Files
goldeneye-pc-port/.github/release-notes.md
T
James Dansereau 7aba3637c9 docs: v0.1.0 alpha framing + hygiene pass (#25)
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first
full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii
+ Statue, D193 AI pacing is the top flaw).

- README: lead with what it is + status, research angle second; new
  Quick start section; Status/Download rewritten for the alpha + dual
  platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190
  findings, ~49 sessions, 69 PORT files).
- .github/release-notes.md: v0.1.0 title + known-issues rewrite.
- .github/social-preview.html: status/stat lines (regen + re-upload the
  PNG separately).
- docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status.
- docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 +
  D148/D170/D173 M-49 escalations.

Hygiene:
- Fix the `&` literal in internals.md H1.
- Repoint two ../README.md links that 404 on the Pages site.
- Standardise British -> American spelling across the public docs
  (behaviour->behavior, colour->color, catalogue->catalog,
  centre->center, etc.). Deep internal logs left untouched.
- .gitignore: document the local-notes convention (docs/HANDOFF.md,
  docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and
  session plans) so it survives a fresh clone.
2026-09-04 00:13:43 -04:00

2.8 KiB

GoldenEye 007 PC Port — v0.1.0 alpha

⚠️ Research alpha. Playable, not polished. The full single-player campaign runs. In a full-campaign playtest on this build, 19 of 21 missions were completable start to finish. Known issues:

  • no audio (Phase 3, not started) — the game runs silent;
  • two levels crash mid-mission — Bunker ii and Statue (one root cause, D191);
  • AI characters move too slowly, which breaks Cradle (the final level) via Trevelyan's scripted behavior (D193);
  • cutscenes frequently glitch — skipped, wrong camera, misplaced actors (D148/D160);
  • some front-end 3D models are broken (the spinning Nintendo logo, the MISSION COMPLETE / mode-select models);
  • outdoor levels render with a black sky;
  • mouse aim and some textures/transparency have rough edges.

If you just want to play GoldenEye on PC today, use one of the Xbox 360 recompilation projects instead — see the project README.

Downloads

File Platform
goldeneye-pc-port-<version>-win64.zip Windows x86-64
goldeneye-pc-port-<version>-linux-x86_64.tar.gz Linux x86-64

Each contains the engine executable, a README, license texts, and the prepare-assets tool. No ROM, no game assets. The Windows bundle also carries its runtime DLLs; the Linux bundle links against your distro's SDL2 / zlib / libGL (sudo apt install libsdl2-2.0-0 zlib1g libgl1, or the equivalent).

Windows development and playtesting is the primary path; the Linux build boots and renders (tested on WSLg) but has had far less exercise.

Running it

You supply your own NTSC-U GoldenEye 007 N64 ROM (.z64, big-endian, SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83). Only the US ROM is supported in this alpha.

  1. Unpack the archive.
  2. Make a data/ folder next to the executable and put the ROM in it as ge007.ntsc-final.z64.
  3. Run the one-time asset step (needs Python 3.8+): python3 prepare-assets/prepare-assets.py — it reads your ROM and writes the two data/pc*-ntsc-final/ folders the engine needs. Standard library only; a few seconds.
  4. Run the executable from that folder.

Full steps are in the bundled README.md.

Verify the download

sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256

Source & docs

https://github.com/jkdansereau/goldeneye-pc-port — built on the GoldenEye 007 decompilation, architecture after the Perfect Dark PC port. Non-commercial fan preservation/research project; not affiliated with any rights holder.