forked from Ports/goldeneye-pc-port
472 lines
25 KiB
Markdown
472 lines
25 KiB
Markdown
# GoldenEye 007 PC Port
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[](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
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A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
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the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
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original N64 game running from reconstructed source, not the Xbox 360
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remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
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other hardware surface (video, audio, input, timers, save storage) is shimmed
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in a dedicated `port/` layer, following the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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**v0.3.0** is out for Windows and Linux (including Steam Deck, where the
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Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). Free to download, build on and
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modify (you bring the ROM).
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**This is a pre-1.0 release, not a finished product.** v1.0 is the target
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for a polished, feature-complete build; until then, expect rough edges,
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missing features, and breaking changes between versions. See
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[Status](#status) for what works today and [Roadmap](#roadmap) for where
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this is headed.
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**AI disclosure:** development here was agentic - Claude Pro plus a local
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open-weight model on a single RTX 5090, as of August–September 2026. This
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project is as much a study of *that process* as it is a port: whether
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current LLMs can carry a codebase like this, and what actually goes wrong
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along the way. Judge the result for yourself.
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I'm one person doing this in my spare time, not a team. See
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[Background](#background) for the full setup, timeline, and an honest
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account of what worked and what didn't.
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> [!IMPORTANT]
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> **You must supply your own GoldenEye 007 ROM.** This repository contains no
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> Nintendo code or assets, and no ROM. Nothing here is distributable as a
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> playable game: see [Requirements](#requirements) and [Legal](#legal).
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<p align="center">
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<img src="docs/media/goldeneye-gh-preview.gif" width="64%"
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alt="~12 s gameplay montage from live play sessions">
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<br><em>All in-engine, running in the port — a ~12 s gameplay montage
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from live v0.3.0 play sessions.</em>
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</p>
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## Download
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| Platform | Bundle | Notes |
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| **Windows** (x86_64) | [win64.zip](https://github.com/jkdansereau/goldeneye-pc-port/releases) | Engine + runtime DLLs + the one-time asset tool. |
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| **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled, so it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
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Both bundles contain **no ROM and no game assets**: you supply your own
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(see [Requirements](#requirements)), which keeps the release legal to
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distribute. Earlier builds: v0.2.2, v0.2.1, v0.2.0, and v0.1.0 alpha, same
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page. You can also build it yourself; see [Building](#building).
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### Quick start
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You need a GoldenEye 007 N64 ROM (`.z64`, big-endian). This release supports
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the **NTSC-U (US)** version; PAL and JP are on the roadmap ([issue
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#85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)). No ROM or game asset is
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included or distributed. Then:
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1. Download the Windows or Linux bundle from [Releases](https://github.com/jkdansereau/goldeneye-pc-port/releases) and unpack it.
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
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Read the [Status](#status) caveats first: v0.3.0 has known rough edges,
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listed plainly there.
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## Status
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**v0.3.0 - playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 20 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 20 solo missions — plus the
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end-of-campaign credits sequence — load, render and run crash-free, verified
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on Windows, Linux and real Steam Deck hardware. Feedback
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is very welcome.
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What a release actually installs (no networking, no telemetry, no ROM or
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game assets shipped) and how faithfully the port tracks the original N64
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game's logic: [Security & fidelity status](docs/security-and-fidelity-status.md).
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**Working:** boot sequence and front end (menu → mission select → briefing →
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start), front-end menu navigation on the left stick to match the F10 overlay
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(D282); all 20 solo missions load, render and are crash-free (full campaign
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playtested end to end at Agent difficulty, including the ending sequence); steady 60 fps
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(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode, a single
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simplified sensitivity control) and a modern dual-stick controller layout;
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native widescreen at any aspect ratio (undistorted world, HUD anchored to the
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screen edges, 4:3 menus pillarboxed); Bond is fixed in cutscenes (no more
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floating or spin-glitching) and his third-person model positioning generally
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is right the large majority of the time now, at most a small drift when off; file-backed saves; faithful N64 progression
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by default (F10 → *All unlocked* opens every level, 007 mode and the full
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cheat menu); F10 in-game options overlay (resolution, frame cap, MSAA,
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filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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**Known issues:**
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- Some muzzle flashes draw an extra, erroneous long flash straight up from
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the gun (seen on the M16, among others), overlaid on the normal, correctly
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drawn flash. Cosmetic only (D303).
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- Water levels show a moving seam between two water patterns (D245).
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- Occasional z-fighting on some levels' geometry (D308) — a Dam intro/
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truck-wheel instance showing odd transparent-looking areas may be related
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(D306). Minor and cosmetic.
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- In-level security camera props (not the player's own view) can
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occasionally end up facing backwards on some levels, seen on Bunker
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(D307). The orientation math has been verified faithful to the N64; if you
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see it, a report of which level and which camera is what's needed to keep
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chasing it.
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- Rarely, Bond's model can briefly render out of place after an animation
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transition — purely visual: no effect on gameplay or saves, and it clears
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on its own or by re-entering the level (D311).
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- On Facility, if gas leaks during Ourumov's monologue he can pause for up to
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~10 s before resuming the scripted shootout — a latent race that exists in
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the N64 original too (where it softlocks permanently); the port detects and
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auto-recovers it (D318).
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- **Native widescreen is new in v0.4.0**: the world renders undistorted at
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your display's aspect (wider view, same vertical FOV) and the HUD keeps its
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shape; front-end menus are shown 4:3 with side bars. The F10 *Native
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widescreen* toggle restores the old stretched frame.
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- Distant geometry can drop out on the biggest open levels (Streets,
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Egyptian) at default FOV — a culling/LOD issue that sometimes
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self-corrects as you keep moving (D249).
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- Gunshot SFX can sound off during sustained/rapid fire: cadence can drift
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from the N64 original's rate, and PP7/AK47 fire can occasionally go silent
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under heavy automatic fire near another looping sound (D240/D241).
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- **`All unlocked` is highly experimental — don't enable it until you have
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at least one save written** (complete a level normally first, e.g. Dam on
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Agent). Enabling it on a brand-new install with no prior save can still
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cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
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- Assorted further cosmetic defects are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
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- No macOS or ARM support; no controller rebinding UI.
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Root causes and fix status for every item: the [release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases)
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and the finding log in [`docs/dev/findings.md`](docs/dev/findings.md).
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### Steam Deck
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The Linux bundle is the Deck build. SFTP it over from your PC, or download
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it straight from the [releases page](https://github.com/jkdansereau/goldeneye-pc-port/releases) on the Deck itself:
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unzip, drop your ROM in `data/`, launch it once (the first run generates the
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derived assets), and add the executable as a non-Steam game. SDL2 is bundled, so no dependencies need
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installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
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defaults: native 1280×800 fullscreen, VSync, MSAA 4, and 150% draw/LOD
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distance (the authored N64 fade distances read short on the close-up panel);
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everything is changeable in the options overlay and persists afterwards.
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**Do that first launch in Game Mode, not Desktop Mode** — an ini created by
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an earlier Desktop Mode launch (e.g. while testing before adding it as a
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Steam shortcut) permanently skips the Deck preset, since any existing ini
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always wins over it (D283). If your resolution isn't 1280×800 on first
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Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
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CPU-bound (software RSP); expect original N64-era
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performance at 60 fps rather than more. This release was playtested on real
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Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
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cause was identified and fixed (D253), and a separate intermittent SIGSEGV
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in heavy firefights/terminal destruction (D255) and an audio-thread crash
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(D305) are both fixed and live-verified on real hardware as of this release.
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**In-game settings on the Deck.** The options overlay is fully gamepad-driven:
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it opens with **Select**, the D-pad or left stick (up/down) moves between
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options, **A** steps the selected option forward, **B** steps it back, and
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**Start** (or Select again) closes. Toggles flip, resolution / MSAA /
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filtering cycle, sliders step in increments. With a keyboard attached the same
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overlay is `F10` + arrows/Enter.
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## Roadmap
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No fixed timeline or committed feature list — this is spare-time work — but
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directionally, on the way to v1.0:
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- Working through the [known issues](#status) above and the fuller list in
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[`docs/dev/findings.md`](docs/dev/findings.md).
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- **PAL and JP ROM support** ([issue #85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)); NTSC-U is the only supported region today.
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- **Controller rebinding UI**, and macOS/ARM builds.
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- **LAN multiplayer**: reviving GoldenEye's original split-screen/deathmatch
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netplay across multiple PCs on a local network. Genuinely under
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consideration, but early and not started; no ETA.
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- General polish: performance, remaining rendering/audio defects, save/config
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robustness.
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Not currently planned: new game modes GE never shipped (e.g. co-op), online (non-LAN)
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multiplayer, ray tracing. If any of these matter to you, open an issue —
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it helps prioritize.
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## Beyond playing
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- **Tweak it**: `ge007.ini` and the F10 in-game overlay expose resolution,
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frame cap, MSAA, texture filtering, FOV/draw distance and mouse feel;
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launch with `-fresh` for a clean-slate run.
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- **Read it**: [`docs/internals.md`](docs/internals.md) maps the
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architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md)
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is the catalogue of N64→PC bug classes hit along the way. Game logic in
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`src/` is unmodified decompilation; every hardware surface lives in the
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MIT-licensed `port/` layer.
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- **Mod it**: the port layer, build system and `tools_pc/` are yours to
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extend (see [License](#license)); [`CONTRIBUTING.md`](CONTRIBUTING.md) has
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the ground rules for getting changes in, and [`docs/dev/`](docs/dev/) is
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the raw engineering record behind every fix.
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## Background
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The port was built by two coding agents, a local open-weight model
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(`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the [pi](https://pi.dev/)
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agent) doing the groundwork (build, boot chain, software-RSP integration,
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asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
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hardest bugs) joining for the collaborative phase (the 21-level sweep, the
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ABI finding catalog, SDL input, front end), handing work back and forth
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through shared written notes, directed by one person part-time. In short:
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36 days (16 Aug – 20 Sep), ~835 commits, 199 findings root-caused and
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logged (`D1`–`D321`).
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The full write-up (timeline, handoff mechanism, effort breakdown, an honest
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"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
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The workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite the
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project or its findings: [`CITATION.cff`](CITATION.cff) (GitHub's "Cite this
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repository" menu).
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## How this differs from the other GoldenEye PC projects
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This is a native port of the original 1997 Nintendo 64 game, built from its
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actual reconstructed source code, the same lineage as the Perfect Dark PC
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port. The other well-known "GoldenEye on PC" projects are something
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different: they machine-translate the shipped binary of the *unreleased Xbox
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360 XBLA remaster*, a different game on a different codebase with no shared
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code with this one.
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| | This project | The other well-known "GoldenEye on PC" recompilation projects (and their Steam Deck builds) |
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| **What it ports** | The original **Nintendo 64** game (1997) | The **Xbox 360 XBLA** HD remaster (built ~2007, never released) |
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| **How** | Decompilation-based source port: human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation: the shipped machine code is auto-translated to C; no source-level understanding |
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| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
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| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
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| **Status** | v0.3.0 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game |
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| **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#background) on a hard low-level codebase | To get a playable PC release of the remaster |
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They answer a different question: how to get the *remaster* onto PC by
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machine translation. This project answers how to get the *original 1997
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game* onto PC, running from its reconstructed source.
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## Requirements
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You need a GoldenEye 007 (Nintendo 64) ROM that you legally own, in
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big-endian (`.z64`) format, matching one of:
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| Region | ROMID | ROM filename (in `data/`) | SHA-1 |
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|--------|-------|---------------------------|-------|
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| NTSC-U (US) | `ntsc-final` | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` |
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| PAL (EU) | `pal-final` | `ge007.pal-final.z64` | `167c3c433dec1f1eb921736f7d53fac8cb45ee31` |
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| NTSC-J (JP) | `jpn-final` | `ge007.jpn-final.z64` | `2a5dade32f7fad6c73c659d2026994632c1b3174` |
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This release supports the US (NTSC-U) version; PAL and JP ROMs are
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recognised by region but not yet supported (on the roadmap, [issue
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#85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)).
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The port also relies on the decompilation's asset-extraction step, which pulls
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the level, model, texture and music data out of your ROM at build time. That
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step, too, requires your ROM and is part of [Building](#building).
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## Building
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Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL, Python 3,
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plus the decompilation's own build dependencies (an IRIX MIPS toolchain via
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`qemu-irix`, used only for the one-time asset extraction). See
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[`docs/building.md`](docs/building.md) for the full walkthrough and the
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asset-extraction details.
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### Windows (MSYS2)
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```sh
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# in the MINGW64 shell
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pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 \
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mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake \
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mingw-w64-x86_64-python make git
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git clone https://github.com/jkdansereau/goldeneye-pc-port.git
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cd goldeneye-pc-port
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# 1. extract assets from your ROM (see docs/building.md)
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# 2. build the port
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./build-pc.sh ntsc-final # NTSC-U; PAL/JP engine builds compile, but their asset sidecars are not yet producible (issue #85)
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```
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### Linux
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The Linux build is compiled on every push by CI (ubuntu-24.04); the release
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bundle additionally bundles SDL2 so no system packages are needed at runtime.
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```sh
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sudo apt install build-essential cmake python3 libsdl2-dev zlib1g-dev libgl1-mesa-dev
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git clone https://github.com/jkdansereau/goldeneye-pc-port.git
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cd goldeneye-pc-port
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# extract assets (docs/building.md), then:
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./build-pc.sh ntsc-final
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```
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The executable is written to `build-pc/ge007.x86_64` (on Windows,
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`build-pc/ge007.x86_64.exe`).
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## Running
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1. Create a `data/` directory in the repo root.
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2. Put your ROM in it, named as in the table above
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(e.g. `data/ge007.ntsc-final.z64`).
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3. Run the executable from the repo root:
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`./build-pc/ge007.x86_64`.
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Configuration is written to `ge007.ini` on first run; game progress
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lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting
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(a clean-slate run for playtesting).
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### Default controls
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| Action | Keyboard / mouse | Controller |
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|---------------------|--------------------------|---------------|
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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 (Z) | Left mouse / `LCtrl` | Right trigger |
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| Aim mode (R) | Right mouse / `LShift` | Left trigger |
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| Use / accept (A) | `Space` / `E` / `X` | A / X |
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| Reload / cancel (B) | `R` / `F` | B / Y |
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| Next weapon | Mouse wheel up | RB |
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| Previous weapon | Mouse wheel down | 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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The controller layout follows the modern dual-stick scheme used by the
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console re-releases (left stick move, right stick look, triggers fire/aim,
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shoulders cycle weapons).
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Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
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`[Input]` section of `ge007.ini`.
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## How it works
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The R4300 game code in `src/` is compiled completely unmodified; the
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decompilation's control flow is ground truth. Everything that would touch N64
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hardware is redirected into `port/`: a **software RSP** (`port/fast3d/`,
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adapted from the Perfect Dark port) that interprets the GBI display list the
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game builds each frame and emits OpenGL, bypassing the RDP; a scheduler
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replacement (`port/src/gesched.c`) that drives it directly; single-threaded
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libultra OS shims (`port/src/libultra.c`); and SDL2/OpenGL/filesystem backends
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for video, audio, input and storage. The 32→64-bit transition forces a small,
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cataloged class of mechanical ABI-only edits to ROM-serialized structs
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(pointer-width reconciliation); these change no behavior and are documented
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individually. Where it diverges from the Perfect Dark port: GoldenEye's N64
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serialized asset formats are converted offline by Python "sidecar" converters
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in `tools_pc/` rather than fixed up at load time. Full detail:
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[`docs/internals.md`](docs/internals.md) and
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[`docs/porting-notes.md`](docs/porting-notes.md).
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```
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CMakeLists.txt PC build (parallel to the decomp's Makefile, which is untouched)
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build-pc.sh configure + build helper
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src/ include/ the decompilation (game + libultra) - compiled unmodified
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port/
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fast3d/ software RSP -> OpenGL
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src/ port layer (main, OS shims, video, audio, input, fs, ...)
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include/ port-facing headers
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tools/ Makefile the N64 build + asset extraction (from the decomp; do not modify)
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tools_pc/ PC-port helper + analysis scripts
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docs/ see below
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```
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||
|
||
## Documentation
|
||
|
||
Key docs are also published as a site:
|
||
<https://jkdansereau.github.io/goldeneye-pc-port/>.
|
||
|
||
| Doc | What's in it |
|
||
|---|---|
|
||
| [`docs/building.md`](docs/building.md) | Full build + asset-extraction guide. |
|
||
| [`docs/internals.md`](docs/internals.md) | Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. |
|
||
| [`docs/porting-notes.md`](docs/porting-notes.md) | The recurring N64→PC bug classes hit during the port, with fixes. |
|
||
| [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md) | The research angle: the two-agent setup, timeline, handoff workflow, and an assessment of what did and didn't work. |
|
||
| [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail: budgets, file partitioning, the finding-log discipline. |
|
||
| [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices, and [`docs/dev/game-behavior-reference.md`](docs/dev/game-behavior-reference.md) (a secondary-sourced playtest reference for how the retail game is meant to behave; repo-only, code is ground truth). |
|
||
| [`docs/SetupGuide.md`](docs/SetupGuide.md), [`docs/StyleGuide.md`](docs/StyleGuide.md) | Inherited from the decompilation this repo forks. |
|
||
|
||
## Credits
|
||
|
||
This port is a thin layer on a large amount of other people's work.
|
||
|
||
**Prior work it is built on**
|
||
|
||
- The [GoldenEye 007 decompilation](https://github.com/n64decomp/007), years of
|
||
effort by Larry Ficken ("kholdfuzion") and the project's contributors; plus
|
||
zoinkity's GoldenEye documentation, which the decomp started from. This port
|
||
is a fork of that repository.
|
||
- The [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)
|
||
(Ryan Dwyer and contributors), the reference architecture for this port and
|
||
the source of the `fast3d` software RSP.
|
||
- The [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark),
|
||
the sibling decomp the PD port is built on.
|
||
- **Carnivorous**: author of the *Mouse Injector* input plugin for 1964 (the
|
||
"GEPD Edition" bundle). Its mouse-aim behaviour for GoldenEye/Perfect Dark is
|
||
what the in-game GEPD-style aim mode is modelled on; the implementation here
|
||
is an independent reimplementation of that behaviour, not derived code.
|
||
Thanks also to **Rice** and **schibo** of the 1964 team for the emulator it
|
||
shipped with.
|
||
|
||
**Vendored / adapted code**
|
||
|
||
- `port/fast3d/`: the software RSP, adapted from the PD port. It originates
|
||
with the [Ship of Harkinian](https://github.com/HarbourMasters) /
|
||
libultraship fast3d (© Emill, MaikelChan; MIT, see `port/fast3d/LICENSE.txt`),
|
||
which itself descends from
|
||
[sm64-port](https://github.com/sm64-port/sm64-port)'s fast3d and audio mixer.
|
||
- `port/fast3d/glad/`: OpenGL loader generated by
|
||
[glad](https://github.com/Dav1dde/glad) (David Herberth, MIT).
|
||
- The decompilation toolchain: [`ido-static-recomp`](https://github.com/decompals/ido-static-recomp)
|
||
(Emill / decompals), [`qemu-irix`](https://github.com/n64decomp/qemu-irix) and
|
||
`rabbitizer` (n64decomp).
|
||
- [SDL2](https://libsdl.org) and [zlib](https://zlib.net).
|
||
|
||
**Methodology**
|
||
|
||
- Chris Lewis, [*"Decompiling a Nintendo 64 Game in 84 Days"*](https://blog.chrislewis.au/decompiling-a-nintendo-64-game-in-84-days/) (the Snowboard
|
||
Kids decompilation write-up), the agent-workflow practices in
|
||
[`docs/dev-process.md`](docs/dev-process.md) are adapted from it.
|
||
|
||
**Consultation**
|
||
|
||
- **f1zz1ec0ke** ([GitHub](https://github.com/f1zz1ec0ke)): LLM consultation on model
|
||
tuning, agent harnesses, and agentic strategy throughout the port's development.
|
||
|
||
**Tools and models used to develop the port**
|
||
|
||
- Qwen 3.8 (Alibaba Qwen team), run locally from the
|
||
[`unsloth/Qwen3.8-27B-GGUF`](https://huggingface.co/unsloth/Qwen3.8-27B-GGUF)
|
||
repo — `UD-Q4_K_XL` as the primary quant, with other quants used along the
|
||
way; [Unsloth](https://unsloth.ai) (the GGUF quantisation and Unsloth
|
||
Desktop) as the local model server.
|
||
- [pi](https://pi.dev/): the local coding-agent harness.
|
||
- [Claude / Claude Code](https://claude.com/claude-code) (Anthropic).
|
||
|
||
## Legal
|
||
|
||
This is a non-commercial fan preservation/research project, in the same
|
||
category as the many other N64 decompilation and native-port repositories on
|
||
GitHub. It follows the same conventions they do:
|
||
|
||
- **No ROM and no game assets are distributed**: not in this repository and
|
||
not in any release. Textures, audio, models, level data and in-game text are
|
||
extracted from a ROM *you already own*, on *your* machine, at build time.
|
||
- The repository is a fork of the public
|
||
[GoldenEye 007 decompilation](https://github.com/n64decomp/007) and inherits
|
||
its contents unmodified (see [`NOTICE`](NOTICE) for what that includes).
|
||
- No official logos, box art, or marketing assets are used. "GoldenEye 007",
|
||
"007", "James Bond" and related marks belong to their respective owners
|
||
(Nintendo, Microsoft/Rare, MGM, Danjaq, EON Productions).
|
||
- Pre-built binaries published under [Releases](https://github.com/jkdansereau/goldeneye-pc-port/releases) contain
|
||
only the engine (the `port/` layer plus the compiled decompilation, with no
|
||
game data of any kind), bundled with permissively-licensed runtime libraries
|
||
(SDL2, zlib, the MinGW runtime; their licenses travel in the download). Any
|
||
build, yours or ours, is useless without a ROM you supply.
|
||
|
||
This project is **not affiliated with, endorsed by, or sponsored by** Nintendo,
|
||
Rare, Microsoft, MGM, Danjaq, EON Productions, or any rights holder in
|
||
GoldenEye or James Bond. If you are a rights holder with a concern, open an
|
||
issue and it will be addressed.
|
||
|
||
## License
|
||
|
||
The original work in this repository, the port layer (`port/`), the PC build
|
||
system, `tools_pc/`, and the documentation, is released under the MIT License;
|
||
see [`LICENSE`](LICENSE). Everything inherited from the upstream decompilation
|
||
is covered by [`NOTICE`](NOTICE), not by that license.
|