# GoldenEye 007 PC Port — v0.4.0

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

Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**. Region: **NTSC-U (US) only** — see [Things to know](#things-to-know). v0.4.0 is a large feature and fidelity release. The full campaign runs at a steady 60 fps with music and SFX throughout, and has been playtested end to end (all 20 missions, Agent difficulty) on Windows and on Steam Deck with a physical controller. This is a pre-1.0 release: the known issues below are real, and some areas (multiplayer, PAL/JP, HD assets) are still ahead of us. --- ## New features ### Native widescreen *(on by default)* The world now renders natively at your display's aspect ratio instead of stretched 4:3: geometry is undistorted (wider view, same vertical FOV), the in-level HUD keeps its shape and anchors to the screen edges, and the 4:3 front-end menus and ending-credits sequence are pillarboxed. Turn it off with the **`Native widescreen`** toggle (F10 → Display) to restore the old stretched frame. (D334/D335) ### A true, stable 60 fps v0.3.0 could settle at 30 fps game-wide on some setups. The cause was a pointer-width bug in the game's frame scheduler: a "present every frame" flag was read back at a hardcoded byte offset that the 32→64-bit transition silently moved, so the render path ran on the audio client's every-other- frame cadence. Fixed at the root; the game now holds a rock-stable 60 fps (measured with the in-game FPS readout) on both platforms. (D248) ### A complete aim system for mouse *and* controller - **`Aim style`** — **N64** (default): the crosshair deflects and the camera follows once it reaches the screen edge. **Centred (PC)**: the crosshair is fixed at screen center and your mouse — or your right stick — moves the camera directly. In v0.3.0 the centred mode only worked with a mouse; it now works with a controller too, using the N64 original's own stick-response curve so full stick matches the original's top turn rate. (D332/D333/D337/D404) - **`Aim range`** (shown while Centred is selected) — **PC** (default, full-screen feel) or **N64** (the original 65% stick limits). (D338) - **Reticule jitter in aim mode is gone** — mouse aim now runs on the Perfect Dark PC port's aim model. (D332) - Per-device sensitivity: `Mouse horizontal/vertical sensitivity`, and for controllers `X axis / Y axis look sensitivity (controller)` plus `Look smoothing (controller)`. ### Rebuilt options (F10 overlay + front-end PC Options) - Both options screens are reorganized into functional sections — **Input, Gameplay, HUD, Graphics, Audio, Display** — each with its own *Reset to defaults*; per-profile settings scoping; and the old "save file" wording is now **profile**. (D353–D356) - The **F10 in-game overlay** was refreshed GE-style: category headers, full controller support (value-adjust with hold-to-repeat), fixed pointer/ keyboard navigation, and new rows: **Show FPS**, **Skip intro**, pad **Invert look / Southpaw / Deadzone / Trigger threshold**. (D237/D345– D347/D360–D370) - The front end gained a **PC Options screen** beside the file-select bar, and save-file **Copy/Erase** moved into the bottom bar. Long sections (Input) page within the screen -- a "Page 1/2" marker plus a bottom hint on every page -- so every row stays on screen and stays reachable. (D343/D406) - Watch-only settings — **Auto-aim**, **Look ahead** and the rest — are now editable from the PC options and **persist correctly** (this closes the "auto-aim won't stay on" report, issue #103). (D330/D350/D352/D354) - **`HUD scale`** (75–150%, default 100%): scales the ammo counter, pickup text and subtitle bars for smaller or larger displays. (D226) ### Crosshair customization *(defaults leave the N64 crosshair untouched)* **Show crosshair** (on/off), **Crosshair colour** (the original red, or green / blue / yellow / cyan / magenta / white, or custom RGB), **Crosshair size** (default 100% of the original drawing), and **Crosshair style** (Original / Thin cross). (D373/D379/D381/D382) ### In-game key rebinding + new default layout A two-group key editor (**Movement**, **Actions**, each with its own *Reset to defaults*) lives in both options screens. The new default **Actions** layout is the GEPD-style preset (e.g. Action/next-weapon on the keys you'd expect from a modern layout); existing INI bindings are honored and older ones migrate automatically. (D371/D374/D383/D385) ### Controller improvements - **Sane pad defaults**: **A = use/interact, X = reload, Y = weapon cycle** (v0.3.0 mapped two buttons to crouch and had no in-game use button). (D393) - Crouch uses the engine's real crouch input, with a **`Crouch mode`** toggle (hold / latched). (D375) - Xbox-variant controller parity, **Southpaw**, and per-stick **deadzone** + **trigger threshold** rows. (D237/D394) - **The N64 Rumble Pak now drives real gamepad haptics** (Steam Deck included), scaled by a global **`Vibration`** slider (default 50%). (D401) - The F10 overlay is fully gamepad-driven. (D347/D395/D396) ### `All unlocked` ships as a documented EXPERIMENTAL feature F10 → Gameplay → **`All unlocked (EXPERIMENTAL)`** opens every mission, 007 mode and the full cheat menu. On a fresh install it now yields the game's own fresh-slot layout instead of corrupting state (D281) — but enabling it can still bake synthetic cheat/completion data into your save that switching it off does not undo: **complete a level normally first, and back up `data/ge007.eep` before enabling it.** (D387) ### Steam Deck / Linux The first clean SteamOS/glibc build, plus a first-launch preset for decks without a config (native 1280×800, 2× MSAA, vsync, 250% draw/LOD distances). (D402/D283) --- ## Bug fixes ### Fidelity (verified against the N64 original / era-correct references) - **Water** on the `IsWater` levels (Dam, Frigate, Surface 2, …) matches the original: the moving seam between two patterns and the pattern "resetting" as you moved are gone. (D245) - The **particle "rainbow" effect** (intermittently recoloured sparks and explosion residue) no longer occurs. (D252) - **Frigate: "every polygon breaks except the gun"** after turning — and the rare "Bond briefly out of place" quirk — were the same never-written fields read by the head-bob animation; both are fixed. (D336/D311) - Surface 1/2: the tree backdrop that rendered as a solid wall of texture now renders as proper camera-facing tree cards. (D236) - Ejected **shell casings** render again. (D331) - The intro **gun-barrel blood drip** draws correctly. (D341) - The extra erroneous **long muzzle flash** on some guns is gone. (D303) - Occasional **z-fighting** fixed; **security-camera props** no longer face backwards; the front-end **Nintendo logo and copyright page** render correctly. (D308/D307/D403) - 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) substantially improved at default settings. (D249) - The **Facility execution-scene watchdog** from v0.3.0 stays enabled as a safeguard; the animation-pinning that motivated it is root-caused (a tick granularity divergence) and fixed, so the scene plays out as authored. (D329/D318) ### Front end & UI - Randomly **flickering F10 menu items** are gone. (D314) - The watch's **controller-page graphic** renders again. (D290) - File-select **folders and Bond photos** no longer vanish after backing out of a file. (D342) - File-select bottom row (SELECT FILE / Copy / Erase / PC Options) aligned. (D398–D400) ### Audio - **Gunshot SFX** cadence matches the N64 original's rate, and the intermittent silence of the PP7/AK47 under sustained fire near a looping sound is gone. (D240/D241) - The silenced **PPK "slap"** and the broader real-time mixer corruption behind it are fixed. (D202) - Windows audio now prefers the **DirectSound** backend over WASAPI (lower, more robust latency). (D322) - In-stage music **re-synchronizes** correctly at stage transitions and level entry. (D355) - Long-session audio degradation (issue #87): pool hardening shipped, plus an optional `GE_D322=1` telemetry probe if it ever recurs. ### Stability & renderer - **Orderly game exit**: quitting no longer lands inside the graphics driver (a class of Windows driver bugchecks seen during testing). (D344) - A **non-self-recovering Windows freeze** after the window sat idle and lost focus is fixed (mouse-mode changes now applied on the window thread). (D287) - **MSAA above your driver's maximum no longer black-screens** (the request is clamped to `GL_MAX_SAMPLES`), and two framebuffer-state bugs in the render/resolve paths were fixed — community contribution, PR #106, security-reviewed. (D405) - Port-wide code audit: missing returns in front-end menus, missing prototypes, undefined-behaviour shifts. --- ## Options reference All settings available in v0.4.0, in both options screens (front-end **PC Options** and the in-game **F10 overlay**). Defaults in parentheses. | Setting | Section | Default | |---|---|---| | `Native widescreen` | Display | On | | `Frame rate cap` | Display | 60 (30 / 60) | | `Show FPS` | Display | Off | | `MSAA` | Display | 2× (1/2/4/8, clamped to driver max) | | `Aim style` | Input | N64 (N64 / Centred (PC)) | | `Aim range` | Input | PC (shown while Centred) | | `Mouse horizontal/vertical sensitivity` | Input | calibrated midpoint | | `Invert look (mouse)` / `Invert look (controller)` / `Southpaw` | Input | Off | | `X / Y axis look sensitivity (controller)` | Input | 100% (native) | | `Look smoothing (controller)` | Input | 0 | | `Deadzone (left/right stick)` | Input | 70% | | `Trigger threshold` | Input | 23% | | `Vibration` | Input | 50% | | `Crouch mode` | Input | Hold | | `Bindings…` (Movement / Actions editors) | Input | GEPD-style preset | | `Auto-aim` / `Look ahead` | Gameplay | Off (watch-backed) | | `Skip intro` / `No hit flash` | Gameplay | Off | | `All unlocked (EXPERIMENTAL)` | Gameplay | Off | | `HUD scale` | HUD | 100% (75–150%) | | `Show crosshair` / `Crosshair colour` / `Crosshair size` / `Crosshair style` | HUD | N64-intact (size 100%) | --- ## Things to know - **NTSC-U (US) ROMs only.** PAL and JP ROMs are not supported in this version; asset repair for those regions is on the post-release roadmap. (D258) - **The default Actions key layout is new** (GEPD-style). If you preferred the v0.3.0 defaults, rebind them in *Input → Bindings…* or reset the group. Existing INI bindings are auto-migrated and still honored. - **Back up `data/ge007.eep` before using `All unlocked`** (see above). - Steam Deck: the first launch in Game Mode applies the Deck preset only if no `ge007.ini` exists yet; F10 changes always win afterwards. ## 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) - With *Native widescreen* on, the F10 options overlay stretches with the window instead of pillarboxing like the front-end menus (legible; cosmetic). (D335b) - The front-end Rareware logo shows a subtle texture-filtering artifact (the Nintendo logo and legal page are clean). Cosmetic only. (D75) - **`All unlocked` is experimental** (see above); the fresh-install corruption case is fixed, but saves made while it is on are not guaranteed recoverable by switching it off. (D387) ## Roadmap since v0.3.0 (research, not yet features) - ROM-level **mod support** investigated and found viable (the game's file table lives in the ROM); HD texture packs and the drop-in-ROM flow are tracked post-1.0. (D325–D328) - A measured CPU budget on low-end hardware (issue #92) reshaped the performance investigation toward the GPU. (D339) - Controller options wave 2 (presets, pad reassignment UI) and PAL/JP support are planned post-v0.4.0. --- ## 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 (NTSC-U only, as noted above). 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 (SFTP, 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.