Update the public-facing docs to the M-49 state (v0.1.0 alpha, first full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii + Statue, D193 AI pacing is the top flaw). - README: lead with what it is + status, research angle second; new Quick start section; Status/Download rewritten for the alpha + dual platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190 findings, ~49 sessions, 69 PORT files). - .github/release-notes.md: v0.1.0 title + known-issues rewrite. - .github/social-preview.html: status/stat lines (regen + re-upload the PNG separately). - docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status. - docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 + D148/D170/D173 M-49 escalations. Hygiene: - Fix the `&` literal in internals.md H1. - Repoint two ../README.md links that 404 on the Pages site. - Standardise British -> American spelling across the public docs (behaviour->behavior, colour->color, catalogue->catalog, centre->center, etc.). Deep internal logs left untouched. - .gitignore: document the local-notes convention (docs/HANDOFF.md, docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and session plans) so it survives a fresh clone.
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GoldenEye 007 PC Port — v0.1.0 alpha
⚠️ Research alpha. Playable, not polished. The full single-player campaign runs. In a full-campaign playtest on this build, 19 of 21 missions were completable start to finish. Known issues:
- no audio (Phase 3, not started) — the game runs silent;
- two levels crash mid-mission — Bunker ii and Statue (one root cause, D191);
- AI characters move too slowly, which breaks Cradle (the final level) via Trevelyan's scripted behavior (D193);
- cutscenes frequently glitch — skipped, wrong camera, misplaced actors (D148/D160);
- some front-end 3D models are broken (the spinning Nintendo logo, the MISSION COMPLETE / mode-select models);
- outdoor levels render with a black sky;
- mouse aim and some textures/transparency have rough edges.
If you just want to play GoldenEye on PC today, use one of the Xbox 360 recompilation projects instead — see the project README.
Downloads
| File | Platform |
|---|---|
goldeneye-pc-port-<version>-win64.zip |
Windows x86-64 |
goldeneye-pc-port-<version>-linux-x86_64.tar.gz |
Linux x86-64 |
Each contains the engine executable, a README, license texts, and the
prepare-assets tool. No ROM, no game assets. The Windows bundle also
carries its runtime DLLs; the Linux bundle links against your distro's SDL2 /
zlib / libGL (sudo apt install libsdl2-2.0-0 zlib1g libgl1, or the equivalent).
Windows development and playtesting is the primary path; the Linux build boots and renders (tested on WSLg) but has had far less exercise.
Running it
You supply your own NTSC-U GoldenEye 007 N64 ROM (.z64, big-endian,
SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83). Only the US ROM is supported
in this alpha.
- Unpack the archive.
- Make a
data/folder next to the executable and put the ROM in it asge007.ntsc-final.z64. - Run the one-time asset step (needs Python 3.8+):
python3 prepare-assets/prepare-assets.py— it reads your ROM and writes the twodata/pc*-ntsc-final/folders the engine needs. Standard library only; a few seconds. - Run the executable from that folder.
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.