Files
goldeneye-pc-port/docs/index.md
T
James Dansereau d7b9371afb Docs: public copy, site presentation, release-gate review (D533, D534)
Public-copy language pass, homepage restructure and Documentation rename,
404 page, dead-anchor and permalink fixes, release-gate sign-off, and the
pre-release review fixes of the 2026-10-05 batch (probe-doc drift,
build-path hygiene, verify.sh and capture safety).

Refs: D533 D534
2026-10-06 18:35:44 -04:00

14 KiB
Raw Blame History

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.
  • Skip intro and All unlocked are experimental — leave them off for a normal playthrough. All unlocked has 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 up data/ge007.eep if 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

viewer — in-engine captures, 3072×1728 1 / 12
GoldenEye 007 PC port — Dam (v0.4.0 intro attract), in-engine capture ‹ ›
Dam — v0.4.0 intro attract

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-licensed port/ 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.

<script> // console-viewer carousel: one media slot, cycle the captures. Vanilla JS. (function () { var slides = [ { src:"img/shots/shot-01.jpg", cap:"Dam — v0.4.0 intro attract" }, { src:"img/shots/shot-03.jpg", cap:"Runway — v0.4.0 intro attract" }, { src:"img/shots/shot-04.jpg", cap:"Surface — v0.4.0 intro attract" }, { src:"img/shots/shot-09.jpg", cap:"Frigate — v0.4.0 intro attract" }, { src:"img/shots/shot-11.jpg", cap:"Surface 2 — v0.4.0 intro attract" }, { src:"img/shots/shot-16.jpg", cap:"Statue — v0.4.0 intro attract" }, { src:"img/shots/shot-20.jpg", cap:"Archives — v0.4.0 intro attract" }, { src:"img/shots/shot-21.jpg", cap:"Cradle — v0.4.0 intro attract" }, { src:"img/shots/shot-24.jpg", cap:"Aztec — v0.4.0 intro attract" }, { src:"img/shots/shot-27.jpg", cap:"Control — v0.4.0 intro attract" }, { src:"img/shots/shot-28.jpg", cap:"Streets — v0.4.0 intro attract" }, { src:"img/shots/shot-29.jpg", cap:"Jungle — v0.4.0 intro attract" } ]; var img = document.getElementById("vImg"), cap = document.getElementById("vCap"), idx = document.getElementById("vIdx"), i = 0; function show(n) { i = (n + slides.length) % slides.length; img.src = slides[i].src; img.alt = "GoldenEye 007 PC port — " + slides[i].cap + ", in-engine capture, 3072×1728"; cap.textContent = slides[i].cap; idx.textContent = (i + 1) + " / " + slides.length; } document.getElementById("vPrev").addEventListener("click", function () { show(i - 1); }); document.getElementById("vNext").addEventListener("click", function () { show(i + 1); }); document.addEventListener("keydown", function (e) { if (e.key === "ArrowLeft") show(i - 1); else if (e.key === "ArrowRight") show(i + 1); }); show(0); })(); </script> <script type="application/ld+json"> { "@context": "https://schema.org", "@type": "Software", "name": "GoldenEye 007 PC Port", "genericName": "Native PC port of a Nintendo 64 game", "softwareName": "GoldenEye 007 PC Port", "category": "GameCategory", "description": "A native PC build of GoldenEye 007 (Rare, 1997, Nintendo 64), compiled from the n64decomp/007 decompilation with the N64's RSP emulated in software. Ships no ROM and no game assets; you supply your own.", "softwareVersion": "0.5.0", "datePublished": "2026-10-05", "dateModified": "2026-10-05", "operatingSystem": ["Windows", "Linux", "Steam Deck"], "downloadUrl": "https://github.com/jkdansereau/goldeneye-pc-port/releases", "distributionType": "Software-Offline", "officialDistribution": { "@type": "SoftwareDistribution", "downloadUrl": "https://github.com/jkdansereau/goldeneye-pc-port/releases", "distributionLicense": "MIT" }, "license": "https://opensource.org/licenses/MIT", "isFreeApplication": true, "url": "https://jkdansereau.github.io/goldeneye-pc-port/", "sameAs": "https://github.com/jkdansereau/goldeneye-pc-port", "publisher": { "@type": "Person", "name": "jkdansereau", "url": "https://github.com/jkdansereau" }, "gallery": [ "https://jkdansereau.github.io/goldeneye-pc-port/img/shots/shot-28.jpg", "https://jkdansereau.github.io/goldeneye-pc-port/img/shots/shot-01.jpg", "https://jkdansereau.github.io/goldeneye-pc-port/img/shots/shot-24.jpg" ], "alternateName": "GoldenEye 007 (Nintendo 64, 1997) on the PC" } </script>