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- README: lead with what it is + the AI-agent-collaboration research
framing + current status in the first paragraph; rename H1 to
"GoldenEye 007 PC Port"; add a live CI badge.
- New "How this differs from the other GoldenEye PC projects" section:
this is a source port of the N64 original; the Recomp projects
binary-translate the Xbox 360 XBLA remaster (different game, no shared
code).
- CITATION.cff for GitHub's "Cite this repository" widget / Zenodo.
- GitHub Pages site off /docs (_config.yml + index.md landing page).
- agentic-development.md: searchable title + abstract.
- .github/social-preview.{png,html,md}: repo social-preview card styled
after the GE mission-briefing screen, kept editable (CSS source + a
regen/how-to doc beside the PNG).
- docs/dev/game-behavior-reference.md: distilled the raw GameFAQs
walkthrough dump down to the behaviour-defining parts (combat/AI model,
difficulty scaling, per-level objective sets, timers, weapon data,
original-game quirks). Credits: Brett "Nemesis" Franklin, marshmallow.
Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
2.1 KiB
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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 decompiled source — and a case study in AI-agent collaboration on a large low-level codebase. |
GoldenEye 007 PC Port
A work-in-progress native PC port of the original 1997 Nintendo 64 GoldenEye 007, compiled from the game's decompiled source and running the N64's graphics coprocessor in software. It follows the architecture of the Perfect Dark PC port.
It is also a research project on AI-agent collaboration in a large, unfamiliar, low-level codebase: two coding agents — a local open-weight model (Qwen 3) 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: Phase 2 of 4 (rendering). Boots, renders the full intro and front end, loads all 21 solo missions. No audio yet; not playable end to end.
- Project repository and README — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
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.
- Game-behaviour reference — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks.
- Building — full build and asset-extraction guide.