mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-23 15:52:42 +02:00
F10 pad slider persistence (D489), glass collision hull (D490), A/B input harnesses (1964 virtual pad, GE_INPUTSCRIPT, live one-pad launcher), adjacent global struct reads (D491), vibration percent, D441 complete pointer-width census with high-arena tier-1 build, fix batches 1-5 and an ABI warning ratchet, playtest verification of D493-D502. Refs: D489 D490 D491 D492-D502 D441
116 lines
4.4 KiB
Plaintext
116 lines
4.4 KiB
Plaintext
# GoldenEye 007 PC Port - @VERSION@
|
|
|
|
A native PC port of the original Nintendo 64 *GoldenEye 007*, compiled from the
|
|
[GoldenEye 007 decompilation](https://github.com/n64decomp/007). No emulator.
|
|
|
|
The full single-player campaign runs at a steady 60 fps, and 2-4 player
|
|
split-screen multiplayer works on every multiplayer map. This is a pre-1.0
|
|
release: the known issues are listed at
|
|
<https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/ROADMAP.md#known-issues>.
|
|
Feedback is very welcome.
|
|
|
|
Project & source: <https://github.com/jkdansereau/goldeneye-pc-port>
|
|
|
|
This is the **@PLATFORM@** build. The executable is `@EXE@`.
|
|
|
|
---
|
|
|
|
## 1. You must supply your own ROM
|
|
|
|
This package contains **no Nintendo code and no game data**. You need a
|
|
*GoldenEye 007* Nintendo 64 ROM that **you legally own**, US (NTSC-U)
|
|
version, big-endian `.z64`:
|
|
|
|
| Region | ROM filename | SHA-1 |
|
|
|---|---|---|
|
|
| NTSC-U (US) | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` |
|
|
|
|
PAL (EU) and JP ROMs are not supported by this package yet.
|
|
|
|
To check your file: on Windows, `certutil -hashfile ge007.ntsc-final.z64 SHA1`;
|
|
on Linux, `sha1sum ge007.ntsc-final.z64`.
|
|
|
|
@DEPS@
|
|
## 2. Set up (one time)
|
|
|
|
1. Unpack this folder anywhere (on Windows, not inside the zip).
|
|
2. Make a `data` folder next to `@EXE@`.
|
|
3. Copy your ROM into it, named exactly: `data/ge007.ntsc-final.z64`
|
|
|
|
That's all. On first launch the game generates its asset files from the ROM
|
|
(`data/pcmodels-ntsc-final/` and `data/pccg-ntsc-final/`); that first run
|
|
takes a few extra seconds. No Python, no compiler, nothing to install. If
|
|
you replace the ROM later, delete those two folders and they are made again.
|
|
|
|
## 3. Run
|
|
|
|
Run `@EXE@` **from this folder**. On Windows, SmartScreen may say "Windows
|
|
protected your PC" because the exe is not code-signed: click **More info**,
|
|
then **Run anyway**.
|
|
|
|
> If the game exits right away reporting missing data, run the generator
|
|
> yourself from this folder (`prepare-assets/ge007-convert`; on Windows,
|
|
> `prepare-assets\ge007-convert.exe`). On success it prints one line per pass
|
|
> and ends with `prepare-assets: done.`
|
|
|
|
## 4. Controls (defaults)
|
|
|
|
| Action | Keyboard / mouse | Controller |
|
|
|---|---|---|
|
|
| Move / strafe | `W` `A` `S` `D` | Left stick (or D-pad) |
|
|
| Move / turn | Arrow keys | - |
|
|
| Aim / look | Mouse | Right stick |
|
|
| Fire | Left mouse | Right trigger |
|
|
| Aim mode | Right mouse / `LShift` | Left trigger / LB |
|
|
| Use / interact | `E` | A |
|
|
| Reload | `R` | X |
|
|
| Crouch | `LCtrl` | Left or right stick click |
|
|
| Cycle owned gadgets | Watch inventory | B |
|
|
| Next weapon | Mouse wheel down / `Q` | Y |
|
|
| Previous weapon | Mouse wheel up | - |
|
|
| Start | `Enter` / `Tab` | Start |
|
|
| Options overlay | `F10` | Select |
|
|
|
|
Everything is rebindable in the options overlay: *Input -> Bindings...* for
|
|
keyboard and mouse, *Input -> Controller* for each controller.
|
|
|
|
**Split-screen:** pick Multiplayer from the main menu. With one controller,
|
|
keyboard/mouse is player 1 and the controller is player 2; with two or more
|
|
controllers, the controllers take players 1-4.
|
|
|
|
@DECK@
|
|
## 5. Your files
|
|
|
|
Everything stays inside this folder; nothing is written anywhere else.
|
|
|
|
| File | What it is |
|
|
|---|---|
|
|
| `data/ge007.eep` | Your game progress. Copy it somewhere safe (with the game closed) to back it up. |
|
|
| `data/ge007.ini` | Your settings. |
|
|
| `data/pcmodels-*/`, `data/pccg-*/`, `data/ge007.shaders` | Generated files. Safe to delete; they are made again. |
|
|
| `ge007.crash.log` | Written in the folder you launched from if the game crashes. |
|
|
|
|
## 6. Updating to a newer version
|
|
|
|
Unpack the new version into a new folder, then copy your ROM, `ge007.eep`
|
|
and `ge007.ini` into its `data` folder. Don't copy the generated
|
|
`pcmodels-*` / `pccg-*` folders: the new version makes its own.
|
|
|
|
## 7. Problems?
|
|
|
|
- **Black screen or no window:** update your graphics driver (OpenGL 3.0 is
|
|
needed).
|
|
- **The game crashes:** open an issue at
|
|
<https://github.com/jkdansereau/goldeneye-pc-port/issues> and attach
|
|
`ge007.crash.log`, the output of `@EXE@ --version`, your OS, your GPU and
|
|
your ROM's SHA-1. **Never attach the ROM itself.**
|
|
|
|
## 8. Legal
|
|
|
|
Non-commercial fan preservation / research project. **Not** affiliated with,
|
|
endorsed by, or sponsored by Nintendo, Rare, Microsoft, MGM, Danjaq, or EON
|
|
Productions. No ROM, game assets, or official logos are distributed.
|
|
|
|
See `licenses/` for the port's MIT license, the upstream project `NOTICE`, and
|
|
the third-party library licenses (SDL2, zlib@LICENSE_EXTRA@).
|