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PD-style F10 menu with six groups, checkbox/slider/dropdown controls (D504), wording pass and real-unit sliders (D505-D509), overlay/FPS-counter window scaling (D510, D512), small settings (D511), control scheme Ext/Original (D513) with the game's own N64 styles (D516-D518), emulator-format save import on first launch (D514), build arch tag (D515), converter argv quoting and sidecar size check, one PC options UI (D519) with by-eye follow-ups, antialiased overlay sliders (D520), README settings paths, ROADMAP trim, D441 tier-1 all-level sweep (21/21 pass). Refs: D503-D520 D349 D441
# GoldenEye 007 PC Port - @VERSION@ A native PC port of the original Nintendo 64 *GoldenEye 007*, compiled from the [GoldenEye 007 decompilation](https://github.com/n64decomp/007). No emulator. The full single-player campaign runs at a steady 60 fps, and 2-4 player split-screen multiplayer works on every multiplayer map. This is a pre-1.0 release: the known issues are listed at <https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/ROADMAP.md#known-issues>. Feedback is very welcome. Project & source: <https://github.com/jkdansereau/goldeneye-pc-port> This is the **@PLATFORM@** build. The executable is `@EXE@`. --- ## 1. You must supply your own ROM This package contains **no Nintendo code and no game data**. You need a *GoldenEye 007* Nintendo 64 ROM that **you legally own**, US (NTSC-U) version, big-endian `.z64`: | Region | ROM filename | SHA-1 | |---|---|---| | NTSC-U (US) | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` | PAL (EU) and JP ROMs are not supported by this package yet. To check your file: on Windows, `certutil -hashfile ge007.ntsc-final.z64 SHA1`; on Linux, `sha1sum ge007.ntsc-final.z64`. @DEPS@ ## 2. Set up (one time) 1. Unpack this folder anywhere (on Windows, not inside the zip). 2. Make a `data` folder next to `@EXE@`. 3. Copy your ROM into it, named exactly: `data/ge007.ntsc-final.z64` That's all. On first launch the game generates its asset files from the ROM (`data/pcmodels-ntsc-final/` and `data/pccg-ntsc-final/`); that first run takes a few extra seconds. No Python, no compiler, nothing to install. If you replace the ROM later, delete those two folders and they are made again. ## 3. Run Run `@EXE@` **from this folder**. On Windows, SmartScreen may say "Windows protected your PC" because the exe is not code-signed: click **More info**, then **Run anyway**. > If the game exits right away reporting missing data, run the generator > yourself from this folder (`prepare-assets/ge007-convert`; on Windows, > `prepare-assets\ge007-convert.exe`). On success it prints one line per pass > and ends with `prepare-assets: done.` ## 4. Controls (defaults) | Action | Keyboard / mouse | Controller | |---|---|---| | Move / strafe | `W` `A` `S` `D` | Left stick (or D-pad) | | Move / turn | Arrow keys | - | | Aim / look | Mouse | Right stick | | Fire | Left mouse | Right trigger | | Aim mode | Right mouse / `LShift` | Left trigger / LB | | Use / interact | `E` | A | | Reload | `R` | X | | Crouch | `LCtrl` | Left or right stick click | | Cycle owned gadgets | Watch inventory | B | | Next weapon | Mouse wheel down / `Q` | Y | | Previous weapon | Mouse wheel up | - | | Start | `Enter` / `Tab` | Start | | Options overlay | `F10` | Select | Everything is rebindable in the options overlay: *Input -> Bindings...* for keyboard and mouse, *Input -> Controller* for each controller. **Split-screen:** pick Multiplayer from the main menu. With one controller, keyboard/mouse is player 1 and the controller is player 2; with two or more controllers, the controllers take players 1-4. @DECK@ ## 5. Your files Everything stays inside this folder; nothing is written anywhere else. | File | What it is | |---|---| | `data/ge007.eep` | Your game progress. Copy it somewhere safe (with the game closed) to back it up. | | `tools/eep_convert.py` | Converts a save from an N64 emulator (1964, Project64, ...) to this port, or back: `python tools/eep_convert.py n64-to-pc my-save.eep data/ge007.eep`. A straight copy of an emulator save is wiped on first launch. Needs Python 3; back up `data/ge007.eep` first. | | `data/ge007.ini` | Your settings. | | `data/pcmodels-*/`, `data/pccg-*/`, `data/ge007.shaders` | Generated files. Safe to delete; they are made again. | | `ge007.crash.log` | Written in the folder you launched from if the game crashes. | ## 6. Updating to a newer version Unpack the new version into a new folder, then copy your ROM, `ge007.eep` and `ge007.ini` into its `data` folder. Don't copy the generated `pcmodels-*` / `pccg-*` folders: the new version makes its own. ## 7. Problems? - **Black screen or no window:** update your graphics driver (OpenGL 3.0 is needed). - **The game crashes:** open an issue at <https://github.com/jkdansereau/goldeneye-pc-port/issues> and attach `ge007.crash.log`, the output of `@EXE@ --version`, your OS, your GPU and your ROM's SHA-1. **Never attach the ROM itself.** ## 8. Legal Non-commercial fan preservation / research project. **Not** affiliated with, endorsed by, or sponsored by Nintendo, Rare, Microsoft, MGM, Danjaq, or EON Productions. No ROM, game assets, or official logos are distributed. See `licenses/` for the port's MIT license, the upstream project `NOTICE`, and the third-party library licenses (SDL2, zlib@LICENSE_EXTRA@).