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readme: v0.4.0 voice pass over a web-1.0 structure
Plain declarative prose throughout the overview and section intros - no product-page register, no first-person winks. Structure carries the period feel: top anchor-nav line (middot separators), a dated news line for the release, --- section rules, and a last-updated footer stamp.
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[Download](#download) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
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A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
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the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
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original N64 game running from reconstructed source, not the Xbox 360
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remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
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other hardware surface (video, audio, input, timers, save storage) is shimmed
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in a dedicated `port/` layer, following the 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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This is a PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64) — the
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original N64 game, not the Xbox 360 remaster.
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**v0.4.0** is out for Windows and Linux (including Steam Deck, where the
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Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). Free to download, build on and
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modify (you bring the ROM).
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The game code is the community [decompilation](https://github.com/n64decomp/007):
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the original game reconstructed as C source, compiled here for x86-64. The
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N64's graphics coprocessor (the RSP) is emulated in software, and the
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remaining console hardware — video, audio, controllers, timers, save memory
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— is replaced by a thin porting layer in `port/`. The approach follows the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark): the same
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Rare engine family, one hardware generation apart.
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**This is a pre-1.0 release, not a finished product.** v1.0 is the target
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for a polished, feature-complete build; until then, expect rough edges,
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missing features, and breaking changes between versions. See
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[Status](#status) for what works today and [Roadmap](#roadmap) for where
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this is headed.
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**News:**
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- **2026-09-28** — v0.4.0 released for Windows and Linux (the Linux bundle
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runs unmodified on Steam Deck). The full campaign plays at 60 fps, and
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this release was playtested end to end; the remaining known issues are
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listed under [Status](#status). The bundles are free to download and
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modify; you supply the ROM.
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**This is a pre-1.0 release, not a finished product.** It plays the complete
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game, but expect rough edges, missing features, and occasional breaking
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changes before 1.0. [Status](#status) lists what works and what does not;
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[Roadmap](#roadmap) outlines the direction.
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**AI disclosure:** development here was agentic - Claude Pro plus a local
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open-weight model on a single RTX 5090, as of August–September 2026. This
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project is as much a study of *that process* as it is a port: whether
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current LLMs can carry a codebase like this, and what actually goes wrong
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along the way. Judge the result for yourself.
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I'm one person doing this in my spare time, not a team. See
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[Background](#background) for the full setup, timeline, and an honest
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account of what worked and what didn't.
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Development is directed by a single maintainer working in spare time, not a
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team. See [Background](#background) for the full setup, timeline, and an
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honest account of what worked and what didn't.
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> [!IMPORTANT]
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> **You must supply your own GoldenEye 007 ROM.** This repository contains no
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@@ -82,8 +86,8 @@ listed plainly there.
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campaign is completable end to end (all 20 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 20 solo missions — plus the
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end-of-campaign credits sequence — load, render and run crash-free, verified
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on Windows, Linux and real Steam Deck hardware. Feedback
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is very welcome.
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on Windows, Linux and real Steam Deck hardware. Feedback and bug reports
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are welcome — open an issue.
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What a release actually installs (no networking, no telemetry, no ROM or
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game assets shipped) and how faithfully the port tracks the original N64
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@@ -167,8 +171,8 @@ overlay is `F10` + arrows/Enter.
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## Roadmap
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No fixed timeline or committed feature list — this is spare-time work — but
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directionally, on the way to v1.0:
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No committed timeline — this is spare-time work. Directionally, on the way
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to 1.0:
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- Working through the [known issues](#status) above and the fuller list in
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[`docs/dev/findings.md`](docs/dev/findings.md).
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@@ -191,8 +195,8 @@ it helps prioritize.
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- **Tweak it**: `ge007.ini` and the F10 in-game overlay expose resolution,
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frame cap, MSAA, texture filtering, FOV/draw distance, mouse feel, key
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rebinding, crosshair and vibration; launch with `-fresh` for a clean-slate
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run.
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rebinding, crosshair and vibration; launch with `-fresh` for a clean-slate
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run.
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- **Read it**: [`docs/internals.md`](docs/internals.md) maps the
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architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md)
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is the catalogue of N64→PC bug classes hit along the way. Game logic in
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