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title, description
| title | description |
|---|---|
| GoldenEye 007 PC Port | 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 with the N64's graphics coprocessor (RSP) running in software — the same architecture as the Perfect Dark PC port, 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.
~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 | Engine + runtime DLLs + the one-time asset tool. |
| Linux (x86_64) / Steam Deck | linux tarball | 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
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;
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
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 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-licensedport/layer. Internals is the map; Porting notes 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 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: 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; the bug catalogue: Porting notes.
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 and the finding log.
Documentation
- The two-agent development case study — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
- Development process — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- Internals — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- Porting notes — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- Building — 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.




















