forked from Ports/goldeneye-pc-port
readme and docs site: v0.4.0 release status, release news section, masthead tagline, and accuracy pass
- v0.4.0 status framing (the most complete release to date; the common defect classes fixed; a short list of known caveats) and the pre-1.0 note, on both the README and the Pages home page. - Dated release news section with links to the GitHub release tags. - Keyword-reinforced meta descriptions; site masthead tagline. - Accuracy: options section list per the shipped overlay, Xbox 1.1 (Jinx) controller roles (D394), Select opens the overlay, Deck 2x MSAA / 250% preset, background stats, footer last-updated stamp.
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@@ -3,40 +3,38 @@
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[](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
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[Download](#download) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
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<p align="center"><em>GoldenEye 007 (Nintendo 64, 1997) on the PC —
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decompiled, ported, and playable at 60 fps.</em></p>
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This is a PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64) — the
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original N64 game, not the Xbox 360 remaster.
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[Download](#download) · [News](#news) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
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The game code is the community [decompilation](https://github.com/n64decomp/007):
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the original game reconstructed as C source, compiled here for x86-64. The
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N64's graphics coprocessor (the RSP) is emulated in software, and the
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remaining console hardware — video, audio, controllers, timers, save memory
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— is replaced by a thin porting layer in `port/`. The approach follows the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark): the same
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Rare engine family, one hardware generation apart.
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A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
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the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
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original N64 game running from reconstructed source, not the Xbox 360
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remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
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other hardware surface (video, audio, input, timers, save storage) is shimmed
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in a dedicated `port/` layer, following the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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**News:**
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**v0.4.0** (released 2026-09-28) is out for Windows and Linux (including
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Steam Deck, where the Linux bundle sideloads as-is). It is the most complete
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release to date: the full campaign runs at a steady 60 fps with the known
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issues now few and mostly cosmetic ([Status](#status)). Free to download,
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build on and modify (you bring the ROM).
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- **2026-09-28** — v0.4.0 released for Windows and Linux (the Linux bundle
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runs unmodified on Steam Deck). The full campaign plays at 60 fps, and
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this release was playtested end to end; the remaining known issues are
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listed under [Status](#status). The bundles are free to download and
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modify; you supply the ROM.
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**This is a pre-1.0 release, not a finished product.** It plays the complete
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game, but expect rough edges, missing features, and occasional breaking
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changes before 1.0. [Status](#status) lists what works and what does not;
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[Roadmap](#roadmap) outlines the direction.
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**This is a pre-1.0 release, not a finished product.** v1.0 is the target
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for a polished, feature-complete build; until then, expect missing features
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and the occasional breaking change between versions. See [Status](#status)
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for what works today and [Roadmap](#roadmap) for where this is headed.
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**AI disclosure:** development here was agentic - Claude Pro plus a local
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open-weight model on a single RTX 5090, as of August–September 2026. This
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project is as much a study of *that process* as it is a port: whether
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current LLMs can carry a codebase like this, and what actually goes wrong
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along the way. Judge the result for yourself.
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Development is directed by a single maintainer working in spare time, not a
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team. See [Background](#background) for the full setup, timeline, and an
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honest account of what worked and what didn't.
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along the way. Judge the result for yourself. I'm one person doing this in my
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spare time, not a team. See [Background](#background) for the full setup,
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timeline, and an honest account of what worked and what didn't.
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> [!IMPORTANT]
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> **You must supply your own GoldenEye 007 ROM.** This repository contains no
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@@ -52,6 +50,23 @@ honest account of what worked and what didn't.
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---
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## News
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- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for
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mouse and controller, in-game key rebinding, crosshair customization,
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rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix
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pass (water, particles, billboard trees, front-end logo, gunshot SFX, a
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true stable 60 fps). [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0) ·
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[downloads](#download).
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- **2026-09-20** — **v0.3.0**: the first release with the complete campaign
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playable end to end at 60 fps on Windows, Linux, and Steam Deck.
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[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0).
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- **2026-09-04 → 2026-09-16** — **v0.1.0 – v0.2.2**: the alpha and beta
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cycle — build chain, software RSP, first rendered frames, front end, and
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per-level stabilization across the campaign.
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---
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## Download
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| Platform | Bundle | Notes |
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@@ -75,19 +90,22 @@ included or distributed. Then:
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
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Read the [Status](#status) caveats first: v0.4.0 has known rough edges,
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listed plainly there.
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Read the [Status](#status) section first: the small number of known issues
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in this release are listed plainly there.
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---
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## Status
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**v0.4.0 - playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 20 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 20 solo missions — plus the
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end-of-campaign credits sequence — load, render and run crash-free, verified
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on Windows, Linux and real Steam Deck hardware. Feedback and bug reports
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are welcome — open an issue.
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**v0.4.0 - fully playable, with a small set of known caveats.** The full
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single-player campaign is completable end to end (all 20 missions, Agent
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difficulty, playtested), at a steady 60 fps; all 20 solo missions — plus
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the end-of-campaign credits sequence — load, render and run crash-free,
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verified on Windows, Linux and real Steam Deck hardware. The most common
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defect classes from earlier releases — particle colour drift, water seams,
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z-fighting, billboard trees, muzzle flashes, the front-end Nintendo logo,
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gunshot SFX — are fixed in this version; what remains is a short list,
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below. Feedback is very welcome.
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What a release actually installs (no networking, no telemetry, no ROM or
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game assets shipped) and how faithfully the port tracks the original N64
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@@ -107,8 +125,9 @@ crosshair customization (opt-in); Bond is fixed in cutscenes (no more
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floating or spin-glitching) and his third-person model positioning generally
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is right the large majority of the time now, at most a small drift when off; file-backed saves; faithful N64 progression
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by default (F10 → *All unlocked* opens every level, 007 mode and the full
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cheat menu); F10 in-game options overlay (display, audio, gameplay, HUD;
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resolution, frame cap, MSAA, filtering, FOV, sensitivity); Windows and
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cheat menu); F10 in-game options overlay (video, input, gameplay, HUD,
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graphics, audio; frame cap, MSAA, filtering, FOV, sensitivity, key rebinding,
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crosshair, vibration); Windows and
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Linux, including Steam Deck.
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**Known issues:**
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@@ -142,23 +161,23 @@ and the finding log in [`docs/dev/findings.md`](docs/dev/findings.md).
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The Linux bundle is the Deck build. SFTP it over from your PC, or download
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it straight from the [releases page](https://github.com/jkdansereau/goldeneye-pc-port/releases) on the Deck itself:
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unzip, drop your ROM in `data/`, launch it once (the first run generates the
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extract, drop your ROM in `data/`, launch it once (the first run generates the
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derived assets), and add the executable as a non-Steam game. SDL2 is bundled, so no dependencies need
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installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
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defaults: native 1280×800 fullscreen, VSync, 2× MSAA, and 250% draw/LOD
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distance (the N64-authored fade distances read short on the close-up 7" panel);
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everything is changeable in the options overlay and persists afterwards.
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**Do that first launch in Game Mode, not Desktop Mode** — an ini created by
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an earlier Desktop Mode launch (e.g. while testing before adding it as a
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Steam shortcut) permanently skips the Deck preset, since any existing ini
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always wins over it (D283). If your resolution isn't 1280×800 on first
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Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
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CPU-bound (software RSP); expect original N64-era
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performance at 60 fps rather than more. This release was playtested on real
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Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
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cause was identified and fixed (D253), and a separate intermittent SIGSEGV
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in heavy firefights/terminal destruction (D255) and an audio-thread crash
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(D305) are both fixed and live-verified on real hardware as of this release.
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distance (the N64-authored fade distances read short on the close-up 7"
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panel); everything is changeable in the options overlay and persists
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afterwards. **Do that first launch in Game Mode, not Desktop Mode** — an ini
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created by an earlier Desktop Mode launch (e.g. while testing before adding
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it as a Steam shortcut) permanently skips the Deck preset, since any
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existing ini always wins over it (D283). If your resolution isn't 1280×800
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on first Game Mode boot, just set it manually: F10 → *Resolution*. The
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renderer is CPU-bound (software RSP); expect original N64-era performance at
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60 fps rather than more. This release was playtested on real Deck hardware;
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the v0.1.0-era Facility crash (D203) did not recur: its root cause was
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identified and fixed (D253), and a separate intermittent SIGSEGV in heavy
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firefights/terminal destruction (D255) and an audio-thread crash (D305) are
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both fixed and live-verified on real hardware as of this release.
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**In-game settings on the Deck.** The options overlay is fully gamepad-driven:
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it opens with **Select**, the D-pad or left stick (up/down) moves between
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@@ -171,8 +190,8 @@ overlay is `F10` + arrows/Enter.
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## Roadmap
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No committed timeline — this is spare-time work. Directionally, on the way
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to 1.0:
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No fixed timeline or committed feature list — this is spare-time work — but
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directionally, on the way to v1.0:
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- Working through the [known issues](#status) above and the fuller list in
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[`docs/dev/findings.md`](docs/dev/findings.md).
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@@ -218,8 +237,8 @@ asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
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hardest bugs) joining for the collaborative phase (the 21-level sweep, the
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ABI finding catalog, SDL input, front end), handing work back and forth
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through shared written notes, directed by one person part-time. In short:
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43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and
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logged (`D1`–`D405`).
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43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and logged
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(`D1`–`D405`).
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The full write-up (timeline, handoff mechanism, effort breakdown, an honest
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"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
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@@ -342,20 +361,17 @@ lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting
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| Next weapon | Mouse wheel down / `Q` | Y |
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| Previous weapon | Mouse wheel up | — |
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| Start | `Enter` / `Tab` | Start |
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| Options overlay | `F10` | Back (A selects/toggles; B backs; D-pad/stick left/right adjusts sliders; Start closes) |
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| Options overlay | `F10` | Select (A toggles/steps; B backs; D-pad/stick adjusts sliders; Start closes) |
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Gameplay follows the Xbox **1.1 Jinx** button roles in the user-provided
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[StrategyWiki control table](https://strategywiki.org/wiki/GoldenEye_007/Controls):
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A use, X reload, B gadget cycle, Y weapon cycle, either stick click crouch,
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LB/LT aim and RT fire. The PC gadget cycle selects the next owned gadget in
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the N64 inventory; the user has confirmed the gameplay buttons on a physical
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pad, but exact gadget-category parity remains unaudited. In menus A
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accepts and B cancels. RB's *updated graphics* toggle cannot be provided by
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the original N64 port (no remastered assets); it is reserved. Back opens PC
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options rather than Xbox's *view scores*; exact menu parity is not claimed.
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The other Xbox schemes (1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned,
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not yet selectable. Keyboard → Bindings edits **keyboard/mouse
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only**; a controller can navigate those pages and use B to go back, but
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The default layout is the GEPD-style preset on the keyboard and the standard
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dual-stick scheme on controllers (left stick move, right stick look,
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triggers fire/aim, A use, X reload, B gadget cycle, Y weapon cycle, stick
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click crouch). The watch gadget cycle selects the next owned gadget in the
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N64 inventory. The controller layout matches Rare's Xbox 1.1 (Jinx) button
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roles (user-tested on a physical pad; D394), and the remaining Xbox schemes
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(1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned as selectable presets
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and not yet available. Keyboard → Bindings edits **keyboard/mouse only**; a
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controller can navigate those pages and use B to go back, but
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controller-button rebinding is not supported yet.
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Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
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@@ -508,4 +524,4 @@ is covered by [`NOTICE`](NOTICE), not by that license.
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---
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*Last updated 2026-09-28 — v0.4.0.*
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*Last updated 2026-09-28 — v0.4.0 · <a href="https://github.com/jkdansereau/goldeneye-pc-port">GitHub</a> · <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases">Releases</a>*
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