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goldeneye-pc-port/docs/index.md
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James Dansereau 998bbd5364 Pages: v0.2.0-pre playtest gallery (26 in-engine captures).
Resized to 1600px width / q85, clean names (shot-NN.jpg), in a
collapsible section so the landing page stays light. Raw captures and
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trimming pending owner review of the contact sheet.
2026-09-13 18:22:25 -04:00

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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. It follows the architecture of the Perfect Dark PC port, the same Rare "Indy" engine family, one hardware generation apart.

It's 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, handing work back and forth through shared written notes.

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, and a handful of cosmetic rendering defects remain — the README's Status section is the honest list.

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.

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.

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-licensed port/ 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 — the two-agent development case study: goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.

In-engine

Bunker 1 intro camera, rendered by the port Dam intro camera, rendered by the port

~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives
~15 s of the port running: mission dossier → Facility → Silo → Jungle → Archives (the clip has no audio track).

Full playtest gallery — 26 in-engine captures from the v0.2.0-pre Windows playtest, across the campaign

In-engine playtest capture 1 (v0.2.0-pre) In-engine playtest capture 2 (v0.2.0-pre) In-engine playtest capture 3 (v0.2.0-pre) In-engine playtest capture 4 (v0.2.0-pre) In-engine playtest capture 5 (v0.2.0-pre) In-engine playtest capture 6 (v0.2.0-pre) In-engine playtest capture 7 (v0.2.0-pre) In-engine playtest capture 8 (v0.2.0-pre) In-engine playtest capture 9 (v0.2.0-pre) In-engine playtest capture 10 (v0.2.0-pre) In-engine playtest capture 11 (v0.2.0-pre) In-engine playtest capture 12 (v0.2.0-pre) In-engine playtest capture 13 (v0.2.0-pre) In-engine playtest capture 14 (v0.2.0-pre) In-engine playtest capture 15 (v0.2.0-pre) In-engine playtest capture 16 (v0.2.0-pre) In-engine playtest capture 17 (v0.2.0-pre) In-engine playtest capture 18 (v0.2.0-pre) In-engine playtest capture 19 (v0.2.0-pre) In-engine playtest capture 20 (v0.2.0-pre) In-engine playtest capture 21 (v0.2.0-pre) In-engine playtest capture 22 (v0.2.0-pre) In-engine playtest capture 23 (v0.2.0-pre) In-engine playtest capture 24 (v0.2.0-pre) In-engine playtest capture 25 (v0.2.0-pre) In-engine playtest capture 26 (v0.2.0-pre)

More captures land here as playtesting continues (Steam Deck session next).

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.