--- 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. It follows the architecture of the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same Rare "Indy" engine family, one hardware generation apart. It's 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, handing work back and forth through shared written notes. **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, and a handful of cosmetic rendering defects remain — the [README's Status section](https://github.com/jkdansereau/goldeneye-pc-port#status) is the honest list. ## 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. | 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. ## 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** — [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. ## In-engine

Bunker 1 intro camera, rendered by the port Dam intro camera, rendered by the port

~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives
~15 s of the port running: mission dossier → Facility → Silo → Jungle → Archives (the clip has no audio track).

Full playtest gallery — 26 in-engine captures from the v0.2.0-pre Windows playtest, across the campaign

In-engine playtest capture 1 (v0.2.0-pre) In-engine playtest capture 2 (v0.2.0-pre) In-engine playtest capture 3 (v0.2.0-pre) In-engine playtest capture 4 (v0.2.0-pre) In-engine playtest capture 5 (v0.2.0-pre) In-engine playtest capture 6 (v0.2.0-pre) In-engine playtest capture 7 (v0.2.0-pre) In-engine playtest capture 8 (v0.2.0-pre) In-engine playtest capture 9 (v0.2.0-pre) In-engine playtest capture 10 (v0.2.0-pre) In-engine playtest capture 11 (v0.2.0-pre) In-engine playtest capture 12 (v0.2.0-pre) In-engine playtest capture 13 (v0.2.0-pre) In-engine playtest capture 14 (v0.2.0-pre) In-engine playtest capture 15 (v0.2.0-pre) In-engine playtest capture 16 (v0.2.0-pre) In-engine playtest capture 17 (v0.2.0-pre) In-engine playtest capture 18 (v0.2.0-pre) In-engine playtest capture 19 (v0.2.0-pre) In-engine playtest capture 20 (v0.2.0-pre) In-engine playtest capture 21 (v0.2.0-pre) In-engine playtest capture 22 (v0.2.0-pre) In-engine playtest capture 23 (v0.2.0-pre) In-engine playtest capture 24 (v0.2.0-pre) In-engine playtest capture 25 (v0.2.0-pre) In-engine playtest capture 26 (v0.2.0-pre)

More captures land here as playtesting continues (Steam Deck session next). ## 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.