James Dansereau 14adbd3cad tools_pc/verify.sh: kill each level as soon as its last GE_PCDUMP frame lands
run_one always idled out the full watchdog (45s/level sweep, 90s/level
single) even though the game only needs to render its intro pan +
spawn-in once -- everything after the last requested frame was wasted
wall-clock. Poll for the last frame's PPM (or a crash log) every 0.2s and
kill immediately; the watchdog stays as the hang/load-flake safety net
for a level that never gets there. Also trims the pre-launch settle
1s -> 0.3s.

Falls back to the old timeout-wrapped launch if the --dump spec doesn't
parse as lo-hi[:step] integers.

Measured: bunker1 (9 frames, 80-400:40) 45s -> 18s; dam (3 frames, default
200-440:120) 90s -> 17s. A full 21-level sweep should drop from ~16 min
toward ~6 min.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 23:05:22 -04:00
2026-08-17 13:48:42 -04:00
2026-09-01 19:28:59 -04:00
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2026-08-16 17:30:25 -04:00
2021-03-08 12:58:16 -06:00
2021-03-08 12:58:16 -06:00
2021-03-08 12:58:16 -06:00
2026-09-01 19:28:59 -04:00
2026-08-17 13:48:42 -04:00
2026-09-01 19:28:59 -04:00

GoldenEye 007 PC Port

CI status tested on license built with

A native PC port of GoldenEye 007 (Rare, 1997, Nintendo 64), compiled from the GoldenEye 007 decompilation — the original N64 game running from reconstructed source, not the Xbox 360 remaster. The first alpha, v0.1.0, is out for Windows and Linux: it boots, renders the full intro and front end, and runs all 21 solo missions — in a full-campaign playtest 19 of the 21 were completable start to finish (two levels still crash). It shipped without audio — a working software mixer landed in the tree afterwards (Phase 3, in progress) and will ship in the next release. Rough edges remain. See Status and Background.

It is also a research project on AI-agent collaboration in a large, unfamiliar, low-level codebase — how far two coding agents (a local open-weight model and Claude), driven by one person part-time, can be pushed through ~230 translation units of unmodified big-endian MIPS game code and made to run on a 64-bit desktop. See Background.

Technically, it follows the architecture of the Perfect Dark PC port — the same Rare "Indy" engine family, one hardware generation apart. The unmodified game C sources are compiled for the host; the N64's Reality Signal Processor (RSP) is emulated in software; every other hardware surface (video, audio, input, timers, save storage) is shimmed in a dedicated port/ layer.

Important

You must supply your own GoldenEye 007 ROM. This repository contains no Nintendo code or assets, and no ROM. Nothing here is distributable as a playable game — see Requirements and Legal.

Bunker 1 intro camera ~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives Dam intro camera
In-engine, running in the port — Bunker 1 and Dam attract views, and a ~15 s clip (no audio yet, Phase 3): mission dossier → Facility → Silo → Jungle → Archives.

Quick start

You supply your own NTSC-U GoldenEye 007 N64 ROM (.z64, big-endian) — no ROM or game asset is included or distributed. Then:

  1. Download the Windows or Linux bundle from Releases and unpack it.
  2. Make a data/ folder next to the executable and drop the ROM in as ge007.ntsc-final.z64.
  3. Run the one-time asset step: python3 prepare-assets/prepare-assets.py (Python 3.8+, stdlib only).
  4. Launch the executable from that folder.

Building from source instead: see Building. Read the Status caveats first — this is an early alpha.

Contents

Background

Beyond the port itself, this is primarily a research project on agentic software development — specifically, on AI-agent collaboration in a large, unfamiliar, low-level codebase: how far coding agents can be driven, by one person working part-time, through ~230 translation units of unmodified big-endian MIPS game code, made to run on a 64-bit desktop.

It used two agents:

  • a local open-weight model — unsloth/Qwen3.8-27B-GGUF:UD-Q4_K_XL on a single RTX 5090, driven mainly through the pi coding agent (Unsloth Desktop was also trialed) — which did the groundwork: the CMake build, the boot chain, the software-RSP integration, the offline asset-conversion pipeline, and the first rendered frames;
  • Claude (via Claude Code — mostly Sonnet 5, with Opus 5 as an escalation tier for the hardest bugs), which joined on 27 Aug 2026 for a collaborative phase: the 21-level load/render/no-crash sweep, the ABI/layout finding catalog, the SDL input layer, and the front-end flow.

The two handed work back and forth through shared written artifacts:

flowchart TD
    H["human<br/>direction · integration · playtest"]
    C["Claude<br/>(Claude Code)"]
    Q["Qwen 3.8<br/>(pi, local RTX 5090)"]
    D[("shared artifacts<br/>findings · notes · handoff doc")]
    H -->|"scoped task + budget"| C
    H -->|"scoped task + budget"| Q
    C -->|"patch + write-up"| D
    Q -->|"patch + write-up"| D
    C <-.->|handoff| Q
    D --> H

The handoff document was originally a session-to-session note; it became the interface between the two models — when Claude hit a usage limit mid-problem, the local model picked the task up from that state and continued.

By the numbers:

Metric Value
Timeline ~3 weeks, one person part-time
Commits ~320
Root-caused bugs logged ~190 (D1–D196; some later merged or withdrawn)
Handoff sessions ~49
ABI edits to game code 69 files, all #ifdef PORT
Port layer / tooling ~17k lines C/C++ · ~6k lines Python
Effort split (milestone-weighted) ~60% Claude · ~40% local model

The local model built the entire foundation — build, boot chain, RSP wiring, asset converters — then both agents ran the debugging phase together:

  • Day 4 — the full ~230-unit codebase compiles and links
  • Day 8 — the whole intro renders
  • Day 13 — all 21 solo missions run crash-free
  • Day 14 — front end playable end to end
  • Week 3 — v0.1.0 alpha; a full-campaign playtest completes 19 of 21 missions

Full write-up, timeline chart, and an honest "what worked / what didn't": docs/dev/agentic-development.md. The workflow itself: docs/dev-process.md. To cite this project or its findings, use CITATION.cff (GitHub's "Cite this repository" menu).

How this differs from the other GoldenEye PC projects

This is a native port of the original 1997 Nintendo 64 game, built from its actual reconstructed source code — the same lineage as the Perfect Dark PC port. The other well-known "GoldenEye on PC" projects are something different: they machine-translate the shipped binary of the unreleased Xbox 360 XBLA remaster — a different game, a different codebase, no shared code with this.

This project GoldenEye-Recomp / Steam Deck build
What it ports The original Nintendo 64 game (1997) The Xbox 360 XBLA HD remaster (built ~2007, never released)
How Decompilation-based source port — human-reconstructed C, compiled for the host; game logic runs as written Static binary recompilation — the shipped machine code is auto-translated to C; no source-level understanding
Lineage GoldenEye 007 decompilation + Perfect Dark PC port engine family Xbox 360 "…Recompiled" static-recompilation family
Renderer Software RSP → OpenGL Hardware (Vulkan)
Status WIP, Phase 2, alpha v0.1.0 — runs all 21 levels, 19/21 completable in a full playthrough; no audio; rough edges Playable full game, higher frame rates, online multiplayer
Why it exists A case study in AI-agent collaboration on a hard low-level codebase; the port is the target, not a product A polished, playable PC release of the remaster

If you just want to play GoldenEye on PC today, use one of the recompilation projects — they are finished and this is not. What is interesting here is the other half: getting the original game running from source, and how much of that work was driven by AI agents.

Status

Warning

Alpha — playable, not polished. This is a work-in-progress research port. It runs the full single-player campaign and has working audio (SFX + music, Phase 3 in progress), but some front-end 3D models and cutscenes are broken, AI characters move too slowly, input has known rough edges, and two levels (Bunker ii, Statue) still crash. Treat it as an early alpha of the porting work, not a finished way to play GoldenEye.

Phase 3 of 4 (audio + input) in progress; Phase 2 (rendering) essentially done. First alpha: v0.1.0 (shipped before audio landed). The port boots, renders, and plays through the front end and the campaign. It is not finished and it is not fully stable.

Working

  • Boot → Rare/Nintendo logos → gun-barrel → cast intro, fully rendered.
  • Front end: main menu → mission select → difficulty → briefing → mission start.
  • All 21 solo missions load and render. In a full-campaign playtest on the packaged Windows build, 19 of 21 were completable start to finish; Bunker ii and Statue crash mid-level (one root cause, tracked as D191). See docs/dev/LEVEL-STATUS.md.
  • Software RSP (fast3d): textured world geometry, skeletal characters, HUD, the GE-specific color-combiner / render modes and G_TRI4.
  • Input: keyboard + mouse (with mode-aware mouse-look) and SDL game controllers, mapped onto the N64 pad. Tunable via ge007.ini.
  • File-backed EEPROM saves.
  • Audio — software mixer (libultra audio layer → SDL, adapted from the PD port): SFX and music play in-level. Recent fixes: a permanent ~2 % tempo drift (D204) and a stuck infinite door loop (D202).
  • Windows and Linux (x86_64). Windows is the primary development and playtest path; the Linux build boots, renders, and passes the level sweep, with far less human playtime.

Not yet working

  • Audio polish — the mixer works, but Phase 3 is not done: by-ear verification of the recent D202/D204 fixes is still owed, and reverb / mix balance have not been playtest-tuned.
  • AI pacing — scripted and combat AI characters travel to their destinations noticeably slower than on N64. This breaks Cradle (the final level) via Trevelyan's scripted progression. Top post-alpha fix (D193).
  • Cutscenes — frequently glitch: skipped, wrong camera, misplaced or hovering actors, wrong timing (D148/D160).
  • Some front-end 3D models — the spinning Nintendo logo, and the MISSION COMPLETE / mode-select models — are mispositioned or absent. (The gun-barrel Bond intro renders correctly.)
  • Outdoor levels render with a black sky; assorted other cosmetic defects are tracked in docs/dev/GRAPHICS-BACKLOG.md.
  • No macOS or ARM support; no controller rebinding UI; no widescreen.

Next up: audio polish (Phase 3), the AI-pacing fix, and the two remaining level crashes. Cosmetic defects are tracked in docs/dev/GRAPHICS-BACKLOG.md.

Download

Pre-built Windows and Linux x86_64 bundles are published under Releases, starting with v0.1.0. Each contains the engine executable, its runtime libraries, and the one-time prepare-assets tool — no ROM and no game assets. See Quick start for the four steps to get it running, Requirements for accepted ROMs, and Status for the alpha caveats.

You can also build it yourself; see Building.

Requirements

You need a GoldenEye 007 (Nintendo 64) ROM that you legally own, in big-endian (.z64) format, matching one of:

Region ROMID ROM filename (in data/) SHA-1
NTSC-U (US) ntsc-final ge007.ntsc-final.z64 abe01e4aeb033b6c0836819f549c791b26cfde83
PAL (EU) pal-final ge007.pal-final.z64 167c3c433dec1f1eb921736f7d53fac8cb45ee31
NTSC-J (JP) jpn-final ge007.jpn-final.z64 2a5dade32f7fad6c73c659d2026994632c1b3174

US is the recommended and best-tested version.

The port also relies on the decompilation's asset-extraction step, which pulls the level, model, texture and music data out of your ROM at build time. That step, too, requires your ROM and is part of Building.

Building

Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL, Python 3, plus the decompilation's own build dependencies (an IRIX MIPS toolchain via qemu-irix, used only for the one-time asset extraction). See docs/building.md for the full walkthrough and the asset-extraction details.

Windows (MSYS2)

# in the MINGW64 shell
pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 \
          mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake \
          mingw-w64-x86_64-python make git

git clone https://github.com/jkdansereau/goldeneye-pc-port.git
cd goldeneye-pc-port
# 1. extract assets from your ROM (see docs/building.md)
# 2. build the port
./build-pc.sh ntsc-final          # or pal-final / jpn-final

Linux

Untested. No one has built or run the port on Linux. The steps below are the intended path, not a verified one — expect to fix build issues yourself.

sudo apt install build-essential cmake python3 libsdl2-dev zlib1g-dev libgl1-mesa-dev
git clone https://github.com/jkdansereau/goldeneye-pc-port.git
cd goldeneye-pc-port
# extract assets (docs/building.md), then:
./build-pc.sh ntsc-final

The executable is written to build-pc/ge007.x86_64 (on Windows, build-pc/ge007.x86_64.exe).

Running

  1. Create a data/ directory in the repo root.
  2. Put your ROM in it, named as in the table above (e.g. data/ge007.ntsc-final.z64).
  3. Run the executable from the repo root: ./build-pc/ge007.x86_64.

Configuration is written to ge007.ini on first run.

Default controls

Action Keyboard / mouse Controller
Move / strafe W A S D / arrows Left stick
Aim / look Mouse Right stick
Fire (Z) Left mouse / LCtrl Right trigger
Aim mode (R) Right mouse / LShift Left trigger
Use / accept (A) Space / E / X A / X
Reload / cancel (B) R / F B / Y / RB
L trigger Q LB
Start Enter / Tab Start

Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the [Input] section of ge007.ini.

How it works

The R4300 game code in src/ is compiled completely unmodified — the decompilation's control flow is treated as ground truth. Everything that would touch N64 hardware is redirected into port/:

  • port/fast3d/ — a software RSP. It interprets the GBI display list the game builds each frame and emits OpenGL, bypassing the RDP. Adapted from the Perfect Dark port and extended for GoldenEye's custom GBI.
  • port/src/gesched.c — replaces the RCP scheduler; instead of poking RSP registers it drives the software RSP directly.
  • port/src/libultra.c — single-threaded shims for the libultra OS API (threads, messages, timers, PI/SI/AI/VI) over the host.
  • port/src/{video,audio,input,fs,romdata,config}.c — the SDL2 / OpenGL / filesystem backends.

The 32→64-bit transition forces a small, cataloged class of mechanical ABI-only edits to ROM-serialized structs (pointer-width reconciliation); these change no behavior and are documented individually.

Where it diverges from the Perfect Dark port: GoldenEye's N64 serialized asset formats (level setup, models, backgrounds) are converted offline by a set of Python "sidecar" converters in tools_pc/, rather than fixed up at load time. See docs/internals.md and docs/porting-notes.md.

Project layout

CMakeLists.txt      PC build (parallel to the decomp's Makefile, which is untouched)
build-pc.sh         configure + build helper
src/  include/      the decompilation (game + libultra) - compiled unmodified
port/
  fast3d/           software RSP -> OpenGL
  src/              port layer (main, OS shims, video, audio, input, fs, ...)
  include/          port-facing headers
tools/  Makefile    the N64 build + asset extraction (from the decomp; do not modify)
tools_pc/           PC-port helper + analysis scripts
docs/               see below

Documentation

Key docs are also published as a site: https://jkdansereau.github.io/goldeneye-pc-port/.

Doc What's in it
docs/building.md Full build + asset-extraction guide.
docs/internals.md Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan.
docs/porting-notes.md The recurring N64→PC bug classes hit during the port, with fixes.
docs/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, original-game quirks. Playtest reference.
docs/dev/agentic-development.md The research angle: the two-agent setup, timeline, handoff workflow, and an assessment of what did and didn't work.
docs/dev-process.md The investigation workflow in detail — budgets, file partitioning, the finding-log discipline.
docs/dev/ The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices.
docs/SetupGuide.md, docs/StructureGuide.md, docs/StyleGuide.md Inherited from the decompilation.

Credits

This port is a thin layer on a large amount of other people's work.

Prior work it is built on

  • The GoldenEye 007 decompilation — years of effort by Larry Ficken ("kholdfuzion") and the project's contributors; plus zoinkity's GoldenEye documentation, which the decomp started from. This port is a fork of that repository.
  • The Perfect Dark PC port (Ryan Dwyer and contributors) — the reference architecture for this port and the source of the fast3d software RSP.
  • The Perfect Dark decompilation — the sibling decomp the PD port is built on.

Vendored / adapted code

  • port/fast3d/ — the software RSP, adapted from the PD port. It originates with the Ship of Harkinian / libultraship fast3d (© Emill, MaikelChan; MIT — see port/fast3d/LICENSE.txt), which itself descends from sm64-port's fast3d and audio mixer.
  • port/fast3d/glad/ — OpenGL loader generated by glad (David Herberth, MIT).
  • The decompilation toolchain: ido-static-recomp (Emill / decompals), qemu-irix and rabbitizer (n64decomp).
  • SDL2 and zlib.

Methodology

Tools and models used to develop the port

This is a non-commercial fan preservation/research project, in the same category as the many other N64 decompilation and native-port repositories on GitHub. It follows the same conventions they do:

  • No ROM and no game assets are distributed — not in this repository and not in any release. Textures, audio, models, level data and in-game text are extracted from a ROM you already own, on your machine, at build time.
  • The repository is a fork of the public GoldenEye 007 decompilation and inherits its contents unmodified (see NOTICE for what that includes).
  • No official logos, box art, or marketing assets are used. "GoldenEye 007", "007", "James Bond" and related marks belong to their respective owners (Nintendo, Microsoft/Rare, MGM, Danjaq, EON Productions).
  • Pre-built binaries published under Releases contain only the engine — the port/ layer plus the compiled decompilation, with no game data of any kind — bundled with permissively-licensed runtime libraries (SDL2, zlib, the MinGW runtime; their licenses travel in the download). Any build — yours or ours — is useless without a ROM you supply.

This project is not affiliated with, endorsed by, or sponsored by Nintendo, Rare, Microsoft, MGM, Danjaq, EON Productions, or any rights holder in GoldenEye or James Bond. If you are a rights holder with a concern, open an issue and it will be addressed.

License

The original work in this repository — the port layer (port/), the PC build system, tools_pc/, and the documentation — is released under the MIT License, see LICENSE. Everything inherited from the upstream decompilation is covered by NOTICE, not by that license.

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