Files
goldeneye-pc-port/tools_pc/dist/README.md.in
T
James Dansereau 436484a926 docs: final v0.2.0 pre-tag pass
- Drop-in ROM wording everywhere (README quick start, Pages landing,
  release notes, bundled README): first launch auto-generates the
  derived assets via the frozen converter; no Python/toolchain needed.
  PAL/JP marked not-yet-supported with issue #85 pointers.
- building.md: Linux build is CI-compiled and ships in the bundle
  (was 'never built or run on Linux'); bundle note now describes the
  frozen ge007-convert auto-spawn; PAL/JP sidecar caveat (D258).
- Status rewording across README/Pages/release notes: drop the
  'first open-source port to our knowledge' claim; cutscene glitch
  description aligned to 'mostly with James Bond'; index.md status
  no longer contradicts the open D255 Deck crash.
- Em-dash cleanup across all GitHub Pages docs (index, building,
  internals, porting-notes, dev-process, agentic-development,
  release notes); internal dev logs untouched.
2026-09-13 23:51:27 -04:00

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# GoldenEye 007 PC Port - @VERSION@
A native PC port of the original Nintendo 64 *GoldenEye 007*, compiled from the
[GoldenEye 007 decompilation](https://github.com/n64decomp/007).
> **Playable, with known rough edges.**
> The full single-player campaign runs at a steady 60 fps with no known
> crashes, and in-level music + sound effects play throughout. Known issues:
> cutscenes still glitch, mostly with James Bond (the Dam level-end in
> particular), a few music tracks have wrong-sounding instruments, some
> front-end 3D models are broken (the spinning Nintendo logo, the MISSION
> COMPLETE / mode-select models), and assorted cosmetic rendering defects
> remain. It's an early public cut: report what you find, feedback is very
> welcome.
Project & source: <https://github.com/jkdansereau/goldeneye-pc-port>
This is the **@PLATFORM@** build. The executable is `@EXE@`.
---
## 1. You must supply your own ROM
This package contains **no Nintendo code and no game data**. You need a
*GoldenEye 007* Nintendo 64 ROM that **you legally own**, big-endian `.z64`,
NTSC-U (US):
| Region | ROM filename | SHA-1 |
|---|---|---|
| NTSC-U (US) | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` |
| PAL (EU) | `ge007.pal-final.z64` | `167c3c433dec1f1eb921736f7d53fac8cb45ee31` |
| NTSC-J (JP) | `ge007.jpn-final.z64` | `2a5dade32f7fad6c73c659d2026994632c1b3174` |
This release supports the **NTSC-U (US)** ROM. PAL and JP ROMs are recognised
by their SHA-1 but not yet supported; they are on the roadmap.
@DEPS@
## 2. Set up (one time)
1. Unzip this folder anywhere.
2. Make a `data` folder next to `@EXE@`.
3. Copy your ROM into it, named exactly: `data/ge007.ntsc-final.z64`
4. That's all the setup. On first launch the game detects the ROM and
generates the derived data (`data/pcmodels-ntsc-final/` and
`data/pccg-ntsc-final/`) automatically; that first run takes a few extra
seconds. No Python, no compiler, no N64 toolchain: nothing to install.
If you replace the ROM later, delete those two folders and the game will
regenerate them on the next launch.
## 3. Run
Run `@EXE@` **from this folder**. Configuration is written to `ge007.ini` on
first run.
> If the game exits immediately reporting missing data, run the generator
> manually from this folder (`prepare-assets/ge007-convert`; on Windows,
> `prepare-assets\ge007-convert.exe`). On success it prints one line per pass
> and ends with `prepare-assets: done.`
## 4. Controls (defaults)
| Action | Keyboard / mouse | Controller |
|---|---|---|
| Move / strafe | `W` `A` `S` `D` / arrows | Left stick (or D-pad) |
| Aim / look | mouse | Right stick |
| Fire | left mouse / `LCtrl` | Right trigger |
| Aim mode | right mouse / `LShift` | Left trigger |
| Use / accept | `Space` / `E` / `X` | A / X |
| Reload / cancel | `R` / `F` | B / Y |
| Next / previous weapon | Mouse wheel up / down | RB / LB |
| Start | `Enter` / `Tab` | Start |
| Options overlay | `F10` | Select (D-pad/stick + A/B navigate, Start closes) |
Mouse sensitivity (master and aim-mode), Y-inversion and the other input
settings are in the `[Input]` section of `ge007.ini`, or in the F10 overlay.
@DECK@
## 5. Legal
Non-commercial fan preservation / research project. **Not** affiliated with,
endorsed by, or sponsored by Nintendo, Rare, Microsoft, MGM, Danjaq, or EON
Productions. No ROM, game assets, or official logos are distributed.
See `licenses/` for the port's MIT license, the upstream project `NOTICE`, and
the third-party library licenses (SDL2, zlib@LICENSE_EXTRA@).