<div class="meta">
Mission: Native PC port of GoldenEye, compiled from the N64 decomp project
</div>
<div class="rep">REPORT:</div>
<div class="rows">
<div class="statusline">Status: <span class="status">PHASE 2 OF 4 &mdash; RENDERING</span></div>
<div class="stats">
<span class="k">Statistics:</span><span>21 / 21 solo missions load &amp; render</span>
<span></span><span>~230 game-code units, compiled unmodified</span>
<span></span><span>~17k lines C/C++ &nbsp;&middot;&nbsp; ~6k Python (port layer + tools)</span>
<span></span><span>162 bugs root-caused &nbsp;&middot;&nbsp; built in ~2 weeks, part-time</span>
</div>
</div>
<div class="foot">github.com/jkdansereau/goldeneye-pc-port</div>
<div class="classified">CLASSIFIED</div>
</div>
<div class="tabs">
<div class="tab"><span>NEXT</span></div>
<div class="tab"><span>PREVIOUS</span></div>
</div>
<div class="reticle"><i></i></div>
</body>
</html>
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# Social preview card
`social-preview.png` is the image GitHub shows when the repo is linked on
Slack, Discord, Reddit, X, etc. (Repo **Settings → General → Social preview**.)
It is generated from `social-preview.html` — the two live side by side so the
card stays editable.
- **Size:** 1280×640 (GitHub's recommended ratio).
- **Fonts:** Tinos (a Times metric-compatible serif) for the title, Arimo
(Arial metric-compatible) for the body — both from Google Fonts.
- **Everything else is pure CSS** — no raster assets, no external images.
## Design brief
Recreate GoldenEye 007's in-game **mission-briefing / objectives screen** and
repurpose it as a project status card:
- a mottled grey-green **concrete/stone** surround (three layered SVG
`feTurbulence` fractal-noise fills — broad staining, mid mottle, fine tooth —
plus a soft edge vignette);
- a cream **parchment card** with a faint wavy watermark and a drop shadow;
- the game's right-edge **filing tabs** (`NEXT` / `PREVIOUS`) and the small red
**crosshair/reticle**;
- a faint circular **emblem** watermark, upper right;
- a translucent diagonal **`CLASSIFIED`** stamp, kept low-opacity so the status
text stays readable;
- serif title, `007` and `PC PORT` in the GoldenEye menu **red** (`#a01818`);
- body laid out as the briefing's `Mission:` / `REPORT:` / `Status:` /
`Statistics:` fields.
Keep the copy short. Update the stat lines from the README's "By the numbers"
table when the numbers move; update `Status:` when the phase changes.
## Regenerate the PNG
Any Chromium (Chrome, Edge, Brave, `chromium`) can render it headless:
```sh
cd .github
chrome --headless --disable-gpu --hide-scrollbars \
--force-device-scale-factor=1 --virtual-time-budget=6000 \
--window-size=1280,640 \
--screenshot="$(pwd)/social-preview.png" \
"$(pwd)/social-preview.html"
```
`--virtual-time-budget=6000` gives the web fonts time to load.
`--force-device-scale-factor=1` keeps the output exactly 1280×640.
If your browser blocks web-font loads over `file://`, serve the folder first:
```sh
cd .github && python -m http.server 8000 &
chrome --headless --disable-gpu --hide-scrollbars \
--force-device-scale-factor=1 --virtual-time-budget=6000 \
--window-size=1280,640 \
--screenshot="$(pwd)/social-preview.png" \
"http://127.0.0.1:8000/social-preview.html"
```
Then re-upload `social-preview.png` under Settings → General → Social preview
(GitHub does not pick it up from the repo automatically).
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cff-version: 1.2.0
title: "GoldenEye 007 PC Port — a two-agent AI development case study"
message: >-
If you reference this project or its write-up on AI-agent collaboration,
please cite it using the metadata below.
type: software
authors:
- family-names: Dansereau
given-names: James
repository-code: "https://github.com/jkdansereau/goldeneye-pc-port"
abstract: >-
A work-in-progress native PC port of GoldenEye 007 (Rare, 1997, Nintendo 64),
built on the GoldenEye 007 decompilation, and a research project on AI-agent
collaboration in a large, unfamiliar, low-level codebase: how two coding
agents (a local open-weight model and a hosted frontier model), directed by
one person part-time, were driven through ~230 translation units of unmodified
big-endian MIPS game code and made to run on a 64-bit desktop. Covers software
RSP emulation, N64-to-x86-64 ABI reconciliation, and a shared-artifact handoff
workflow between agents.
keywords:
- goldeneye-007
- nintendo-64
- n64
- decompilation
- pc-port
- game-porting
- reverse-engineering
- agentic-development
- ai-agents
- llm
- coding-agents
- software-renderer
- mips
- opengl
license: MIT
+49 -11
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# GoldenEye 007 — PC port # GoldenEye 007 PC Port
[![CI](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml/badge.svg)](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
![status](https://img.shields.io/badge/status-Phase_2_of_4_(rendering)-orange) ![status](https://img.shields.io/badge/status-Phase_2_of_4_(rendering)-orange)
![tested on](https://img.shields.io/badge/tested_on-Windows_x86--64-blue) ![tested on](https://img.shields.io/badge/tested_on-Windows_x86--64-blue)
![license](https://img.shields.io/badge/license-MIT-green) ![license](https://img.shields.io/badge/license-MIT-green)
![built with](https://img.shields.io/badge/built_with-coding_agents-8A2BE2) ![built with](https://img.shields.io/badge/built_with-coding_agents-8A2BE2)
A work-in-progress native port of **GoldenEye 007** (Rare, 1997) to modern **A work-in-progress native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64),
desktop platforms, built on top of the built on the [GoldenEye 007 decompilation](https://github.com/n64decomp/007).**
[GoldenEye decompilation](https://github.com/n64decomp/007). It is first and foremost a **research project on AI-agent collaboration in a
large, unfamiliar, low-level codebase** — how far two coding agents (a local
open-weight model and Claude), driven by one person part-time, can be pushed
through ~230 translation units of unmodified big-endian MIPS game code and made
to run on a 64-bit desktop. **Current status: Phase 2 of 4 (rendering).** The
port boots, renders the full intro and front end, and loads all 21 solo
missions; there is no audio yet and it is not a playable game. See
[Status](#status) and [Background](#background).
It follows the architecture of the Technically, it follows the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) — the same [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) — the same
Rare "Indy" engine family, one hardware generation apart. The unmodified game C Rare "Indy" engine family, one hardware generation apart. The unmodified game C
sources are compiled for the host; the N64's Reality Signal Processor is sources are compiled for the host; the N64's Reality Signal Processor (RSP) is
emulated in software; every other hardware surface (video, audio, input, emulated in software; every other hardware surface (video, audio, input,
timers, save storage) is shimmed in a dedicated `port/` layer. timers, save storage) is shimmed in a dedicated `port/` layer.
@@ -33,6 +41,7 @@ timers, save storage) is shimmed in a dedicated `port/` layer.
## Contents ## Contents
- [Background](#background) - [Background](#background)
- [How this differs from the other GoldenEye PC projects](#how-this-differs-from-the-other-goldeneye-pc-projects)
- [Status](#status) - [Status](#status)
- [Requirements](#requirements) - [Requirements](#requirements)
- [Building](#building) · [Windows (MSYS2)](#windows-msys2) · [Linux](#linux) - [Building](#building) · [Windows (MSYS2)](#windows-msys2) · [Linux](#linux)
@@ -46,10 +55,11 @@ timers, save storage) is shimmed in a dedicated `port/` layer.
## Background ## Background
This port is primarily a **research project on agentic software development** — Beyond the port itself, this is primarily a **research project on agentic
how far coding agents can be driven, by one person, through a large and software development** — specifically, on AI-agent collaboration in a large,
unfamiliar low-level codebase (~230 translation units of unmodified unfamiliar, low-level codebase: how far coding agents can be driven, by one
big-endian MIPS game code, made to run on a 64-bit desktop). person working part-time, through ~230 translation units of unmodified
big-endian MIPS game code, made to run on a 64-bit desktop.
It used two agents: It used two agents:
@@ -106,7 +116,31 @@ asset converters — then both agents ran the debugging phase together:
Full write-up, timeline chart, and an honest "what worked / what didn't": Full write-up, timeline chart, and an honest "what worked / what didn't":
[`docs/dev/agentic-development.md`](docs/dev/agentic-development.md). The [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md). The
workflow itself: [`docs/dev-process.md`](docs/dev-process.md). workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite this
project or its findings, use [`CITATION.cff`](CITATION.cff) (GitHub's "Cite
this repository" menu).
## How this differs from the other GoldenEye PC projects
This is a **native port of the original 1997 Nintendo 64 game, built from its
actual reconstructed source code** — the same lineage as the Perfect Dark PC
port. The other well-known "GoldenEye on PC" projects are something different:
they machine-translate the shipped binary of the *unreleased Xbox 360 XBLA
remaster* — a different game, a different codebase, no shared code with this.
| | This project | [GoldenEye-Recomp](https://github.com/SunJaycy/GoldenEye-Recomp) / [Steam Deck build](https://github.com/couchk1ng/GoldenEye-Recomp-SteamDeck) |
|---|---|---|
| **What it ports** | The original **Nintendo 64** game (1997) | The **Xbox 360 XBLA** HD remaster (built ~2007, never released) |
| **How** | **Decompilation-based source port** — human-reconstructed C, compiled for the host; game logic runs as written | **Static binary recompilation** — the shipped machine code is auto-translated to C; no source-level understanding |
| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
| **Status** | WIP, Phase 2 — renders and loads all 21 levels; no audio; not playable end to end | Playable full game, higher frame rates, online multiplayer |
| **Why it exists** | A [case study in AI-agent collaboration](#background) on a hard low-level codebase; the port is the target, not a product | A polished, playable PC release of the remaster |
**If you just want to play GoldenEye on PC today, use one of the recompilation
projects — they are finished and this is not.** What is interesting here is the
other half: getting the *original* game running from source, and how much of
that work was driven by AI agents.
## Status ## Status
@@ -275,11 +309,15 @@ docs/ see below
## Documentation ## Documentation
Key docs are also published as a site:
**<https://jkdansereau.github.io/goldeneye-pc-port/>**.
| Doc | What's in it | | Doc | What's in it |
|---|---| |---|---|
| [`docs/building.md`](docs/building.md) | Full build + asset-extraction guide. | | [`docs/building.md`](docs/building.md) | Full build + asset-extraction guide. |
| [`docs/internals.md`](docs/internals.md) | Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. | | [`docs/internals.md`](docs/internals.md) | Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. |
| [`docs/porting-notes.md`](docs/porting-notes.md) | The recurring N64→PC bug classes hit during the port, with fixes. | | [`docs/porting-notes.md`](docs/porting-notes.md) | The recurring N64→PC bug classes hit during the port, with fixes. |
| [`docs/dev/game-behavior-reference.md`](docs/dev/game-behavior-reference.md) | How the retail N64 game is meant to behave — combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, original-game quirks. Playtest reference. |
| [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md) | The research angle: the two-agent setup, timeline, handoff workflow, and an assessment of what did and didn't work. | | [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md) | The research angle: the two-agent setup, timeline, handoff workflow, and an assessment of what did and didn't work. |
| [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail — budgets, file partitioning, the finding-log discipline. | | [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail — budgets, file partitioning, the finding-log discipline. |
| [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices. | | [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices. |
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# GitHub Pages config. Site is served from the /docs folder on the default
# branch (Settings -> Pages -> Deploy from a branch -> main / docs).
title: GoldenEye 007 PC Port
description: >-
A native PC port of the original Nintendo 64 GoldenEye 007, built from its
decompiled source, and a case study in AI-agent collaboration on a large
low-level codebase.
theme: jekyll-theme-cayman
show_downloads: false
# jekyll-relative-links (on by default for Pages) rewrites the .md links in
# these docs to .html so cross-links work on the published site.
# Rolling local working files - not useful as published pages.
exclude:
- HANDOFF.md
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# Agentic development: a two-agent experiment # Agentic development: two AI coding agents porting GoldenEye 007
*A GoldenEye 007 N64→desktop port, taken from "builds a ROM" to "playable front *A case study in AI-agent collaboration on a large, low-level codebase. A
end" in about two weeks — driven mostly by two coding agents, a local GoldenEye 007 Nintendo 64 → desktop port, taken from "builds a ROM" to
open-weight model and a hosted frontier model, handing work back and forth "playable front end" in about two weeks — driven mostly by two coding agents (a
through shared written notes under one person's direction. This is the goal, local open-weight model, Qwen 3, on a single RTX 5090, and a hosted frontier
the method, the timeline, and an honest read on what did and didn't work.* model, Claude / Claude Code), handing work back and forth through shared
written notes under one person's part-time direction. This is the goal, the
method, the timeline, and an honest read on what did and didn't work.*
## Contents ## Contents
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# GoldenEye 007 — game-behaviour reference
Community-documented account of how the retail N64 game is *supposed* to
behave: the combat/AI/stealth model, difficulty scaling, per-level objective
sets, timers, weapon data, and the original game's known quirks and glitches.
**Status of this document.** This is secondary source material, not ground
truth. The decompiled game code in `src/` is authoritative for behaviour (see
`AGENTS.md`). Use this doc to know *what correct looks like* when playtesting
the port — which objectives a level must expose, what a timer value should be,
whether a weird behaviour you just saw is an original-game quirk or a port
regression.
**Sources** (subjective commentary stripped; mechanical/factual data only):
- GameFAQs walkthrough by **Brett "Nemesis" Franklin**, v1.01, July 2001 —
overview, mechanics, objective lists, weapon/gadget data, glitches.
- **marshmallow**, *Extensive 00 Agent Walkthrough* v3.0 (GameFAQs) — the
00 Agent difficulty-delta list and the AI-exploit notes in §3.
Distilled from `goldeneye_007_reference.md` (the full raw walkthrough dump);
the walkthrough's per-stage tactical routes were dropped as not
behaviour-defining.
---
## 1. Difficulty modes
Three tiers. **00 Agent is a strict superset** of Agent and Secret Agent —
every objective required at a lower tier is also required at 00 Agent, so one
00 Agent run satisfies all three.
| Mode | Rank | Layout | Objectives |
|---|---|---|---|
| Agent | starting rank | small/simple | fewest |
| Secret Agent | +1 | average | more |
| 00 Agent | highest | big/complex | maximum (superset) |
### What 00 Agent changes mechanically
Relative to the lower tiers:
1. Guards are tougher — body-armoured guards can **survive a headshot** (a DD44
headshot may not kill).
2. Better AI — enemies fire sooner, roll/dodge more often, and "hear" the
player from further.
3. Picked-up guns start with only **10 rounds**.
4. Body armour is nearly absent (a few fixed locations only).
5. More objectives per level.
6. Low player health — roughly **8× KF7 Soviet hits** or **~5× AR33 hits** is
lethal.
7. Higher enemy accuracy.
8. Explosions (crates, grenades, chairs) are near-instant-kill unless the
player clears the radius fast.
9. Security cameras acquire the player in **~3 s** (vs ~10 s on Agent).
---
## 2. Combat, stealth & AI model
### Damage
- **Body-part damage system** — different hit locations do different damage;
head shots are the fastest kill and are the intended way to conserve ammo.
- **Auto-Aim** (option) — snaps to the nearest enemy under the crosshair when
firing; ~90% reliable at target selection.
- **Manual aim** (R / L-R) — zooms for precise body-part targeting.
- **Full-auto accuracy falls off** with sustained fire and with distance:
"pecking" 1–2 rounds is more accurate than spraying; spray only wins against
groups.
### Alerting
- A **loud** weapon fired within earshot of **2+ guards** triggers an area
alert (they converge on the player's position and can call reinforcements).
A lone guard may not call for help.
- **Silenced** weapons (PP7 Silenced, D5K Silenced, silenced pistols, knives)
never alert.
- **Security cameras**: if a camera acquires the player it raises an alert
that **spawns black-clad guards** armed with DD44s and KF7s. Shoot the
camera centre for a one-shot kill.
- **Retreating** breaks pursuit — most guards stop following after a set
distance, letting the player reload / heal / reposition.
### AI line-of-sight & animation quirks (exploitable, i.e. defining behaviour)
- A guard behind a **wall, low barrier or railing cannot shoot** the player,
even point-blank — it must path around the obstacle. **Exception:** a guard
behind a **crate** *can* shoot through/over it.
- Turrets / sentry guns **drop target beyond a set range**.
- Most guards play a **kneel animation before firing** (takes ~1–2 s). Circling
a kneeling guard makes it fire at the player's previous position.
- **Point-blank**: a guard the player is pressed against **cannot fire** until
it steps back.
---
## 3. Player state
| System | Behaviour |
|---|---|
| Health | restored by health packs; no regen. 00 Agent pool ≈ 8 KF7 hits (§1). |
| Body armour | separate absorbing layer; fixed pickup locations (e.g. by the Jungle drone guns, start of Antenna Cradle). Nearly absent on 00 Agent. |
| Explosive barrels/crates | shootable for area damage; can kill the player. In Water Caverns, detonating the barrels **before** using the radio destroys the radio and fails that objective. |
---
## 4. Timers (exact values — verify against decomp)
| Level | Trigger | Value | On expiry |
|---|---|---|---|
| Silo (M3) | level start | **8:30** | facility self-destructs; must reach the escape elevator |
| Bunker 2 (M5) | Natalya activates the main control panel | **~60 s** | alarm; must escort Natalya to the exit |
| Train (M6) | hostage scene, if Xenia is **not** killed | **4 s** | escape window before failure |
---
## 5. Companion AI — Natalya
- Present in Bunker 2, Jungle, Control Center, Water Caverns, Train
(Missions 5–7).
- Carries a **Cougar Magnum**; engages enemies autonomously.
- Must survive — her death fails objectives.
- Scripted roles: hacks the mainframe in Control Center (player defends both
staircases); freed from a cell and escorted out under the timer in Bunker 2;
hacks a terminal in Train while the player laser-cuts the grate bearings.
---
## 6. Objective system
Each sub-level exposes a fixed set of **primary objectives** shown at level
start; completing the final one ends the sub-level. Objective *count* scales
with difficulty (§1). Some are **conditional / fail-state** objectives —
"Minimize scientist casualties", "Minimize civilian casualties" — tracked by a
running kill count against that class.
21 sub-levels across 9 missions:
| M | Location | Sub-levels |
|---|---|---|
| 1 | Aarkangelsk | Dam → Facility → Runaway |
| 2 | Severnaya | Surface → Bunker |
| 3 | Kirghizstan | Silo |
| 4 | Monte Carlo | Frigate |
| 5 | Severnaya (return) | Surface 2 → Bunker 2 |
| 6 | St. Petersburg | Statue Park → Military Archives → Streets → Depot → Train |
| 7 | Cuba | Jungle → Control Center → Water Caverns → Antenna Cradle |
| 8 | Teotihuacán | Aztec Complex |
| 9 | el-Saghira | Egyptian Temple |
### Per-level objective sets (00 Agent — the superset)
**Dam** — neutralize all alarms · install covert modem · intercept data backup ·
bungee jump from platform.
**Facility** — gain entry to lab · contact double agent (Dr. Doak) · rendezvous
with 006 · destroy all tanks in bottling room · minimize scientist casualties.
**Runaway** — find plane ignition key · destroy heavy gun emplacements ·
destroy missile battery · escape in plane.
**Surface** — power down comms dish · obtain safe key · steal building plans ·
enter base via ventilation tower.
**Bunker** — disrupt all surveillance equipment · copy Goldeneye Key and leave
original · get personnel to activate computer · download data · photograph main
video screen.
**Silo** — plant bombs in fuel rooms · photograph satellite · obtain telemetric
data · retrieve satellite circuitry · minimize scientist casualties.
**Frigate** — rescue hostages · disarm bridge bomb · disarm engine-room bomb ·
plant tracking bug on helicopter.
**Surface 2** — disrupt all surveillance equipment · break comms link to bunker ·
disable Spetznaz support aircraft · gain entry to bunker.
**Bunker 2** — compare staff/casualties lists · recover CCTV tape · disable all
security cameras · recover Goldeneye operations manual · escape with Natalya.
**Statue Park** — contact Valentin · confront and unmask Janus · locate
helicopter · rescue Natalya · find flight recorder.
**Military Archives** — escape interrogation room · find Natalya · recover
helicopter black box · escape with Natalya.
**Streets** — contact Valentin · pursue Ourumov and Natalya · minimize civilian
casualties.
**Depot** — destroy illegal arms cache · destroy computer network · obtain safe
key · recover helicopter blueprints · locate Trevelyan's train.
**Train** — destroy brake units · rescue Natalya · locate Janus secret base ·
crack Boris' password · escape to safety.
**Jungle** — destroy drone guns · eliminate Xenia · blow up ammo dump · escort
Natalya to Janus base.
**Control Center** — protect Natalya · disable Goldeneye satellite · destroy
armored mainframes.
**Water Caverns** — destroy inlet pump controls · destroy outlet pump controls ·
destroy master control console · use radio to contact Jack Wade · minimize
scientist casualties.
**Antenna Cradle** — destroy control console · settle score with Trevelyan.
**Aztec Complex** — reprogram shuttle guidance · launch shuttle.
**Egyptian Temple** — recover the Golden Gun · defeat Baron Samedi.
### Key scripted mechanics per level
- **Bunker / Surface 2** — cameras must be killed to avoid the black-clad
alert spawn.
- **Silo** — Ourumov is killable here (he normally flees; Invisibility stops
him); drops DD44 + briefcase. He still reappears later regardless.
- **Frigate** — hostages held at gunpoint; shoot the guard not the hostage.
Bomb Diffuser used on two terminal-mounted bombs.
- **Streets** — tank vehicle; running over a **civilian** fails the mission;
street land-mines apply damage-over-time to the tank.
- **Train** — kill Xenia + Ourumov simultaneously in the hostage scene; if
Xenia survives, the 4 s timer starts and extra guards spawn.
- **Jungle** — Xenia boss on the bridge: uses RCP-90 + Grenade Launcher, rolls
when hit, drops both weapons.
- **Control Center** — Boris pulls a gun ("I am Invincible!") and fades out
rather than being killed.
- **Water Caverns** — contact Jack Wade by radio **before** detonating the
barrel room; Code Cards A/B/C drop from guards in sequence.
- **Antenna Cradle** — Trevelyan final boss reappears alternately at the two
sheds/catwalks; player kills him at each appearance, final fight point-blank
in the shed under the cradle.
- **Aztec Complex** — first terminal starts the launch sequence + opens a
door; a second terminal must be destroyed to reveal a hidden hallway before
the launch finishes.
- **Egyptian Temple** — Golden Gun glass case lowers only after a fixed
tile-path is walked; Baron Samedi appears twice, uses Lasers, dies only to
the Golden Gun.
---
## 7. Weapons — data table
Clip / max-capacity / behaviour. (Balance and capacity numbers to cross-check
against the decomp's weapon tables.)
| Weapon | Type | Clip | Max | Behaviour notes |
|---|---|---|---|---|
| PP7 | pistol | 7 | 800 | default sidearm |
| PP7 (Silenced) | pistol | 7 | 800 | no alert on fire |
| DD44 Dostovei | pistol | 8 | 812 | high power, Magnum-like recoil |
| Cougar Magnum | pistol | 6 | 200 | high per-shot damage; Natalya's sidearm |
| Gold PP7 / Golden Gun | pistol | 7 / 1 | 800 / 100 | one-shot kill anywhere; Golden Gun = 1 round/clip |
| Silver PP7 | pistol | 7 | 800 | cosmetic |
| Klobb | SMG | 20 | 812 | weakest automatic |
| KF7 Soviet | auto rifle | 30 | 400 | ubiquitous early-game weapon |
| AR-33 | auto rifle | 30 | 400 | stronger than KF7; zoom |
| D5K Deutsche | auto rifle | 32 | 800 | zoom |
| D5K (Silenced) | auto rifle | 32 | 800 | no alert; one level |
| Phantom | auto rifle | 50 | 800 | very loud; one level |
| RCP-90 | auto rifle | 80 | 800 | fastest fire rate in the game |
| ZMG (9mm) | heavy auto | 32 | 800 | dual-wieldable |
| Automatic Shotgun | auto shotgun | 5 | 200 | Statue Park only (SP) |
| Shotgun | pump shotgun | 5 | 200 | slower reload; via All Guns cheat |
| Sniper Rifle | bolt rifle | 8 | 400 | longest zoom; best stealth weapon |
| Grenade Launcher | launcher | 6 | 12 | arcing grenades |
| Rocket Launcher | launcher | 1 | 3 | large blast, can kill player |
| Grenades | thrown | 12 | 12 | — |
| Throwing Knives | ranged melee | 12 | 12 | low damage |
| Hunting Knives | melee | — | — | fast silent takedowns |
| Proximity Mines | placed | 10 | 10 | triggers on proximity |
| Remote Mines | placed | 10 | 10 | detonated by Remote Watch; no timeout |
| Timed Mines | placed | 10 | 10 | detonate ~8 s after placement |
| Taser | gadget | — | — | non-lethal stun |
| Moonraker (Military) Laser | energy | — | — | fires through walls/doors; kills Jaws |
| Tank Shells | vehicle | — | — | Runaway, Streets |
Availability: weapons are level-scoped and do not carry between missions unless
noted. **All Guns** cheat unlocks everything.
---
## 8. Gadgets
| Gadget | Level(s) | Activation / effect |
|---|---|---|
| Covert Modem | Dam | toss onto a computer screen to install |
| Bomb Diffuser | Frigate | use on a terminal-mounted bomb |
| Camera | Bunker, Silo | photograph a target (video screen / satellite) |
| Key Analyzer | Bunker | copies a key and **destroys the original** |
| Data Thief | Bunker | download data from a terminal |
| Tracking Bug | Frigate | place on the Pirate helicopter |
| Watch Magnet | Bunker 2, Train | pull a key / metal object at range |
| Watch Laser | Train | cut metal (grate bearings) |
| Remote Mines + Remote Watch | Facility, Control Center, Water Caverns | place, then detonate at range |
| Door Decoder | Facility | from Dr. Doak; opens the locked bottling-room door |
---
## 9. World-interaction objects
| Object | Rule |
|---|---|
| Red alarm boxes | shoot to complete "neutralize all alarms"; a guard reaching one spawns reinforcements |
| Security cameras | destroy (centre = one-shot); acquisition raises the black-clad alert |
| Sentry guns | fixed turrets (Bunker 2 striped corridor, Depot); destroy to pass |
| Drone guns | remote turrets (Jungle, Control Center, Water Caverns, Aztec); some pairs must be destroyed together |
| Locks / grates | shootable (e.g. the 4-lock vent grate at the end of Surface) |
| Doors | B to open; some need keycard / key / code |
| Gate switches | red/green buttons control gates (Dam) |
---
## 10. Vehicles
| Vehicle | Level | Rules |
|---|---|---|
| Tank | Runaway, Streets | cannons + missiles (Runaway); may crush enemies, **must not crush civilians** (Streets); street mines = DoT |
| Plane | Runaway | final escape after the missile battery is destroyed |
| Train | Train | car-to-car traversal; a brake unit (red/yellow wires) in every car must be destroyed |
---
## 11. Controls / input options (relevant to `port/src/input.c`)
Default mapping (control style 1.1): **A** switch weapon/device · **B**
action / reload · **Z** fire / use gadget · **L/R** aim · **C-Up/Down** look ·
**C-Left/Right** strafe · **Stick** move · **D-Pad** mirrors C.
Four SP control styles (1.1–1.4) permute which of {aim, fire} is on Z vs A/L-R
and whether the stick moves or looks. Derived actions: **crouch** = Aim +
C-Down, **stand** = Aim + C-Up.
Options that change feel: **Reverse Pitch** (invert vertical aim),
**Look Ahead** (camera leads movement), **Head Roll** (full 360° look),
**Auto-Aim** (snap to nearest on fire), **Aim Control** = Hold or Toggle.
---
## 12. Original-game quirks & glitches
These are **retail N64 behaviours**. If the port reproduces them it is
faithful; if you see one while testing, it is probably *not* a port bug.
- **Guard AI freeze under Invisibility** — kill one guard in a group and the
rest aim at the player's last known position but can never re-acquire (player
is invisible); they hold the aim pose until the player moves or dies.
- **Ourumov / Jaws killable via Invisibility** — both normally can't be
engaged (Ourumov flees, Jaws is near-indestructible); with Invisibility the
AI can't see the player, so both become killable with any weapon.
- **Trevelyan respawn loop (Antenna Cradle, 00 Agent + Invisibility)** —
killing Trevelyan on the catwalk can respawn him alive at the far shed,
repeatable indefinitely. A pathing/AI bug, not intended.
- **Invulnerable 006 in Water Caverns** — with Invisibility, one of the
"guards" leaving the elevator is actually a static, invulnerable Trevelyan
model (his AI never detects the invisible player). An easter egg, not a
spawn error.
- **Post-dialogue allies become killable** — after an ally's scripted
conversation ends (e.g. Valentin in Statue Park) the player can kill them;
no mechanical penalty.
- **Ourumov's key opens the Silo launch doors** — the briefcase/key dropped by
Ourumov has no objective use, but "firing" the key (action button) near the
rocket opens the giant launch doors. Otherwise both items are inert.
- **Cut content left in levels**: the Dam has the unused geometry of a
cancelled boat mission out on the water; the Train's rear region past
Alec/Trevelyan leads nowhere; the Facility's starting vent has a second path
blocked purely cosmetically and shootable ceiling glass.
---
## 13. Multiplayer (brief)
Up to 4 local players. Deathmatch + variant modes. Level list = all SP levels
plus dedicated MP maps. Character/costume/face are swappable (the raw dump has
the full GameShark costume/character ID tables if ever needed for the MP
character system).
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---
title: GoldenEye 007 PC Port
description: A native PC port of the original Nintendo 64 GoldenEye 007, built from decompiled source — and a case study in AI-agent collaboration on a large low-level codebase.
---
# GoldenEye 007 PC Port
A work-in-progress **native PC port of the original 1997 Nintendo 64
_GoldenEye 007_**, compiled from the game's
[decompiled source](https://github.com/n64decomp/007) and running the N64's
graphics coprocessor in software. It follows the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
It is also a **research project on AI-agent collaboration in a large,
unfamiliar, low-level codebase**: two coding agents — a local open-weight model
(Qwen 3) on a single RTX 5090, and Claude / Claude Code — driven by one person
part-time through ~230 translation units of unmodified big-endian MIPS game
code, handing work back and forth through shared written notes.
**Status:** Phase 2 of 4 (rendering). Boots, renders the full intro and front
end, loads all 21 solo missions. No audio yet; not playable end to end.
- **[Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port)** — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
## Documentation
- **[The two-agent development case study](dev/agentic-development.md)** — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
- **[Development process](dev-process.md)** — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- **[Internals](internals.md)** — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- **[Porting notes](porting-notes.md)** — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- **[Game-behaviour reference](dev/game-behavior-reference.md)** — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks.
- **[Building](building.md)** — full build and asset-extraction guide.