Files
goldeneye-pc-port/.github/release-notes.md
T
James Dansereau 1ca5eb197e Docs: README, release notes and user docs restructured for v0.6.0
- README in the shape of the top decomp/recomp ports: title, one-paragraph
  pitch, latest-release link, a single no-assets line; then Requirements,
  Quick start, Controls, What this port offers, FAQ (new), Status, Roadmap,
  Building, Documentation, Contributing, Credits, Legal. 852 -> ~370 lines.
- Moved, not removed: docs/user-guide.md (full controls, feature list,
  settings and files, ROM check, macOS setup, updating, emulator saves,
  uninstalling, troubleshooting) and docs/about.md (release history, status
  in detail, how it was made with the models/tools table, how it works, the
  comparison with the XBLA projects).
- Release notes: upgrade and code-signing callouts, Highlights, Downloads,
  Getting started, Added/Fixed/Changed without internal finding labels, a
  shorter known-issues list, Tested on, Thanks, Verify (incl. attestation).
- ROADMAP: v0.7.0 rows for the macOS first-launch black window and the pixel
  gate vs the Auto frame-cap default. building.md: ROM table link.
2026-10-13 10:47:31 -04:00

7.6 KiB

GoldenEye 007 PC Port — v

2-player split-screen multiplayer in the port The PC options menu: custom crosshair colour sliders

Note

Updating? Your progress and settings carry over. Unpack the new version into a new folder and copy your ROM, ge007.eep and ge007.ini into its data/ folder. Leave the old pcmodels-* and pccg-* folders behind; the new version makes its own.

Note

The downloads aren't code-signed. On Windows, if SmartScreen appears, click More info, then Run anyway. On macOS, see Getting started.

Highlights

  • Frame rates above 60. Pick 90, 120, 144, 165 or 240, or Auto to match your display (up to 240). The game still runs at its original speed; the extra frames are blended between its ticks. A rework of f1zz1ec0ke's #137.
  • macOS on Apple Silicon (experimental). A new download for M1 and later Macs, based on danturn's #95. Tested on one M3 Mac so far; reports are welcome.
  • Original controls are now original (#145, #149). With Control style set to Original, your pad behaves as an N64 controller, and Invert look works in every original style.
  • Fixes: geometry vanishing up close (#150), the first launch opening on the wrong monitor (#151), the Linux end-credits crash (#152) and a crash when a guard spawns with a hat (#153, #156).
  • Also: an optional mission timer (#144), the file-select crest fixed (#146), and a fix for a Windows exit crash.

Downloads

File Platform
goldeneye-pc-port-<version>-win64.zip Windows 10/11, 64-bit
goldeneye-pc-port-<version>-linux-x86_64.tar.gz Linux x86-64 (glibc 2.31+), including Steam Deck
goldeneye-pc-port-<version>-macos-arm64.tar.gz macOS 14+ on Apple Silicon (experimental)

Each download is ready to run: it carries its runtime libraries, a README, the license texts and the one-time asset tool. No ROM and no game assets are included; you need your own US GoldenEye 007 ROM.

Getting started

  1. Unpack the download.
  2. Make a data/ folder next to the executable and put your ROM in it as ge007.ntsc-final.z64.
  3. Start the game. The first start takes a few extra seconds while it prepares the game files from your ROM. F10 (controller: Select) opens the options menu.

Steam Deck: do the steps on the Deck, then add the executable as a non-Steam game.

macOS: the app isn't notarized, so run this once in Terminal before the first launch, then start ./ge007.aarch64 from the folder. If the window ever stays black on the first start, close it and start it again.

xattr -dr com.apple.quarantine goldeneye-pc-port-<version>-macos-arm64

Or download it in Terminal, which skips that step:

curl -L https://github.com/jkdansereau/goldeneye-pc-port/releases/download/v<version>/goldeneye-pc-port-<version>-macos-arm64.tar.gz | tar xz

Without Terminal: after macOS blocks the first launch, open System Settings → Privacy & Security and click Open Anyway next to the ge007.aarch64 message.

The user guide covers controls, settings, emulator saves and troubleshooting.

What's new

Added

  • Frame rate cap: Auto, 90, 120, 144, 165 and 240 join 30 and 60 (F10 → Video). Auto is the default on fresh installs; an existing ge007.ini keeps its value. Above 60 the extra frames are blended between game ticks (no effect on a 60 Hz display), which adds one tick of latency; a fast camera turn or a big change on screen shows a full frame instead. The Original N64 display mode keeps 60.
  • macOS Apple Silicon download (experimental), plus source builds with Homebrew's GNU gcc.
  • Original control style as an N64 controller: every press sends the real N64 button in levels, menus, the watch and the tank. Default layout: South = A, West = B, right trigger = Z, left trigger / RB = R, LB = L, right stick = C-buttons. Each button can be moved per player in ge007.ini (Input.N64Pad.A = a, ...), and Input.N64StickFeel picks the N64's linear stick range.
  • Mission timer (#144): an optional always-visible timer, off by default.
  • ge007.log: every run is logged next to the ini; the previous run is kept as ge007.prev.log.

Fixed

  • Geometry vanishing when you stand against a wall (#150).
  • The first launch opening on the wrong monitor (#151).
  • A Linux crash during the end credits (#152).
  • A crash when a guard spawns wearing a hat (#153, #156).
  • The file-select crest drawing on a dark square (#146).
  • Invert look now works in every original control style and stays in sync with the watch's Look up/down (#145).
  • A crash on exit on some Windows GPUs.
  • The Cradle catwalk shadow flicker, and stale pixels beside the widescreen picture on front-end screens.
  • Sound and text pointer checks that rejected valid pointers (#108, with italoarruda).
  • The Linux/macOS update check failing on a large response.
  • F10 slider labels being cut off at HUD scale 150.

Changed

  • Windows: per-monitor DPI awareness, so fullscreen on a scaled 4K display is native resolution; exclusive fullscreen uses the desktop mode.
  • F10 dropdowns stay inside the settings box.
  • The crosshair look (colour, size, style) is no longer reset by the Display mode presets.
  • The old front-end Velocity pointer mode is removed.

Known issues

Issue Workaround
On the Steam Deck at 90 fps, firefights in the centre of Bunker 1 and 2 can drop a few fps, and Jungle can feel slightly less smooth Set the frame cap to 60 for those levels
Cradle's turret explosions may draw wrongly None yet
On Windows, the picture can look hazy for a moment after alt-tabbing back It settles on its own
macOS: the end credits may crash Your progress is already saved by then
PAL and JP ROMs aren't supported yet Use the US (NTSC-U) ROM
Saves from v0.4.0 and earlier can hold fake unlocks from All unlocked Keep a backup of data/ge007.eep from before you used it

The full list is the known-issues table.

Tested on

The release downloads themselves, from a fresh folder with only the ROM: all 21 solo levels on Windows (at 120 fps), the Steam Deck (Desktop and Game Mode, at 90), macOS on Apple Silicon, and a 2011 Linux laptop with Intel HD 3000 graphics (at 60).

Thanks

f1zz1ec0ke (#137, the frame-interpolation design this release reworks), danturn (#95, macOS), Julio C. Rocha (#88, the first macOS groundwork), italoarruda (#108), and everyone who reported the issues above.

Verify the download

sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
shasum -a 256 -c goldeneye-pc-port-<version>-macos-arm64.tar.gz.sha256   # macOS
gh attestation verify <file> --repo jkdansereau/goldeneye-pc-port         # build provenance

Built on the GoldenEye 007 decompilation and modelled on the Perfect Dark PC port. A non-commercial fan project, not affiliated with any rights holder. Developed with AI coding agents directed by one maintainer; see About the project.