--- title: GoldenEye 007 PC Port description: A native PC port of the original Nintendo 64 GoldenEye 007, built from decompiled source — and a case study in AI-agent collaboration on a large low-level codebase. --- # GoldenEye 007 PC Port A work-in-progress **native PC port of the original 1997 Nintendo 64 _GoldenEye 007_**, compiled from the game's [decompiled source](https://github.com/n64decomp/007) and running the N64's graphics coprocessor in software. It follows the architecture of the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark). It is also a **research project on AI-agent collaboration in a large, unfamiliar, low-level codebase**: two coding agents — a local open-weight model (Qwen 3.8) on a single RTX 5090, and Claude / Claude Code — driven by one person part-time through ~230 translation units of unmodified big-endian MIPS game code, handing work back and forth through shared written notes. **Status:** Phase 2 of 4 (rendering); first alpha **v0.1.0** released. Runs the full single-player campaign — 19 of 21 missions completable start to finish in a full-campaign playtest, two levels still crash mid-mission. No audio yet; AI pacing and cutscenes are rough. - **[Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port)** — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects. ## Documentation - **[The two-agent development case study](dev/agentic-development.md)** — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work. - **[Development process](dev-process.md)** — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline. - **[Internals](internals.md)** — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan. - **[Porting notes](porting-notes.md)** — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes. - **[Game-behavior reference](dev/game-behavior-reference.md)** — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks. - **[Building](building.md)** — full build and asset-extraction guide.