Steam Deck target. LS move/strafe + RS look + RT fire + LT aim were already in place (D194/D238 naturalPitchMode); this completes the scheme with shoulder weapon cycling per the console re-releases: RB rising edge = next weapon, LB rising edge = previous weapon. Cycling rides the game's own A-line formulas (bondview2.c weaponForwardOffset/weaponBackOffset): a fresh A edge cycles forward; A+Z presented on the same tick cycles backward -- the identical trick the mouse-wheel path uses (D223), which also guarantees no stray shot (triggerOn is gated off while invButtons is held). Edges are emitted for exactly one poll so holding a shoulder cannot latch A and block firing; both are suppressed in menu mode where A means select. A/X = action/use, B/Y = crouch/cancel (unchanged); LB no longer maps to lean. README controls table + release notes updated.
4.8 KiB
GoldenEye 007 PC Port — (pre-release)
Pre-release. The full single-player campaign runs at a steady 60 fps with no known crashes, audio (music + SFX) playing throughout. This cut is for playtesting: a full end-to-end confirmation that all 21 missions are completable on this build is still owed, and the known issues below are real.
What's new since v0.1.0
- Steady 60 fps in normal play (the software RSP runs off the presentation
critical path);
Video.DisplayFPSin the F10 overlay shows it. - Audio: in-level music and sound effects throughout (the alpha was silent). A handful of tracks have wrong-sounding instruments (below).
- Mouse: click-to-lock capture (click to grab, ESC to release) with a
proportional GEPD-style aim mode; sensitivity / Y-inversion / aim-turn split
tunable in
ge007.inior the F10 overlay. The legacy always-grab mode is gone. - Rendering: outdoor skies render correctly; water no longer renders green/pulsing; reflective surfaces (glass, chrome weapon skins) work.
- Crash fixes: the two v0.1.0-era crashing levels (Bunker ii, Statue) and the AI-pacing bug that broke Cradle are fixed and playtest-verified — all 21 solo missions load and run crash-free.
- QoL: F10 in-game options overlay (fullscreen, resolution, frame cap, MSAA, texture filtering, FOV/draw distance, sensitivity), mute-on-focus-loss, F12 screenshot.
- Modern dual-stick controller layout (the scheme used by the console re-releases): left stick move/strafe, right stick look, right trigger fire, left trigger aim, A/X use, B/Y crouch/cancel, RB/LB cycle weapons.
- Linux / Steam Deck: the Linux bundle now ships its own SDL2 — it runs as-is on any distro, and sideloads onto a Steam Deck with nothing installed.
Known issues
- Cutscenes frequently glitch — skipped beats, wrong camera, misplaced or hovering actors, wrong timing; the Dam level-end cutscene is racy (D243). The most visible gap in this release.
- Music quality on some tracks — a wrong-sounding bass instrument on a few elevator/level tracks (D230).
- Particle colours cycle through a rainbow palette — bullet-impact sparks and lingering smoke/explosion residue drift through the hues over time instead of holding their intended grey/orange palette (D252).
- Water on
IsWaterlevels shows a moving seam between two patterns (D245); thin pixel strips at the left/right screen edges at non-integer window scales (D246); character face textures can wrap on Silo (D197). - Some front-end 3D models are mispositioned or absent — the spinning Nintendo logo and the MISSION COMPLETE / mode-select models (D75).
- The F10 overlay occasionally shows a ghost repeat of the top row at the panel bottom in true 4K fullscreen with MSAA on (intermittent, display- specific; windowed is unaffected).
- Not yet verified on real Steam Deck hardware — the bundle is built for
it and its prime crash suspect from v0.1.0 was fixed, but please report any
Deck-specific faults (a
ge007.crash.lognext to the exe helps).
Downloads
| File | Platform |
|---|---|
goldeneye-pc-port-<version>-win64.zip |
Windows x86-64 |
goldeneye-pc-port-<version>-linux-x86_64.tar.gz |
Linux x86-64 (incl. Steam Deck) |
Each contains the engine executable, a README, license texts, and the
prepare-assets tool. No ROM, no game assets. The Windows bundle carries
its runtime DLLs; the Linux bundle carries SDL2 — on both platforms nothing
needs to be installed first.
Running it
You supply your own GoldenEye 007 N64 ROM (.z64, big-endian) that you
legally own — NTSC-U (US), PAL (EU) or NTSC-J (JP); the asset step detects the
region from the SHA-1. US is the best-tested.
- Unpack the archive.
- Make a
data/folder next to the executable and put the ROM in it, named per region (ge007.ntsc-final.z64/ge007.pal-final.z64/ge007.jpn-final.z64). - Run the one-time asset step (needs Python 3.8+):
python3 prepare-assets/prepare-assets.py— it reads your ROM and writes the twodata/pc*-<region>/folders the engine needs. Standard library only; a few seconds. - Run the executable from that folder.
Steam Deck: sideload the unpacked folder (USB or a file manager), do steps 2–4, then add the executable to Games → Add Game as a non-Steam game.
Full steps are in the bundled README.md.
Verify the download
sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
Source & docs
https://github.com/jkdansereau/goldeneye-pc-port — built on the GoldenEye 007 decompilation, architecture after the Perfect Dark PC port. Non-commercial fan preservation/research project; not affiliated with any rights holder.