Public-copy language pass, homepage restructure and Documentation rename, 404 page, dead-anchor and permalink fixes, release-gate sign-off, and the pre-release review fixes of the 2026-10-05 batch (probe-doc drift, build-path hygiene, verify.sh and capture safety). Refs: D533 D534
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GoldenEye 007 PC Port — v
Platforms: Windows x86-64 and Linux x86-64 (including Steam Deck). Region: NTSC-U (US) only. See Known issues.
The headline is one real options system: both options screens merged into a single menu, laid out like the Perfect Dark PC port's, with the game's own N64 control styles as a per-seat preset, emulator save files that load directly, and a scalable HUD overlay. A round of fidelity fixes, checked frame-by-frame against the N64 game, rounds out the feature list.
New features
One options menu, PD-style layout (D504, D519)
- The file-select PC Options entry now opens the same menu the F10 overlay shows — there is only one options UI, one place to learn (D519).
- Options are grouped into six sections in the Perfect Dark port's order (Video, Sound, Controls, Game, …), with checkboxes, sliders and dropdowns instead of the old numbered rows (D504).
- Display mode is a dropdown; Backspace goes back, matching the rest of the game's menus (D504 follow-up).
Control styles: the game's own N64 layouts (D513, D516, D518)
- Control style offers Ext (this port's scheme, unchanged) and Original, which shows the game's own N64 styles 1.1–2.4 (D513, D516).
- The style is chosen per seat and saved with the Bond file, so each player keeps their own (D518, D516).
- The Xbox-release presets (1.1 Jinx, 1.2 Christmas, 1.3 Frost, 1.4 Elektra) and Custom rebinding from v0.4.x are unchanged. Preset names refer to the Xbox release's control styles; this project is not affiliated with Microsoft or Rare.
- Here the right stick aims and the D-pad strafes, as on the N64; the Xbox release's "left stick aims the crosshair" and "D-pad copies the left stick" behaviours are not reproduced.
Emulator save files load directly (D514)
- An emulator-format
ge007.eepsitting next to the executable is read on first launch, so a save from Project64, mupen or 1964 continues in the port without conversion. (Live playtest owed; the convertereep_convert.pystill does explicit two-way conversion.)
HUD and overlay scaling (D510, D512)
- The F10 overlay and the FPS counter are now the same on-screen size on the front end and inside a level (D510).
- Game.HudScale scales the F10 overlay and FPS counter along with the in-game HUD (D512).
New settings (D511)
- Fullscreen mode, Center window, crosshair opacity and crosshair colour by health — the four settings the Perfect Dark port has that this port was missing.
Fidelity and stability fixes
- Fog: objects far in fog are hidden as on the N64 (fog snap); in widescreen the wider view can still show a faint distant building edge (e.g. Surface's dish from the start area) — 4:3 matches the N64 (D503).
- Aspect ratio: forced ratios now letterbox/pillarbox without re-cropping the play area (D508); the rare gun/hand model glitch after changing ratio mid-level is largely fixed, a rare remainder is logged (D509).
- Watch menu: closing the in-level Watch menu now saves the watch's own screen size and ratio, and they no longer fight the front-end Aspect ratio setting; the earlier note in the findings log was corrected (D349).
- Overlay controls: slider wedges, slider markers and dropdown arrows no longer step in whole canvas pixels (which grew visibly at large window sizes); they are drawn smooth at every size (D520).
- FPS counter: holding left/right on a Bond settings row no longer drops the FPS counter (D517).
- Build: a fresh build directory no longer produces an untagged executable name (D515).
- Tooling: the asset converter's argument quoting and sidecar size check are
tightened; the CI cache actions no longer carry stale ROM paths. The
reference-frame tooling is now non-destructive and drift-free: a verification sweep used to
overwrite your own
data/ge007.iniand leave the previous level's save file behind, and now pins both idempotently (your ini and save are restored whatever the run does); the capture helper reads its frame windows out of the gate instead of a hardcoded copy that had gone stale (D524). The gate's recipe was re-based too: per-level windows that sit in settled gameplay rather than inside the intro flyby, and the save file pinned present (D522, D523). - Harness: the debug capture/launch env vars are documented —
GE_PCDUMPmust befirst-last:step(a colon where the dash belongs silently dumps every frame, D527), and aGE_STARTMENUboot skips the EEPROM import, so the imported-save test must run from a normal boot (D528). A per-triangle draw-state census probe (GE_D526/GE_D526BOX/GE_D526MAX) is available for transparency/texture triage (D526; the P13 Dam-ending grate show-through it targeted was confirmed faithful N64 behaviour on 1964/GEPD, so no change shipped).
The small stuff
27 menu-wording edits across both menus (option names say what they do, not what the internal variable is called, D505); sliders carrying real units — percent, frames, seconds, pixels — standardised across the two menus (D506); a one-line description of the selected option in the same menu (D507); and menu spelling standardised to one convention across both menus.
Known issues
| Issue | Impact | Workaround |
|---|---|---|
| PAL and JP ROMs aren't supported in release packages | NTSC-U only | Use an NTSC-U ROM. Both regions convert, build and boot from source; packaging is still open |
| Changing aspect ratio inside a level can briefly glitch the gun/hand model, rarely | Cosmetic, one-off | Change the ratio from the front-end PC Options, or accept it |
| No macOS or ARM builds | Platform | — |
Saves from builds before v0.4.1 can hold fake unlocks from All unlocked |
Save data | Not repaired automatically. Since v0.4.1 the option never writes the save; keep a backup of data/ge007.eep from before you used it |
Skip intro and All unlocked are experimental |
Opt-in options | Leave them off for a normal playthrough |
| The first frame of a level takes a little longer while its textures upload | Brief FPS-counter dip | None needed |
| Far objects almost fully in fog are now hidden as on the N64, except in widescreen where a faint distant building edge can still show (e.g. Surface's dish from the start area); 4:3 matches the N64 | Cosmetic | Higher Draw/LOD distance shows more |
The full list, with workarounds, is the known-issues table.
Not yet playtested live (merged, build- and review-verified, owed a play
session before this release is announced): the four new settings (D511),
Game.HudScale (D512), Control style Original on a pad (D513/D516 per seat),
emulator-save import (D514), and the D519 profile-chooser row / no-click-through
follow-ups.
Reference-frame gate for this release: both platforms carry the full 21-level
reference-frame set (63 frames each) at the same stems. The Windows gate is green
against its own goldens (21/21, three consecutive clean sweeps); on Linux the
crash gate is green and the pixel verdict is still owed (see below). The recipe pins the run for you: the save file's
CONTENT is pinned (the gate installs its own canonical save per level, the same
way it pins the display ini — D529) and the PRNG seed is hard-pinned (a stray
GE_RSEED in your environment warns and is ignored rather than re-seeding the
gate — D532), so a gate run and a capture run see the same starting state. The
cross-platform spread measured on the shipped pairs (0.380-5.120% of pixels over
tol 2 on the 20 non-Cuba levels, structural tier 21/21 clean) is
informational only — it is not a cross-platform pixel-parity claim, and the
linux pixel gate did not run on the capture box (its GL probe fails closed
there; the linux crash gate did). The Dam ending cutscene has not been checked
by eye in a live session.
Thanks
Outside contributions merged for this release: dolent (PRs #120–#122), MST246 (#125 draw-distance investigation), italoarruda (#109 gamepad-preset ideas), TenebrusoM (DexDrive / the D514 save-format sample), plus reporter credits on the issue numbers named above.
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 one-time asset tool. No ROM, no game assets. The Windows bundle carries its runtime DLLs and the Linux bundle carries SDL2, so nothing needs to be installed first.
Running it
You need your own GoldenEye 007 N64 ROM (US version, .z64).
- Unpack the archive.
- Make a
data/folder next to the executable and put the ROM in it, namedge007.ntsc-final.z64. - Run the executable from that folder. The first start takes a few extra seconds while it generates its asset files from your ROM.
Updating from an earlier version: unpack into a new folder and copy your
ROM, ge007.eep (your progress) and ge007.ini (your settings) into its
data/ folder. Don't copy the old pcmodels-* / pccg-* folders: the new
version makes its own.
Steam Deck: do the steps above on the Deck, then add the executable as a non-Steam game. The options overlay opens with Select and is fully controller-driven.
Full steps, controls and troubleshooting 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, with its architecture modelled on the Perfect Dark PC port. Non-commercial fan preservation/research project; not affiliated with any rights holder. AI disclosure: built through agentic AI coding (Claude Code + a local open-weight model), directed by one person in their spare time. See the README's How it was made section for the full account.

