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.
# 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@).