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Docs: public copy, site presentation, release-gate review (D533, D534)
Public-copy language pass, homepage restructure and Documentation rename, 404 page, dead-anchor and permalink fixes, release-gate sign-off, and the pre-release review fixes of the 2026-10-05 batch (probe-doc drift, build-path hygiene, verify.sh and capture safety). Refs: D533 D534
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@@ -5,6 +5,16 @@ description: >-
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A native PC port of GoldenEye 007 (Nintendo 64, 1997), built from
|
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decompiled source with a software RSP. v0.5.0 for Windows, Linux and
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Steam Deck.
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# Freshness signals for jekyll-seo-tag (article:published_time / modified_time
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# and the WebPage JSON-LD dates). Keep these equal to the last real content
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# change of THIS page, not to the last release.
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date: '2026-10-05'
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modified_time: '2026-10-05'
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locale: en_US
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# The masthead is this page's title, so its first content h2 must NOT get the
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# amber page-title look (double header). See the .flat-title rule in
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# _includes/head-custom.html.
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flat_title: true
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---
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A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
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@@ -16,60 +26,82 @@ 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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[Download](#download) · [News](#news) · [See it running](#see-it-running) · [Known issues](#known-issues) · [Documentation](#documentation)
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[Status](#status) · [Download](#download) · [See it running](#see-it-running) · [Known issues](#known-issues) · [Documentation](#documentation)
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**Status: v0.5.0 (2026-10-05) — fully playable, with a small set of known
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caveats.** The single-player campaign and the 2–4 player split-screen
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multiplayer both run at a steady 60 fps. The single-player campaign is
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completable end to end (all 20 missions plus the ending-credits sequence),
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and the 2–4 player split-screen campaign is supported on every multiplayer
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map; both were playtested on Windows, Linux and Steam Deck. This release
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adds **one
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options menu** (laid out like the Perfect Dark port's, with plain-English
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wording, real-unit sliders and a one-line description per option), the game's
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own **N64 control styles as a per-seat preset**, **direct loading of
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emulator save files**, a **scalable HUD overlay**, fullscreen and
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window-centring controls, and a **fidelity round checked frame-by-frame
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against the N64 game** (fog, aspect-ratio letterboxing, the Watch menu's own
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settings). What remains is a short list, under
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[Known issues](#known-issues).
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## Status
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**This is a pre-1.0 release, not a finished product** — v1.0 is the target
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<div class="cblock">
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### v0.5.0 (2026-10-05) — the campaign and split-screen both run end to end.
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- **Single-player campaign complete.** All 20 missions plus the
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ending-credits sequence, completable end to end at a steady 60 fps.
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- **2–4 player split-screen multiplayer.** Supported on every multiplayer
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map; playtested on Windows, Linux and Steam Deck.
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- **One real options system.** A single menu, laid out like the Perfect
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Dark port's — plain-English wording, real-unit sliders, a one-line
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description per option — with the game's own **N64 control styles as a
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per-seat preset**.
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- **Emulator save files load directly.** Copy a 1964 / Project64 save into
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`data/` and it is converted on first launch.
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- **A scalable HUD overlay**, fullscreen and window-centring controls, and
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antialiased overlay controls.
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- **A fidelity round checked frame-by-frame against the N64 game** (fog,
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aspect-ratio letterboxing, the Watch menu's own settings), with the
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reference-frame gate re-based on both platforms (21 levels, 63 frames
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each).
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- The small stuff: a menu wording, units and help-text pass, and
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standardised menu spelling.
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</div>
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What remains is a short list, under [Known issues](#known-issues).
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|
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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; expect missing features and the
|
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occasional breaking change until then. See the
|
||||
[README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
|
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for direction (PAL/JP ROM support, macOS and ARM builds, the remaining small
|
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accuracy differences, and post-1.0 opt-in extras).
|
||||
occasional breaking change until then. The [README's Roadmap
|
||||
section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap) is the
|
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single tracker for what comes next.
|
||||
|
||||
## News
|
||||
<details id="known-issues">
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||||
<summary>Known issues</summary>
|
||||
|
||||
- **2026-10-05** — **v0.5.0**: one options menu with plain-English wording,
|
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real-unit sliders and a one-line description per option; the N64 control
|
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styles as a per-seat preset; direct emulator-save loading; a scalable HUD
|
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overlay; fullscreen and window-centring controls; and a fidelity round
|
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checked frame-by-frame against the N64 game. The reference-frame gate was
|
||||
re-based on both platforms (21 levels, 63 frames each).
|
||||
[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0) ·
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[downloads](#download).
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- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for
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mouse and controller, in-game key rebinding, crosshair customization,
|
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rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix
|
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pass (water, particles, billboard trees, front-end logo, gunshot SFX, a
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true stable 60 fps). [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0) ·
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[downloads](#download).
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- **2026-09-20** — **v0.3.0**: the first release with the complete campaign
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playable end to end at 60 fps on Windows, Linux, and Steam Deck.
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[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0).
|
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- **2026-09-04 → 2026-09-16** — **v0.1.0 – v0.2.2**: the alpha and beta
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cycle — build chain, software RSP, first rendered frames, front end, and
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per-level stabilization across the campaign.
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<p>Full table in the <a href="https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/ROADMAP.md#known-issues">roadmap's known-issues section</a>; root causes in the <a href="https://github.com/jkdansereau/goldeneye-pc-port/tree/main/docs/dev">finding log</a>.</p>
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<ul>
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<li><strong>NTSC-U ROMs only in the release packages.</strong> PAL and JP ROMs convert, build and run from source, but release packages ship the US (NTSC-U) ROM. On the roadmap.</li>
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<li><strong>Changing the aspect ratio in a level can briefly glitch the gun/hand model</strong> (cosmetic, one-off). Change the ratio from the front-end PC Options, or accept it (D509).</li>
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<li><strong>No macOS or ARM builds yet.</strong> Today the release ships Windows, Linux and Steam Deck (keyboard, mouse and controller-button rebinding are all supported, defaults in the <a href="https://github.com/jkdansereau/goldeneye-pc-port#controls">README's Controls section</a>); macOS and ARM are on the roadmap.</li>
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<li><strong><code>Skip intro</code> and <code>All unlocked</code> are experimental</strong> — leave them off for a normal playthrough. <code>All unlocked</code> has not written your save since v0.4.1, but saves made while it was on in builds before v0.4.1 can hold fake unlocks and are not repaired; back up <code>data/ge007.eep</code> if you used it on an older build (D442, D387).</li>
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<li><strong>The first frame of a level takes a little longer</strong> while its textures upload — a brief FPS-counter dip; nothing to fix (D475, D480).</li>
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<li><strong>In widescreen, far objects almost fully in fog can still show a faint distant building edge</strong> (4:3 matches the N64). Cosmetic (D503).</li>
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</ul>
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|
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</details>
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|
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<details>
|
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<summary>Release history</summary>
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<p class="warn"><strong>Warning:</strong> always use the latest release — earlier builds are kept in the release history for reference only; they lack the features and fixes of newer versions, so don't install an older release.</p>
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<ul>
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<li><strong>2026-10-05 — v0.5.0</strong>: what it adds is the Status list above. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0">Release notes</a>.</li>
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<li><strong>2026-09-28 — v0.4.0</strong>: 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. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0">Release notes</a>.</li>
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<li><strong>2026-09-20 — v0.3.0</strong>: the first release with the complete campaign playable end to end at 60 fps on Windows, Linux, and Steam Deck. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0">Release notes</a>.</li>
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||||
<li><strong>2026-09-04 → 2026-09-16 — v0.1.0 – v0.2.2</strong>: the alpha and beta cycle — build chain, software RSP, first rendered frames, front end, and per-level stabilization across the campaign.</li>
|
||||
</ul>
|
||||
|
||||
</details>
|
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|
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## Download
|
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<div class="cblock">
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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, so it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
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| macOS / ARM Linux | — | Roadmap: not shipped yet. |
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**Bring your own ROM.** Both bundles contain no ROM and no game assets: you
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supply your own GoldenEye 007 N64 ROM (the
|
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@@ -79,8 +111,16 @@ ROM; PAL and JP are on the roadmap. Then: unpack, drop the ROM in `data/`,
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and launch; the first run generates the derived assets automatically (no
|
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Python or other tooling needed). The full 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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the packages carry no ROM or game assets, and run only with a ROM you
|
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already own. The binaries are not code-signed; each
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release artifact carries a GitHub build-provenance attestation you can
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verify with `gh attestation verify <file> --repo
|
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jkdansereau/goldeneye-pc-port`.
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|
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</div>
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|
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What the release actually installs is covered on [Security status](security.md);
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how faithfully it tracks the N64 game, on [Fidelity status](fidelity.md).
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## See it running
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@@ -91,74 +131,17 @@ without a ROM you already own.
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<span class="idx" id="vIdx">1 / 12</span>
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</div>
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<div class="vstage">
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<img id="vImg" src="img/shots/shot-01.jpg" alt="in-engine capture">
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<img id="vImg" src="img/shots/shot-01.jpg" alt="GoldenEye 007 PC port — Dam (v0.4.0 intro attract), in-engine capture">
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<button class="vbtn prev" id="vPrev" aria-label="previous capture">‹</button>
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<button class="vbtn next" id="vNext" aria-label="next capture">›</button>
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</div>
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<div class="vcap"><span id="vCap">Dam — v0.4.0 intro attract</span></div>
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</div>
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<details>
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<summary><strong>Full gallery</strong>: 12 in-engine captures from a v0.4.0 intro-attract pass (3072×1728 widescreen, Sep 2026)</summary>
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<p align="center">
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<div style="width:32%;text-align:center;margin:4px">
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<img src="img/shots/shot-01.jpg" width="100%" alt="In-engine: Dam (v0.4.0 intro attract)">
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<div><small>Dam</small></div>
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</div>
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<div style="width:32%;text-align:center;margin:4px">
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<img src="img/shots/shot-03.jpg" width="100%" alt="In-engine: Runway (v0.4.0 intro attract)">
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<div><small>Runway</small></div>
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</div>
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<div style="width:32%;text-align:center;margin:4px">
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<img src="img/shots/shot-04.jpg" width="100%" alt="In-engine: Surface (v0.4.0 intro attract)">
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<div><small>Surface</small></div>
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</div>
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<div style="width:32%;text-align:center;margin:4px">
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<img src="img/shots/shot-09.jpg" width="100%" alt="In-engine: Frigate (v0.4.0 intro attract)">
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<div><small>Frigate</small></div>
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</div>
|
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<div style="width:32%;text-align:center;margin:4px">
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<img src="img/shots/shot-11.jpg" width="100%" alt="In-engine: Surface 2 (v0.4.0 intro attract)">
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<div><small>Surface 2</small></div>
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</div>
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<div style="width:32%;text-align:center;margin:4px">
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<img src="img/shots/shot-16.jpg" width="100%" alt="In-engine: Statue (v0.4.0 intro attract)">
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<div><small>Statue</small></div>
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</div>
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<div style="width:32%;text-align:center;margin:4px">
|
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<img src="img/shots/shot-20.jpg" width="100%" alt="In-engine: Archives (v0.4.0 intro attract)">
|
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<div><small>Archives</small></div>
|
||||
</div>
|
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<div style="width:32%;text-align:center;margin:4px">
|
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<img src="img/shots/shot-21.jpg" width="100%" alt="In-engine: Cradle (v0.4.0 intro attract)">
|
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<div><small>Cradle</small></div>
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</div>
|
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<div style="width:32%;text-align:center;margin:4px">
|
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<img src="img/shots/shot-24.jpg" width="100%" alt="In-engine: Aztec (v0.4.0 intro attract)">
|
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<div><small>Aztec</small></div>
|
||||
</div>
|
||||
<div style="width:32%;text-align:center;margin:4px">
|
||||
<img src="img/shots/shot-27.jpg" width="100%" alt="In-engine: Control (v0.4.0 intro attract)">
|
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<div><small>Control</small></div>
|
||||
</div>
|
||||
<div style="width:32%;text-align:center;margin:4px">
|
||||
<img src="img/shots/shot-28.jpg" width="100%" alt="In-engine: Streets (v0.4.0 intro attract)">
|
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<div><small>Streets</small></div>
|
||||
</div>
|
||||
<div style="width:32%;text-align:center;margin:4px">
|
||||
<img src="img/shots/shot-29.jpg" width="100%" alt="In-engine: Jungle (v0.4.0 intro attract)">
|
||||
<div><small>Jungle</small></div>
|
||||
</div>
|
||||
</p>
|
||||
</details>
|
||||
|
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More captures may land here as playtesting continues.
|
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|
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## Play it, or take it apart
|
||||
|
||||
- **Try it yourself**: grab a bundle above, bring your own ROM, and play the
|
||||
campaign. It's an early cut for exactly this: if something breaks, an
|
||||
campaign. It's a pre-1.0 build for exactly this: if something breaks, an
|
||||
[issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what
|
||||
you were doing is genuinely useful.
|
||||
- **Read the code**: the game logic in `src/` is unmodified decompilation;
|
||||
@@ -172,80 +155,51 @@ More captures may land here as playtesting continues.
|
||||
asset sidecar. [CONTRIBUTING](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/CONTRIBUTING.md)
|
||||
has the ground rules that keep it faithful to the original game.
|
||||
- **AI disclosure**: development here used AI coding agents — Claude Code
|
||||
plus a local open-weight model on a single RTX 5090, directed by one person in their
|
||||
spare time. The project is as much a study of that process as it is a
|
||||
port, and the write-up is written to let you judge the result for yourself;
|
||||
it records what happened and takes no position for or against using LLMs
|
||||
on a project like this. See [the full
|
||||
plus a local open-weight model on a single RTX 5090, directed by one person
|
||||
in their spare time. The project is as much a study of that process as it
|
||||
is a port; the write-up records what happened and takes no position for or
|
||||
against using LLMs on a project like this. See [the full
|
||||
write-up](dev/agentic-development.md) — the setup, timeline, handoff
|
||||
workflow, and an honest account of what did and didn't work.
|
||||
|
||||
## How it works
|
||||
|
||||
The R4300 game code's logic and control flow are the decompilation's, and remain the
|
||||
reference we preserve. The port's changes inside `src/` are few in kind (mostly mechanical 32→64-bit pointer fixes, a couple of approved timing fixes, and the opt-in *All unlocked* hook), each gated behind `#ifdef PORT`. The N64's Reality Signal Processor, the graphics
|
||||
coprocessor that builds and executes each frame's display list, is emulated in
|
||||
software: the port interprets the graphics command stream (GBI) the game emits and translates it
|
||||
to OpenGL, bypassing the RDP entirely. Everything else that would touch N64
|
||||
hardware (video, audio, input, timers, save storage) is shimmed in a small
|
||||
dedicated layer, following the architecture of the Perfect Dark PC port from
|
||||
the same Rare engine family. Full detail: [Internals](internals.md); the bug
|
||||
The R4300 game code's logic and control flow are the decompilation's, and
|
||||
remain the reference we preserve. The port's changes inside `src/` are few in
|
||||
kind and each is gated behind `#ifdef PORT`: mechanical 32→64-bit
|
||||
pointer-width fixes, a couple of approved timing fixes, and the opt-in
|
||||
*All unlocked* and *Skip intro* hooks. The N64's Reality Signal Processor
|
||||
(RSP), the graphics coprocessor that builds and executes each frame's
|
||||
display list, is emulated in software: the port interprets the graphics
|
||||
command stream (GBI) the game emits and translates it to OpenGL, bypassing
|
||||
the RDP entirely. Everything else that would touch N64 hardware (video,
|
||||
audio, input, timers, save storage) is shimmed in a small dedicated layer,
|
||||
following the architecture of the Perfect Dark PC port from the same Rare
|
||||
engine family. Full detail: [Internals](internals.md); the bug
|
||||
catalogue: [Porting notes](porting-notes.md).
|
||||
|
||||
## Known issues
|
||||
|
||||
Known defects and limitations as of v0.5.0, each with its finding-log
|
||||
reference. The full list, with root causes and fix status: the
|
||||
[release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases)
|
||||
and the [finding log](https://github.com/jkdansereau/goldeneye-pc-port/tree/main/docs/dev).
|
||||
|
||||
- **Facility — gas leak during Ourumov's monologue (D318).** If gas leaks,
|
||||
he can pause for up to ~10 s before the scripted shootout resumes. The
|
||||
race exists in the N64 original too (where it softlocks permanently);
|
||||
the port detects it and auto-recovers.
|
||||
- **F10 options overlay under native widescreen (D335b).** The overlay
|
||||
stretches with the window instead of pillarboxing like the front-end
|
||||
menus. Legible, cosmetic only; the F10 *Native widescreen* toggle
|
||||
restores the old stretched frame throughout. The world/HUD widescreen
|
||||
rendering itself is correct.
|
||||
- **Front-end Rareware logo (D75).** A subtle texture-filtering artifact;
|
||||
the Nintendo logo and legal page are clean. Cosmetic only.
|
||||
- **`All unlocked` is experimental (D387).** The fresh-install corruption
|
||||
case is fixed, but saves made while it is on are not guaranteed
|
||||
recoverable by switching it off — complete a level normally first, and
|
||||
back up `data/ge007.eep` before enabling it.
|
||||
- **No macOS or ARM builds yet** (both are on the
|
||||
[roadmap](https://github.com/jkdansereau/goldeneye-pc-port#roadmap));
|
||||
today the release ships Windows, Linux and Steam Deck. Keyboard, mouse
|
||||
and controller-button rebinding are all supported (defaults in the
|
||||
[README's Controls section](https://github.com/jkdansereau/goldeneye-pc-port#controls)).
|
||||
|
||||
What the release actually installs, and how faithfully it tracks the N64
|
||||
game: [Security & fidelity status](security-and-fidelity-status.md).
|
||||
|
||||
## Documentation
|
||||
|
||||
The technical docs live under [under the
|
||||
hood](under-the-hood.md) — the architecture, the N64→PC bug catalogue, and
|
||||
how the project is developed. [Building](building.md) covers building and
|
||||
running from source.
|
||||
The technical docs live on the [Documentation](documentation.md) page — the
|
||||
architecture, the N64→PC bug catalogue, and how the project is developed.
|
||||
[Building](building.md) covers building and running from source.
|
||||
|
||||
<script>
|
||||
// console-viewer carousel: one media slot, cycle the captures. Vanilla JS.
|
||||
(function () {
|
||||
var slides = [
|
||||
{ src:"img/shots/shot-01.jpg", cap:"Dam — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-03.jpg", cap:"Runway — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-04.jpg", cap:"Surface — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-09.jpg", cap:"Frigate — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-11.jpg", cap:"Surface 2 — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-16.jpg", cap:"Statue — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-20.jpg", cap:"Archives — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-21.jpg", cap:"Cradle — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-24.jpg", cap:"Aztec — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-27.jpg", cap:"Control — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-28.jpg", cap:"Streets — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-29.jpg", cap:"Jungle — v0.4.0 intro attract" }
|
||||
{ src:"img/shots/shot-01.jpg", cap:"Dam — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-03.jpg", cap:"Runway — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-04.jpg", cap:"Surface — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-09.jpg", cap:"Frigate — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-11.jpg", cap:"Surface 2 — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-16.jpg", cap:"Statue — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-20.jpg", cap:"Archives — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-21.jpg", cap:"Cradle — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-24.jpg", cap:"Aztec — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-27.jpg", cap:"Control — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-28.jpg", cap:"Streets — v0.4.0 intro attract" },
|
||||
{ src:"img/shots/shot-29.jpg", cap:"Jungle — v0.4.0 intro attract" }
|
||||
];
|
||||
var img = document.getElementById("vImg"),
|
||||
cap = document.getElementById("vCap"),
|
||||
@@ -254,7 +208,9 @@ running from source.
|
||||
function show(n) {
|
||||
i = (n + slides.length) % slides.length;
|
||||
img.src = slides[i].src;
|
||||
cap.innerHTML = slides[i].cap;
|
||||
img.alt = "GoldenEye 007 PC port — " + slides[i].cap +
|
||||
", in-engine capture, 3072×1728";
|
||||
cap.textContent = slides[i].cap;
|
||||
idx.textContent = (i + 1) + " / " + slides.length;
|
||||
}
|
||||
document.getElementById("vPrev").addEventListener("click", function () { show(i - 1); });
|
||||
@@ -266,3 +222,41 @@ running from source.
|
||||
show(0);
|
||||
})();
|
||||
</script>
|
||||
|
||||
<script type="application/ld+json">
|
||||
{
|
||||
"@context": "https://schema.org",
|
||||
"@type": "Software",
|
||||
"name": "GoldenEye 007 PC Port",
|
||||
"genericName": "Native PC port of a Nintendo 64 game",
|
||||
"softwareName": "GoldenEye 007 PC Port",
|
||||
"category": "GameCategory",
|
||||
"description": "A native PC build of GoldenEye 007 (Rare, 1997, Nintendo 64), compiled from the n64decomp/007 decompilation with the N64's RSP emulated in software. Ships no ROM and no game assets; you supply your own.",
|
||||
"softwareVersion": "0.5.0",
|
||||
"datePublished": "2026-10-05",
|
||||
"dateModified": "2026-10-05",
|
||||
"operatingSystem": ["Windows", "Linux", "Steam Deck"],
|
||||
"downloadUrl": "https://github.com/jkdansereau/goldeneye-pc-port/releases",
|
||||
"distributionType": "Software-Offline",
|
||||
"officialDistribution": {
|
||||
"@type": "SoftwareDistribution",
|
||||
"downloadUrl": "https://github.com/jkdansereau/goldeneye-pc-port/releases",
|
||||
"distributionLicense": "MIT"
|
||||
},
|
||||
"license": "https://opensource.org/licenses/MIT",
|
||||
"isFreeApplication": true,
|
||||
"url": "https://jkdansereau.github.io/goldeneye-pc-port/",
|
||||
"sameAs": "https://github.com/jkdansereau/goldeneye-pc-port",
|
||||
"publisher": {
|
||||
"@type": "Person",
|
||||
"name": "jkdansereau",
|
||||
"url": "https://github.com/jkdansereau"
|
||||
},
|
||||
"gallery": [
|
||||
"https://jkdansereau.github.io/goldeneye-pc-port/img/shots/shot-28.jpg",
|
||||
"https://jkdansereau.github.io/goldeneye-pc-port/img/shots/shot-01.jpg",
|
||||
"https://jkdansereau.github.io/goldeneye-pc-port/img/shots/shot-24.jpg"
|
||||
],
|
||||
"alternateName": "GoldenEye 007 (Nintendo 64, 1997) on the PC"
|
||||
}
|
||||
</script>
|
||||
Reference in new issue
Block a user