Files
goldeneye-pc-port/.github/release-notes.md
T
James Dansereau 99bc2a3a6a D230: byte-swap RAW16 wavetable samples at cart-map time (BE ROM -> host LE) (#83)
The one broken bass instrument on Control/Cavern/Runway is a plain
byte-order bug in a corner the earlier passes never looked at. The
instrument bank's only two AL_RAW16_WAVE wavetables (instruments 2 and
51, sharing base 0x2118 / len 790) decode as a clean ~110 Hz soft-attack
bass sample when read big-endian s16 -- which is how the N64 CPU reads
them. The PC mixer's resampler consumes host-native (little-endian) s16,
so every sample arrives byte-swapped: deterministic per-instrument
corruption, exactly the M-106 repro. ADPCM nibble data is byte-order
agnostic, which is why every other instrument sounds right.

romdataFinishCartMap() now walks both bank trees (same ALBankFile layout
as romdataFixupAudioBank) and bswap16s each RAW16 [tbl+base,+len) range
in place in the cart map -- where alBnkfNew() points the mixer at it
directly. Shared ranges are deduped (swapping twice undoes the swap);
all reads bounds-checked. D55 in-place-fixup idiom; port-only, no game
logic touched.

Startup log: 'romdataInit: D230 byte-swapped 1 RAW16 wavetable range(s)
in place'. Owes a by-ear pass on the three repro tracks.

findings.md D230 -> FIXED with full root cause; release-notes.md drops
the music known-issue bullet.
2026-09-13 23:13:12 -04:00

6.9 KiB
Raw Blame History

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). To our knowledge this is also the first open-source port of the original N64 game to ship as a public release. 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

  • 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 — 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 frequently glitch — skipped beats, wrong camera, misplaced or hovering actors, wrong timing; the Dam level-end cutscene is racy (D243). 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 — 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 — NTSC-U (US), PAL (EU) or NTSC-J (JP); the asset step detects the region from the SHA-1. US is the best-tested.

  1. Unpack the archive.
  2. Make a data/ folder next to the executable and put the ROM in it, named per region (ge007.ntsc-final.z64 / ge007.pal-final.z64 / ge007.jpn-final.z64).
  3. Run the one-time asset step (needs Python 3.8+): python3 prepare-assets/prepare-assets.py — it reads your ROM and writes the two data/pc*-<region>/ folders the engine needs. Standard library only; a few seconds.
  4. Run the executable from that folder.

Steam Deck: sideload the unpacked folder (USB or a file manager), do steps 2–4, 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.