Files
goldeneye-pc-port/.github/release-notes.md
T
James Dansereau 436484a926 docs: final v0.2.0 pre-tag pass
- Drop-in ROM wording everywhere (README quick start, Pages landing,
  release notes, bundled README): first launch auto-generates the
  derived assets via the frozen converter; no Python/toolchain needed.
  PAL/JP marked not-yet-supported with issue #85 pointers.
- building.md: Linux build is CI-compiled and ships in the bundle
  (was 'never built or run on Linux'); bundle note now describes the
  frozen ge007-convert auto-spawn; PAL/JP sidecar caveat (D258).
- Status rewording across README/Pages/release notes: drop the
  'first open-source port to our knowledge' claim; cutscene glitch
  description aligned to 'mostly with James Bond'; index.md status
  no longer contradicts the open D255 Deck crash.
- Em-dash cleanup across all GitHub Pages docs (index, building,
  internals, porting-notes, dev-process, agentic-development,
  release notes); internal dev logs untouched.
2026-09-13 23:51:27 -04:00

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GoldenEye 007 PC Port

~32 s gameplay montage from live play sessions (no audio track)

The full single-player campaign runs at a steady 60 fps with audio (music + SFX) playing throughout, on Windows and Linux including Steam Deck, and it is completable end to end: the whole campaign has been playtested through all 21 missions (Agent difficulty). It's an early public cut: all 21 solo missions load and run crash-free, but the known issues below are real; feedback is very welcome.

What's new since v0.1.0

  • Drop-in ROM, no tooling: unpack the bundle, drop your NTSC-U (US) ROM in data/, launch; the first run generates the derived assets automatically. No Python, no installer, nothing to set up.
  • Steady 60 fps in normal play (the software RSP runs off the presentation critical path); Video.DisplayFPS in 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.ini or 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. Also fixed: the Steam Deck / Linux Facility crash triggered by walking into the crouch-forcing spot at the level's opening (D253); this also revives the auto-crouch and ladder signals, which were dead on PC before.
  • QoL: F10 in-game options overlay (fullscreen, resolution, frame cap, MSAA, texture filtering, FOV/draw distance, sensitivity), F12 screenshot.
  • Everything unlocked by default: all 21 solo levels are selectable at every difficulty from the first launch, 007 mode is available, and the cheat menu is fully populated. No active cheats are enabled (weapons remain per-mission pickups, as on N64); F10 → All unlocked switches back to faithful N64 progression.
  • Steam Deck first-run preset: on SteamOS the first launch seeds Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150% draw/LOD distance); an existing ge007.ini always wins. Two more F10 rows: No hit flash (suppresses the damage-flash overlay) and Skip intro.
  • 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, so it runs as-is on any distro, and sideloads onto a Steam Deck with nothing installed. Saves and F10 settings now persist no matter which directory you launch from (previously Linux wrote them relative to the launch directory only, so they silently failed elsewhere; D256); the options overlay is fully gamepad-driven on the Deck.

Known issues

  • Cutscenes still glitch, mostly with James Bond: in scripted sequences Bond is the one who gets misplaced, hovers, or spins; the other actors are fine for the most part now. The Dam level-end cutscene is racy (D243). Still the most visible gap in this release.
  • 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 IsWater levels shows a moving seam between two patterns (D245); thin pixel strips at the left/right screen edges at non-integer window scales (D246).
  • The front-end Nintendo logo renders as two white blobs, and the Rareware logo is close but its texture filtering looks off (D75).
  • The F10 overlay's bottom row duplicates whatever item is currently selected (e.g. the MSAA value appears both on its own row and again at the panel bottom); earlier builds showed it as an intermittent 4K- fullscreen ghost of the top row.
  • Steam Deck: one intermittent crash remains: the v0.1.0-era Facility crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally occur during heavy firefights (D255; seen on Bunker and Frigate). The faulting-register capture in ge007.crash.log has pinned it: an object record whose model reference is NULL while the record is still active; i.e. something in a mid-firefight destruction leaves the record live one tick too long. We're tracking down the exact destruction path; more Deck playtime across levels is welcome; please report any Deck-specific faults.

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, so 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: the NTSC-U (US) release is what this build supports (PAL / JP are on the roadmap). No Python, no toolchain, nothing to install.

  1. Unpack the archive.
  2. Make a data/ folder next to the executable and put the ROM in it, named ge007.ntsc-final.z64.
  3. Run the executable from that folder. The first run takes a few extra seconds: it detects your ROM, generates the two derived asset folders (data/pcmodels-ntsc-final/, data/pccg-ntsc-final/) once, and saves them for every future run. (The generator is prepare-assets/ge007-convert inside the bundle; you can also run it manually; it prints what it's doing.)

Steam Deck: sideload the unpacked folder (USB or a file manager), do steps 2–3, then add the executable to Games → Add Game as a non-Steam game.

In-game settings on the Deck: the options overlay is fully gamepad-driven: it opens with Select, the D-pad or left stick (up/down) moves between options, A steps the selected option forward, B steps it back, and Start (or Select again) closes. No keyboard needed.

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.