## GoldenEye 007 PC Port v0.4.0

~12 s gameplay montage from live v0.3.0 play sessions (no audio track)

> The full single-player campaign runs at a steady 60 fps with audio (music + > SFX) playing throughout, on Windows and Linux including Steam Deck, and it > is completable end to end: the whole campaign has been playtested through > all 20 missions (Agent difficulty), on both Windows and Steam Deck with a > physical controller. **This is a pre-1.0 release, not a finished > product** — expect rough edges and missing features until v1.0; see the > [README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap) > for where this is headed. **v0.4.0 ships the NTSC-U (US) region only** — > PAL and JP ROMs are on the post-release roadmap. ### What's new since v0.3.0 **Native widescreen** - **The world now renders natively at your display's aspect ratio** (D334/D335): undistorted world geometry at any aspect (wider view, same vertical FOV), the HUD keeps its shape and anchors to the screen edges, and the 4:3 front-end menus are pillarboxed. The ending-credits sequence wraps widescreen too. The F10 `Native widescreen` toggle restores the old stretched frame if you prefer it. **Aim, reworked for every input device** - **Reticule jitter in aim mode is gone**: mouse aim now uses the Perfect Dark PC port's aim model (D332) on top of v0.3.0's direct-look rework. - **New `Aim style` option** (D333/D337): N64 (the crosshair deflects and the camera follows at the edge; internally it runs on the PD aim model above) or Centred (crosshair fixed at screen center, input moves the camera directly). In v0.3.0 the centred mode only worked with a mouse; **v0.4.0 makes it work with a controller too**, with full-stick speed matching the N64 original's top turn rate (D404). - **New `Aim range` option** (D338): PC (full-screen feel, the default) or N64 (original 65% stick limits). A single mouse-sensitivity control with a wider range remains from v0.3.0. **A modern, regrouped options experience** - Both options screens were reorganized into functional sections (video/ graphics, sound, bond file) with per-section reset-to-defaults, and the confusing "save file" wording is now "profile" — settings are scoped per profile (D353–D356). - The **F10 in-game overlay** got a GE-style refresh: category headers, controller value-adjust with hold-to-repeat, pointer/keyboard navigation fixes, plus five new settings — Skip Intro, Show FPS, and pad invert/deadzone/trigger rows (D237/D345–D347/D360–D370). - The front end gained a **PC Options screen** next to the file-select bar, and file-select Copy/Erase moves into the bottom bar (D343). - Options that only existed in the in-level watch (auto-aim, look-ahead and friends) are now editable from the PC options — and they *stick*: the "auto-aim won't stay on" report (issue #103) is fixed (D330/D350/D352/ D354). - **New `HUD scale` option** (75–150%): scale the ammo counter, pickup text, and subtitle bars for smaller/larger displays (D226). **Crosshair, your way (opt-in)** - On/off, colour, size and style rows were added to the options. All default to the untouched N64 crosshair — nothing changes unless you ask (D373/D379/D381/D382). **Key rebinding + new default layout** - A two-slot key editor (PC layout + in-level layout) lives in both options screens, alongside a **GEPD-style preset layout that is the new default** and a crouch/reload binding set. INI-file bindings still work (D371/D374/D383/D385). **Controllers** - Crouch now uses the engine's real crouch input (D375); Xbox-variant controller parity (D394); pad invert/deadzone/trigger rows (D237); the F10 overlay is fully gamepad-driven with value-adjust and hold-to-repeat (D347). - **The N64 Rumble Pak now drives real gamepad haptics** on supported pads, with a `Rumble strength` slider (D401). **`All unlocked`, now a documented EXPERIMENTAL feature** - It works for its intended purpose (skip to any mission, 007 mode, full cheat menu) — including on a fresh install, which now yields the game's own fresh-slot layout instead of corrupting (D281). But enabling it can still leave odd audio/aim state in edge cases: **complete a level normally first, and back up `data/ge007.eep` before enabling it** (D387). The in-game warning says the same. **Audio** - Gunshot SFX cadence now matches the N64 original's rate, and the intermittent silence under sustained fire near a looping sound is gone (D240/D241). - Windows audio now prefers the DirectSound backend over WASAPI for lower, more robust latency (D322), and long-session audio degradation (issue #87) got pool hardening plus an optional `GE_D322=1` telemetry probe if it ever recurs. - The **particle "rainbow" effect is fixed** (D252): the intermittently recoloured explosion/spark particles from v0.3.0 no longer occur. **Graphics fixes from the final playtest wave** - **Water is fixed** (D245): the `IsWater` shimmer/cross-fade (Dam, Frigate, Surface 2, …) now matches the N64 original — the moving seam and the pattern "resetting" as you moved are gone, verified against an era-correct 1994 reference. - Surface 1/2: the tree backdrop that rendered as a solid wall of texture now renders as proper camera-facing tree cards (D236). - Frigate (and the rare "model briefly out of place" quirk): both were the same never-written-fields read in the head-bob animation; fixed (D336/D311). - Ejected shell casings now render (D331); the intro gun-barrel blood drip draws correctly (D341); the extra erroneous long muzzle-flash on some guns is gone (D303); the occasional z-fighting is fixed (D308); backwards-facing security-camera props fixed (D307); the front-end Rareware logo work narrowed to a subtle filtering residual and the Nintendo logo/copyright page renders correctly (D403/D75); the train-intro soldier pose is correct (D392); file-select background/gun-barrel comb rendering fixed (D397); stale-texture artifacts after level transitions fixed (D235). - Distant-geometry dropout on the biggest open levels (Streets, Egyptian) is substantially improved at default settings (D249). **Windows / PC stability** - Game exit is now orderly, so quitting no longer lands inside the graphics driver (a class of driver bugchecks seen during testing) (D344); an idle-then-click mouse-mode fix cleared a Windows non-self-recovering freeze (D287); plus a port-wide code audit (missing returns, prototypes, undefined-behaviour shifts). - The Facility execution-scene watchdog from v0.3.0 stays enabled as a safeguard; the animation-pinning that motivated it is root-caused and fixed at the tick level (D329). **Steam Deck / Linux** - The first clean SteamOS/glibc build (D402), plus a first-launch preset (native 1280×800, 2× MSAA, vsync) for decks without a config yet (D283). **Renderer robustness (community contribution, PR #106)** - Setting MSAA above your driver's maximum no longer risks a black screen (the request is clamped to `GL_MAX_SAMPLES`), and two framebuffer-state bugs in the render/resolve paths were fixed. Affects both Windows and Linux builds (D405). **Also this cycle (research, not yet features)** - ROM-level mod support was investigated and found viable (the game's file table lives in the ROM) (D325–D328); HD-texture packs and the drop-in-ROM flow are tracked post-1.0; a measured CPU budget on low-end hardware reshaped the #92 performance investigation toward the GPU (D339). ### Known issues - On Facility, if gas leaks during Ourumov's monologue he can pause for up to ~10 s before resuming the scripted shootout — a latent race that exists in the N64 original too (where it softlocks permanently); the port detects and auto-recovers it (D318). - **Native widescreen is new in v0.4.0**: the world renders undistorted at your display's aspect and the HUD keeps its shape; front-end menus are shown 4:3 with side bars. The F10 *Native widescreen* toggle restores the old stretched frame. - The front-end Rareware logo shows a subtle texture-filtering artifact (Nintendo logo and legal page are clean). Cosmetic only (D75). - This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this version (D258). - **`All unlocked` is experimental: back up `data/ge007.eep` before enabling it.** Any save while ON — even a profile-settings change — can leave odd audio/aim state; completing a level normally first avoids the fresh-install case (D387). ### Downloads | File | Platform | |---|---| | `goldeneye-pc-port-0.4.0-win64.zip` | Windows x86-64 | | `goldeneye-pc-port-0.4.0-linux-x86_64.tar.gz` | Linux x86-64 (incl. Steam Deck) | Each contains the engine executable, a README, license texts, and the `prepare-assets` tool. **No ROM, no game assets.** The Windows bundle carries its runtime DLLs; the Linux bundle carries SDL2, so on both platforms nothing needs to be installed first. ### Running it You supply your own **GoldenEye 007 N64 ROM** (`.z64`, big-endian) that you legally own: the **NTSC-U (US)** release is the only region this build supports (PAL / JP are on the post-release roadmap). No Python, no toolchain, nothing to install. 1. Unpack the archive. 2. Make a `data/` folder next to the executable and put the ROM in it, named `ge007.ntsc-final.z64`. 3. Run the executable **from that folder**. The first run takes a few extra seconds: it detects your ROM, generates the two derived asset folders (`data/pcmodels-ntsc-final/`, `data/pccg-ntsc-final/`) once, and saves them for every future run. (The generator is `prepare-assets/ge007-convert` inside the bundle; you can also run it manually; it prints what it's doing.) **Steam Deck:** sideload the unpacked folder (USB or a file manager), do steps 2–3, then add the executable to Games → *Add Game* as a non-Steam game. The first launch in Game Mode picks up the Deck preset (native 1280×800, 2× MSAA, vsync) automatically if no config exists yet. **In-game settings on the Deck:** the options overlay is fully gamepad-driven: it opens with **Select**, the D-pad or left stick (up/down) moves between options, **A** steps the selected option forward, **B** steps it back, and **Start** (or Select again) closes. No keyboard needed. Full steps are in the bundled `README.md`. ### Verify the download ``` sha256sum -c goldeneye-pc-port-0.4.0-win64.zip.sha256 sha256sum -c goldeneye-pc-port-0.4.0-linux-x86_64.tar.gz.sha256 ``` ### Source & docs , built on the [GoldenEye 007 decompilation](https://github.com/n64decomp/007), architecture after the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark). 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 — as much a study of what agentic development gets wrong on a game-sized codebase as it is a port. See the README's [Background section](https://github.com/jkdansereau/goldeneye-pc-port#background) for the full account.