---
title: GoldenEye 007 PC Port
description: >-
A native PC port of the original Nintendo 64 GoldenEye 007, built from its
decompiled source with a software RSP. v0.2.0 pre-release is out for Windows
and Linux (including Steam Deck) — download it, drop in your own ROM, and
play; or dig into the code and the engineering record behind it.
---
# GoldenEye 007 PC Port
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.
**Status: v0.2.0 pre-release.** The full single-player campaign runs at a
steady 60 fps with no known crashes, and audio (music + SFX) plays throughout.
Known rough edges — cutscenes still glitch, a few music tracks sound wrong, a
handful of cosmetic rendering defects remain — are listed plainly under
[Honest status](#honest-status).
~15 s of the port running: mission dossier → Facility → Silo → Jungle → Archives (the clip has no audio track).
## Download
| Platform | Bundle | Notes |
|---|---|---|
| **Windows** (x86_64) | [win64.zip](https://github.com/jkdansereau/goldeneye-pc-port/releases) | Engine + runtime DLLs + the one-time asset tool. |
| **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled — it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
**Bring your own ROM.** Both bundles contain no ROM and no game assets — you
supply your own GoldenEye 007 N64 ROM (the
[Requirements table](https://github.com/jkdansereau/goldeneye-pc-port#requirements)
has the three region filenames and SHA-1s). Then: unpack, drop the ROM in
`data/`, run `prepare-assets` once, launch. The full four steps are in the
[Quick start](https://github.com/jkdansereau/goldeneye-pc-port#quick-start);
pre-built releases are legal to distribute precisely because they're useless
without a ROM you already own.
## See it running
Full playtest gallery — 19 in-engine captures from the v0.2.0-pre Windows playtest, across the campaign
Dam
Facility
Runway
Surface
Surface
Bunker 1
Silo
Frigate
Frigate
Surface 2
Bunker 2
Statue
Statue
Archives
Cradle
Cradle
Aztec
Aztec
Frigate
More captures land here as playtesting continues (Steam Deck session next).
## Play it — or take it apart
- **Try it yourself** — grab a bundle above, bring your own ROM, and play the
campaign. It's a pre-release cut 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;
every hardware surface (video, audio, input, save storage, and the
software-RSP renderer) is shimmed in the MIT-licensed `port/` layer.
[Internals](internals.md) is the map; [Porting notes](porting-notes.md) is
the catalogue of N64→PC bug classes hit along the way — a good read even if
you never touch the code.
- **Mod it** — the port layer, build system and `tools_pc/` helpers are MIT
licensed and yours to extend: new video options, input tweaks, your own
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.
- **The research angle** — this is also a case study in AI-agent collaboration
on a large, low-level codebase: two coding agents (a local open-weight model
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. [The full write-up](dev/agentic-development.md): setup, timeline, the
handoff workflow, and an honest assessment of what did and didn't work.
## How it works
The R4300 game code is compiled completely unmodified — the decompilation's
control flow is ground truth. 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 GBI stream 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).
## Honest status
- **Cutscenes glitch frequently** — skipped beats, wrong camera, misplaced or
hovering actors. The most visible gap in this release.
- A few in-level music tracks sound wrong (wrong instruments, occasional garbling).
- Particle colours drift through a rainbow palette instead of holding grey/orange.
- Water levels show a moving seam; pixel strips at screen edges at non-integer
scales; some front-end 3D models mispositioned or absent.
- No macOS/ARM support; no controller rebinding UI yet.
The full list, with root causes and fix status: the
[README's Status section](https://github.com/jkdansereau/goldeneye-pc-port#status)
and the [finding log](https://github.com/jkdansereau/goldeneye-pc-port/tree/main/docs/dev).
## 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.
- [Building](building.md) — full build and asset-extraction guide.
---
Non-commercial fan preservation/research project. No ROM or game assets
are distributed; you supply a ROM you already own. Not affiliated with or
endorsed by Nintendo, Rare, Microsoft, MGM, Danjaq, or EON Productions.