readme and docs site: v0.4.0 release status, release news section, masthead tagline, and accuracy pass

- v0.4.0 status framing (the most complete release to date; the common
  defect classes fixed; a short list of known caveats) and the pre-1.0
  note, on both the README and the Pages home page.
- Dated release news section with links to the GitHub release tags.
- Keyword-reinforced meta descriptions; site masthead tagline.
- Accuracy: options section list per the shipped overlay, Xbox 1.1 (Jinx)
  controller roles (D394), Select opens the overlay, Deck 2x MSAA / 250%
  preset, background stats, footer last-updated stamp.
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[![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)
![license](https://img.shields.io/badge/license-MIT-ffb454)
[Download](#download) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
<p align="center"><em>GoldenEye 007 (Nintendo 64, 1997) on the PC —
decompiled, ported, and playable at 60 fps.</em></p>
This is a PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64) — the
original N64 game, not the Xbox 360 remaster.
[Download](#download) · [News](#news) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
The game code is the community [decompilation](https://github.com/n64decomp/007):
the original game reconstructed as C source, compiled here for x86-64. The
N64's graphics coprocessor (the RSP) is emulated in software, and the
remaining console hardware — video, audio, controllers, timers, save memory
— is replaced by a thin porting layer in `port/`. The approach follows the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark): the same
Rare engine family, one hardware generation apart.
A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
original N64 game running from reconstructed source, not the Xbox 360
remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
other hardware surface (video, audio, input, timers, save storage) is shimmed
in a dedicated `port/` layer, following the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
Rare "Indy" engine family, one hardware generation apart.
**News:**
**v0.4.0** (released 2026-09-28) is out for Windows and Linux (including
Steam Deck, where the Linux bundle sideloads as-is). It is the most complete
release to date: the full campaign runs at a steady 60 fps with the known
issues now few and mostly cosmetic ([Status](#status)). Free to download,
build on and modify (you bring the ROM).
- **2026-09-28** — v0.4.0 released for Windows and Linux (the Linux bundle
runs unmodified on Steam Deck). The full campaign plays at 60 fps, and
this release was playtested end to end; the remaining known issues are
listed under [Status](#status). The bundles are free to download and
modify; you supply the ROM.
**This is a pre-1.0 release, not a finished product.** It plays the complete
game, but expect rough edges, missing features, and occasional breaking
changes before 1.0. [Status](#status) lists what works and what does not;
[Roadmap](#roadmap) outlines the direction.
**This is a pre-1.0 release, not a finished product.** v1.0 is the target
for a polished, feature-complete build; until then, expect missing features
and the occasional breaking change between versions. See [Status](#status)
for what works today and [Roadmap](#roadmap) for where this is headed.
**AI disclosure:** development here was agentic - Claude Pro plus a local
open-weight model on a single RTX 5090, as of August–September 2026. This
project is as much a study of *that process* as it is a port: whether
current LLMs can carry a codebase like this, and what actually goes wrong
along the way. Judge the result for yourself.
Development is directed by a single maintainer working in spare time, not a
team. See [Background](#background) for the full setup, timeline, and an
honest account of what worked and what didn't.
along the way. Judge the result for yourself. I'm one person doing this in my
spare time, not a team. See [Background](#background) for the full setup,
timeline, and an honest account of what worked and what didn't.
> [!IMPORTANT]
> **You must supply your own GoldenEye 007 ROM.** This repository contains no
@@ -52,6 +50,23 @@ honest account of what worked and what didn't.
---
## News
- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for
mouse and controller, in-game key rebinding, crosshair customization,
rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix
pass (water, particles, billboard trees, front-end logo, gunshot SFX, a
true stable 60 fps). [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0) ·
[downloads](#download).
- **2026-09-20** — **v0.3.0**: the first release with the complete campaign
playable end to end at 60 fps on Windows, Linux, and Steam Deck.
[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0).
- **2026-09-04 → 2026-09-16** — **v0.1.0 – v0.2.2**: the alpha and beta
cycle — build chain, software RSP, first rendered frames, front end, and
per-level stabilization across the campaign.
---
## Download
| Platform | Bundle | Notes |
@@ -75,19 +90,22 @@ included or distributed. Then:
2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
Read the [Status](#status) caveats first: v0.4.0 has known rough edges,
listed plainly there.
Read the [Status](#status) section first: the small number of known issues
in this release are listed plainly there.
---
## Status
**v0.4.0 - playable, with known rough edges.** The full single-player
campaign is completable end to end (all 20 missions, Agent difficulty,
playtested), at a steady 60 fps; all 20 solo missions — plus the
end-of-campaign credits sequence — load, render and run crash-free, verified
on Windows, Linux and real Steam Deck hardware. Feedback and bug reports
are welcome — open an issue.
**v0.4.0 - fully playable, with a small set of known caveats.** The full
single-player campaign is completable end to end (all 20 missions, Agent
difficulty, playtested), at a steady 60 fps; all 20 solo missions — plus
the end-of-campaign credits sequence — load, render and run crash-free,
verified on Windows, Linux and real Steam Deck hardware. The most common
defect classes from earlier releases — particle colour drift, water seams,
z-fighting, billboard trees, muzzle flashes, the front-end Nintendo logo,
gunshot SFX — are fixed in this version; what remains is a short list,
below. Feedback is very welcome.
What a release actually installs (no networking, no telemetry, no ROM or
game assets shipped) and how faithfully the port tracks the original N64
@@ -107,8 +125,9 @@ crosshair customization (opt-in); Bond is fixed in cutscenes (no more
floating or spin-glitching) and his third-person model positioning generally
is right the large majority of the time now, at most a small drift when off; file-backed saves; faithful N64 progression
by default (F10 → *All unlocked* opens every level, 007 mode and the full
cheat menu); F10 in-game options overlay (display, audio, gameplay, HUD;
resolution, frame cap, MSAA, filtering, FOV, sensitivity); Windows and
cheat menu); F10 in-game options overlay (video, input, gameplay, HUD,
graphics, audio; frame cap, MSAA, filtering, FOV, sensitivity, key rebinding,
crosshair, vibration); Windows and
Linux, including Steam Deck.
**Known issues:**
@@ -142,23 +161,23 @@ and the finding log in [`docs/dev/findings.md`](docs/dev/findings.md).
The Linux bundle is the Deck build. SFTP it over from your PC, or download
it straight from the [releases page](https://github.com/jkdansereau/goldeneye-pc-port/releases) on the Deck itself:
unzip, drop your ROM in `data/`, launch it once (the first run generates the
extract, drop your ROM in `data/`, launch it once (the first run generates the
derived assets), and add the executable as a non-Steam game. SDL2 is bundled, so no dependencies need
installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
defaults: native 1280×800 fullscreen, VSync, 2× MSAA, and 250% draw/LOD
distance (the N64-authored fade distances read short on the close-up 7" panel);
everything is changeable in the options overlay and persists afterwards.
**Do that first launch in Game Mode, not Desktop Mode** — an ini created by
an earlier Desktop Mode launch (e.g. while testing before adding it as a
Steam shortcut) permanently skips the Deck preset, since any existing ini
always wins over it (D283). If your resolution isn't 1280×800 on first
Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
CPU-bound (software RSP); expect original N64-era
performance at 60 fps rather than more. This release was playtested on real
Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
cause was identified and fixed (D253), and a separate intermittent SIGSEGV
in heavy firefights/terminal destruction (D255) and an audio-thread crash
(D305) are both fixed and live-verified on real hardware as of this release.
distance (the N64-authored fade distances read short on the close-up 7"
panel); everything is changeable in the options overlay and persists
afterwards. **Do that first launch in Game Mode, not Desktop Mode** — an ini
created by an earlier Desktop Mode launch (e.g. while testing before adding
it as a Steam shortcut) permanently skips the Deck preset, since any
existing ini always wins over it (D283). If your resolution isn't 1280×800
on first Game Mode boot, just set it manually: F10 → *Resolution*. The
renderer is CPU-bound (software RSP); expect original N64-era performance at
60 fps rather than more. This release was playtested on real Deck hardware;
the v0.1.0-era Facility crash (D203) did not recur: its root cause was
identified and fixed (D253), and a separate intermittent SIGSEGV in heavy
firefights/terminal destruction (D255) and an audio-thread crash (D305) are
both fixed and live-verified on real hardware as of this release.
**In-game settings on the Deck.** The options overlay is fully gamepad-driven:
it opens with **Select**, the D-pad or left stick (up/down) moves between
@@ -171,8 +190,8 @@ overlay is `F10` + arrows/Enter.
## Roadmap
No committed timeline — this is spare-time work. Directionally, on the way
to 1.0:
No fixed timeline or committed feature list — this is spare-time work — but
directionally, on the way to v1.0:
- Working through the [known issues](#status) above and the fuller list in
[`docs/dev/findings.md`](docs/dev/findings.md).
@@ -218,8 +237,8 @@ asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
hardest bugs) joining for the collaborative phase (the 21-level sweep, the
ABI finding catalog, SDL input, front end), handing work back and forth
through shared written notes, directed by one person part-time. In short:
43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and
logged (`D1`–`D405`).
43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and logged
(`D1`–`D405`).
The full write-up (timeline, handoff mechanism, effort breakdown, an honest
"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
@@ -342,20 +361,17 @@ lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting
| Next weapon | Mouse wheel down / `Q` | Y |
| Previous weapon | Mouse wheel up | — |
| Start | `Enter` / `Tab` | Start |
| Options overlay | `F10` | Back (A selects/toggles; B backs; D-pad/stick left/right adjusts sliders; Start closes) |
| Options overlay | `F10` | Select (A toggles/steps; B backs; D-pad/stick adjusts sliders; Start closes) |
Gameplay follows the Xbox **1.1 Jinx** button roles in the user-provided
[StrategyWiki control table](https://strategywiki.org/wiki/GoldenEye_007/Controls):
A use, X reload, B gadget cycle, Y weapon cycle, either stick click crouch,
LB/LT aim and RT fire. The PC gadget cycle selects the next owned gadget in
the N64 inventory; the user has confirmed the gameplay buttons on a physical
pad, but exact gadget-category parity remains unaudited. In menus A
accepts and B cancels. RB's *updated graphics* toggle cannot be provided by
the original N64 port (no remastered assets); it is reserved. Back opens PC
options rather than Xbox's *view scores*; exact menu parity is not claimed.
The other Xbox schemes (1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned,
not yet selectable. Keyboard → Bindings edits **keyboard/mouse
only**; a controller can navigate those pages and use B to go back, but
The default layout is the GEPD-style preset on the keyboard and the standard
dual-stick scheme on controllers (left stick move, right stick look,
triggers fire/aim, A use, X reload, B gadget cycle, Y weapon cycle, stick
click crouch). The watch gadget cycle selects the next owned gadget in the
N64 inventory. The controller layout matches Rare's Xbox 1.1 (Jinx) button
roles (user-tested on a physical pad; D394), and the remaining Xbox schemes
(1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned as selectable presets
and not yet available. Keyboard → Bindings edits **keyboard/mouse only**; a
controller can navigate those pages and use B to go back, but
controller-button rebinding is not supported yet.
Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
@@ -508,4 +524,4 @@ is covered by [`NOTICE`](NOTICE), not by that license.
---
*Last updated 2026-09-28 — v0.4.0.*
*Last updated 2026-09-28 — v0.4.0 · <a href="https://github.com/jkdansereau/goldeneye-pc-port">GitHub</a> · <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases">Releases</a>*
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@@ -6,7 +6,7 @@ title: GoldenEye 007 PC Port
# long version made a ~230-char title. It also renders as the masthead
# tagline on every page. Per-page meta/og descriptions come from each page's
# front matter `description:` (see index.md), not from here.
description: N64 GoldenEye 007, decompiled for PC.
description: GoldenEye 007 (Nintendo 64, 1997) on the PC - decompiled, ported, and playable.
# No GitHub theme: the site uses a hand-rolled _layouts/default.html plus the
# design in _includes/head-custom.html (charcoal/off-white/amber, square and
# flat.)
+43 -20
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@@ -5,32 +5,40 @@ title: GoldenEye 007 PC Port
# stretched-widescreen/gunshot items all fixed; D335b F10-overlay stretch is
# the new widescreen residual). Description kept short (Bing's 160 limit).
description: >-
A native PC port of the 1997 N64 classic, built from decompiled source with
a software RSP. v0.4.0 for Windows, Linux and Steam Deck.
A native PC port of GoldenEye 007 (Nintendo 64, 1997), built from
decompiled source with a software RSP. v0.4.0 for Windows, Linux and
Steam Deck.
---
A native PC port of the original 1997 Nintendo 64 _GoldenEye 007_, compiled
from the game's [decompiled source](https://github.com/n64decomp/007) with the
N64's graphics coprocessor (RSP) running in software, the same architecture
as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
same Rare "Indy" engine family, one hardware generation apart.
A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
original N64 game running from reconstructed source, not the Xbox 360
remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
other hardware surface (video, audio, input, timers, save storage) is shimmed
in a dedicated `port/` layer, following the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
Rare "Indy" engine family, one hardware generation apart.
[Download](#download) · [See it running](#see-it-running) · [Honest status](#honest-status) · [Documentation](#documentation)
[Download](#download) · [News](#news) · [See it running](#see-it-running) · [Honest status](#honest-status) · [Documentation](#documentation)
**Status: v0.4.0.** The full single-player campaign runs at a rock-stable
60 fps and is completable end to end (all 20 missions playtested on Windows
and Steam Deck). This release adds **native widescreen** (on by default —
undistorted world at your display's aspect, 4:3 menus pillarboxed), a
**complete aim system** (N64 or centred PC style, for mouse *and*
controller), **in-game key rebinding** with a GEPD-style default layout,
**crosshair customization**, real **rumble-pak haptics** on supported
gamepads, and a **rebuilt options overlay** with fine-tuning rows (frame cap,
MSAA, draw/LOD distance, HUD scale). The remaining rough edges are few and
mostly cosmetic — listed plainly under [Honest status](#honest-status).
**Status: v0.4.0 (2026-09-28) — fully playable, with a small set of known
caveats.** The full single-player campaign runs at a steady 60 fps and is
completable end to end (all 20 missions, plus the ending-credits sequence,
playtested on Windows, Linux and Steam Deck). It is the most complete release
to date: **native widescreen** (on by default — undistorted world at your
display's aspect, 4:3 menus pillarboxed), a **complete aim system** (N64 or
centred PC style, for mouse *and* controller), **in-game key rebinding** with
a GEPD-style default layout, **crosshair customization**, **rumble-pak
haptics** on supported gamepads, and a **rebuilt options overlay** with
fine-tuning rows (frame cap, MSAA, draw/LOD distance, HUD scale). The most
common defect classes from earlier releases — particle colour drift, water
seams, z-fighting, billboard trees, muzzle flashes, the front-end Nintendo
logo, gunshot SFX — are fixed in this version; what remains is a short list,
under [Honest status](#honest-status).
**This is a pre-1.0 release, not a finished product** — v1.0 is the target
for a polished, feature-complete build; expect rough edges and missing
features until then. See the
for a polished, feature-complete build; expect missing features and the
occasional breaking change until then. See the
[README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
for direction (PAL/JP support, controller-button rebinding, LAN multiplayer
under consideration, and more).
@@ -41,6 +49,21 @@ under consideration, and more).
<br><em>~12 s gameplay montage from live v0.3.0 play sessions, running in the port.</em>
</p>
## News
- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for
mouse and controller, in-game key rebinding, crosshair customization,
rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix
pass (water, particles, billboard trees, front-end logo, gunshot SFX, a
true stable 60 fps). [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0) ·
[downloads](#download).
- **2026-09-20** — **v0.3.0**: the first release with the complete campaign
playable end to end at 60 fps on Windows, Linux, and Steam Deck.
[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0).
- **2026-09-04 → 2026-09-16** — **v0.1.0 – v0.2.2**: the alpha and beta
cycle — build chain, software RSP, first rendered frames, front end, and
per-level stabilization across the campaign.
## Download
| Platform | Bundle | Notes |