Deck/Windows playtest fixes: fog rework (D540) and RSP-style CPU near-plane clip with per-vertex N64 fog (D543), with fog recomputed on near-plane-clipped vertices as the RSP does, so the haze around the player stays steady (D553); colour-combiner clamp for banded walls (D548); rocket and thrown-item stack overflows (D545, D549); menu double-trigger mitigation (D541); Dam ending first-shot camera swivel restored by removing an old port look-at workaround (D552); settings standardisation (D546), live All unlocked (D547), F10 mouse (D544); static window title and the project mark (the in-game crosshair shape, site gold) as window/taskbar icon and favicon (D550). Reference frames re-based on Windows, Linux and Steam Deck (A/B-confirmed); capture_p7.sh runs on Windows. Opt-in update check, off by default (D551: one HTTPS request to GitHub per launch when enabled; winhttp.dll loaded only then; the tag CI job checks the tag against GE007_VERSION). Release notes, ROADMAP, internals and security docs updated; tree-hygiene pass. Refs: D540 D541 D543 D544 D545 D546 D547 D548 D549 D550 D551 D552 D553 D554 D555 D556 D557 D558 D559 D560 D561 D562 D563 D564
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title, description, date, modified_time, locale, flat_title
| title | description | date | modified_time | locale | flat_title |
|---|---|---|---|---|---|
| GoldenEye 007 PC Port | A native PC port of GoldenEye 007 (Nintendo 64, 1997), built from decompiled source with a software RSP. v0.5.0 for Windows, Linux and Steam Deck. | 2026-10-05 | 2026-10-05 | en_US | true |
A native PC port of GoldenEye 007 (Rare, 1997, Nintendo 64), compiled from
the GoldenEye 007 decompilation: the
original N64 game running from reconstructed source, not the Xbox 360
remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
other hardware surface (video, audio, input, timers, save storage) is shimmed
in a dedicated port/ layer, following the architecture of the
Perfect Dark PC port, the same
Rare "Indy" engine family, one hardware generation apart.
Status · Download · See it running · Known issues · Documentation
Status
v0.5.0 (2026-10-05) — the campaign and split-screen both run end to end.
- Single-player campaign complete. All 20 missions plus the ending-credits sequence, completable end to end at a steady 60 fps.
- 2–4 player split-screen multiplayer. Supported on every multiplayer map; playtested on Windows, Linux and Steam Deck.
- One real options system. A single menu, laid out like the Perfect Dark port's — plain-English wording, real-unit sliders, a one-line description per option — with the game's own N64 control styles as a per-seat preset.
- Emulator save files load directly. Copy a 1964 / Project64 save into
data/and it is converted on first launch. - A scalable HUD overlay, fullscreen and window-centring controls, and antialiased overlay controls.
- A fidelity round checked frame-by-frame against the N64 game (fog, aspect-ratio letterboxing, the Watch menu's own settings), with the reference-frame gate re-based on both platforms (21 levels, 63 frames each).
- The small stuff: a menu wording, units and help-text pass, and standardised menu spelling.
What remains is a short list, under Known issues.
This is a pre-1.0 release, not a finished product. v1.0 is the target for a polished, feature-complete build; expect missing features and the occasional breaking change until then. The README's Roadmap section is the single tracker for what comes next.
Known issues
Full table in the roadmap's known-issues section; root causes in the finding log.
- NTSC-U ROMs only in the release packages. PAL and JP ROMs convert, build and run from source, but release packages ship the US (NTSC-U) ROM. On the roadmap.
- Changing the aspect ratio in a level can briefly glitch the gun/hand model (cosmetic, one-off). Change the ratio from the front-end PC Options, or accept it (D509).
- No macOS or ARM builds yet. Today the release ships Windows, Linux and Steam Deck (keyboard, mouse and controller-button rebinding are all supported, defaults in the README's Controls section); macOS and ARM are on the roadmap.
- Saves from builds before v0.4.1 can hold fake unlocks from
All unlocked—All unlockedhas not written your save since v0.4.1, but saves made while it was on in builds before v0.4.1 can hold fake unlocks and are not repaired; back updata/ge007.eepif you used it on an older build (D442, D387). - The first frame of a level takes a little longer while its textures upload — a brief FPS-counter dip; nothing to fix (D475, D480).
- In widescreen, far objects almost fully in fog can still show a faint distant building edge (4:3 matches the N64). Cosmetic (D503).
Release history
Warning: always use the latest release — earlier builds are kept in the release history for reference only; they lack the features and fixes of newer versions, so don't install an older release.
- 2026-10-05 — v0.5.0: what it adds is the Status list above. Release notes.
- 2026-09-28 — v0.4.0: native widescreen, a complete aim system for mouse and controller, in-game key rebinding, crosshair customization, rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix pass. Release notes.
- 2026-09-20 — v0.3.0: the first release with the complete campaign playable end to end at 60 fps on Windows, Linux, and Steam Deck. Release notes.
- 2026-09-04 → 2026-09-16 — v0.1.0 – v0.2.2: the alpha and beta cycle — build chain, software RSP, first rendered frames, front end, and per-level stabilization across the campaign.
Download
| Platform | Bundle | Notes |
|---|---|---|
| Windows (x86_64) | win64.zip | Engine + runtime DLLs + the one-time asset tool. |
| Linux (x86_64) / Steam Deck | linux tarball | SDL2 is bundled, so it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
| macOS / ARM Linux | — | Roadmap: not shipped yet. |
Bring your own ROM. Both bundles contain no ROM and no game assets: you
supply your own GoldenEye 007 N64 ROM (the
Requirements table
has the region filenames and SHA-1s). This release supports the NTSC-U (US)
ROM; PAL and JP are on the roadmap. Then: unpack, drop the ROM in data/,
and launch; the first run generates the derived assets automatically (no
Python or other tooling needed). The full steps are in the
Quick start;
the packages carry no ROM or game assets, and run only with a ROM you
already own. The binaries are not code-signed; each
release artifact carries a GitHub build-provenance attestation you can
verify with gh attestation verify <file> --repo jkdansereau/goldeneye-pc-port.
What the release actually installs is covered on Security status; how faithfully it tracks the N64 game, on Fidelity status.
See it running
Play it, or take it apart
- Try it yourself: grab a bundle above, bring your own ROM, and play the campaign. It's a pre-1.0 build for exactly this: if something breaks, an issue with what you were doing is genuinely useful.
- Read the code: the game logic in
src/is unmodified decompilation; every hardware surface (video, audio, input, save storage, and the software-RSP renderer) is shimmed in the MIT-licensedport/layer. Internals is the map; Porting notes is the catalogue of N64→PC bug classes hit along the way, a good read even if you never touch the code. - Mod it: the port layer, build system and
tools_pc/helpers are MIT licensed and yours to extend: new video options, input tweaks, your own asset sidecar. CONTRIBUTING has the ground rules that keep it faithful to the original game. - AI disclosure: development here used AI coding agents — Claude Code plus a local open-weight model on a single RTX 5090, directed by one person in their spare time. The project is as much a study of that process as it is a port; the write-up records what happened and takes no position for or against using LLMs on a project like this. See the full write-up — the setup, timeline, handoff workflow, and an honest account of what did and didn't work.
How it works
The R4300 game code's logic and control flow are the decompilation's, and
remain the reference we preserve. The port's changes inside src/ are few in
kind and each is gated behind #ifdef PORT: mechanical 32→64-bit
pointer-width fixes, a couple of approved timing fixes, and the opt-in
All unlocked and Skip intro hooks. The N64's Reality Signal Processor
(RSP), the graphics coprocessor that builds and executes each frame's
display list, is emulated in software: the port interprets the graphics
command stream (GBI) the game emits and translates it to OpenGL, bypassing
the RDP entirely. Everything else that would touch N64 hardware (video,
audio, input, timers, save storage) is shimmed in a small dedicated layer,
following the architecture of the Perfect Dark PC port from the same Rare
engine family. Full detail: Internals; the bug
catalogue: Porting notes.
Documentation
The technical docs live on the Documentation page — the architecture, the N64→PC bug catalogue, and how the project is developed. Building covers building and running from source.
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