- Commit CLAUDE.md + AGENTS.md so a fresh clone has the operating manual and
the ABI/no-game-logic rules (trimmed of stale phase status; the personal
pd_port path removed; points at the split docs).
- Sweep every stale doc reference across the tree after the restructure:
PCPortResearch.md -> internals.md / dev/findings.md,
PORT-LEARNINGS.md -> porting-notes.md,
AGENT-WORKFLOW.md -> dev-process.md,
docs/{GRAPHICS-BACKLOG,HANDOFF-ARCHIVE,GE-ENV-PROBES,LEVEL-*,TEXTURE-GLITCH-ANALYSIS,AUDIT-M6-*,AUDIO-PLAN}.md -> docs/dev/.
- Drop the superseded docs/PLAN-linear-level-sweep.md.
- docs/HANDOFF.md + docs/BACKLOG.md stay local-only (rolling working files);
CLAUDE.md now handles their absence in a fresh clone.
GoldenEye 007 — PC port
A work-in-progress native port of GoldenEye 007 (Rare, 1997) to modern desktop platforms, built on top of the GoldenEye decompilation.
It follows the architecture of the
Perfect Dark PC port — the same
Rare "Indy" engine family, one hardware generation apart. The unmodified game C
sources are compiled for the host; the N64's Reality Signal Processor is
emulated in software; every other hardware surface (video, audio, input,
timers, save storage) is shimmed in a dedicated port/ layer.
You must supply your own GoldenEye 007 ROM. This repository contains no Nintendo code or assets, and no ROM. Nothing here is distributable as a playable game — see Requirements and Legal.
In-engine captures — Archives and Bunker 1 running in the port.
Not playable yet. This is a work-in-progress research port. The intro and menus render and all 21 solo levels load, but it is not a complete or reliably playable game: there is no audio, the front-end 3D models and some text are broken, input has known rough edges, and you should expect crashes and glitches once you are past the level intro. Treat it as a technical demo of the porting work, not a way to play GoldenEye.
Background
This port is primarily a research project on agentic software development — how far coding agents can be driven, by one person, through a large and unfamiliar low-level codebase (~230 translation units of unmodified big-endian MIPS game code, made to run on a 64-bit desktop).
It used two agents:
- a local open-weight model —
unsloth/Qwen3.8-27B-GGUF:UD-Q4_K_XLon a single RTX 5090, driven mainly through the pi coding agent (Unsloth Desktop was also trialed) — which did the groundwork: the CMake build, the boot chain, the software-RSP integration, the offline asset-conversion pipeline, and the first rendered frames; - Claude (via Claude Code — mostly Sonnet 5, with Opus 5 as an escalation tier for the hardest bugs), which joined on 27 Aug 2026 for a collaborative phase: the 21-level load/render/no-crash sweep, the ABI/layout finding catalogue, the SDL input layer, and the front-end flow.
The two handed work back and forth through shared written artifacts:
flowchart LR
H["human<br/>direction · integration<br/>build + playtest"]
C["Claude<br/>(Claude Code)"]
Q["Qwen 3.8<br/>(pi, local RTX 5090)"]
D[("shared artifacts<br/>finding log · bug-class notes · handoff doc")]
H -->|"scoped task + budget"| C
H -->|"scoped task + budget"| Q
C <-->|read / append| D
Q <-->|read / append| D
C -.->|"hit usage limit ->"| Q
Q -.->|"needs deeper reasoning ->"| C
C -->|"patch + write-up"| H
Q -->|"patch + write-up"| H
The handoff document was originally a session-to-session note; it became the interface between the two models — when Claude hit a usage limit mid-problem, the local model picked the task up from that state and continued.
By the numbers: ~2 weeks, one person part-time · 217 commits · 160
root-caused bugs logged · ~30 handoff sessions · #ifdef PORT ABI edits in 63
game-source files · ~17k lines of port layer + ~6k lines of Python asset
tooling. By day 4 the full ~230-unit codebase compiled and linked; by day 8
the intro rendered; by day 13 all 21 solo missions ran crash-free; by
day 14 the front end was playable end to end. Estimated effort split
(milestone-weighted): ~60% Claude / ~40% local model — the local model
built the entire foundation (build, boot, RSP wiring, converters).
Full write-up, timeline chart, and an honest "what worked / what didn't":
docs/dev/agentic-development.md. The
workflow itself: docs/dev-process.md.
Status
Phase 2 of 4 (rendering). The port boots, renders, and is playable through the front end into the early game. It is not finished and it is not stable.
Working
- Boot -> Rare/Nintendo logos -> gun-barrel -> cast intro, fully rendered.
- Front end: main menu -> mission select -> difficulty -> briefing -> mission start.
- All 21 solo missions load, render, and survive an unattended play window
without crashing (see
docs/dev/LEVEL-STATUS.md). - Software RSP (fast3d): textured world geometry, skeletal characters, HUD,
the GE-specific color-combiner / render modes and
G_TRI4. - Input: keyboard + mouse (with mode-aware mouse-look) and SDL game
controllers, mapped onto the N64 pad. Tunable via
ge007.ini. - File-backed EEPROM saves.
Not yet working
- Audio — not implemented (Phase 3). The game runs silent.
- Front-end 3D models (spinning Nintendo logo, gun-barrel Bond, cast) are mispositioned or absent.
- Assorted cosmetic defects (some text layout, a few incomplete asset
conversions) are tracked in
docs/dev/GRAPHICS-BACKLOG.mdand parked below crash/level work. - Platform testing is Windows-only. All development and playtesting has
been on
x86_64Windows (MSYS2/MINGW64). The CMake build has Linux and macOS paths and is intended to be portable, but the port has had zero functional testing on Linux or macOS — the Linux build is provided as-is and unverified at runtime. No ARM testing; no controller rebinding UI; no widescreen.
Requirements
You need a GoldenEye 007 (Nintendo 64) ROM that you legally own, in
big-endian (.z64) format, matching one of:
| Region | ROMID | ROM filename (in data/) |
SHA-1 |
|---|---|---|---|
| NTSC-U (US) | ntsc-final |
ge007.ntsc-final.z64 |
abe01e4aeb033b6c0836819f549c791b26cfde83 |
| PAL (EU) | pal-final |
ge007.pal-final.z64 |
167c3c433dec1f1eb921736f7d53fac8cb45ee31 |
| NTSC-J (JP) | jpn-final |
ge007.jpn-final.z64 |
2a5dade32f7fad6c73c659d2026994632c1b3174 |
US is the recommended and best-tested version.
The port also relies on the decompilation's asset-extraction step, which pulls the level, model, texture and music data out of your ROM at build time. That step, too, requires your ROM and is part of Building.
Building
Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL, Python 3,
plus the decompilation's own build dependencies (an IRIX MIPS toolchain via
qemu-irix, used only for the one-time asset extraction). See
docs/building.md for the full walkthrough and the
asset-extraction details.
Windows (MSYS2)
# in the MINGW64 shell
pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 \
mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake \
mingw-w64-x86_64-python make git
git clone https://github.com/jkdansereau/goldeneye-pc-port.git
cd goldeneye-pc-port
# 1. extract assets from your ROM (see docs/building.md)
# 2. build the port
./build-pc.sh ntsc-final # or pal-final / jpn-final
Linux
Untested. No one has built or run the port on Linux. The steps below are the intended path, not a verified one — expect to fix build issues yourself.
sudo apt install build-essential cmake python3 libsdl2-dev zlib1g-dev libgl1-mesa-dev
git clone https://github.com/jkdansereau/goldeneye-pc-port.git
cd goldeneye-pc-port
# extract assets (docs/building.md), then:
./build-pc.sh ntsc-final
The executable is written to build-pc/ge007.x86_64 (Windows: .exe).
Running
- Create a
data/directory in the repo root. - Put your ROM in it, named as in the table above
(e.g.
data/ge007.ntsc-final.z64). - Run the executable from the repo root:
./build-pc/ge007.x86_64.
Configuration is written to ge007.ini on first run.
Default controls
| Action | Keyboard / mouse | Controller |
|---|---|---|
| Move / strafe | W A S D / arrows |
Left stick |
| Aim / look | Mouse | Right stick |
| Fire (Z) | Left mouse / LCtrl |
Right trigger |
| Aim mode (R) | Right mouse / LShift |
Left trigger |
| Use / accept (A) | Space / E |
A / X |
| Reload / cancel (B) | R / F |
B / Y / RB |
| L trigger | Q |
LB |
| Start | Enter / Tab |
Start |
Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
[Input] section of ge007.ini.
How it works
The R4300 game code in src/ is compiled completely unmodified — the
decompilation's control flow is treated as ground truth. Everything that would
touch N64 hardware is redirected into port/:
port/fast3d/— a software RSP. It interprets the GBI display list the game builds each frame and emits OpenGL, bypassing the RDP. Adapted from the Perfect Dark port and extended for GoldenEye's custom GBI.port/src/gesched.c— replaces the RCP scheduler; instead of poking RSP registers it drives the software RSP directly.port/src/libultra.c— single-threaded shims for the libultra OS API (threads, messages, timers, PI/SI/AI/VI) over the host.port/src/{video,audio,input,fs,romdata,config}.c— the SDL2 / OpenGL / filesystem backends.
The 32->64-bit transition forces a small, catalogued class of mechanical ABI-only edits to ROM-serialized structs (pointer-width reconciliation); these change no behaviour and are documented individually.
Where it diverges from the Perfect Dark port: GoldenEye's N64 serialized asset
formats (level setup, models, backgrounds) are converted offline by a set
of Python "sidecar" converters in tools_pc/, rather than fixed up at load
time. See docs/internals.md and
docs/porting-notes.md.
Project layout
CMakeLists.txt PC build (parallel to the decomp's Makefile, which is untouched)
build-pc.sh configure + build helper
src/ include/ the decompilation (game + libultra) - compiled unmodified
port/
fast3d/ software RSP -> OpenGL
src/ port layer (main, OS shims, video, audio, input, fs, ...)
include/ port-facing headers
tools/ Makefile the N64 build + asset extraction (from the decomp; do not modify)
tools_pc/ PC-port helper + analysis scripts
docs/ see below
Documentation
docs/building.md— full build + asset-extraction guide.docs/internals.md— architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan.docs/porting-notes.md— the recurring N64->PC bug classes hit during the port, with fixes.docs/dev/agentic-development.md— the research angle: the two-agent setup, timeline, handoff workflow, and a candid assessment of what did and didn't work.docs/dev-process.md— the investigation workflow in detail (budgets, file partitioning, the finding-log discipline).docs/dev/— the raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices.docs/SetupGuide.md,docs/StructureGuide.md,docs/StyleGuide.md— inherited from the decompilation.
Credits
This port is a thin layer on a large amount of other people's work.
Prior work it is built on
- The GoldenEye 007 decompilation — years of effort by kholdfuzion, Larry Ficken, and the project's contributors; plus zoinkity's GoldenEye documentation, which the decomp started from. This port is a fork of that repository.
- The Perfect Dark PC port
(Ryan Dwyer and contributors) — the reference architecture for this port and
the source of the
fast3dsoftware RSP. - The Perfect Dark decompilation — the sibling decomp the PD port is built on.
Vendored / adapted code
port/fast3d/— the software RSP, adapted from the PD port. It originates with the Ship of Harkinian / libultraship fast3d (© Emill, MaikelChan; MIT — seeport/fast3d/LICENSE.txt), which itself descends from sm64-port's fast3d and audio mixer.port/fast3d/glad/— OpenGL loader generated by glad (David Herberth, MIT).- The decompilation toolchain:
ido-static-recomp(Emill / decompals),qemu-irixandrabbitizer(n64decomp). - SDL2 and zlib.
Methodology
- Chris Lewis, "Decompiling a Nintendo 64 Game in 84 Days" (the Snowboard
Kids decompilation write-up) — the agent-workflow practices in
docs/dev-process.mdare adapted from it.
Tools and models used to develop the port
- Qwen 3.8 (Alibaba Qwen team); Unsloth (the GGUF quantisation and Unsloth Desktop).
- pi — the local coding-agent harness.
- Claude / Claude Code (Anthropic).
Legal
This is a non-commercial fan preservation/research project, in the same category as the many other N64 decompilation and native-port repositories on GitHub. It follows the same conventions they do:
- No ROM and no bulk game assets are distributed. Textures, audio, models, level data and in-game text are extracted from a ROM you already own, on your machine, at build time.
- The repository is a fork of the public
GoldenEye 007 decompilation and inherits
its contents unmodified (see
NOTICEfor what that includes). - No official logos, box art, or marketing assets are used. "GoldenEye 007", "007", "James Bond" and related marks belong to their respective owners (Nintendo, Microsoft/Rare, MGM, Danjaq, EON Productions).
- No binaries containing game data are distributed. Any build you make is personal to you.
This project is not affiliated with, endorsed by, or sponsored by Nintendo, Rare, Microsoft, MGM, Danjaq, EON Productions, or any rights holder in GoldenEye or James Bond. If you are a rights holder with a concern, open an issue and it will be addressed.
License
The original work in this repository — the port layer (port/), the PC build
system, tools_pc/, and the documentation — is released under the MIT License,
see LICENSE. Everything inherited from the upstream decompilation
is covered by NOTICE, not by that license.