- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
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Building the PC port
Building has two stages:
- Extract assets from your ROM — a one-time step that uses the
decompilation's own toolchain to pull levels, models, textures, fonts and
music out of your ROM into
assets/. - Build the port — a CMake build that compiles the game sources plus the
port/layer into a native executable.
You need a GoldenEye 007 N64 ROM you legally own (.z64, big-endian). See the
Requirements table in the README for accepted
versions and hashes.
1. Dependencies
Port build
| Need | Windows (MSYS2 MINGW64) | Debian/Ubuntu | macOS (Homebrew) |
|---|---|---|---|
| toolchain | mingw-w64-x86_64-toolchain |
build-essential |
Xcode CLT / gcc |
| CMake | mingw-w64-x86_64-cmake |
cmake |
cmake |
| SDL2 | mingw-w64-x86_64-SDL2 |
libsdl2-dev |
sdl2 |
| zlib | mingw-w64-x86_64-zlib |
zlib1g-dev |
zlib |
| OpenGL | (in the toolchain) | libgl1-mesa-dev |
(system) |
| Python 3 | mingw-w64-x86_64-python |
python3 |
python3 |
Asset extraction (decompilation toolchain)
The extraction scripts need binutils-mips-linux-gnu (or an equivalent MIPS
binutils), make, git, python3, and qemu-irix for the IRIX IDO
compiler. On Windows this is easiest under WSL or a Linux VM. Full details and
alternatives (Docker, the recompiled IDO toolchain) are in
SetupGuide.md.
2. Extract assets
Put your US ROM at the repository root as baserom.u.z64 (this name is
required by the extraction scripts; it is git-ignored and never committed),
then:
./scripts/extract_baserom.u.sh
For PAL or JP, additionally place baserom.e.z64 / baserom.j.z64 at the root
and run:
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.e.sh # PAL
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.j.sh # JP
(US extraction is a prerequisite for the others.)
This populates assets/ with the generated .bin blobs the build needs. See
SetupGuide.md for the in-depth build/asset pipeline.
3. Build
./build-pc.sh ntsc-final # or: pal-final / jpn-final
which is equivalent to:
cmake -S . -B build-pc -DROMID=ntsc-final
cmake --build build-pc -j
For PAL/JP you must first generate that region's ROM-asset symbol file (the US one is committed):
python3 scripts/gen_romassets.py e # PAL -> port/src/romassets_e.s
python3 scripts/gen_romassets.py j # JP -> port/src/romassets_j.s
The executable lands at build-pc/ge007.x86_64 (.exe on Windows). PAL/JP
builds are named ge007.pal-final.x86_64 / ge007.jpn-final.x86_64.
4. Run
mkdir -p data
cp /path/to/your/rom.z64 data/ge007.ntsc-final.z64
./build-pc/ge007.x86_64 # run from the repo root
The port maps the ROM at the N64 cart address at runtime, so the ROM file
itself is still required to run — not just to build. ge007.ini is written
next to the working directory on first launch.
Useful flags / env
-level_NN |
boot straight into a solo level (e.g. -level_09 = Bunker 1) |
GE_PCDUMP="first-last:step" |
dump rendered frames as PPM (debugging) |
More diagnostic switches are catalogued in
dev/GE-ENV-PROBES.md.