- 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.
7.6 KiB
GoldenEye 007 PC Port — v
Note
Updating? Your progress and settings carry over. Unpack the new version into a new folder and copy your ROM,
ge007.eepandge007.iniinto itsdata/folder. Leave the oldpcmodels-*andpccg-*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
- Unpack the download.
- Make a
data/folder next to the executable and put your ROM in it asge007.ntsc-final.z64. - 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.inikeeps 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, ...), andInput.N64StickFeelpicks 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 asge007.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.

