7.9 KiB
GoldenEye 007 PC Port — v
Note
Updating? Your progress and settings carry over. Unpack the new version into a new folder and copy your ROM,
ge007.eepandge007.iniinto itsdata/folder. Leave the oldpcmodels-*andpccg-*folders behind; the new version makes its own.
Note
The downloads aren't code-signed. On Windows, if SmartScreen appears, click More info, then Run anyway. On macOS, see Getting started.
Highlights
- Frame rates above 60. Pick 90, 120, 144, 165 or 240, or Auto to match your display (up to 240). The game still runs at its original speed; the extra frames are blended between its ticks, for the camera, the level, the sky, and the guards, doors and objects moving in it. A rework of f1zz1ec0ke's #137.
- macOS on Apple Silicon (experimental). A new download for M1 and later Macs, based on danturn's #95. Tested on one M3 Mac so far; reports are welcome.
- Original controls are now original (#145, #149). With Control style set to Original, your pad behaves as an N64 controller, and Invert look works in every original style.
- Fixes: geometry vanishing up close (#150), the first launch opening on the wrong monitor (#151), the end-credits crash on Linux and macOS (#152) and a crash when a guard spawns with a hat (#153, #156).
- Also: an optional mission timer (#144), the file-select crest fixed (#146), and a fix for a Windows blue screen on exit.
Downloads
| File | Platform |
|---|---|
goldeneye-pc-port-<version>-win64.zip |
Windows 10/11, 64-bit |
goldeneye-pc-port-<version>-linux-x86_64.tar.gz |
Linux x86-64 (glibc 2.31+), including Steam Deck |
goldeneye-pc-port-<version>-macos-arm64.tar.gz |
macOS 14+ on Apple Silicon (experimental) |
Each download is ready to run: it carries its runtime libraries, a README, the license texts and the one-time asset tool. No ROM and no game assets are included; you need your own US GoldenEye 007 ROM.
Getting started
- Unpack the download.
- Make a
data/folder next to the executable and put your ROM in it asge007.ntsc-final.z64. - Start the game. The first start takes a few extra seconds while it prepares the game files from your ROM. F10 (controller: Select) opens the options menu.
Steam Deck: do the steps on the Deck, then add the executable as a non-Steam game.
macOS: the app isn't notarized, so run this once in Terminal before the first launch, then start ./ge007.aarch64 from the folder.
xattr -dr com.apple.quarantine goldeneye-pc-port-<version>-macos-arm64
Or download it in Terminal, which skips that step:
curl -L https://github.com/jkdansereau/goldeneye-pc-port/releases/download/v<version>/goldeneye-pc-port-<version>-macos-arm64.tar.gz | tar xz
Without Terminal: after macOS blocks the first launch, open System Settings → Privacy & Security and click Open Anyway next to the ge007.aarch64 message.
The user guide covers controls, settings, emulator saves and troubleshooting.
What's new
Added
- Frame rate cap: Auto, 90, 120, 144, 165 and 240 join 30 and 60 (F10 → Video). Auto is the default on fresh installs; an existing
ge007.inikeeps its value. Above 60 the extra frames are blended between game ticks (no effect on a 60 Hz display): the camera, the level and the sky, and each guard, door and object along its own motion. This adds one tick of latency; a fast camera turn or a big change on screen shows a full frame instead. The Original N64 display mode keeps 60. - macOS Apple Silicon download (experimental), plus source builds with Homebrew's GNU
gcc. - Original control style as an N64 controller: every press sends the real N64 button in levels, menus, the watch and the tank. Default layout: South = A, West = B, right trigger = Z, left trigger / RB = R, LB = L, right stick = C-buttons. Each button can be moved per player in
ge007.ini(Input.N64Pad.A = a, ...), andInput.N64StickFeelpicks the N64's linear stick range. - Mission timer (#144): an optional always-visible timer, off by default.
ge007.log: every run is logged next to the ini; the previous run is kept asge007.prev.log.
Fixed
- Geometry vanishing when you stand against a wall (#150).
- With a wider Field of view, objects in fog (such as the windows on Surface) no longer flicker or vanish while you turn, and models keep their detail out to the normal distance.
- The first launch opening on the wrong monitor (#151).
- A crash during the end credits on Linux and macOS (#152).
- macOS: a black window that never started the game when it was launched while the display was asleep.
- A crash when a guard spawns wearing a hat (#153, #156).
- The file-select crest drawing on a dark square (#146).
- Invert look now works in every original control style and stays in sync with the watch's Look up/down (#145).
- A Windows blue screen (0x119) when the game exits, seen on an NVIDIA GPU.
- The Cradle catwalk shadow flicker, and stale pixels beside the widescreen picture on front-end screens.
- Sound and text pointer checks that rejected valid pointers (#108, with italoarruda).
- The Linux/macOS update check failing on a large response.
- F10 slider labels being cut off at HUD scale 150.
Changed
- Windows: per-monitor DPI awareness, so fullscreen on a scaled 4K display is native resolution.
- F10 dropdowns stay inside the settings box.
- The crosshair look (colour, size, style) is no longer reset by the Display mode presets.
- The old front-end Velocity pointer mode is removed.
Known issues
| Issue | Workaround |
|---|---|
| On the Steam Deck at 90 fps, firefights in the centre of Bunker 1 and 2 can drop a few fps, and Jungle can feel slightly less smooth | Set the frame cap to 60 for those levels |
| Cradle's turret explosions may draw wrongly | None yet |
| On Windows, the picture can look hazy for a moment after alt-tabbing back | It settles on its own |
| PAL and JP ROMs aren't supported yet | Use the US (NTSC-U) ROM |
| Saves from v0.4.0 and earlier can hold fake unlocks from All unlocked | Keep a backup of data/ge007.eep from before you used it |
The full list is the known-issues table.
Tested on
The release downloads themselves, from a fresh folder with only the ROM: all 21 solo levels on Windows (at 120 fps), the Steam Deck (Desktop and Game Mode, at 90), macOS on Apple Silicon, and a 2011 Linux laptop with Intel HD 3000 graphics (at 60).
Thanks
f1zz1ec0ke (#137, the frame-interpolation design this release reworks), danturn (#95, macOS), Julio C. Rocha (#88, the first macOS groundwork), italoarruda (#108), and everyone who reported the issues above.
Verify the download
sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
shasum -a 256 -c goldeneye-pc-port-<version>-macos-arm64.tar.gz.sha256 # macOS
gh attestation verify <file> --repo jkdansereau/goldeneye-pc-port # build provenance
Built on the GoldenEye 007 decompilation and modelled on the Perfect Dark PC port. A non-commercial fan project, not affiliated with any rights holder. Developed with AI coding agents directed by one maintainer; see About the project.

