forked from Ports/goldeneye-pc-port
- README and docs/index.md (Pages) now embed goldeneye-gh-preview.gif where the mp4 <video> tag was; release notes already used the GIF - git rm the 27 MB mp4 (GIF stays — it is the release-notes asset, pinned to the v0.2.0 tag) - remove three unreferenced docs/img/bugs screenshots left over from the culling/D176 A-B captures
405 lines
21 KiB
Markdown
405 lines
21 KiB
Markdown
# GoldenEye 007 PC Port
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[](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
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A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
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the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
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original N64 game running from reconstructed source, not the Xbox 360
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remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
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other hardware surface (video, audio, input, timers, save storage) is shimmed
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in a dedicated `port/` layer, following the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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**v0.2.0** is out for Windows and Linux — including Steam Deck, where the
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Linux bundle sideloads as-is — and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). To our knowledge it's also the
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first open-source port of the original N64 game to ship as a public release:
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free to download, build on and modify (you bring the ROM).
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It's also a case study in AI-agent collaboration on a large, low-level
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codebase: two coding agents, driven by one person part-time, porting ~230
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translation units of unmodified big-endian MIPS game code to a 64-bit desktop.
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See [Background](#background).
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> [!IMPORTANT]
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> **You must supply your own GoldenEye 007 ROM.** This repository contains no
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> Nintendo code or assets, and no ROM. Nothing here is distributable as a
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> playable game — see [Requirements](#requirements) and [Legal](#legal).
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<p align="center">
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<img src="docs/img/attract-bunker1.png" width="32%" alt="Bunker 1 intro camera">
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<img src="docs/media/goldeneye-gh-preview.gif" width="32%"
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alt="~32 s gameplay montage from live play sessions">
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<img src="docs/img/attract-dam.png" width="32%" alt="Dam intro camera">
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<br><em>In-engine, running in the port — Bunker 1 and Dam attract views, and a
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~32 s gameplay montage loop from live play sessions.</em>
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</p>
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## Download
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| Platform | Bundle | Notes |
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|---|---|---|
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| **Windows** (x86_64) | [win64.zip](../../releases) | Engine + runtime DLLs + the one-time asset tool. |
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| **Linux** (x86_64) / **Steam Deck** | [linux tarball](../../releases) | SDL2 is bundled — runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
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Both bundles contain **no ROM and no game assets** — you supply your own
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(see [Requirements](#requirements)), which keeps the release legal to
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distribute. Earlier builds: v0.1.0 alpha, same page. You can also build it
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yourself; see [Building](#building).
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### Quick start
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You need a GoldenEye 007 N64 ROM (`.z64`, big-endian; NTSC-U recommended — all
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three regions are supported). No ROM or game asset is included or distributed.
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Then:
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1. Download the Windows or Linux bundle from [Releases](../../releases) and unpack it.
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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3. Run the one-time asset step: `python3 prepare-assets/prepare-assets.py` (Python 3.8+, stdlib only).
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4. Launch the executable from that folder.
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Read the [Status](#status) caveats first — v0.2.0 has known rough edges,
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listed plainly there.
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## Status
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**v0.2.0 — playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 21 missions, Agent difficulty —
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playtested), at a steady 60 fps; all 21 solo missions load, render and run
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crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
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is very welcome.
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**Working:** boot sequence and front end (menu → mission select → briefing →
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start); all 21 solo missions load, render and are crash-free (full campaign
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playtested end to end at Agent difficulty); steady 60 fps
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(software RSP off the presentation critical path); full audio — in-level music
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and SFX; keyboard + mouse (click-to-lock, proportional aim mode) and a modern
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dual-stick controller layout; file-backed saves; all levels, 007 mode and the full cheat menu unlocked by
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default (F10 → *All unlocked* restores faithful N64 progression); F10 in-game
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options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity);
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Windows and Linux.
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**Known issues:**
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- **Cutscenes glitch frequently** — skipped beats, wrong camera, misplaced or
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hovering actors, wrong timing; the Dam level-end cutscene is racy (D243).
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The most visible gap in this release.
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- A few in-level music tracks sound wrong — a wrong-sounding bass instrument
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on some elevator/level tracks (D230).
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- Particle colours drift through a rainbow palette instead of holding their
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grey/orange intent (bullet sparks, lingering smoke/explosion residue) (D252).
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- Water levels show a moving seam between two water patterns (D245); thin
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pixel strips at the left/right screen edges at non-integer window scales
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(D246).
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- Some front-end 3D models are off — the spinning Nintendo logo renders as two
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white blobs and the Rareware logo's texture filtering looks wrong (D75).
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- The F10 overlay's bottom row duplicates whatever item is currently selected
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(D251).
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- **Steam Deck:** one intermittent SIGSEGV remains in heavy firefights (D255);
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current builds capture full faulting registers in `ge007.crash.log`.
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- Assorted further cosmetic defects are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
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- No macOS or ARM support; no controller rebinding UI.
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Root causes and fix status for every item: the [release notes](../../releases)
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and the finding log in [`docs/dev/findings.md`](docs/dev/findings.md).
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### Steam Deck
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The Linux bundle is the Deck build. SFTP it over from your PC, or download
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it straight from the [releases page](../../releases) on the Deck itself:
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unzip, drop your ROM in `data/`, run `prepare-assets` once, and add the
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executable as a non-Steam game. SDL2 is bundled, so no dependencies need
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installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
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defaults — native 1280×800 fullscreen, VSync, MSAA 4, and 150% draw/LOD
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distance (the authored N64 fade distances read short on the close-up panel);
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everything is changeable in the options overlay and persists afterwards. The renderer is CPU-bound (software RSP); expect original N64-era
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performance at 60 fps rather than more. This release was playtested on real
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Deck hardware — the v0.1.0-era Facility crash was never reproduced there, and
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its prime suspect (D253) is fixed; one intermittent SIGSEGV in heavy
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firefights remains open (D255).
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**In-game settings on the Deck.** The options overlay is fully gamepad-driven:
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it opens with **Select**, the D-pad or left stick (up/down) moves between
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options, **A** steps the selected option forward, **B** steps it back, and
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**Start** (or Select again) closes. Toggles flip, resolution / MSAA /
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filtering cycle, sliders step in increments. With a keyboard attached the same
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overlay is `F10` + arrows/Enter.
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## Beyond playing
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- **Tweak it** — `ge007.ini` and the F10 in-game overlay expose resolution,
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frame cap, MSAA, texture filtering, FOV/draw distance and mouse feel;
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launch with `-fresh` for a clean-slate run.
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- **Read it** — [`docs/internals.md`](docs/internals.md) maps the
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architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md)
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is the catalogue of N64→PC bug classes hit along the way. Game logic in
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`src/` is unmodified decompilation; every hardware surface lives in the
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MIT-licensed `port/` layer.
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- **Mod it** — the port layer, build system and `tools_pc/` are yours to
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extend (see [License](#license)); [`CONTRIBUTING.md`](CONTRIBUTING.md) has
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the ground rules for getting changes in, and [`docs/dev/`](docs/dev/) is
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the raw engineering record behind every fix.
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## Background
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The port was built by two coding agents — a local open-weight model
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(`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the [pi](https://pi.dev/)
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agent) doing the groundwork (build, boot chain, software-RSP integration,
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asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
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hardest bugs) joining for the collaborative phase (the 21-level sweep, the
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ABI finding catalog, SDL input, front end) — handing work back and forth
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through shared written notes, directed by one person part-time. In short:
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~3.5 weeks, ~430 commits, 200+ root-caused bugs logged.
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The full write-up (timeline, handoff mechanism, effort breakdown, an honest
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"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
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The workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite the
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project or its findings: [`CITATION.cff`](CITATION.cff) (GitHub's "Cite this
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repository" menu).
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## How this differs from the other GoldenEye PC projects
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This is a native port of the original 1997 Nintendo 64 game, built from its
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actual reconstructed source code, the same lineage as the Perfect Dark PC
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port. The other well-known "GoldenEye on PC" projects are something
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different: they machine-translate the shipped binary of the *unreleased Xbox
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360 XBLA remaster*, a different game on a different codebase with no shared
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code with this one.
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| | This project | [GoldenEye-Recomp](https://github.com/SunJaycy/GoldenEye-Recomp) / [Steam Deck build](https://github.com/couchk1ng/GoldenEye-Recomp-SteamDeck) |
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| **What it ports** | The original **Nintendo 64** game (1997) | The **Xbox 360 XBLA** HD remaster (built ~2007, never released) |
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| **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 |
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| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
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| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
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| **Status** | v0.2.0; see [Status](#status) | Playable full game, higher frame rates, online multiplayer |
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| **Why it exists** | A [case study in AI-agent collaboration](#background) on a hard low-level codebase | A polished, playable PC release of the remaster |
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If you just want to play GoldenEye on PC today, use one of the recompilation
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projects: they are finished and this is not. What's here is the other half,
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getting the *original* game running from source.
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## Requirements
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You need a GoldenEye 007 (Nintendo 64) ROM that you legally own, in
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big-endian (`.z64`) format, matching one of:
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| Region | ROMID | ROM filename (in `data/`) | SHA-1 |
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|--------|-------|---------------------------|-------|
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| NTSC-U (US) | `ntsc-final` | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` |
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| PAL (EU) | `pal-final` | `ge007.pal-final.z64` | `167c3c433dec1f1eb921736f7d53fac8cb45ee31` |
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| NTSC-J (JP) | `jpn-final` | `ge007.jpn-final.z64` | `2a5dade32f7fad6c73c659d2026994632c1b3174` |
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US is the recommended and best-tested version.
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The port also relies on the decompilation's asset-extraction step, which pulls
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the level, model, texture and music data out of your ROM at build time. That
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step, too, requires your ROM and is part of [Building](#building).
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## Building
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Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL, Python 3,
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plus the decompilation's own build dependencies (an IRIX MIPS toolchain via
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`qemu-irix`, used only for the one-time asset extraction). See
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[`docs/building.md`](docs/building.md) for the full walkthrough and the
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asset-extraction details.
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### Windows (MSYS2)
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```sh
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# in the MINGW64 shell
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pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 \
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mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake \
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mingw-w64-x86_64-python make git
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git clone https://github.com/jkdansereau/goldeneye-pc-port.git
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cd goldeneye-pc-port
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# 1. extract assets from your ROM (see docs/building.md)
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# 2. build the port
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./build-pc.sh ntsc-final # or pal-final / jpn-final
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```
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### Linux
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The Linux build is compiled on every push by CI (ubuntu-24.04); the release
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bundle additionally bundles SDL2 so no system packages are needed at runtime.
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```sh
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sudo apt install build-essential cmake python3 libsdl2-dev zlib1g-dev libgl1-mesa-dev
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git clone https://github.com/jkdansereau/goldeneye-pc-port.git
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cd goldeneye-pc-port
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# extract assets (docs/building.md), then:
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./build-pc.sh ntsc-final
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```
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The executable is written to `build-pc/ge007.x86_64` (on Windows,
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`build-pc/ge007.x86_64.exe`).
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## Running
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1. Create a `data/` directory in the repo root.
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2. Put your ROM in it, named as in the table above
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(e.g. `data/ge007.ntsc-final.z64`).
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3. Run the executable from the repo root:
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`./build-pc/ge007.x86_64`.
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Configuration is written to `ge007.ini` on first run; game progress
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lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting
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(a clean-slate run for playtesting).
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### Default controls
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| Action | Keyboard / mouse | Controller |
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|---------------------|--------------------------|---------------|
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| Move / strafe | `W` `A` `S` `D` / arrows | Left stick (or D-pad) |
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| Aim / look | Mouse | Right stick |
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| Fire (Z) | Left mouse / `LCtrl` | Right trigger |
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| Aim mode (R) | Right mouse / `LShift` | Left trigger |
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| Use / accept (A) | `Space` / `E` / `X` | A / X |
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| Reload / cancel (B) | `R` / `F` | B / Y |
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| Next weapon | Mouse wheel up | RB |
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| Previous weapon | Mouse wheel down | LB |
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| Start | `Enter` / `Tab` | Start |
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| Options overlay | `F10` | Select (D-pad/stick + A/B navigate, Start closes) |
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The controller layout follows the modern dual-stick scheme used by the
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console re-releases (left stick move, right stick look, triggers fire/aim,
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shoulders cycle weapons).
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Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
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`[Input]` section of `ge007.ini`.
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## How it works
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The R4300 game code in `src/` is compiled completely unmodified; the
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decompilation's control flow is ground truth. Everything that would touch N64
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hardware is redirected into `port/`: a **software RSP** (`port/fast3d/`,
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adapted from the Perfect Dark port) that interprets the GBI display list the
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game builds each frame and emits OpenGL, bypassing the RDP; a scheduler
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replacement (`port/src/gesched.c`) that drives it directly; single-threaded
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libultra OS shims (`port/src/libultra.c`); and SDL2/OpenGL/filesystem backends
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for video, audio, input and storage. The 32→64-bit transition forces a small,
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cataloged class of mechanical ABI-only edits to ROM-serialized structs
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(pointer-width reconciliation); these change no behavior and are documented
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individually. Where it diverges from the Perfect Dark port: GoldenEye's N64
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serialized asset formats are converted offline by Python "sidecar" converters
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in `tools_pc/` rather than fixed up at load time. Full detail:
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[`docs/internals.md`](docs/internals.md) and
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[`docs/porting-notes.md`](docs/porting-notes.md).
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```
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CMakeLists.txt PC build (parallel to the decomp's Makefile, which is untouched)
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build-pc.sh configure + build helper
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src/ include/ the decompilation (game + libultra) - compiled unmodified
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port/
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fast3d/ software RSP -> OpenGL
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src/ port layer (main, OS shims, video, audio, input, fs, ...)
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include/ port-facing headers
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tools/ Makefile the N64 build + asset extraction (from the decomp; do not modify)
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tools_pc/ PC-port helper + analysis scripts
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docs/ see below
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```
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## Documentation
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Key docs are also published as a site:
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<https://jkdansereau.github.io/goldeneye-pc-port/>.
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| Doc | What's in it |
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|---|---|
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| [`docs/building.md`](docs/building.md) | Full build + asset-extraction guide. |
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| [`docs/internals.md`](docs/internals.md) | Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. |
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| [`docs/porting-notes.md`](docs/porting-notes.md) | The recurring N64→PC bug classes hit during the port, with fixes. |
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| [`docs/dev/agentic-development.md`](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. |
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| [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail — budgets, file partitioning, the finding-log discipline. |
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| [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices, and [`docs/dev/game-behavior-reference.md`](docs/dev/game-behavior-reference.md) (a secondary-sourced playtest reference for how the retail game is meant to behave — repo-only, code is ground truth). |
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| [`docs/SetupGuide.md`](docs/SetupGuide.md), [`docs/StyleGuide.md`](docs/StyleGuide.md) | Inherited from the decompilation this repo forks. |
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## Credits
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This port is a thin layer on a large amount of other people's work.
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**Prior work it is built on**
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- The [GoldenEye 007 decompilation](https://github.com/n64decomp/007) — years of
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effort by Larry Ficken ("kholdfuzion") and the project's contributors; plus
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zoinkity's GoldenEye documentation, which the decomp started from. This port
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is a fork of that repository.
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- The [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)
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(Ryan Dwyer and contributors) — the reference architecture for this port and
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the source of the `fast3d` software RSP.
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- The [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark) —
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the sibling decomp the PD port is built on.
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- **Carnivorous** — author of the *Mouse Injector* input plugin for 1964 (the
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"GEPD Edition" bundle). Its mouse-aim behaviour for GoldenEye/Perfect Dark is
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what our in-game GEPD-style aim mode is modelled on; the implementation here
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is an independent reimplementation of that behaviour, not derived code.
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Thanks also to **Rice** and **schibo** of the 1964 team for the emulator it
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shipped with.
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**Vendored / adapted code**
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- `port/fast3d/` — the software RSP, adapted from the PD port. It originates
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with the [Ship of Harkinian](https://github.com/HarbourMasters) /
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libultraship fast3d (© Emill, MaikelChan; MIT — see `port/fast3d/LICENSE.txt`),
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which itself descends from
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[sm64-port](https://github.com/sm64-port/sm64-port)'s fast3d and audio mixer.
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- `port/fast3d/glad/` — OpenGL loader generated by
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[glad](https://github.com/Dav1dde/glad) (David Herberth, MIT).
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- The decompilation toolchain: [`ido-static-recomp`](https://github.com/decompals/ido-static-recomp)
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(Emill / decompals), [`qemu-irix`](https://github.com/n64decomp/qemu-irix) and
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`rabbitizer` (n64decomp).
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- [SDL2](https://libsdl.org) and [zlib](https://zlib.net).
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**Methodology**
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- Chris Lewis, [*"Decompiling a Nintendo 64 Game in 84 Days"*](https://blog.chrislewis.au/decompiling-a-nintendo-64-game-in-84-days/) (the Snowboard
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Kids decompilation write-up) — the agent-workflow practices in
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[`docs/dev-process.md`](docs/dev-process.md) are adapted from it.
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**Tools and models used to develop the port**
|
||
|
||
- Qwen 3.8 (Alibaba Qwen team), run locally as the
|
||
[`unsloth/Qwen3.8-27B-GGUF`](https://huggingface.co/unsloth/Qwen3.8-27B-GGUF)
|
||
`UD-Q4_K_XL` quant;
|
||
[Unsloth](https://unsloth.ai) (the GGUF quantisation and Unsloth Desktop,
|
||
used as the local model server).
|
||
- [pi](https://pi.dev/) — the local coding-agent harness.
|
||
- [Claude / Claude Code](https://claude.com/claude-code) (Anthropic).
|
||
|
||
## Legal
|
||
|
||
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](https://github.com/n64decomp/007) and inherits
|
||
its contents unmodified (see [`NOTICE`](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](../../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`](LICENSE). Everything inherited from the upstream decompilation
|
||
is covered by [`NOTICE`](NOTICE), not by that license.
|