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