- tools_pc/bundle-linux.sh: package a Linux build (exe + README + licenses + prepare-assets) as a .tar.gz. Mirrors bundle-win.sh's ROM / size guards and prepare-assets assembly. No shared libs bundled — the generated README tells the user to install SDL2 / zlib / libGL from their distro. - tools_pc/dist/README.md.in: made OS-neutral via @PLATFORM@ / @EXE@ / @DEPS@ / @LICENSE_EXTRA@ tokens; refreshed the known-issues list (dropped the stale "ladders don't work" line — D177 fixed M-36; added black sky + missing HUD weapon icon). - .github/workflows/ci.yml: linux-build now packages + uploads the Linux bundle; the release job attaches both platforms to the draft pre-release. - .github/release-notes.md: rewritten for the two-platform NTSC-U alpha with the prepare-assets step and current known issues. Alpha scope: NTSC-U only, one-time prepare-assets step (Part A launcher and Part B native converter from release-dropin-rom-plan.md remain follow-ups). Claude-Session: https://claude.ai/code/session_01V4pK3pT83YnPsBp3Ey4RP2
2.5 KiB
GoldenEye 007 PC Port — alpha
⚠️ Very early research alpha. Not a playable game. The intro and menus render and all 21 solo missions load, but:
- no audio (Phase 3, not started);
- some front-end 3D models and some text are broken (the spinning Nintendo logo, MISSION COMPLETE / mode-select models, some briefing objective text);
- outdoor levels render with a black sky;
- the in-HUD weapon icon is missing (the ammo count still shows);
- expect crashes and glitches once past the level intro.
This is a technical demo of the porting work. If you want to play GoldenEye on PC, use one of the Xbox 360 recompilation projects instead — see the project README.
Downloads
| File | Platform |
|---|---|
goldeneye-pc-port-<version>-win64.zip |
Windows x86-64 |
goldeneye-pc-port-<version>-linux-x86_64.tar.gz |
Linux x86-64 |
Each contains the engine executable, a README, license texts, and the
prepare-assets tool. No ROM, no game assets. The Windows bundle also
carries its runtime DLLs; the Linux bundle links against your distro's SDL2 /
zlib / libGL (sudo apt install libsdl2-2.0-0 zlib1g libgl1, or the equivalent).
Windows development and playtesting is the primary path; the Linux build boots and renders (tested on WSLg) but has had far less exercise.
Running it
You supply your own NTSC-U GoldenEye 007 N64 ROM (.z64, big-endian,
SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83). Only the US ROM is supported
in this alpha.
- Unpack the archive.
- Make a
data/folder next to the executable and put the ROM in it asge007.ntsc-final.z64. - Run the one-time asset step (needs Python 3.8+):
python3 prepare-assets/prepare-assets.py— it reads your ROM and writes the twodata/pc*-ntsc-final/folders the engine needs. Standard library only; a few seconds. - Run the executable from that folder.
Full steps are in the bundled README.md.
Verify the download
sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
Source & docs
https://github.com/jkdansereau/goldeneye-pc-port — built on the GoldenEye 007 decompilation, architecture after the Perfect Dark PC port. Non-commercial fan preservation/research project; not affiliated with any rights holder.